The place to discuss scripting and game modifications for X: Terran Conflict and X: Albion Prelude.
I noted that CODEA is part of the mod and was wondering what else is in it to save on duplication. Star Wars Mod by mikhailskatchkov reborn. What would be also helpful is a list of what mods are already merged in the mod. &start=870Īs I play with more mods I will edit and add to this list. ThisIsHarsh (edited and updated with color by Khaakbuster on page 59). Universe Explorers 2.4.1 / AP libraries (required)
I was also wondering if the included 'reccomended' spk files were valid because I seem to remember Cycrow's bounty hunter and merc guild being X3 only since it used the mission board system from that game.Įarly in but so far the following seem to work: (Note all mods were installed as packages via Plugin manager lite using either the included spk or one I converted via Cycrow's package creator)įree Jump for AI's (works for Player, Universal Traders, and other AI's) They both disable the new ships and only show vanilla ships. I can say that MARS Fire Control (MARS) by Gazz is not compatible, I also tried DrBullwinkle's repackfor SPK v 5.26 but no joy. The icon for the empire ships looks like the mammalian ships, however this is only because you're getting both NSC2 ships and start wars ships, if you selected the Empire ships, you will get a. Long time X player and just found this mod. This mod adds some of the NSC2 tech to Empire ships, currently the ship computers and behavour modules are supported, engines and powerplants are not.