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SW Interworlds TeamUploaded by
MikskaVirus scan
About this mod
This mod aims to bring the Star Wars into the X4 game, including universe, ships, locations, at the highest quality possible, giving you a chance to live the Star Wars universe where you explore, trade, fight, build and much more...
If anyone wishes to donate, www.patreon.com/mikska
Discord: https://discord.gg/JbqMzcfS3Y
- Requirements
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DLC requirements
DLC name X4: Split Vendetta X4: Cradle of Humanity X4: Tides of Avarice X4: Kingdom End X4: Timelines Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Big Thanks to: James Miller ("Spear Head"),Jeronimo (Secutor-class base model), The Master Beef (possibly Bellator-Class Dreadnought) (Corra_Ashu, FleetAdmiral1, Al Meerow, Sean Kennedy and AceWell for providing some of the models.
I made only a few of these models, some models I do not know who the Authors are, found them floating about on the internet, if you see your work, let me know so i can either remove it or Credit you.Donation Points system
Please log in to find out whether this mod is receiving Donation Points
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Translations
- Spanish
- Mirrors
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Name Google Drive - Changelogs
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Version 0.85.1
- This small update is compatible with 0.85 saves. This is a full install, do not paste over existing older versions.
- In-game the version number will still say 0.85, but the date will be 24 FEB 25
- Fixes:
- Fixed incorrect range of RH8 laser turret
- Fixed inability to open blueprint sale menu for some factions
- Fixed abnormally high amount of dropped credits on ship destruction
- Fixed typos and translation fixes
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Version 0.85
- Technical:
- Updated the mod to new flight physics (single line, huge amount of work)
- Integrated X4 7.50 features: station radar module, economy changes, NPC station-owned miners, new sector backgrounds etc. - New Features:
- Sith economy, all imperial tech (and some Clone tech) can be built using sith materials. (you can access required modules via custom start) Sith now have to gather their resources physically and not via magic (force).
- Major factions, when they lose all their sectors and own 0, will be defeated and disabled. - New Ships:
- TIE Reaper (IMP)
- Dekhara Cruiser (Sith)
- Sith Freighter (Sith) - New Additions:
- New XXL pier / EQ dock (thanks @itccskymarshalUncleboog)
- New generic/NRL wharf module to replace vanilla wharfs
- New start menu animation
- New animated hangar doors on the Kandosii, using the new animation tech added in X4 7.50 - Changes:
- Economy update - stations will now try to build more focused type of modules, preventing every single station from becoming a high-tech station
- Updated some major station construction plans to include new modules. All major factions now have unique EQ dock plans.
- Ships can now drop crates with credits upon destruction.
- Many many smaller fixes and changes - Player Systems Changes:
- CFB (faction level) rating does not take player money into account anymore. Modifier for non-shipbuilding stations cost was increased from 25% to 35% however (they add more to the final rating).
- CFB (faction level) rating now ignores assets of 50k (was 150k previously). Turned out some fighters (TIE fighter, Vulture etc) were cheaper than that limit and were ignored for calculation.
- Maintenance system: capital ships docked at player-owned EQ dock will get a 25% cut in their supply cost. (disregarding if its in owned territory or not)
- Maintenance system: non-capital ships docked at player-owned ship that can resupply them (carrier/aux) will get a 25% cut in their supply cost. - Balance Changes:
- Increased cooling rate of most main guns
- Increased projectile speed for all Small laser turrets and light turbolasers, while maintaining their range. Should make them more useful in PD role.
- Regen values of all M shields were decreased to improve low attention combat calculations.
- All M ships have their hull increased to compensate for the change above.
- New behavior of hyperspace (travel drive).
- L and XL ships are now approximately 50% faster in hyperspace (Travel Drive).
- Boost and flight behavior of all ships was rebalanced, mostly noticeable on S and M ships.
- Improved combat behavior of M ships armed with missiles vs capital ships.
- Some L ships classification was changed to Expeditionary (those with ability to resupply but not really carriers)
- Technical:
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Version 0.83
- New Features:
- Added new Light and Medium Dumbfire Rocket launchers. Some S and M ships can now equip them. - Changes:
- All sizes of proton torpedoes now deal 50% general damage and 50% direct hull damage (changed from 30-70). With recent changes in X4 7.10 fighters are more effective in using missiles, and bombers became too good. This will balance them a bit and will generally prolong engagements and less capital ships will die with almost full shields.
- All missile countermeasure resilience and damage was reviewed and tweaked where deemed necessary. - Fixes:
- Improved symmetry of installed weapons for S ships
- Fixed VSD 2 missing turret shields
- Fixed GR-500 missing engine shields
- Fixed Diamond Cruisers missing turret shields
- Fixed MonCal missing some equipment needed for ship construction
- Updated translations
- New Features:
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Version 0.82
- Huge thanks to @Kharak for his contributions!
- Please check out his patreon and works here: https://www.patreon.com/Kharak
- His awesome community on Discord: https://discord.gg/XXq7ZZxtVf - New Ships:
- Overseer Light Cruiser (ICG)
- Ordnance Cruiser (ICG)
- Diamond Cruiser and Freighter (ICG)
- Allocator Battleship (ICG)
- GR-500 Freighter and Miner (NRL) - (Important)
- Imperial S/M wharf and equipment modules were fixed to proper function as teleport destinations. But technically its a new module, you as player should get a new blueprint instead of old one, but its identical. However, you will need to update your construction plans with the new module, even if its called the same. - Changes:
- EQ docks in non-owned sectors will consume supplies as well (but won't provide supply still)
- Sector supply level will be shown in its encyclopedia entry now (but only when it starts to impact the player)
- tweaked license requirements for some ships
- new M and L turbolaser turrets for ICG with unique models
- ICG jobs tweaked
- AA9 miners removed from NRL roster - Fixes:
- Fixed Lancer ag2g turret blueprint not given to players if they purchased ag2g blueprint before Lancer was introduced
- Fixed required shield blueprints not provided when Bellator research is completed
- Fixed incorrect reward display for some emergent missions
- Improved determining frontier sector per faction for citizenship requirements
- Huge thanks to @Kharak for his contributions!
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Version 0.81
- New ships:
- Lancer frigate (Empire, Ascendancy, Kuat) - New Features:
- New faction logic goal - surgical strike, attack of specific stations without the goal to capture system (taken from Mysterial FE mod, credits are his)
- Added mining-related module blueprints to mining guild rep
- Added dynamic rooms for all capital ships, fixing a bug with missions that require them - Fixes:
- Fixed XXL and XL ships available on AI shipyards where they cannot be built
- Fixed missing/incorrect payments for emergent missions (escorts, bounties, raid etc)
- Fixed missing Hapan Nova M shields
- Fixed Fulgor and Kontos unable to resupply fighters
- Fixed discrepancy of imp, mando, hapan modules ware costs
- Fixed issues with player movement freezing in various ships if some turrets/shields on the ship were destroyed
- Fixed incorrect turrets on some production station modules
- Fixed absent mass traffic from various stations
- Fixed incorrect calculation of EQ dock bonus in maintenance system
- Fixed ladder in TIE Silencer
- Fixed some vanilla factions being used as smuggler cover
- Fixed Teroch dock collisions
- Fixed incorrect license setup for Hapes
- Missing texts in some places, fixed typos
- Updated german, chinese and russian localization
- New ships:
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Version 0.80
- Now requires TIMELINES DLC
- IT IS NOT COMPATBILE WITH OLD PRE-0.8 SAVES
- Technical:
- Update to 7.1 version of the game, review of combat AI changes and other improvements - New Ships:
- Miy'til starfighter (Hapes)
- Hapan Battle Dragon (Hapes)
- Nova-class Battle Cruiser (Hapes)
- Cherubah Corvette (Hapes)
- Executor-class Super Star Destroyer and its Prototype (Empire)
- Bellator-class Star Destroyer (Ascendancy)
- Praetor-class Battlcruiser (CSA)
- Proclamator (CSA)
- Velox (ASC)
- Vigil (ASC)
- Fulgor (ASC)
- Teroch (Mando)
- Some unknown TIE prototype (only through research) - New features:
- New Faction: Hapes Consortium (with paranid-style stations) + new gamestart
- Expanded South-East part of map (8 new sectors)
- New XXL construction module that allows to build XXL ships, but you need to research them first
- New ware: Logistic Supplies, used for M+ ship construction and in maintenance mechanics
- Maintenance mechanic, there is a reason to own sectors now! Starts only with CFB faction power level 1
- Rebalanced economy slightly, food is now needed more, and other some smaller changes
- Mandos now use split-style stations
- Some scummy/pirate factions now propose barter missions
- Replaced some UI sounds
- 2 new soundtracks + 4 New Music tracks (2 Hutts/ 2 Mando)
- New Start menu variant
- Aurek Besh ID Code on some ships - Changes:
- Improved accuracy of PD guns and light turbolasers
- Improved some carrier jobs not rebuilding their fighters properly
- Rebalanced capital ship shields, higher capacity and lower regen across the board
- Rebalanced M and L turbolaser turrets, lowered anti-hull damage across the board
- Slightly increased travel speed of most M ships
- Changed some sector backgrounds to those from Timelines
- Vindicator and Enforcer moved from ASC to Empire roster
- Rebalance of some military and civilian jobs
- Increased CFB power level requirements.
- Mando N1 got a new model
- Imperial textures improved/ adjusted
- Updated some NPC construction plans with new station modules
- Moved BHG main station to neutral Millagro system
- Some changes to AI, capital ships will prefer to stay on the same ecliptic with their target (like in movies) - Fixes:
- Fixed pirate factions not rebuilding pirate stations if destroyed
- Fixed many generic missions not appearing
- Fixed "destroy mines" missions showing too much
- Fixed seismic charge model
- Many smaller fixes, typo fixes, text clarifications etc
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Version 0.73
- New ships:
- T6 shuttle (Kamino)
- Weqquey corvette (pirates)
- V-19 Torrent (CSA, Kamino)
- V-wing Nimbus (CSA, Kamino) - Fixes
- Citizenships bug-fix: Resetting social standings and citizenships were not resetting to 0 properly.
- Other fixes related to kuertee emergent mods
- Fixes to bad terminal on some imperial bridges
- Hardcell mesh fixed
- MC80 engines mesh / wreck mesh fixed
- New ships:
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Version 0.72
- New ships:
- Kandosii Dreadnaught (Mando)
- X-wing T70 (3 color variants, NRL, Rebels)
- SoroSuub Luxury Yacht 3000 (Hutts) - New Features:
- New Hutt-related game start
- Updated Mando faction icons
- Improved textures of some Mando ships
- Updated DBY 827 Turret models
- Added blue small quad turret to Kamino
- Partial integration of kuertee UI Extensions mod (3rd party mods requiring external mod will still need a separate install of that, but integrated kuertee mods are fine)
- Added new custom ship classification for ships (buy menu and encyclopedia) - New Planets/Moons models:
- Tatooine Planet
- Coruscant Planet
- Korriban Planet
- Kuat Planet
- Nar Shadaa Planet
- Mustafar Planet - Fixes
- Citizenship and various kuertee mods fixes
- Fixed some ships being too good at evading fire in lowattention combat
- Tweaked parameters for lowattention combat
- Imperial-style bridges elevator fixed (please leave the bridge before upgrading the mod version)
- Fixed some minor factions having rep requirements for station-related licenses
- Fixed imperial habitat modules populating incorrect race leading to bought ships having non-imperial crew
- Fixed imperial factions not building habitation modules
- Fixed pirates sometimes using cover while under attack
- many other smaller fixes
- New ships:
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Version 0.71
- Fixes:
- Fixed broken “In the wrong place at the wrong time” starting mission
- Fixed incorrect mission instruction for “Rogue Captain” starting mission
- Fixed incorrect shield numbering for AEG corvettes
- Fixed few unintended items/ships available in custom start
- Fixes:
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Version 0.70
- Thank you Fiach for the trailer!
https://youtu.be/Xm2Hk5cxBd4 - Latest LIVE version of the game and KINGDOM END DLC are now required.
- Only English language is supported for initial 0.7 release. - 0.6X saves are not compatible
- Technical:
- Technical update of all assets for the new physics engine.
- Improved performance of late game. - New Ships:
- LAAT/c
- LAAT/I (CSA, Kamino)
- C-K Miners (NRL)
- Stinger Yacht (civilian) - New Features:
- New weapons: Taim Co. dual and quad laser cannons for CSA
- Now you can select different start menus in game settings
- First start-related “big goal” missions for ADVANCED starts.
- Kamino-related event, turning them into bigger faction.
- Rebels now reside in Alderaan, holding the sector.
- Enabled expedition forces for different factions.
- Some factions will now send small incursion forces into enemy territories, even if no active frontline between them.
- Major factions now have unique station announcement voice lines (thanks to Taros!)
- New Transporter terminal model for S ships. - Changes:
- Stations now use unique L turrets and L shields.
- Reworked all MC80 ships.
- Some ships got new pirate/old style bridges
- All ships now use capital-style Jump Beacon jumping, traversing without entering the gate. Player -piloted ship may still need to enter the gates though.
- Updated flaks to new mechanics. Updated all influences to new mechanics (tractor beams, ion cannons etc.)
- Decreased reverse thrust of all S and M engines to mitigate “jumpiness” in movement of AI when they decide to stop. Will also insignificantly increase the range of travel mode exit.
- Update to jobs, using new features from 6.0, should help with economy.
- Update to many L/XL ships docks with removal of docking paths (MC80s, quasars, harrower etc), should speed up docking
- Updates to kuertee mods integration, numerous fixes.
- Tweaked lowattention combat calculations with new 6.0 parameters
- Improved faction logic ability to grab ships for its needs further from the frontline sectors.
- Improved faction logic decisions on when to build new ships for its goals.
- Smaller tweaks to most systems, AI, faction logic, missions.
- Updated some map regions and planet graphics.
- Improved inventory of Pirate and Hutt station traders
- Contraband Alcohol is no longer needed for workforce, it did a lot of trouble for traders assigned for stations. (check your trader assignments)
- Imperial Ascendancy start now uses TIE Striker as starting ship.
- Rebalanced E-wing, ETA-2 and some other ships - Fixes:
- Many, MANY bugfixes and tweaks, almost every file was touched in some way.
- Thank you Fiach for the trailer!
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Version 0.66
- This is the last version before the X4 6.0 update
- New ships:
- Gauntlet Starfighter (Mando)
- Quasar-fire Carrier I (New Republic and neutrals) - New Features:
- New “Kuat Merchant” easy gamestart
- New “Mandalorian Outcast” advanced gamestart, with randomized starting conditions
- Added new Mando M gun
- Added new REDACTED drops - Changes:
- Major balance change: all S size weapons and some S turrets were rebalanced to have faster projectiles and gimbal speeds, this should somewhat help with fighter vs fighter hit chance
- Added Imperial (terran) style energy production station module, smaller but cheaper and less efficient than regular one
- Improved AI for Quasar-fire carriers to not engage in direct combat but stay at safe distance when possible and release fighters
- Kuat now sells imperial-style station modules blueprints
- Slightly nerfed ISD hull values
- Slightly nerfed Imperial ring and Freeport Station hull values
- Improved AI pilots experience gain from kills
- Improved lasertower destruction missions, now will spawn further form the station, and lasertowers are more dangerous
- Improved container drops, now higher chance of rare mod parts and skill books, but decreased amount of generic scrap
- Renamed some inventory items to be more in line with SW universe (no more programmed field arrays)
- Minor improvement to God station placement for factions (new game) - Fixes:
- Kuertee mods: fixed exploit with escort missions, removed redundant UI messages, fixed incorrect ships selection for military fleet construction missions
- Fixed incorrect position of ICG faction representative
- Fixed Y-wing (all models) spacesuit hatch location
- Fixed incorrect location when docking to stations for Providence and Recusant
- Cleaned up some remaining vanilla game story MDs, less debug spam
- Other minor fixes
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Version 0.65 HF3
- Changes:
- Decreased cost of minor faction licenses
- Fixed some missing equipment from minor faction wharfs/shipyards
- Increased chance for NPC ships to check for subordinate rebuilding
- Increased lookup range to wharf/shipyard during subordinate rebuilding from 3 to 10 jumps
- Improved economy stability through increased number of critical traders and miners and improved balance of stations for new games
- Moved ICG Wharf to North territories (was to close to HKD one and too far from war front) , new games only
- Rebalanced ICG jobs to more diverse
- Improved Recusant model
- Updated TIE cockpit for basic TIE models
- Increased AEG corvette maneuverability - Fixes:
- Fixed numerous bugs with kuertee’s emergent missions
- Many minor fixes and tweaks
- Changes:
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Version 0.65 HF2
- Changes:
- L and XL ships material costs rebalanced, they require less hull parts but more Rhydonium cores, credit cost is approx. the same
- Turret Components ware material cost rebalanced; they now require Tibanna Cells as well.
- All large turbolaser turrets were changed to “long range” AI behavior, meaning that they will not try to shoot at small ships automatically unless that ship is direct target of the ship, focusing on capital ships instead.
- Updated Providance loadout with few more M turbolasers, moved torpedo tubes to broadsides.
- AEG77 gets one more M shield - Fixes:
- Fixed pirate scrap facilities lacking solid storage (old ones will be updated to build new module as well)
- Fixed CFB rating sometimes assigned incorrectly
- Changes:
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Version 0.65 HF1
- New Features:
- New projectile effects, better for performance, visible from afar, project light around itself correctly, less fleshy and do not cause damage to your retina anymore.
- Added icons to some ships, turrets, modules, work will continue here. - Changes:
- Changes to all M and L turbolaser turrets – generic damage is decreased across the board by around 15%, more prolonged capital vs capital combat, Ion cannons are more important.
- Added additional trader ships and miners to factions to better support economy
- Tweaks to some military jobs, rebalancing number of L and XL ships in some fleets - Fixes:
- Huge number of fixes to kuertee mods, bounty missions, emergent missions, war subscriptions ETC. You can now access additional UI if appropriate mods are installed (optional)
- Minor improvements in holomap and some objects rendering distances
- Many smaller fixes, tweaks and corrections.
- New Features:
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Version 0.65
- New Ships:
- Scarab-class starfighter (ICG)
- Victor-wing starfighter (Hutt Cartel)
- Dynamic-class freighter (BHG)
- YT-1300 civilian version (Civ factions)
- C-ROC and C-ROC Raider Gozanti corvettes (Hutts, Anoat and Pirates)
- Interceptor-class Frigate (Hutts and Pirates)
- Kontos-class Frigate (Ascendancy)
- Cantwell-class Arrestor Cruiser (Galactic Empire)
- Recusant-class Destroyer (ICG) (still wip in some parts)
- Mon Cal Auxilary Ship (NRL) - New Features:
- War subscription missions for major factions (thanks kuertee!)
- New sector – Taris, west of Mandalorian space
- New “Bespin Treaty” event, NRL can declare war on Anoat if the latter expands too much (can trigger on game load if conditions met)
- New game start Kessel Prisoner
- Updated models for some missiles, weapons and other stuff, new trails for missiles (thanks Elratie!)
- Custom station announcement voice-overs (only imperial in beta for now) - Changes:
- Numerous improvements to economy (some will affect new game only)
- Improvements to ship distribution in galaxy, AI is more willing to build capital ships if they have surplus in resources
- Some fixes to wares and selection of goods for transportation, fixes to availability of wares
- Crew capacities reduced by 10-20% across the board (for performance and savegame size improvements)
- M shield capacities increased but recharge decreased by 10-15%
- L shield capacities slightly increased
- Some tweaks to OOS combat
- Update faction icons
- Decreased impact on speed from towed scrap cube / wreck - Fixes:
- Black Sun redacted in redacted sectors will no longer spawn out of thin air
- Some fixes to wares and selection of goods for transportation, fixes to availability of wares
- Fixes to some ships not able to shoot missile weapons
- Fixed capital ships with frontal weapons failing to align for shot
- Numerous fixes to kuertee mods, bounty missions, emergent missions
- Many smaller fixes, tweaks and typo corrections
- New Ships:
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Version 0.63
- New Features:
- Added German, Chinese and Russian translations
- Fighters with bombs/medium/heavy torpedoes will try to prioritize attacking capital ships
- Added ship dealer room to Imperial docks, now can modify L and XL ships on imperial shipyards - Changes:
- Improved NRL jobs to rely more on XL ships instead of huge number of Dreadnoughts
- NRL may now rarely build an ISD if they control Kuat
- Improved Firespray shield modules amount
- Welfare research is now completed by default, old saves fixed too - Fixes:
- Fixed issues with HQ missions not counting bailed ships
- Fixed Raid/Patrol dynamic missions not showing up in most cases
- Fixed TIE shuttle and bomber teleport position
- Fixes to bounty hunting mission: fixed missing NPCs, fixed not working mission timeout, fixed too big bounties assigned
- Fixed Venator loadout in “The Last Clone” game start
- Fixed respawning stolen ISDs
- Other smaller numerous fixes
- New Features:
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Version 0.62
- New Ships:
- Scimitar Assault Bomber for Galactic Empire
- TIE Striker for Galactic Empire and Imperial Ascendancy - New Features:
- Added Trade Corner to Imperial S/M dock
- Added more clarification to Citizenship and Reactive factions messages
- Added missing illegal modules blueprints to some factions
- All sectors now have descriptions - Changes:
- Improved Dunelizard cockpit
- Updated [REDACTED] fighter model and texture
- HQ story now accounts for bailed/captured ships, but you cant capture capital ships
- Added failsafe for non-spawned Mining Guild wharf - Fixes:
- Fixed Escort emergency missions incorrect calculation of “in-escort” time
- Fixed license loss on social standing loss (currently disabled in mod)
- Citizenship: frontier defense stations near neutral systems now count correctly for requirements
- Fixed incorrect naming for some station modules
- Fixed some loadouts for ships
- Other numerous smaller fixes
- New Ships:
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Version 0.61
- Changes:
- Removed remaining vanilla station modules
- Corrected naming of some modules
- CSA, Kamino and Hutt Venators now are distinct visually - Fixes:
- Bounty Hunters bounties were not registered correctly, fixed, talk to BHG station manager to access missions.
- Fixed few loadout issues
- Fixed incorrect starting modules for certain gamestarts
- Fixed Procursator turret goups
- Fixed spacesuit dockings for few ships
- Fixed some station 1st person collision issues
- Fixed issues with Crusader cockpit
- Fixed some typos
- Changes:
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Version 0.60
- We are happy to announce the release of 0.6 patch that took us 1 year and 2 months to produce!
- Check the awesome trailed made by Fhiach below!
https://youtu.be/0sgchDn2t5c - It’s really hard to write patch notes as the patch is huge and reworks whole chunks of the game, but some highlights include:
- New Features:
- completely new galaxy map
- new station modules
- reactive faction, emergent missions, bounty hunting and other systems - New Ships:
Supremacy Mark IV (Sith)
Modified N1 Starfighter (BHG)
ZH-40 Tribune (ANO)
GS-80 Corellian Gunship (NRL)
CYC Scrapper
TH1 Hauler
Terminus-class Destroyer (Sith)
MC80 Transport and Aux - Changes:
- more ships, weapons etc
- ground up factions/jobs/god rework
- economy rework - Fixes:
- many other smaller changes
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- Donations
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No donations accepted
“X4 SW Interworlds” V 0.8x
Main point of contact, latest news, helpdesk and community is on Discord
FOR MOD DETAILS AND CREDITS PLEASE VISIT THE WIKI
Check out an interactive map of the SWI galaxy here
Installation:
- Delete any previous versions of this mod. Do not overwrite an existing installation!
- Extract the RAR file and copy + paste its contents into your "X4 Foundations\extensions" folder.
If you did it all correctly there will be a “starwarsmod_m1" folder in your “extensions” folder. - Launch X4 and enable SW Interworlds from the extensions tab in game.
An unofficial installation guide can be found here
ALL MAJOR DLCs ARE REQUIRED FOR THE LATEST VERSION.
Hyperion Pack and the various Soundtracks are not required.