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Scuffle Kerfuffle

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ScuffleKerfuffle

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106 comments

  1. Brzetyslav
    Brzetyslav
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    It's a bit of a stretch but I have a request. Would it be possible to add a function to install those mods automatically on ships when they're built?
    1. ScuffleKerfuffle
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      That one's tough.  There is a possibility of doing something like this. (see the resident artist mod for an example)  That said, it's not a small thing and since there are options, it could get messy. Sadly, I don't know the functions they use well enough to really do this myself.  For example, with the artist mod it's Handle_SetPaint(fname, toship), but.. I don't know what the function for setting an engine mod on build would be.
    2. mreprize
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      Look for "upb Equipments Modif. And NPC Recruit Services" it can do that when you send the ships to be "Refitted" or build new ships.  Be aware to get it to work properly you have the have "upb Lua Loader" also installed and Disable Overlay protection in settings.  Its a bit tedious but its the only working way at the moment.  Good Luck!
  2. lovanya
    lovanya
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    For some reason this mod didn't work for me. The wares could be crafted in workshop but cant be installed in ships as every time i built it its just get deleted/removed/disappear. I use no research variant, and no other mods except issue cheat menu installed during testing. Do we need patch for issue cheat menu?

    Edit: Try it without issue cheat menu and without any other mod, still cant make it work
    1. ScuffleKerfuffle
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      Hm. This is good to know. I don't actively play anymore, but I will reinstall occasionally to check that my mod is working. Seems like I'm due.
    2. realviper78
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      i just installed this mod with the new vers 7.5. i have many other mods including that cheat menu one and it works fine for me. lots of op ships i have now. i'm using the research vers.  try using that one. hope you get it to work. def makes the game more fun for ppl who don't enjoy grinding and challenges like others do.
    3. ScuffleKerfuffle
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      Hmm. So I didn't get a chance to mess with this over the weekend, but the code for the two versions isn't any different except for whether they need to be researched.  I'm hoping to get to testing them soon. If there is a break, it shouldn't be too difficult to correct.
  3. Philliie
    Philliie
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    Works great!!
    The only thing i want to do if anyone can help with what to add/remove from the files
    How can you remove the Ship mass side of it, i still want the hull strength and everything just dont want the mass/acceleration side of it???
    1. ScuffleKerfuffle
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      This one's pretty straightforward.  If you dig into the xml from my mod, go find the equipmentmods.xml.  If you want to change the mass reduction, find <mass mod_ship_scufflekerfuffle" ...
      and change "min" and "max" from 0.1 to whatever you want.  1 would be the normal, unmodded mass.
    2. Philliie
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      Awesome thank you 
  4. Noipera
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    Hello, this MOD does not seem to be effective in version 6.1. I can't determine if it's a problem with my game, but it has always been effective before,They have become ordinary commodities,I can craft them but cannot install them,After the production is completed, it will disappear.
    1. ScuffleKerfuffle
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      I will look into this.  Do you have any other mods enabled?
    2. Noipera
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      There are many mods used, but Equipment Mods has always only used yours(MK3 version), and other mods have only been updated without adding new mods. So I can't be sure why 6.1 couldn't take effect from now on.
    3. Noipera
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      It's not that there's a problem with your mod. I uninstalled all MODs, leaving only this one, and found that it can take effect. It should be a conflict between a certain MOD and it.

      Thank you for your reply.
    4. ericstin
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      I am playing the Star Wars Interworlds mod. I realize you may not be able to resolve this but this mod now renders weapons inoperable with the latest SWI release, SWI v.083  Not sure what changed there as the only thing that the modder stated in the change log was to make it compatible with X4 v7.10.  Thank you for making life easier in the X-Universe with your MOD  ;)
  5. Lytos
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    Great mod. I also immediately left an endorsement.

    But I have a question about the hull modification, is it supposed to be like this?

    With 90% ship mass reduction I expected the ship to be faster and more manoeuvrable just like with the 23% nanotube mod.
    I'm using a mod that doesn't dice out all the normal mods but sets them to maximum. With the mods, the ship is faster in normal flight than with the Scuffle's OP ship mods. Even if the ships with the Scuffle's OP Ship Mods usually arrive faster because of the superior acceleration in travelling mode.

    Instead, I can now put drones on the ship even if there is no take-off/landing ramp at all. (I don't even dare to try it for fear that the game can't handle it).

  6. DeathKrusher
    DeathKrusher
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    Hello, there seems to be a weird problem with these mods, as in, when one is applied, even if not combat related (e.g engines) NPCs do not target my ships anymore. Doesn't matter if I'm piloting it or not. Their turrets shoot, but they never completely attack (the "targeted" warning sound never plays) and they don't give chase. Ideas?
  7. taboosoul
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    Can hull mods add drag reducing upgrades?
  8. racegdod027
    racegdod027
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    Hey. Do NPCs use these ship mods? I hope not.
  9. TKCaesar
    TKCaesar
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    While the mod does seem to work on the 6.0 version of the game it would appear Egosoft changed some values on the engines. For example I edited my mod and made the engine even more op than the stock values and now I can't auto-pilot nor boost for more than 2 seconds. The boost kicks me out and auto-pilot instantly disengages. removing the engine off the ship fixes the issues. So leave the mod file as stock or don't overdue the configs like I did and all should be well.

    Edit: After testing it does appear that values too low or high for that matter borks the mod. Under "Engine" Boost thrust, Travel Charge time, Travel attack time, and/or Forward thrust breaks ships if its set to high or low. I don't feel like fiddling with each individually to see which one/s mess it up since I got the mod in a working state so beware how high or low you put these values.

    Edit 2: After more thorough testing the culprits are Forward Thrust and Boost thrust maybe with the new physics engine the game doesn't want you going over 20km when a ship reaches that speed it "stalls" and cuts boost or travel drive (Forward Thrust) so might be on a ship to ship basis so just don't put the values too high to make your fastest ship over that speed and all should be fine. 1.5 Forward thrust and 2.5 boost thrust is the sweet zone for me it seems.
    1. ScuffleKerfuffle
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      This is great information, and accurate to boot.  So far, it's the only thing I've found that's an "issue", too.  I'll be pushing out a 6.0 update in the next few days addressing this, but in the meantime folks can update their speed modifiers per your recommendations to get around the stall outs.
    2. tremious
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      I tried editing the file but does not seem to change the values.

      Is there another place to edit so the value take affect?
    3. TKCaesar
      TKCaesar
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      A little late but if anyone else needs the answer to where its found its under Scuffles/libraries and the equipment mod folder. I'm using vortex so I'd just right click the mod in the vortex application than open in file manager and go to Scuffles/libraries open up equipmentmods than change values save than go back to vortex and deploy.
  10. Philliie
    Philliie
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    Hi I'm having an issue using your mod with the star wars interworlds mod. I can craft them but cant install them 

    Edit no worries got it working. New to the game and it was my fault