Modding Support
Many of the mods do not work on Win7.
Mods and Extensions can be used to enhance the gaming experience or even change gameplay completely. This section is for links to tools that facilitate mod/extension making and for mod/extension makers to document their projects.
Accessing Mods
External extensions (e.g. Reshade/sweetFX)
The following are some links to various libraries where extensions may be found:
- X4: Foundations Forum: Scripts and Modding
- X4: Foundations Forum post: Mods that are reported as working
- X4: Foundations Nexus Mods
- X4: Foundations Steam Workshop
Modding Support Resources
This section is targeted towards modders and aspirational modders looking to get into or refine their modding.
Tools
Tool | Function | Author |
---|---|---|
Enables the decompression of game files for modification and compression of mod files for implementation in-game | Egosoft | |
Allows for creating and updating ship and other assets, including custom animations. | Egosoft | |
Allows for the conversion of X4's assets | arc_ | |
Allows for the conversion of X4's assets (Community tool, OUTDATED, won't generate correct collisions, use Egosoft Blender Mod Tools) | Cgetty | |
Can generate new animations for X4 from blender animations (OUTDATED, use Egosoft Blender Mod Tools) Enables random generation of resource regions for clusters | tomchk | |
Permits users to place surface elements on objects in a graphical manner | rjtwins | |
Accelerates custom universe creation (WIP) | Celludriel | |
Creates a random universe and some of the necessary files for its proper functioning (WIP) | General Vash & Celludriel | |
Allows for tabular editing of macros like ship and station module properties | Max Bain | |
Miscellaneous editing abilities to streamline mod development, especially with the generation of diff xmls automatically | Sir Nukes |
Guides
General XML
Much of X4 can be modded by tampering with X4's abundant XML files, these guides and documentation cover the best practice and means to do so.
- XML Patch Guide - theqmann
- Documentation for X4's Implementation of XPath - J. Urpalainen
- Module 2: XML - Various Contributors
Adding Wares
Adding wares is often necessary for far more than just adding new goods to X4 with other functions involving adding ships, station modules etc.
- Add Wares to X4 Guide - SpaceCadet11864
Galaxy
From adding new sectors to placing objects and features inside of them, galaxy modification can be incredibly creative
- Universe Creation - enenra
- Mechanics of X4's Map Design (beginner friendly) - Manoeuvring with Difficulty/Stoats not Goats
- Highways Modding Guide - Manoeuvring with Difficulty/Stoats not Goats
Scripts
Scripting in X4 is handled via the XML based Mission Director (MD) which is a derivative of the X3 MD but far more developed.
- Mission Director Guide - Egosoft
Ship Modding
For the creation of new ship models and making them work in X4 check out the following, for changing ship macro attributes have a look at the general XML guides
- Convert XML to dae Collada File (video guide) - Zero Budget Gaming design
- Building your own Ship for Dummies - BrummBear02
- Vertex Colour and Paintjobs - Axeface
- Port X3 ships to X Rebirth / X4 - SirFrancisDrake
- Adding Dirt Layer to Ships (video guide) - Axeface
- Working with Custom 3D Models (XR) - Observe
- Making Dynamic SIG ID's (video guide) - Axeface
Weapons and Turret Modding
- Beginner's Guide to Weapons Modding - vedder1993
Character Modding
Character modding is somewhat limited as part of what tools modders have available, the main modding abilities with characters is discussed in the following guides:
- Beginner's Guide to Making Character Skins - Axel6430
- Change Crew Member Models and Faces - cosmo666
Custom Paintmods
- How to make Custom Paintmods - Manoeuvring with Difficulty/Stoats not Goats
Custom Logos
- User Generated Logos - Usage - Various Contributors
- Custom Logo/Graphic Tutorial (video guide) - Shadowcub
Steam
- Steam Workshop for X4 - Egosoft