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Star wars mod reborn

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I noted that CODEA is part of the mod and was wondering what else is in it to save on duplication.

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What would be also helpful is a list of what mods are already merged in the mod.

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EMC4AP Mod Collection: Dies ist eine Mod Sammlung, die etliche. Voraussetzung: X³ Terran Conflict Version 3.1.1, 3.2, 3.3 oder 3.4 Voraussetzung: X³ Albion Prelude Version 3.2 oder 3.3 Hinweis: Bei X³ Albion Prelude werden nur die Modifikationen geladen, die in der Übersicht mit einem X3AP gekennzeichnet sind. &start=870Īs I play with more mods I will edit and add to this list. I double dare you to fill this field Discuss modding Starsector here. 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. 6 posts 4 authorsIn an attempt to help new players understand the plugin and script system and to crowdsource the compatibility evaluation of the scripts. Long time X player and just found this mod.