[MOD REQ] Station, Xenon, not complete = Delete from existance

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swatti
Posts: 1278
Joined: Sun, 7. Dec 03, 12:03
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[MOD REQ] Station, Xenon, not complete = Delete from existance

Post by swatti » Tue, 16. Apr 19, 15:48

My universe is being filled with indestructible and seemingly unfinishable Xenon stations.

"Would this work?"

Simply run a detection if a station is complete or not, belongs to Xenon and if its not complete, erase it.

Kinda like a "mini patch" till Ego fixes it.
Its kinda ruining the factions because their defence-fleet is stuck with the stations.

Buzz2005
Posts: 2193
Joined: Sat, 26. Feb 05, 01:47
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Re: [MOD REQ] Station, Xenon, not complete = Delete from existance

Post by Buzz2005 » Tue, 16. Apr 19, 16:04

faction fix mod does that but its for 2.21 not 2.5 beta 1

EDIT: 2.5 Will fix those excess stations and the above mod makes it that the new ones could be killed and they disappear
somebody correct me if Im wrong but in my game on 2.21 and with the mod never had excess stations
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

Mysterial
Posts: 645
Joined: Wed, 6. Nov 02, 20:31
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Re: [MOD REQ] Station, Xenon, not complete = Delete from existance

Post by Mysterial » Tue, 16. Apr 19, 16:55

In an otherwise vanilla game, attempting to delete the stations will have no effect. The faction (Xenon in this case) will immediately spawn new plots.

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