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v0.

99 USER MANUAL

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CHAPTER I
INTRODUCTION
Simoom’s Lantern is my very first modding project, and having never coded anything in my life
before, the writing process has been both very trying and rewarding at the same time. Even from
the very onset I had a very ambitious vision for
what I wanted this mod to be, with not the
faintest clue if any of the ideas I had were even
doable. That vision has pretty much been fully
realized, and this mod now stands as one of the
most comprehensive toolsets for X Rebirth.

Many thanks to the friendly folks at the Egosoft


forums for their help and suggestions, in
particular modding gurus UniTrader & w.evans.

MOD REQUIREMENTS

 X Rebirth (DLC’s are optional)


 Sidebar Extender (required for mod shortcut to work if using the new sidebar interface)

MOD INSTALLATION

 Steam Version - Simply click the “Subscribe” button, then launch the game.
 Nexus Mod Version - Simply download & install using the Nexus Mod Manager.
Alternatively, download the installation ZIP file manually and extract the content into the
“extensions” folder in the X Rebirth installation directory (typically C:\Program Files
(x86)\Steam\steamapps\common\X Rebirth\extensions )

KNOWN INCOMPATIBILITIES

 CHEAT MENU - This mod contains a large number of XML patches that will conflict with
my files. Additionally there are a lot of overlapping features, so choose one or the other
(my mod is recommended... see technical discussion for details).
 Xenon Hunt 3 - Contains conflicting patch files, allowing for similar functionality (my patch
does not contain balance changes). If you prefer Xenon Hunt's implementation, use the
modular installation package from Nexus.
 Hull 3x Skunk - Contains conflicting patch file, allowing for Skunk hull repair by the on
board Engineer (my patch is recommended... see this post for details).
 RS Booster (or any player booster mod) - Contains patch file for overtuning player booster.
 Ultimate Fleet Overhaul (UFO) - DO NOT use this mod! It is very outdated and breaks
vanilla capship jump scripts (among other things). Subsequently affects my mod's capital
ship summon feature since it relies on vanilla jump command.
 Conquest & War in Rebirth (CWIR) - Conflict in Upkeep mission XML patch files. Please
install the CWIR compatibility patch from Nexus.

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CHAPTER II
ACCESSING THE MOD
Simoom’s Lantern can be accessed through the Sidebar
interface (mod Sidebar Extender required), under the
“Information” section.

If using the Legacy Menu interface, the mod menu can be


accessed under the “Universe” section of the game’s main
menu.

MAIN MENU
( Enter – 2 – 6 )

The Main Menu of Simoom’s Lantern consists of the following options:

1. X-Perimental Jump – Cheat jump for the Skunk (see p4 for details).
2. Target Manipulation – Performs a variety of actions on your current target (see p5 for
details).
3. Ship Configuration – Configures the equipment, ammunition, and marine loadout for the
Skunk (see p10 for details).
4. Summon Fleet / Stations – Allows for the spawning of ships/fleets as well as stations. Also
contains several management functions for existing stations, ships, and construction
vessels (see p13 for details).
5. Summon Personnel – Spawns an NPC of the specified class & race in the backroom of the
Skunk (see p18 for details).
6. Simoom’s Magic Tricks – A large collection of useful tools and utilities, from adding credits,
inventory items, to performing galaxy-wide actions (see p19 for details).

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CHAPTER III
X-PERIMENTAL JUMP
( Enter – 2 – 6 – 1 )

Channeling Her energy into the ship's main reactor, Simoom punctures the very fabric
of space-time and allows the Skunk to travel instantaneously to any point in the
Galaxy.

The X-Perimental Jump is a cheat jump for the Skunk, complete with a set of cool-looking custom
animation and character dialogue.

 Activating this feature via the mod’s main menu will call up the galaxy map, allowing you to
select your destination.
 If the Skunk is docked on a capital ship, the capital ship will be warped to the destination
instead.
 If the Skunk is docked on a station, the jump command will be rejected and an error message
will be displayed on the event monitor.

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CHAPTER IV
TARGET MANIPULATION
( Enter – 2 – 6 – 2 )

The Target Manipulation section offers a powerful array of actions and tools that can be applied to
your current target.

All functions presented here feature the following:

 Intelligent Targeting – If you have the surface element or a module of a ship or station
targeted, the mod will automatically apply your chosen action to the parent object of the
targeted item. For example, if you have the turret of a capital ship targeted, and you issue
“Self-Destruct”, the ship itself will be destroyed (instead of the turret you have selected).
This is particularly useful for applying actions to stations, since there’s no simple way to
target an entire station in the game.
 Built-In Safety Routines – The specified action will only be carried out if the target is of an
appropriate object class. For example, you will not be able to issue “Self-Destruct” to a
jump gate, or make a “Refuel” order to a station. An event monitor message will provide
you with a detailed feedback should you attempt to perform an action on an invalid target.

The index below provides a detailed overview of each function contained in the Target
Manipulation section:

1. Self-Destruct ( Enter – 2 – 6 – 2 - 1 )
2. Safe Word ( Enter – 2 – 6 – 2 - 2 )
3. Restock / Refuel ( Enter – 2 – 6 – 2 - 3 )
4. Claim Target ( Enter – 2 – 6 – 2 - 4 )
5. Change Faction ( Enter – 2 – 6 – 2 - 5 )
6. Upgrade Crew ( Enter – 2 – 6 – 2 - 6 - 1 )
7. Trade Offer Updates ( Enter – 2 – 6 – 2 - 6 - 2 )
8. Repair Station Wreck ( Enter – 2 – 6 – 2 - 6 - 3 )
9. Remove Upkeep Missions ( Enter – 2 – 6 – 2 - 6 - 4 )

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1. SELF-DESTRUCT
( Enter – 2 – 6 – 2 - 1 )

Self-Destruct contextually destroys or


disables the targeted object.

 If the target is a ship, it is fully destroyed.


 If the target has subordinates, they will
be automatically destroyed (including
any drones that have been launched).
TIP - To destroy an entire enemy fleet,
simply target the lead unit and issue the
self-destruct order.
 If the target is a player station, it is fully
destroyed (station wreck despawns after Taking over the mind of your enemies, Simoom orders their
40 seconds). This cannot be undone! ships and stations scuttled!
 If the target is a player station with a
Construction Vessel attached, the Construction Vessel will be automatically and properly
detached from the station and its build location, allowing you to reuse it.
 If the target is a NPC station, it is “pseudo-wrecked” (disabled). All station crew are removed,
the hull is set to 1%, and the station is set to ownerless. This is done because NPC stations are
a part of the map and by default cannot be fully removed (they simply respawn OOZ).
TIP - Setting the station to ownerless will prevent patrol ships from being stuck attacking the
disabled station (station hulls are indestructible), making this function useful for neutralizing
hostile stations. However, since the station is not actually destroyed, it can be fully restored to
its original condition (see Repair Station Wreck).
CAUTION - For reason stated above, do NOT attempt to fully remove a NPC station (ones
that are already in place when the game starts) by claiming it using this mod, then issue the
“Self-Destruct” order.

2. SAFE WORD
( Enter – 2 – 6 – 2 - 2 )

Safe Word makes your target invulnerable, and automatically performs a combat repair & resupply.

 If the target has any hull or component damage,


they are automatically restored to full health.
TIP - This feature is useful for getting a capital ship
with damaged jump drive out of danger.
 If the target’s drone bay isn’t full, the mod will
assume combat drones have been lost, and
automatically assign a full complement of Intrepid
Mk2 drones to the target.
 If the target has missile launchers, its ammunition Simoom grants your target Her divine protection,
storage will be automatically replenished. rendering it immune to harm.

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3. RESTOCK / REFUEL
( Enter – 2 – 6 – 2 - 3 )

Simoom can effortlessly conjure up whatever it is that the target ship may need!
From drones, ammunition, to fuel cells!

The Restock / Refuel feature provides the following functions:

1. Drones – An advanced drone management tool that allows you to…


 Add - Add any drones (including exclusive Xenon combat & mining drones) to the
selected ship or station, in the amount of your choosing
 Remove - Empty the target object’s drone bay.
2. Ammunition – Fully replenishes the target object’s missile storage. The mod automatically
detects the kind of missiles the target can use, can configures the storage accordingly.
3. Fuel – Fully replenishes the target’s jump fuel.

4. CLAIM TARGET
( Enter – 2 – 6 – 2 - 4 )

The Claim Target function places your


targeted object under your control.

 If the target is a ship with a


pilot, it will abort its current
task and await your command.
 If the target is an NPC station,
the mod will assign the correct
(player) script to the station
manager and defense officer.
 If the target has no crew, then
it will gain a full set of crew
(including any appropriate Simoom sends out a powerful telepathic wave to influence the
production specialists, if your mind of the target’s crew and make them work for you.
target is a station).
 If the target has subordinates (including launched drones), their ownership will be
transferred as well.
TIP - To claim ownership of an entire NPC fleet, target the lead unit and claim it.
 If the target and its subordinates have pre-existing crew, the crew will receive an
automatic skill upgrade (all 5-stars).
 If the target and its subordinates are Xenon, the AI crew will be removed and proper NPC
crew will be generated.

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5. CHANGE FACTION
( Enter – 2 – 6 – 2 - 5 )

The Change Faction function


allows you to change the owner
faction of the targeted object.

 If the target has any subordinates (including launched drones), their ownership will be
transferred as well.
TIP – You can mass-transfer a large number of ships to a NPC faction by organizing them
into a fleet first, then issue the change faction command to the lead unit. The transferred
ships will retain their fleet structure and current command (i.e. patrol).
 If the target is a player-owned asset:
o All existing crew credit
accounts are automatically
removed (any remaining credit
transferred to the player).
o All existing Upkeep Missions
are removed (for the main
target only. If the target has
subordinate units with
unfinished Upkeep Missions,
use the "Remove Upkeep
Missions" feature).
o If the target is a player-owned
station, the mod will assign the
correct (NPC) aiscripts to the Simoom uses Her powerful telepathy to make your
target's crew think they are working for someone else
station manager & defense
entirely.
officer.
TIP – Creating a player-owned shipyard with this mod, then handing it over to a
NPC faction using this function, will allow automatic construction of capital ships
on a timer (just like vanilla NPC shipyards), effectively creating new sinks in the
economy.

6. UPGRADE CREW
( Enter – 2 – 6 – 2 - 6 - 1 )

The Upgrade Crew function allows you to instantly upgrade all crew working aboard your targeted
object to 5-star in all skills.

 If the target is a NPC station, it will


automatically gain any production specialists it
is missing.
TIP – You can easily maximize the productivity
of the selected NPC station using this feature.
If you would like to maximize the productivity
of all NPC stations in the galaxy, use the Galaxy
Simoom's uses her immense telepathic powers to Stations Upgrade feature instead.
sharpen the minds of the target’s crew!

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7. TRADE OFFER UPDATES
( Enter – 2 – 6 – 2 - 6 - 2 )

This feature subscribes you to trade offer updates


on the targeted station (same effect as hiring a trade
agent).

TIP – You can subscribe to trade offers galaxy-wide Simoom effortlessly “persuades” the target station
by using the Galaxy Stations Upgrade feature. to provide you with trade offer updates!

8. REPAIR STATION WRECK


( Enter – 2 – 6 – 2 - 6 - 3 )

The Repair Station Wreck function fully restores a NPC


station disabled by the Self-Destruct function back to
working order.

 Station automatically gains a full set of crew upon


restoration.
 Works only on NPC stations disabled/wrecked by
the Self-Destruct function! Does not work on stations
Simoom immense powers can restore even the or station modules damaged/wrecked by normal
smoldering hulk of a gigantic station. weapons fire, or player stations issued to self-destruct.
TIP – Use the Safe Word function to repair a station’s
combat damage.
9. REMOVE UPKEEP MISSIONS
( Enter – 2 – 6 – 2 - 6 - 4 )

Simoom’s Lantern makes some


modifications to the way upkeep
missions are assigned (to prevent,
for example, standard station
upkeep missions from being
assigned to weapon platforms).
The Remove Upkeep Missions
Simoom uses her celestial powers to... fix some Egosoft issues...
feature is primarily designed to
clean up any leftover upkeep missions that were improperly assigned by the game prior to the
installation of the mod, though it can also be used to resolve bugged vanilla Upkeep Missions in
some cases:

 When executed, this feature signals the targeted object, causing cancellation of all Upkeep
Missions on the target (via a backdoor added by the mod). If the target no longer belongs
to the player (i.e. a ship you sold to a NPC shipyard), then the game will not attempt to
generate further Upkeep Missions for it.
 If the target belongs to the player, this feature will cancel all Upkeep Missions on the
target, but the game will still perform Upkeep Mission condition checks on the object. If
the target is eligible for any Upkeep Missions, they will be generated again.

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CHAPTER V
SHIP CONFIGURATION
( Enter – 2 – 6 – 3 )

The Ship Configuration section contains everything you need to customize the loadout of the
Albion Skunk.

Simoom commands the free-roaming particles to construct any ship equipment you might need.

The index below details each function available to this section:

 Weapons ( Enter – 2 – 6 – 3 - 1 )
 Shields ( Enter – 2 – 6 – 3 - 2 )
 Engines ( Enter – 2 – 6 – 3 - 3 )
 Ammunition ( Enter – 2 – 6 – 3 - 3 )
 Marines ( Enter – 2 – 6 – 3 - 4 )
 Other… ( Enter – 2 – 6 – 3 - 5 )

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1. WEAPONS
( Enter – 2 – 6 – 2 - 3 - 1 )

The Weapons section is categorized by weapon type. Selecting a weapon type brings up all
the weapons in that category (including all Mk tiers).
TIP – Installing a new weapon will uninstall the previously-installed weapon belonging to
that category, if any.
CAUTION – Installing a new weapon will remove the weapon mod you had installed on the
previous weapon, if any.

2. SHIELDS
( Enter – 2 – 6 – 2 - 3 - 2 )

The Shields section is categorized by shield type. Selecting a shield type brings up all the
shields in that category (including all Mk tiers).
TIP – Installing a new shield will uninstall the previously-installed shields, if any.

3. ENGINES
( Enter – 2 – 6 – 2 - 3 - 3 )

The Engines section is categorized by engine type. Selecting an engine type brings up all
the engines in that category (including all Mk tiers).
TIP – Installing a new engine will uninstall the previously-installed engines, if any.

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4. AMMUNITION
( Enter – 2 – 6 – 2 - 3 - 4 )

The Ammunition section is categorized by ammo type. After selecting the desired
ammunition, the mod will allow you to select how many of the selected ammunition to
add.

TIP – By default, the mod increases the Skunk’s ammunition storage capacity to 5000
(from 170). If you do not like this change, see the mod development topic for how to
remove the relevant XML files).

5. MARINES
( Enter – 2 – 6 – 2 - 3 - 5 )

The Marines section allows you to add marines of the selected tier and amount to the
Skunk.

TIP – By default, the mod increases the Skunk’s unit capacity to 150 (from 50). This allows
you to carry more marines and makes boarding easier. If you do not like this change, see
the mod development topic for how to remove the relevant XML files).

6. OTHER…
( Enter – 2 – 6 – 2 - 3 - 6 )

The Other… section contains all the miscellaneous equipment available to the Skunk, such
as scanners, drones, and jump drive. All Mk tiers (if applicable) are available.

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CHAPTER VI
SUMMON FLEET / STATIONS
( Enter – 2 – 6 – 4 )

Perhaps the crowning achievement of Simoom’s Lantern, the Summon Fleet / Stations section
contains some of the most complex codes written for this mod. The utilities contained within this
section are not only powerful, but were designed with significant care and consideration as well.

Used in conjunction with functions found under Target Manipulation, the possibilities are endless.

The index below details each function available to this section:

 Auxiliary Fleet ( Enter – 2 – 6 – 4 - 1 )


 Existing Asset ( Enter – 2 – 6 – 4 - 2 )
 Law Enforcement ( Enter – 2 – 6 – 4 - 3 )
 Summon Stations ( Enter – 2 – 6 – 4 - 4 )
 Station Management ( Enter – 2 – 6 – 4 - 5 )
 Construction Vessel ( Enter – 2 – 6 – 4 - 6 )

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1. AUXILIARY FLEET
( Enter – 2 – 6 – 4 - 1 )

Simoom’s Lantern allows


you to spawn any ship in
an amount of your choice
via the Auxiliary Fleet
feature.

Ships are categorized by


their intended roles,
followed by their
manufacturer race (Argon,
Teladi, etc.).

Non-capital ships may be


found in the “Small Ships”
area. With Simoom on board, you may now command a mighty auxiliary fleet who
will come to your aid, no matter where you are!

This tool has the following features:

 Custom NPC dialogue & spawn animation (capital ships are spawned in a temporary cluster
and perform an actual jump to your location).
 All functional ships in the game asset files are available – including the Golem, Moebius,
Xenon ships, Kha’ak ships, UFO, and more!
 Dialogue option to select how many ships to spawn (up to 50, for performance reasons).
 Contextual crew complements. An Argon ship will spawn with an Argon crew, while a
Teladi ship will spawn with a Teladi crew, etc.
 Contextual drone complements. A ship found under the Trade category will spawn with a
drone loadout optimized for trading, while one found under Combat will have a combat-
optimized loadout. Note that this applies to ships of identical model listed under different
categories (a Marauder Phoenix found under Combat Ship will spawn with mostly combat
drones, while the same ship spawned via the Trade Ship category will carry mostly cargo
drones).
TIP – Because UFO and Zepp lack any weapons, the game disallows the player from
issuing the “Patrol” command to them. Unfortunately, the “Idle” command is unavailable to
the player as well. To prevent these ships from sitting around looking like idiots, Simoom’s
Lantern issues the “Idle” command to them by default right after spawning.

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2. EXISTING ASSET
( Enter – 2 – 6 – 4 - 2 )

The Existing Asset function allows you to instantly move a ship you own to your current location.

 The mod allows you to select a ship through the map or the player property menu.
 If the summoned ship has any subordinates (i.e. deployed drones or escorts), they will be
moved along with the command ship.
TIP - The summoned ship will abort its previous tasks and await new orders from the
player (this prevents the ship you summoned from jumping away immediately in an
attempt to resume a trade or patrol assignment).
TIP – This function cannot be used on stations or deployed Construction Vessels. If you
wish to move a Construction Vessel, you must detach it first.

3. LAW ENFORCEMENT
( Enter – 2 – 6 – 4 - 3 )

The Law Enforcement function allows you


to summon a patrol fleet belonging to the
NPC faction of your choice.

 Uses similar spawning routine as


the Auxiliary Fleet function, the
ships are spawned in a temporary
cluster then jump to your location.
 Contextual ship & crew spawning.
Ship model and crew race will
match the faction you selected.

TIP – The Law Enforcement feature With Simoom by your side, you can command any of the
major factions to send you reinforcements!
is useful for securing hostile sectors
without being spammed with combat event messages or suffer reputation penalties.

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4. SUMMON STATIONS
( Enter – 2 – 6 – 4 - 4 )

Perhaps the most complicated and difficult-to-code feature of this mod, Summon Stations allows
you to spawn any station of your choice.

Drawing together the particles that fill the Cosmos, Simoom can
call even massive structures into existence.

 Production, warehouses, and larger decorative stations will use a free in-zone Build
Location. The mod will spawn a Construction Vessel and create a bounding box to clear
ships out of the construction area.
 You can choose to spawn only the first stage of a station (to manually complete it later via
an Architect), or spawn the full station with all stages attached.
 Defensive structures and smaller decorative stations (i.e. highway stations, pirate outposts)
will not use a build location. Instead, they spawn at the location of the Skunk.
TIP – Stations that do not use a Build Location are indicated by a [D] suffix (for
“Deployable”) in the selection menu. You can control the deployment orientation of such
stations by rotating the Skunk.
CAUTION – Do not attempt to deploy a Construction Vessel to a “Deployable” station.
Such stations lack a Build Location value, and Construction Vessels expect a Build Location
value when it attempts to connect to a station. If the station isn’t attached to a Build
Location, a glitch occurs and the Construction Vessel simply vanishes!
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5. STATION MANAGEMENT
( Enter – 2 – 6 – 4 - 5 )

The Station Management feature allows for some basic inventory management for the selected
station. You can choose a station from your property list, or use your current target.

 Restock Wares – Instantly fills 80% of the station’s storage with wares required for
production (leaving some room for inbound freighters).
 Remove Wares – Empties the station’s storage.

6. CONSTRUCTION VESSEL
( Enter – 2 – 6 – 4 - 6 )

The Construction Vessel feature allows


you to spawn a Construction Vessel
(model of your choice), or manage an
existing one.

The Management section of this feature


contains the following options:

 Restock Wares – Resets the


Construction Vessel’s cargo bay
to a predetermined state (fully
stocked with construction wares).
The loadout is contextual; OL
Construction Vessels will have
different wares from other races’.
 Remove Wares – Empties the Simoom draws upon the energy of the Cosmos to instantly
target Construction Vessel’s cargo replenish a construction vessel with wares.
bay.
 Undock from Station – Detaches the target Construction Vessel from the station, allowing
you to reuse it for other purposes.

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CHAPTER VII
SUMMON PERSONNEL
( Enter – 2 – 6 – 5 )

The Summon Personnel feature allows you to spawn any NPC crew of your choice.

 Crews are divided into “Ship crew” (NPC’s who can work on a ship, including the Skunk)
and “Station personnel” (NPC’s who can be assigned to a station).
 Racial selection is available to all crew types.
 If the chosen crew type can be assigned to work on the Skunk, an option will appear for
you to decide if the spawned NPC should be assigned to the Skunk or not.

TIP – By default, the mod includes a patch that allows the Engineer assigned to the Skunk
to repair hull damage. If you do not like this change, you can remove the relevant XML file
manually. Visit the mod development topic for details.
 The Skunk must have free NPC slots in its back room for crew spawning! If the back room
is full, the mod will present an error via the event monitor, and no NPC will be spawned.

You are never short of "volunteers" with Simoom on board! She can
summon any personnel you require for you ships and stations.

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CHAPTER VIII
SIMOOM’S MAGIC TRICKS
( Enter – 2 – 6 – 6 )

Simoom’s Magic Tricks is a sizable collection of miscellaneous cheats and utilities that don’t fit into
any of the other major categories. Do not underestimate it, however – there are some really useful
items here.

This section of the mod is divided into the following categories:

 Grant Wealth ( Enter – 2 – 6 – 6 - 1 )


 Grant Fame ( Enter – 2 – 6 – 6 - 2 )
 Grant Treasures ( Enter – 2 – 6 – 6 - 3 )
 Legendary Weapons ( Enter – 2 – 6 – 6 - 4 )
 Immortality ( Enter – 2 – 6 – 6 - 5 )
 Universe Manipulation ( Enter – 2 – 6 – 6 - 6 )

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1. GRANT WEALTH
( Enter – 2 – 6 – 6 - 1 )

The Grant Wealth feature adds a specified amount of credits into your account.

TIP – This feature contains custom NPC dialogue upon execution. If the repeated dialogues annoy
you, you can force skip it by double-clicking an object within view (which opens up the interaction
menu, and cancels any ongoing dialogue).

2. GRANT FAME
( Enter – 2 – 6 – 6 - 2 )

The Grant Fame feature allows you to set your reputation level (Allied, Neutral, Enemy) with the
chosen faction. All factions in the game are available.

3. GRANT TREASURES
( Enter – 2 – 6 – 6 - 3 )

The Grant Treasures feature allows you to give yourself a wide selection of rare inventory items.

 Treasure Hunt – Contains items from Treasure Hunt missions: Kha'ak Relic Collection,
Ancient Relic Collection, Spacefly Egg Collection, and Rare Engine.
 Gift – Contains items that can be gifted to a NPC: Red Water, Haze, and Paranid Jewelry.
 Weapon Mods – Grants a weapon mod of the chosen quality.
 Virtual Seminar – Grants a virtual seminar of the chosen skill type.

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4. LEGENDARY WEAPONS
( Enter – 2 – 6 – 6 - 4 )

The Legendary Weapons feature was designed to counteract the fact that the vanilla weapon mod
crafting doesn’t really add anything meaningful to the game (no control over the quality and tier of
the mod generated, or which aspect of the weapon you wish to improve).

Unfortunately, under current MD Script, there’s no way to control any attribute of weapon mods
– everything is based on random chance. Therefore, the current implementation of the Legendary
Weapons feature uses a workaround and can be considered a work-in-progress.

 By default, the mod significantly boosts the attributes of all weapon mods to a
predetermined value (regardless if they were spawned by the mod, or generated as a part
of gameplay). This is currently the only way to alter the attributes of weapon mods in a
save game-safe manner (no new assets are created, and the weapon mod values will stay
even if Simoom’s Lantern were uninstalled).
TIP – If you think the attribute boosts are too much, you modify the relevant XML files
manually and lower the modifier values to your liking. Visit the mod development topic for
details.
TIP - As aforementioned, there is no way to control what tier of weapon mods are
spawned (i.e. for which weapon Mk tier). Therefore, when Legendary Weapons is
executed, it simply spawns 50 high-grade mods in the hope that a few of the mods
generated will be for the weapon you want. If a mod for your desired weapon model did
not spawn, keep executing this function until you get the weapon mod you want.

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5. IMMORTALITY
( Enter – 2 – 6 – 6 - 5 )

The Immortality feature allows you to activate or deactivate God Mode for the Skunk.

TIP - While Immortality is active, the shield will never drain. This allows you to boost indefinitely.

CAUTION – If you enter any sort of ROV mode (including firing a Novadrone torpedo), the
Immortality status will be reset. This appears to be a vanilla issue in the way it handles “playership”
transitions (when you are remote-piloting a vehicle, the Skunk appears to lose the “playership”
status and thus any status modifier that goes along with it… just my speculation). So if you are in
the heat of battle, remember to reactivate Immortality after using a ROV or Novadrone.

6. UNIVERSE MANIPULATION
( Enter – 2 – 6 – 6 - 6 )

The Universe Manipulation feature is a sub-section containing its own set of tools related to
universe-changes:

 Reveal Galaxy ( Enter – 2 – 6 – 6 – 6 – 1 )


 Claim Territory ( Enter – 2 – 6 – 6 – 6 – 2 )
 Galaxy Stations Upgrade ( Enter – 2 – 6 – 6 – 6 – 3 )
 Civil War Behavior ( Enter – 2 – 6 – 6 – 6 – 4 )
 Canteran Plot Stations ( Enter – 2 – 6 – 6 – 6 – 5 )
 Remove Plutarch Overwatch ( Enter – 2 – 6 – 6 – 6 – 6 )

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1. REVEAL GALAXY
( Enter – 2 – 6 – 6 – 6 – 1 )

The Reveal Galaxy feature comes with three function:


 Unlock Galaxy Map – Instantly discover all zones in the galaxy.
 Unlock Stations Information – Fully unlocks all station info galaxy-wide, regardless
of module secrecy level (100% unlock).
 Unlock Ships Information – This function isn’t currently working due to MD Script
limitations (ship secrecy level is a new element that was just introduced in XR 4.0),
but when Egosoft makes it possible, this feature will unlock all ship info galaxy-
wide, regardless of secrecy level.

2. CLAIM TERRITORY
( Enter – 2 – 6 – 6 – 6 – 2 )

The Claim Territory feature allows you to claim a zone and place it under your ownership,
or release it back to its original owner.

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3. GALAXY STATIONS UPGRADE
( Enter – 2 – 6 – 6 – 6 – 3 )

The Galaxy Stations Upgrade feature allows you to perform the following actions to all
NPC stations galaxy-wide:
 Trade Offer Updates – Subscribes to Trade Offer Updates on all stations galaxy-
wide (excluding Xenon and Kha’ak stations).
 Crew Upgrade – Upgrades the crew on all NPC stations galaxy-wide to full 5-stars
in all skills. Additionally, NPC stations that are missing production specialists will
gain them automatically.
TIP – This function instantly maximizes the NPC economic output of the entire
galaxy. Use this to your benefit.

4. CIVIL WAR BEHAVIOR


( Enter – 2 – 6 – 6 – 6 – 4 )

The Civil War Behavior feature allows you to toggle hostility settings between the
following factions:
 Heart of Albion / PMC – If placed at peace, Albion becomes a peaceful trading
zone, and you won’t have to worry about NPC stations being damaged and
affecting the economy.
 Teladi Union / UA, CAR –
This function is
particularly useful. If
placed at war, the Teladi
Union will actively
engage the two pirate
factions that plague the
area. This will vastly
reduce pirate activities
and allow for safer
trading.
TIP - The effect of this function can be even further enhanced by using the
Summon Law Enforcement feature to call in additional TU patrol fleets.

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5. CANTERAN PLOT STATIONS
( Enter – 2 – 6 – 6 – 6 – 5 )

The Canteran Plot Stations feature intelligently spawns any missing Canteran stations (that
are supposed to be built as a part of the campaign plot) in your game. While this is
generally not a problem in later versions of XR (which made the NPC Construction Vessels
indestructible), in earlier versions the Construction Vessels were often destroyed before
they could build these stations.
TIP – This function can be used in a non-campaign save to gain access to these stations.
TIP – This function contains an aiscript fix for the manager of the Canteran shipyard in
Extinct Torch (if it was already built by a NPC Construction Vessel). Normally, when built
by the NPC, the shipyard isn’t fully extended (true for all Canteran post-plot stations;
Egosoft’s script only instructs for the first 3 stages of the stations to be built). Because the
unfinished shipyard isn’t capable of building capital ships, the game’s aiscript assignment
routine assigns the wrong aiscript (for small shipyards) to the shipyard’s manager. This
meant even if you manually complete these stations later (by editing your save game file to
allow boarding of the Canteran CV’s, or using this mod to turn their ownership over to
you), this shipyard will still not build NPC capital ships automatically like the others do.
To utilize the aiscript fix contained in this function, you must first manually fully-extend the
shipyard (use Claim Target on the Construction Vessel, then assign a new Architect over
and speak to her). Once the shipyard is fully-extended, run the Canteran Plot Stations
command, and the correct manager aiscript will be assigned. The shipyard should now
construct capital ships automatically!
CAUTION – If you are on a campaign game, make sure you complete the campaign first
before using this function! If used prematurely (before the NPC Construction Vessels have
spawned), the mod will spawn these stations (since they are indeed missing from your
game), then when you progress in the campaign and the NPC Construction Vessels spawn,
they will attempt to build another set of stations on top of the ones spawned by the mod. I
don’t know what will happen, but I advise against it!

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6. REMOVE PLUTARCH OVERWATCH
( Enter – 2 – 6 – 6 – 6 – 6 )

The Remove Plutarch Overwatch


feature removes the wreckage of
the Plutarch Overwatch from the
campaign. In addition to being an
eyesore, I’ve seen several
glitches in the past associated
with it (such as ships trying to
dock & trade with it, despite it
being a giant wreck. The mass traffic likewise never ceases after its destruction).
TIP – This function will specifically target the Plutarch Overwatch located in Twilight
Sentinel, using its “ownerless” status as a condition for removal. Rest assured that if you
have spawned any Overwatch stations using this mod, they will be safe from this function.

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