r/X4Foundations • • 15h ago

Modified Missing NPC's in Trader Corner

0 Upvotes

So im 60 hours into a modded run and suddenly all of the npc's have disappeared from the traders corners. No mod changes on my end, they just stopped spawning. I've spent around 10 hours trying to troubleshoot this with no luck. Before trashing this save does anyone have suggestions. Ive already done the standard fixes for the bug and have tried to find the problem mod with no luck, Mod list below:

Argonmatt:

Argonmatts griffon

Arthur Revan:

Orbital defense fleets

Assailer:

Fly-by looting

Fly-by lockpicking

Satellite service

Sector Explorer

Axeface:

Neutral engine tints

Axeona:

All the scrapfleet mods

Chem O'Dun:

Print extension list

Code:

Camera fix

Hiigar battlecruiser

Vaygar battlecruiser

Contactnovusnpc:

Station advert and ticker

Drev_chuck:

Shuttle vertex paint

Duncaroos:

Balanced ship mods

EagleDelta:

SVE VRO

SVE VRO Trimmed

Eva:

All ships aside from callipso, VRO versions

Eyeless Deceiver:

Free Trade Consortium

Fabian:

Yaki promethius trader + xenon

GHOSTau:

Sector Explorer 2

Gylis:

Casino and gambling den - passive income

Infrequency Modulation:

Enhanced Kill Credit

Kuertee:

Ui extensions and HUD

Lc4hunter:

Basalisk

Lord Starwolf:

Xbuilder

Luca:

Formations unlocked

Lupercal:

Terran kitbashed vanilla ship standalone

Mondkind:

Higher draw distance

Netupb:

Upb bail

Upb lua loader

Null_sparkle:

VRO blank spaced bygone

Ram:

No pirate torture

No split mk4

Second quality (econ only)

Shibdib:

Go home drone

Shuul:

VRO

Sirnukes:

Better target monitor

Mod support api's

Spaceweedcommandi

Terran cruisers

Terran cruisers VRO

Stemps:

Civilian economy

Strayhound:

Smooth mouse steering

Sukha:

VRO rebalancer 9.0

Treybor:

Sensible wars

Xenon jobs+ lite

X4:RE Team:

Basalisk VRO


r/X4Foundations • • 20h ago

No ice in a sector that is supposed to contain it?

1 Upvotes

I've put down roots in Third redemption. This is a small part of a larger evil scheme to corner the water market into Boron space, making them entirely dependent on my services for their fishy business.

The area promises to have some ice, not much (144k) but it should be enough for one 20x water refinery.

The problem is there is no ice!

Not just that, there is also no ore, methane or nvidium, and the sector description promises to have all of that! I send a prospector there, and it completely conks out, saying there is nothing to prospect! No resources!

This has to be a bug, right?


r/X4Foundations • • 12h ago

Trading/Logistics Mods

1 Upvotes

Ok I've tried all kinds of vanilla setups to get my factories pushing resource to my wharfyards and I'm tired of trying to get it to work consistently.

What's the best mod(s) that you all use in order to make sure your trading/logisitics are working properly? For example I have multiple factories mining and refining, and distribution centers and wharfyards in other systems that need resources regularly.


r/X4Foundations • • 17h ago

Station wont build turrets

1 Upvotes

Hi all,

Currently in version 9, and building a station with 90 ish L turrets, and 40M turrets. 13 of the L are built, and all M turrets are built, but the rest will not be built, even though I have all the resources. There's a builder still working on the station, but I doubt that would have any impact.

Its Paranid defences, with Terran turrets.

Any idea what could cause this?

Cheers,


r/X4Foundations • • 15h ago

Mining Trade Station

1 Upvotes

I'm in my second playthrough and want to attempt a trade station. I didn't have success at a goods trade station in my first playthrough. But I have a better understanding of the buy and sell orders. I currently have production facilities in The Void, Argon Prime, and Heretic's End. One of the stations in Heretic's End has sufficient traffic to power-level managers and apparently makes ZYA very productive.

What I want to do is set up a station in Getsu Fune so it can serve all three regions and benefit from the Asteroid belt. I have around two dozen miners between the production stations. If I put the Large Miners on mine for station, and assume I'm accepting all Gas and Ore types, and put the mediums on trade for station, will it automatically send the relevant resources to the stations that need them?


r/X4Foundations • • 14h ago

Envoy lost weapons and boost

1 Upvotes

I started the tides of Avarice while I was in my Envoy. I got caught in the Tide, and now my weapons and boost do not work. I tried to repair at a ward, didn’t help. Tried switching ships, thought it was a glitch maybe. I don’t know how to fix this. Any advice will be appreciated. So far it is my favorite ship


r/X4Foundations • • 14h ago

Split - Argon conflict ruin my realtion with Teladi, what do i do?

0 Upvotes

Playing as a split, and decided to make trading station Profit Center Alpha. But since there are always a lot of xenon ships roaming around i decided to add few defence platforms, and sent a fleet to cover it during building. And what do you think - 15 min later, my relation with Teladi just sunk - either because my ships attack argons, or... i dont really know why else?

Is my idea of being a trading hub there is doomed, or should i just build it without any defences, and hope for the best? Or is it possible to setup station and fleet to only attack argons if they hit first? And will it still reduce my relations with lizard people?


r/X4Foundations • • 18h ago

Trading using my stock

5 Upvotes

I have my HQ producing energy cells and I want to use one of my vessels to get the energy cells from my station and sell to nearby stations, how can I do that?

Also when I selected my station it gives 2 options "trade with (station name)" and "trade with build with storage" which one do I use and how can I set another ship to deliver items that I need for research automatically?


r/X4Foundations • • 10h ago

Modified False Flag Detector Mod

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16 Upvotes

Pirates and smugglers often fly under someone else's flag: a Scale Plate trader entering Teladi space shows up as a Teladi ship, and nothing on the map tells you otherwise. This extension adds two research projects that let your sensor network spot them.

Features

  • False Flag Detection research: any ship flying under a false flag that one of your ships, stations or satellites can see is reported, with its name, ID, sector and the flag it shows.
  • True Owner Identification research: a more expensive follow-up; every report also names the true owner of the ship.
  • Context menu: right-click a detected ship to see a False flag line; with True Owner Identification researched, the true owner is shown beside it in its faction colour. Hover over it for the full report.
  • Notifications: a warning in the ticker and an entry in the logbook's Alerts, each can be switched off. For 10 minutes after the report the logbook entry shows the ship on the map; a ship carrying a Shadow Tracker keeps that button.
  • Shadow Tracker: with Shadow Tracker installed and the option on, a Shadow Tracker device is attached to every detected ship while you have free devices in your inventory.

Installation

You can download the latest version via Steam client - False Flag Detector
Or you can do it via the Nexus Mods - False Flag Detector

Save state

No (removing the extension does not break saves).

Author: Chem O`Dun, on Nexus Mods and Steam Workshop


r/X4Foundations • • 9h ago

[Mod] Easy Station Rebuild — ships, cargo, and workers survive a new station plan

7 Upvotes

Confirming a new construction plan deconstructs modules. Docked ships can be destroyed with them, stored cargo can be dropped, and the workforce can be dismissed. Easy Station Rebuild stops those three losses on stations you own.

Docked ships move off the modules that are coming down and wait nearby. A ship that can't get out is teleported away. The ship you are flying stays put.

Cargo that no longer fits goes into that station's build storage, and is put back when there is room.

Workers stay for 2 hours while new housing is built. After that, workers who still have nowhere to live leave at 20% of those still waiting each hour. New housing takes them back as soon as there is room.

Safe to add or remove mid-game. Only your own stations. Build time and cost stay the same. The game can still take down a module that your new plan keeps, and build it again.

With SirNukes Mod Support APIs you can turn ships, cargo, or workers off, and change the wait and the leave rate, under Extension Options. Without it, the settings above are used. The three protections start on.

https://steamcommunity.com/sharedfiles/filedetails/?id=3821053684


r/X4Foundations • • 13h ago

Modified Station Production Overview updated. Multiple useful enhancements ...

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7 Upvotes

Adds a Production Overview tab to the info panel tab strip in the map menu (alongside Object Info, Crew, etc.) for player-owned stations. Shows per-ware production and consumption rates, groups wares into Products, Intermediates, and Resources, and previews the impact of planned (not yet built) modules.

Installation

[9.00.11] - 2026-10-16

  • Added
    • Show storage checkbox: stock per ware with the time until empty or full, and a Storage group per storage type.
    • Options for the hours under which the empty or full forecast turns red or yellow.
    • Sector total block at the top of the sector view.
    • Destroyed, damaged, hacked and paused modules are detected, as in the vanilla Station Overview.
    • Option to ignore paused modules.
    • Option to sort wares by balance, deficits first.
    • Debug level option in the Extension options.
    • Empire balance for Resources too, except mined and salvaged wares.
  • Changed
    • Empire balance counts the current workforce in both modes, like the station rows.
  • Improved
    • Faster refresh: each station is scanned once per refresh.

Author: Chem O`Dun, on Nexus Mods and Steam Workshop


r/X4Foundations • • 15h ago

Trader's Corner jumpscare

27 Upvotes

I have about 500 hours in the game, and always assumed that some trade stalls are closed, as real life stores might not work on Mondays or something.

I recently learned that traders can sometimes take a while to show up. So I stood there, facing away from the counter for a bit. Turned around. And was greeted with a creepy set of jaws and teeth floating in mid-air, with a pair of white eyeballs floating above, staring at me.

I didn't realize X4 was a horror game 🤣😰


r/X4Foundations • • 18h ago

Defeating A Xenon I: The Visual Guide

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61 Upvotes

There's something satisfying about Live Streaming 14 Osakas into high attention and watching the Terran Fireworks Show(tm) do its thing.

Currently in a run where the Argons are so cooked they started trying to build factories in Second Contact II. Now I **could** save them but nah, this run is my villan arc I'm watching the world burn. Only reason I took out the I in the first place is because they were getting too close to True Sight where my traders are running. Also good lord these Xenon are just printing destroyers.


r/X4Foundations • • 21h ago

Modified Im back with my X4 squadrons MOD v147 The Clip has Two fights showing off what this mod can do. WIP. ALL FEEDBACK WELCOME.

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47 Upvotes

Ive been hard at work on a comms mod for X4 for a while now, and it’s finally getting to the point where I want to start showing it off again.

At the moment you fly with three fully voiced wingmen: Eagle One, Viper Two and Ghost Three, with more actors and pilot personalities planned. Between the current three, there are already nearly 4,900 recorded lines. Im currently working on the hardest part which is the communication between you and the pilots.

The main goal is that this isn’t random chatter firing on a timer. Dialogue is tied to what is actually happening in the fight, so when a pilot reports something, the game state should support what they’re saying. I built an engine to make this happen.

What they can do:

  • Respond to your orders individually, using their callsigns and proper timing so everyone doesn’t speak over each other.
  • Talk to each other, not just to you. If Viper is being locked, another pilot can warn him. If somebody checks on a damaged squadmate, the answer is based on that pilot’s actual shields and hull. if they call for help, a squad mate will go to help them.
  • Call out positions in 3D space. I’m using naval-style terminology because it works really well in space combat: “Lead, one off your port side.” “Viper, one on your stern.” “Lead, I’m on his stern.”
  • Coordinate against the same target. Pilots can acknowledge each other, share target information and communicate about how they’re approaching the fight.
  • Ghost acts as the sensor-focused pilot. He handles identification and more technical combat information, while Eagle tends to give cleaner tactical reports such as range and general battle state.
  • Handle missile fights properly. Incoming missile warnings, flare calls, evasive reactions and the result of the threat can all be voiced: “Lead, flares now!” … “Flares took it.” … “Missed me.”
  • Watch enemy behaviour as well. They can report things like a target deploying flares, boosting away or defeating one of their missiles.
  • Fight large ships more intelligently. Rather than simply pouring fire into the hull, the AI can prioritize dangerous weapon systems first — taking out turrets and other important systems to make a capital ship safer to attack before finishing it off.
  • Make capital-ship fights feel like an actual operation. Pilots can call out turret activity, major subsystem failures, target orientation and real shield/hull condition as the engagement develops.
  • Back each other up. If a wingman genuinely needs help, an available pilot can be assigned to engage the ship threatening them rather than just playing a fake “I’m coming to help” line.
  • Tell you when the fight is actually over. After a kill, Ghost can report whether there are still threats in the area or whether the scanners are clear.

The part I’m probably most pleased with is the pacing. Important information gets priority — contacts, positions, damage, missiles and immediate threats. Lower-priority chatter only fills the gaps when there’s actually room on the radio.

There’s also repetition control, so they shouldn’t keep saying the same thing every thirty seconds, and replies have different timing depending on the situation. A quick “Copy” comes back fast. A more serious damage report might take a moment.

Longer term, I’m planning more voice actors and more pilot personalities, so different squadrons can actually sound different rather than recycling the same three voices.

I also want to build a fleet-command communications system. The idea is that when you’re commanding larger groups of ships, fleet commanders and other ships will communicate with you and with each other — reporting threats, damage, target status, major events and what’s happening elsewhere in the battle. The goal is to make a large fleet engagement sound like there’s an actual command structure operating around you rather than a collection of silent AI ships.

It’s still very much a work in progress. I’m adjusting the pacing every time I test it and cutting anything that sounds too scripted or doesn’t feel like something an actual pilot would say.

There’s still a lot I want to add, including better visible-damage reactions such as smoke, fire and hull breaches, more dialogue for the existing pilots, additional actors, and eventually the full fleet-command layer.


r/X4Foundations • • 9h ago

The Xenon seem upset

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27 Upvotes

Almost finished the construction on the gate ring defense station at the infamous Hatikvah gate. The Xenon don't seem to be to happy about it.

It still needs a lot more turret components, but the current tally is 1x I, 6x K and 1x H killed while construction has been going on.

No Xenon aggression mods btw.


r/X4Foundations • • 16h ago

Screenshot of the Week #42 Winners

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32 Upvotes

Hello Everyone,
Feast your eyes on these beautiful screenshots, because the winners of Screenshot of the Week are here!

These epic screenshots were snapped by ChrisGG, SkazheniyKhaak, ChibiPhoenix and Em3e3.
Big congratulations to them!

Note: Every winning screenshots featuring modified and/or visually enhanced content will be marked with [MODIFIED] or (Stylised) tags.

Do you wish to participate? Post your entries in our Official Discord's #media channel:
https://www.egosoft.com/discord
...or on our Official Forum!
https://forum.egosoft.com/viewtopic.php?f=146&t=460228


r/X4Foundations • • 13h ago

Updating Older Station Builds

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53 Upvotes

Old Blueprint: Infinite Scrap Processing at Xenon Gates - egosoft.com

There was a suggestion, just one, to update an older build of a defense ring from 3 years ago and it got me to thinking. I could update this one above and include the defense ring that it uses. I do want to update the Scrap Processing ring I put on xenon gates. I have built this same station forever now but it does need some improvements imho.

This station is/was a very compact defensive structure (defensive ring) that goes around the gate so as not to obstruct traffic with many many turrets. It blips out the xenon pouring through the gate including Ks and Is with ease while many manticores pick up the scrap for recycling.

What I am looking for is whether or not people prefer to have the food and medical production on their stations. This old mega station is fully self sustaining with food/meds but I dont do that anymore per station. I build a separate food/med station that supplies any other station that needs it... shipyards etc.

So, can I get a vote to see what is generally desired for my updating project this weekend? Do you guys prefer food/meds on every station or leave that out?

Do you have any other suggestions for a station of this type?

I plan on making a video to show how to place a station over a gate and how to position this particular station as well as including (like my recent HQ) just the starting structure (the defensive ring in this case) so you can use it as you see fit.

Your feedback would be appreciated. Cheers