SWLU Logo Unstable Discord


SWLU is a mod for X3AP Litcube's Universe 1.7.2 built from the ground-up using ship assets from Mikhail Skatchkav's Star Wars Reborn Mod for X3AP originally, and has expanded to include a bunch of assets from other sources. All ships have had their thruster effects, camera positions, and gun placements fixed or tweaked in addition to the many gameplay changes that come with LU. 250+ total Star Wars ships (counting variants) are added in addition to all ~400 vanilla/LU ships, and can be bought in special sectors. With LU, you can finally have the massive X3AP star wars space battles you have always dreamed of!

All credit for the original ship models goes to MikSka, Jeroenimo, Warb Null, and Dinoff.

Also thanks to Litcube for making LU and his extremely useful Excel editors.

And of course, credit to the SWLU team:
XenonArchitect7 - Lead Developer
Tormox - 3D model work and asset acquisition
Leytra - Texture and light map work

Star Wars LU 1.2.9

Core Features:

~300 ships and variants from across the Star Wars universe and timelines, including the Old Republic Era, Clone Wars Era, Galactic Civil War Era, and Legends ABY Era.

- Full overhaul of effects, sounds, and ship compatibility for all lasers in the game to make them resemble star wars laser effects for their respective factions.

- Each star wars faction is assigned to a specific X3 faction, and their NPCs will use star wars ships except for a few exceptions where they still use vanilla ships. This will be fixed as I add more ships.

- Some ships like the YT-2400 have multiple faction variants that feature different engine color/sound and different laser compatibility.

- Some ships like the Delta-7 Jedi starfighter have many color variants available.

- Star wars themed trade goods for most wares in the game economy. You can literally start a business manufacturing and selling Admiral Ackbar Cereal or Fried Porgs, to name a few of the more ridiculous ones.

- All ships are balanced around their LU counterparts so they fit in naturally with LU's adjusted combat balance. Please message me if you feel the need for balancing updates!

- Gamestarts for each faction are available featuring a wide variety of scenarios across all difficulties. Play peaceful, start with a massive fleet, start at war with a faction, start with factories already set up, start with a billion credits, start with only a basic ship. There are 21 gamestarts in total, allowing you to play how you want.

- Ship Gallery. There is a gamestart that puts you in a secluded sector with access to all guns, missiles, shields, and star wars ships in the game along with target practice, 2 billion credits, and a god-mode ship that can use any weapon. This will let you explore all of SWLU's content in-game and try out all the ships without having to obtain them in an actual game.

- Repair ships. There are four un-purchasable repair ships hidden away in the universe waiting for you to find them. There are also about a dozen repair lasers hidden throughout the universe for them to use, but you can't buy or sell them anywhere. Your reward for finding these is a 4x repair speed from mounting four of the repair lasers. Good luck looking for these! Update: Added a command for repair ships to auto repair all ships in a sector.

- Tweaked versions of PSCO1's and Klaus11's cockpits for all star wars ships.

- NPCs fight each other according to Star Wars lore. This means you can happen across Empire/Rebel battles in the universe as well as Republic/Separatist.

- Battle Sectors: Head over to Heretic's End and Duke's Domain for battles featuring endless waves of fleets just throwing themselves at each other. Good places to get salvage or test out your fleets.

Gameplay Changes:

- All lasers have double range and duration than regular LU.

- Selling captured pilots into slavery at pirate bases has been buffed to be a viable method of making money.

- All "Heavy" lasers (PAA, TBC, PALC, FBC) have double rate of fire and half damage from regular LU.

- SCHs, PHQ, OTAS MLCC Docks, LU advanced software, Teladi/Argon trading stations are now purchasable in both Terran and Commonwealth space to allow the player to stay at war with one or the other while still being able to progress.

- Corporation HQs are now purchasable throughout the universe near the actual ones. They are basically cool-looking equipment docks.

- 25% of all pirate ships (not from missions) will be randomized from all ships to emulate the effects of ship piracy. This makes pirate encounters more interesting.

- Added civilians, traders to the Yaki (Old Republic) and beefed up their economy.

- Added "Recon" patrols to all factions that venture around the universe.

- Made many of the suns brighter in key sectors to allow for more ship visibility.

- NPCs mostly don't care if you kill other factions in their territory now.

- SETA on the space suit. Yes, this means you can repair while in SETA.

- Many other countless changes and tweaks to LU

LU Overview:

For the uninitiated, Litcube's Universe is a massive overhaul of X3's core mechanics focusing on massive combat, automation, performance, and simplicity. More information on the official wiki: Litcube.xtimelines.net

Some key takeaways of LU are:
- Many new automation systems for freighters

- Very low rate of fire for all guns to allow for massive fleet battles. I know a lot of people don't like this, so there is a patch to restore the vanilla combat balance on the SWLU discord.

- Massive overhaul of the mobile mining system to make it a true passive income cash explosion.

- Many superior logistics scripts to their vanilla and bonus pack counterparts, such as couriers and TUG.

- All ships everywhere have a chance to bail, not just ones in combat with the player. So this means you'll find abandoned ships all over the map, all the time.

- Automated salvage.

- Working and seamless autojump functionality for all ships.

- Built-in bounce scripts. This means fighters don't suicide into stations, and ships don't crash into each other. You can literally tell 200 fighters to attack a solar power plant without any losses.

- Sector-wide advanced satellite range.

- Automated and improved fleet mechanics, ship outfitting, and organization.

- The Omicron Channel Virus (OCV), a faction of assimilators that gradually takes over the galaxy at a very slow pace. They are the final boss and end-game goal.

- The Phanon Corporation, a rival company to the player that will purchase assets, make money, and harass the player. It's up to you to put them in their place.

- Countless other quality-of-life adjustments, such as SETA not disengaging when you move the mouse or navigate menus.

Official Expansions!

If the standard SWLU map isn't immersive enough (It's the classic X3 map), then there are two separate expansion packs for SWLU that incorporate entirely new maps. Check out the "addons" tab here on ModDB.

- Galaxy in Chaos: Original map set in the Star Wars universe. You will see familiar sectors that align with all the Star Wars planets in their proper locations. This map centers around the Galactic Civil War, with large Imperial and Rebel territories with countless border skirmishes. All-new game starts too. It is generally a bit harder than SWLU. Created by Argonaut0201 (aka Rice Vessel).


Add-On Mods Available!

There are many add-on mods and scripts available for SWLU, and these can be found on the SWLU Discord. Note that LU, and SWLU by extension, are highly incompatible with most mods for X3AP. Thus, there are only certain mods that work with SWLU.

Some noteworthy ones:

- SWLU Edition of Improved Races 2: Makes the factions fight over territory and conquer sectors. The player can also get in on this and capture territory. I don't recommend this for your first playthrough.

- "Mothership Mod": This mod allows you to use any capital ship as a mobile shipyard. Build equipment, items, ships, and repair docked ships. This mod is still in development and testers are needed.

- Vanilla balance: A lot of people don't like LU's slow-firing "shotgun" lasers that are too fast to dodge. I get it. This small patch will restore Vanilla's combat balance, with faster-firing and slower lasers to bring SWLU back to that classic X3 feeling.

- MARS for LU: Many expansions for Litcube systems, such as MLCC. There is a list of ones that work with SWLU on the Discord.

- Smart Turrets, Salvage Commands, Mineral Courier, Mk.3 Improvement Reloaded, Satellites Monitoring, and Marine Repairs: These mods make the game just a little easier and can vastly improve your quality of life. I don't recommend going crazy with add-on scripts for your first playthrough, because you can easily overwhelm yourself with game features.

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Changelog 1.2.9

News 5 comments

------|Official Discord Link|------

Discord.gg


Official Expansion Pack - Galaxy in Chaos!

See the ModDB "addons" tab for more info!

- Galaxy in Chaos: Original map set in the Star Wars universe (Different map than standard SWLU). You will see familiar sectors representing the Star Wars planets in their proper locations. This map centers around the Galactic Civil War, with large Imperial and Rebel territories with countless border skirmishes. It is generally a bit harder than SWLU, contains a ton of custom gamestarts, and has a lot of NPC activity in the universe. Additional mods, such as PHANON+ are available on the SWLU Discord. Support for SWLU 1.2.9. Created by Argonaut0201 (aka Rice Vessel).

GICUpdate

------| SWLU Version 1.2.9 (December 24, 2020) |------

Main changes:

- Removed the ability for capital ships to bail (TL, M7, M1, M2)

- Bailing rates have been reduced to roughly 2/3 what it used to be

- Increased the total number of NPC salvagers for all factions

- NPC salvagers now mostly use M5/M4 ships, making them much more effective

- Cut the sale price of all colored minerals/crystals by 1/2

- Mobile Mining Lasers are now more expensive

- Deleted all sector descrpitions to remove immersion-breaking and broken X3 lore

- Increased the maximum number of target markers that are rendered on the UI at once

- Replaced the mission briefing screens with 63 new SWLU screenshots

- Fixed "incorrect version of EXE file" for nonsteam executable (might not work for everyone)

- Made all engine sounds quieter

- Made the "combat alert" sound quieter

- Better sound effects for ISR and IPG weapons

- Fixed NPC miners having escorts belonging to other factions

- Removed pirate NPC miners. They had multiple faction ownership bugs that could not be fixed

- Corrected various typos and descriptions

- Implemented loading screens from Discord users:
- XDeadShotX
- LPhoenix
- biggie1447

Gamestart changes:

- Galaxy's Most Wanted (gamestart) now starts with 20 complex construction kits

- Clone Commando (gamestart) marines now start with their combat skill at 4-5 stars.

- Mandalorian Arms Dealer (gamestart)
- Starts with much more money
- Now starts with loads of freight across the three starting ships to begin production
- Starts with all surrounding sectors revealed, making it easier to find suppliers for your factories

- Wealthy Separatist (gamestart)
- Start with 50M credits
- Player ship is now a Sheathipede
- Start with Munificent, 2 longhorns, and 4 vulture droids

- Black Sun Outlaw (gamestart)
- Old gamestart deleted
- Start with neutral relations to pirates, -2 relations to all other races
- This means they won't shoot on sight, but they won't sell anything and will go hostile if you enter their core sectors
- Start with underequipped M6 and fighters

- Removed gamestart: New Republic Admiral

- New Gamestart: New Republic Merchant (easy)
- Start with 3 TS ships
- Start with various trade goods to sell
- Start with multiple sectors fully explored for trading

- Deleted gamestart: Imperial Remnant Warlord

- New gamestart: Ambitious Scrapper 2 (Imperial Remnant)
- Lambda shuttle (TP) with no upgrades
- No starting money or satellite
- Neutral to all races, -2 with rebels, new republic


Map changes:

* Added a pirate base to Distant Clouds

* Added bioscanner and cargo lifesupport for sale in Queen's harbor

* Moved the CIS orbital weapon platforms farther away from the Jedi Survivor gamestart's starting position so you aren't being shot at immediately

* Added a CIS Large OWP to Heaven's Assertion to hopefully pervent the sector from becoming pirate-infested

* Fixed all CIS NMMC Mining bases from being Republic-owned, so now the NPCs shouldn't be trying to destroy their own stations

* Fixed CIS shipyard in Duke's Domain not selling the full CIS ship roster

- Added factories for sale by the Old Republic for the MAML/PRG weapons as well as all the intermediate products needed to make them

- Akeela's Beacon now has a north Xenon border (thanks Purls!)

Ship changes:

- Capital ships now only dock fighters internally, not corvettes (Acclamator is the only exception)
- DP-37 (all variants)
- Star Destroyer I-1
- Star Destroyer I-2
- Nebula Star Destroyer
- Imperial Escort Carrier
- Venator Star Destroyer
- Legacy Star Destroyer

- Vanilla ships removed from NPC usage:
- Yaki Susanowa
- Teladi Peregrine
- Yaki Ryu

- Docking rework for generic shipyard model (OTAS shipyard, Pirate shipyard, etc)
- Only docks 4 capitals now
- Dockpoints lowered, this should fix collisions when NPC ships undock

- More appropriate cockpit textures for all Imperial/Remnant ships M6 and up

- New cockpits for some Xenon ships: N, M, L, LX, P, I

- Venator Star Destroyer docking rework; 1 external dock for a medium ship in lower hangar, fighters only use side hangars

- Old Republic Station docking reworked from scratch, now docks infinite medium ships and 2 capitals (and actually works)

* Fixed Zenith Sentinel and Zenith Raider (Old Republic M2) wrong cargobay minimum value

* Buffed terrible speed on G-9 Rigger

- Shifted the center of mass for the "Tansarii" station (pirate bases) so lasers will actually hit it

- Added animated shield to unused hangar on the Neutron Bulk Cruisers

- Replaced Skipray Blastboat model with a new one that is more optimized and lag-free to reduce stuttering

- Fixed broken turret on the Sith Scimitar

- New lighter texture for Republic Acclamator variants (Imperials keep old texture)

- Assault Frigate Mk. 1 (New Republic M7) max speed increase

- X-Wing T-70 (New Republic M3) max speed increase

- Fixed broken turrets on Recusant

- Fixed ETA-2 acceleration

- Increased Vigil Corvette cargo capacity

- Fixed incorrect collision and material properties on V-Wing Airspeeder

- Fixed incorrect material properties on B-Wing Advanced that caused projectiles to phase through it. Model is also not glossy anymore

New assets:

- Added a new "flying camera" ship similar to the Debug X-Wing. Ship with no model, able to fly straight through most objects and not take damage, no cockpit in 1st person. Not available through legit means

* New Station: Medical Station (Republic Dock)
* Docks 20 fighters/medium ships and 2 capitals
- Also replaces the model for Republic Millitary Outpost stations
- Original model by Warb Null

- New Ship: Xenon F (Xenon TS)
- These will be the new Xenon salvager ships, so if you see one, know that it is going out to claim those abandoned ships
- Stats of a below-average TS+

- New Ship: Xenon H (Xenon M7M)
- Docks 8 fighters
- 6 missile turrets
- Will start appearing in combat missions and random Xenon fleets
- Boarding pod capability, if the player manages to obtain one

- New Ship: Nebulon-A Frigate (New Republic M7)
- Very cheap, light weapons, stats otherwise low-average
- Docking for 2 fighters
- Designed by AdamKop, model by Warb Null

- New Ship: Sith B-28 Bomber (Old Republic M3)
- Quite fast, expensive
- Model by Warb Null

- New Ship: Atin Corvette (Mandalorian M6)
- Cheap, good cargo, low firepower, average shield/speed
- Original model by Warb Null

- New Ships: Raven PT-7 Raider, Raven PT-7 Vanguard (Old Republic M3s)
- Original models by Warb Null, SWLU custom light textures
- Light M3 fighters

- New Station: Lucrehulk (CIS Dock)
- Original model from MikSka Star Wars Reborn
- Texture and model optimizations
- Holds 2 capitals, infinite medium/small
- Also replaces model for CIS equipment docks
- Fastest station shield regen in the game, should be harder to take down than normal

- New Ship: MC85 Cruiser (New Republic M1)
- Original model from MikSka Star Wars Reborn
- Many texture improvements from original, reworked from scratch
- Holds up to 88 fighters, 3 medium ships
- Very high speed and shields, very expensive (subject to change at Rocket Man's discretion)

- New Ship: Bothan Assault Frigate (New Republic M7)
- Original model by Warb Null
- SWLU custom textures, colors, lights
- Docks 12 fighters internal, medium stats with high hull durability (subject to change at Rocket Man's discretion)

- New Ship: Ton-Falk Carrier (Remnant M7)
- Model and texture created by Maxloef1990
- Holds 50 fighters, able to launch 8 at a time
- Poor firepower (all stats subject to change at Rocket Man's discretion)

- New Ship: Broadside Cruiser (Imperial M7M)
- Model and texture created by Maxloef1990
- 8 missile launchers on the front

- New Ships
- Sith Interceptor Sentinel (Old Republic M4)
- Sith Interceptor Raider (Old Republic M4)
- Sith Scout (Old Republic M5)
- Models by Warb Null, adjusted models and custom lighting for SWLU
- Low-average stats

- New Ship: Twintail X-38 (New Republic M3)
- Model and texture by Warb Null

- New Ships:
- GX1 Shuttle (Imperial TP)
- GX1 Phoenix (Republic TP)
- GX1 Short hauler (Republic TS)
- Phoenix model and texure by Warb Null, custom upscaled texture and lights for the other two variants

- New Ship: YV-865 Aurore (Separatist TS)
- Also known as the Zygerrian slave transport
- Original model by Warb Null
- Added texture upscale, custom lights, texture tweaks

- New Ship: IPV-2C Stealth Corvette (Republic M8)
- Original model by Warb Null
- Occasional collision problems due to the shape
- Two front missile turrets

- New Ship: Gage Hauler (Old Republic TL)
- Original model by Warb Null, upscaled textures

- New Ship: Terminus (Old Republic M7)
- Oringinal model by Warb Null, upscaled textures

- New Station: Valor Station (Republic)
- Original model by Warb Null, upscaled and tweaked textures
- Docks 2 capitals, infinite medium and small ships
- Also replaces all Teladi equipment docks

- New Ship: MC50 Carrier (New Republic M1)
- Original model by Jeroenimo
- Docks 58 fighters, good turret coverage

- New Ship: Corellian Destroyer (New Republic M2)
- Original model by Jeroenimo
- Fast and light for a M2, docks 14 fighters


Gallery:

Medical Station

MedicalStation


Xenon H


Xenon F


Nebulon-A Frigate

NebulonA 1


Sith B-28 Bomber

Sith Bomber


Atin Corvette

Atin


Raven PT-7 Raider

Raven Raider


Raven PT-7 Vanguard

Raven Vanguard


Lucrehulk Station

Lucrehulk


MC85 Cruiser

MC85 2


Bothan Assault Frigate

BothanFrigate


Ton-Falk Carrier

TonFalk1


Broadside Cruiser

Broadside


Sith Interceptor Sentinel
Sith Interceptor Raider
Sith Scout

Sith Interceptors


Twintail X-38

Twintail X 38


- GX1 Shuttle
- GX1 Phoenix
- GX1 Short hauler

GX1 Ships


YV-865 Aurore

YV865 Aurore small


IPV-2C Stealth Corvette

IPV 2C Stealth Corvette


Gage Hauler

Gage


Terminus

Terminus


Valor Station

ValorStation


MC50 Carrier

MC50


Corellian Destroyer

Corellian Destroyer 2

Gameplay Tutorials

Gameplay Tutorials

News 1 comment

I will slowly be adding to this list until all major LU features are covered. For additional questions, please join the mod Discord and ask there.

Changelog (Old Versions)

Changelog (Old Versions)

News

Documentation of changes for older versions of SWLU.

Installation/Update Instructions

Installation/Update Instructions

Feature 16 comments

SWLU must be installed on top of an installation of LU. SWLU is incompatible with Mayhem and other large LU mods, and LU by its nature is largely incompatible...

Add file RSS Files
SWLU 1.2.9

SWLU 1.2.9

Full Version 10 comments

SWLU must be installed on top of an installation of LU. SWLU is incompatible with Mayhem and other large LU mods, and LU by its nature is largely incompatible...

(OLD) SWLU 1.2.8

(OLD) SWLU 1.2.8

Full Version 8 comments

SWLU must be installed on top of an installation of LU. SWLU is incompatible with Mayhem and other large LU mods, and LU by its nature is largely incompatible...

(Old) SWLU 1.2.7

(Old) SWLU 1.2.7

Full Version 12 comments

SWLU must be installed on top of an installation of LU. SWLU is incompatible with Mayhem and other large LU mods, and LU by its nature is largely incompatible...

(Old) SWLU 1.2.6

(Old) SWLU 1.2.6

Full Version 10 comments

SWLU must be installed on top of an installation of LU. SWLU is incompatible with Mayhem and other large LU mods, and LU by its nature is largely incompatible...

(Old) SWLU 1.2.5

(Old) SWLU 1.2.5

Full Version 21 comments

SWLU must be installed on top of an installation of LU. SWLU is incompatible with Mayhem and other large LU mods, and LU by its nature is largely incompatible...

(Old) SWLU 1.2.4

(Old) SWLU 1.2.4

Full Version 55 comments

SWLU must be installed on top of an installation of LU. SWLU is incompatible with Mayhem and other large LU mods, and LU by its nature is largely incompatible...

Comments  (0 - 10 of 651)
americancaesar1
americancaesar1

How can I get to the discord for compatible mods?

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XenonArchitect7 Creator
XenonArchitect7

Is there not a big link at the top of this page?

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Rafael20Soto
Rafael20Soto

Hey my game is acting wierd, first my UT's dont use thier hyperdrive and i did the autojump thing. Second when i enter a medium sized battle my game just freezes permenantly. I have decent specs i7 9750h and a gtx1660ti. Dont know why the game runs poorly in battles.

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Guest
Guest

I love this mod and I think it's great that you are continuing the mod; I've just noticed a few problems with models and ship layouts.

I've noticed a graphical glitch with the YT-2000. It seems that the textures don't load properly at a certain distance from the ship. The model seems to fall apart and sections of the texture seem to displace.

The custom stations sometimes have the habit to kill ships. If a ship's autopilot gets interrupted it ends up bouncing off the station till it destroys itself.

Finally (I'm not sure if this is a personal choice) but it seems like some of the ships barely have any weapons to equip, making a ship either really expensive to arm or ships weapons are too weak to be actually useful (defensive and offensive)

Besides these problems you've done a great job continuing this mod and hope you continue to develop this great mod.

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XenonArchitect7 Creator
XenonArchitect7

Thanks for the detailed feedback!

I am aware of the YT2000 problems. I tried really hard to fix the model, however it is quite bizarre. The geometry is a complete fragmented mess, and it uses over 50 different texture files (most ships only use a few). The ship model is not something I am able to work with to fix, so unfortunately it is one of the few ships that remains in its original SW Reborn state. I figured that it was still worth keeping despite these problems..

I'm not sure I have ever seen these "autopilot interruptions" however I ensured that the docking paths for the star wars stations works for most ships. However there are oddly-shaped ships in the mod such as the wide droid transport hauler that will not play nice with X3 docking, often blowing up. Not much I can do about that. I suggest you don't fly these ships personally and that you let them dock while you are OOS (out of sector) whenever possible.

The reason for the narrow weapon selection is that I wanted factions to mostly stick to the appropriate laser colors and sound effects to be in line with star wars. TIE fighters shooting red lasers would not be right. Since LU really doesn't have a lot of weapon diversity (in terms of stats and projectile types) in the first place, I decided to go ahead with SWLU's current laser system.

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Guest
Guest

Thanks for the reply. I completely understand your weapon choice now after playing a bit more. I also noticed how well polished it is compared to the original.

I have a question, what are your plans for the astromech droids. Are you still working on them or have you completely remove them. I remember them from the original mod and was just wondering what your plans are.

Once again thanks for the great mod!

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vanguardian1
vanguardian1

Any idea why it would hard-lock the game if I'm in a system during medium and large battles? Or enter a system during it. Not using the vanilla laser changes, so that can't be it.

Update April 19th, still auto-locking around moderate-big battles, sound stays in a 5-second loop or so. Same thing happened in Mik's SW mod, but it would unlock after about 20 seconds, this one is locked period.....in Mik's it would do it most often when a new large ship jumps in, in this mod it seems to happen most when something large is trying to explode.....

Ryzen 5 2600, DDR4-3000 16gb (2x8), 1tb Pioneer SSD, Radeon RX570 8gb, onboard Realtek HD Audio (old threads say this could be a problem with Litcube's mod, I don't know)

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XenonArchitect7 Creator
XenonArchitect7

Hmm, I have seen a few people mentioning audio issues on the Discord as well over the past few years. Such as crashing when laser impact sounds are supposed to play. I have not done the research on this, since the bug seems to only affect a small percentage of users, but my first suggestion would be to try disable any audio devices from control panel/device manager and launch the game. Also look it up in the official LU forum on Egosoft's website.

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vanguardian1
vanguardian1

Somehow I kept missing files from Salvage Command Suite (v411 beta) that was causing my lockups.

- Auto-Aim works, thank goodness, highly recommended to use for those with main-gun issues on their own ship, just stick to the auto-fire feature, I don't use auto-missles or target, and the auto-repair function doesn't work well LU, same with the repair ship function built-in to SWLU. >.<
- Eject Advanced Satellite hotkey works. :)
- NPCBailing Addon (1.78x, 1.79x, 1.80 custom) do NOT work with LU
- Mk2 Miner doesn't seem to work at all, only the regular SWLU miner order exists still.
- Bribe NPC works, still overpowered and broken, but if you're careful and try to be fair..... still needs SuperScriptKiller
- SuperScriptKiller works for those ships that are operating erratically, or bought while running a script by BribeNPC that's still controlling their behavior.
- Turrent-on-and-off Turret Control works for easy quick-turret turn-off that will turn back on after a certain amount of time (haven't timed it), if they are reactivated before jumping, the turrets regain their previous settings. If you jump before doing so, they all switch to default settings.

- UniversalBestBuysSells_v252 works great, the built in buy/sell system isn't nearly as useful.

OKTrader seems to lag with the LU/SW changes with more than 5 ships, so back to Mk3 trader.... ;_;

Speaking of repair ships, the extra turrets on the CR90 Repair and Gozanti repair ships should be regular weapon turrets, since they can't be used to help with repairs......

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Guest
Guest

I just wanted to say I love this mod, it’s the only reason I play the game. I was just wondering though if you have plans to add the starhawk

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