X4 Mods and Compatibility
Remember, SWI is a TOTAL CONVERSION mod, it means that we touch almost every aspect of the game and so many mods will not work properly with it unless they are made specifically to work with SWI. Conflicts will arise for sure with mods that:
Change/add factions
Change map in any way
Change economy in any way
Change/add jobs
Change/add ships, equipment, weapons, shields etc
Change bailing system
Change NPC leveling
Change faction relations (e.g. Dynamic Wars), unless they were made specifically for SWI
Mods that change AI and ship compositions (e.g. Faction Enhancer, FOCW etc)
Some light QoL mods can still work, e.g. Mules, Sector explorers etc, basically mods that add small things/new orders without change to assets
Recommended mods:
TBD
INTEGRATED CHANGES THAT CAN LEAD TO CONFLICTS:
Fire and Smoke mod integrated, no need to install separately
Encounters were disabled, no need for a separate mod
Long Range Sensor range increased to compensate larger sectors, mods changing this will conflict
Ship cargo magnets improved, mods changing this may conflict
Ship modifications were reworked, mods changing ship modifications may conflict
Emergent Missions, Social Standings, Reputations from Kuertee