Hello and welcome to the forums!
Starting a modded play through is easy, but requires a few steps and preparation.
I've created this comment to help you and it has links to all mentioned stuff.
Be sure to read through every mods page if you intend to use them!
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First thing to do:
Read the stuff outlined in this thread:
http://fractalsoftworks.com/forum/index.php?topic=8726 and watch the video there as well.
It is to prepare your computer systems to be able to handle Starsector with mods.
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Second thing to do: Pick your mods, but pick wisely.
The
important ones that most mods need:
- LazyLib. (Link:
http://fractalsoftworks.com/forum/index.php?topic=5444.0)
- GraphicsLib. (Link:
http://fractalsoftworks.com/forum/index.php?topic=10982.0)
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Required for some mods:
- TwigLib (Link:
http://fractalsoftworks.com/forum/index.php?topic=8266.0)
These mods enable other mods to function properly.
For GraphicsLib, read through its instructions carefully. This is important especially if your computer cannot handle the graphic effects added on by the library.
The
gameplay changing mods:
- Nexerelin (Link:
http://fractalsoftworks.com/forum/index.php?topic=9175.0)
- Starsector+ (Link:
http://fractalsoftworks.com/forum/index.php?topic=7679.0)
- Dynasector (Link:
http://fractalsoftworks.com/forum/index.php?topic=11001.0)
These mods, even if you don't add factions or ship adding mods, change the game significantly.
Most faction mods are compatible with these 3 mods, unless specifically pointed out that they do not.
Nexerelin adds a fair number of things, especially when faction mods come into play. There is the 'Corvus mode' and the 'random generator' mode.
Some factions can only be used in the 'random' mode. I'll point out which ones are those mods later down in this comment.
The
utility mods that add some flavour or help with some stuff:
- Autosave (Link:
http://fractalsoftworks.com/forum/index.php?topic=9748.0)
- Combat Chatter (Link:
http://fractalsoftworks.com/forum/index.php?topic=10399.0)
- Common Radar (Link:
http://fractalsoftworks.com/forum/index.php?topic=7526.0)
- Console Commands (Link:
http://fractalsoftworks.com/forum/index.php?topic=4106.0)
- Save Transfer (Link:
http://fractalsoftworks.com/forum/index.php?topic=8950.0)
- Simulator Overhaul (Link:
http://fractalsoftworks.com/forum/index.php?topic=3655.0)
- Target Leading Pip (Link:
http://fractalsoftworks.com/forum/index.php?topic=7921.0)
- Target Practice (Link:
http://fractalsoftworks.com/forum/index.php?topic=9438.0)
- Upgraded Rotary Weapons (Link:
http://fractalsoftworks.com/forum/index.php?topic=9446.0)
- Version Checker (Link:
http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Be sure to read through them. Some require specific actions to use.
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Things that are not really needed, but if you like
music or sounds, here are some stuff you'll probably like:
- Audio Plus (Link:
http://fractalsoftworks.com/forum/index.php?topic=10985.0)
- Combat Alarm Sounds (Link:
http://fractalsoftworks.com/forum/index.php?topic=11253.0)
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Utility mods to
avoid when using other mods:
- Starsector A.I. Overhaul (Link:
http://fractalsoftworks.com/forum/index.php?topic=10992.0)
This mod is not compatible in certain situations. Recommended to only use this as a standalone mod with Starsector.
Now for the
Miscellany mods that are useful and add more to the game:
- Potrait Pack (Link:
http://fractalsoftworks.com/forum/index.php?topic=10836.0)
- Ship/Weapon Pack (Link:
http://fractalsoftworks.com/forum/index.php?topic=11018.0)
- Steiner Foundation (Link:
http://fractalsoftworks.com/forum/index.php?topic=10398.0)
These add quite a number of stuff, so read through them too.
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Miscellany mods that are not generally needed:
- Omnifactory (Link:
http://fractalsoftworks.com/forum/index.php?topic=5199.0)
This one is build into the Nexerelin mod. If you're not using Nexerelin, you could consider using this mod.
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Miscellany mods that are
"use at your own risk" (or in my opinion, avoid due to questionable compatibility):
- Autonomous Ship (Link:
http://fractalsoftworks.com/forum/index.php?topic=10856.0)
- Extra Salvage/Boarding (Link:
http://fractalsoftworks.com/forum/index.php?topic=10458.0)
- Extra System (Link:
http://fractalsoftworks.com/forum/index.php?topic=10578.0)
The thread for these mods never explicitly state what they are compatible or not compatible with, thus, they are in this section of my recommendations.
Faction mods for
beginners/normal toughness that is not overbearing:
- Blackrock Driveyards (Link:
http://fractalsoftworks.com/forum/index.php?topic=4018.0)
- Dassault-Miyokan Engineering (Link:
http://fractalsoftworks.com/forum/index.php?topic=11322.0)
- Diable Avionics (Link:
http://fractalsoftworks.com/forum/index.php?topic=10046.0)
- Interstellar Imperium (Link:
http://fractalsoftworks.com/forum/index.php?topic=8007.0)
- Junk Pirates (Link:
http://fractalsoftworks.com/forum/index.php?topic=161.0)
- The Mayorate (Link:
http://fractalsoftworks.com/forum/index.php?topic=7372.0)
- Pegasus Belt Council (Link:
http://fractalsoftworks.com/forum/index.php?topic=9666.0)
- SCY Nation (Link:
http://fractalsoftworks.com/forum/index.php?topic=8010.0)
- Shadowyards Reconstruction Authority (Link:
http://fractalsoftworks.com/forum/index.php?topic=3491.0)
- Tiandong Heavy Industries (Link:
http://fractalsoftworks.com/forum/index.php?topic=9583.0)
Pretty good overall and nice looking ships. Not much problems with these mods usually.
These mods are compatible with Starsector+, Dynasector and Nexerelin, which are usually used because of the changes they create to the game's overall dynamic.
Extra: Dassault-Miyokan Engineering comes with ElizaLib in its package. It needs that to be used.
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These mods are within this tier of balance and are
WIP towards achieving a balanced state (at least, that's what I think):
- Metelson Industries (Link:
http://fractalsoftworks.com/forum/index.php?topic=8100.0)
- Neutrino Corp (Link:
http://fractalsoftworks.com/forum/index.php?topic=2345.0)
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Midline toughness mod, under set conditions:
- Underworld (Link:
http://fractalsoftworks.com/forum/index.php?topic=11002.0)
- Cabal is a faction in the Underworld mod that has about the same power as other mods.
- Why I placed them here is because of the way to interact them in the game is very difficult if you've just started to use them.
- Among the factions that is supported by Dynasector, some of them are very strong.
- If said strong faction is enabled alongside Dynasector and Underworld, the possible strongest ships and weapons from other mod factions supported by Dynasector will be use by the Cabals.
- Example: Knight Templars weapons such as their Rhon Laser and Longinus Heavy Laser will be used, and they will melt you very, very quickly.
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Faction mods for
advanced players/tougher gameplay and balanced to fit too (warning: these factions will utterly destroy you if you're not prepared):
- A.I. War (Link:
http://fractalsoftworks.com/forum/index.php?topic=9427.0)
- Knights Templars (Link:
http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Note: needs a fix somewhere)
These mods are meant as something like a boss faction, but their creators made it balanced so that they are counter able.
Extra: Knights Templars have a problem related to their colour parameters, but it will only cause crash under certain conditions. There's a fix somewhere, but it is not on the mod's thread itself.
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Faction Mods with questionable balance (
very OP or very weird), but good gameplay addition (they will also destroy you if you're not careful):
- Approlight (Link:
http://fractalsoftworks.com/forum/index.php?topic=9688.0)
- Crystanite (Link:
http://fractalsoftworks.com/forum/index.php?topic=8280.0)
- Objectless Research Institute (Link:
http://fractalsoftworks.com/forum/index.php?topic=7243.0)
- The P9 Colony Group (Link:
http://fractalsoftworks.com/forum/index.php?topic=7430.0)
Needs some more adjustments or something to make them balance.
Extra:
- Approlight has some in game events that are unique to itself. The mod thread page has listed what are those events, but because the mod is translated over from Chinese, some details may have been missed and there are some mistranslation.
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- Flu-X (Link:
http://fractalsoftworks.com/forum/index.php?topic=8902.0)
This mod is somewhat within this tier of balance, but it can only be used in Nexerelin's 'random' mode if Nexerelin is active.
Without Nexerelin on though, it would load as normal into the game like other factions.
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Faction mods that are
buggy but compatible if you apply the recommended fix to them or compatible under certain circumstance only:
- Citadel Fleet (Link:
http://fractalsoftworks.com/forum/index.php?topic=6442.msg172502#msg172502)
- New Galactic Order (Link:
http://fractalsoftworks.com/forum/index.php?topic=9402.0)
- The Nihilic Empire (Link:
http://fractalsoftworks.com/forum/index.php?topic=224.0)
- Tore Up Plenty (Link:
http://fractalsoftworks.com/forum/index.php?topic=5762.0)
These are somewhat weird in the sense that they work and not work at the same time.
Their balance varies from ship to ship, some are broken, some are ok, some are underpowered.
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Faction mods with questionable compatibility/
not advisable to use/beyond buggy:
- Bushi (Link:
http://fractalsoftworks.com/forum/index.php?topic=10555.msg179364#msg179364)
- Freespace (Link:
http://fractalsoftworks.com/forum/index.php?topic=10055)
- Hiigaran Descendants (Link:
http://fractalsoftworks.com/forum/index.php?topic=10555.0)
- Kadur Theocracy (Link:
https://www.dropbox.com/s/c0hty7oe34typ95/Kadur%20Theocracy.rar?dl=0)
- Looters and Artefacts (Link:
http://fractalsoftworks.com/forum/index.php?topic=10067.0)
- Scion Collective (Link:
http://fractalsoftworks.com/forum/index.php?topic=8172.0)
Buggy bonanza. I would avoid them at all cost, no matter how appealing they look.
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Other factions mod that are under the radar with some compatibility issues (good gameplay addition too, but use at
"your own risk"):
- Project Valkyrie (fixed a bit by @DrakonST)
(Link:
http://fractalsoftworks.com/forum/index.php?topic=5066.585)
Extra: Project Valkyrie mod has been discontinued though there's a patch made by DrakonST in the 2nd last page of thethread before the mod thread was locked. It may come back in the future under new management though.
- Idoneus Citadel Exiles (fixed & under new management of @DeathFly)
(Link:
http://fractalsoftworks.com/forum/index.php?topic=9614.30)
These are good, just slightly buggy. They're not in the main page, so they're not very well known.
Now onto the topic of
Total Conversion mods. These mods convert the entire game basically, and are, naturally, incompatible with other regular mods.
The TC mods we have are:
- Ironclads (Link:
http://fractalsoftworks.com/forum/index.php?topic=431.0)
And its add-on, VNS (Link:
http://fractalsoftworks.com/forum/index.php?topic=6145.0)
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Another mod that is a total conversion presumably, but is not stated so is:
- Freespace (Link:
http://fractalsoftworks.com/forum/index.php?topic=10055)
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Total Conversion is very tricky. They add a lot but they are their own thing. Still require some of the Lib mods.
Experimental mods that can spice things up:
- Corvidae Light Industries (Link:
http://fractalsoftworks.com/forum/index.php?topic=11409.0)
- Missile Fun (Link:
http://fractalsoftworks.com/forum/index.php?topic=11404.0)
- Torchships (Link:
http://fractalsoftworks.com/forum/index.php?topic=11339.0)
- The Lion's Guard (Link:
http://fractalsoftworks.com/forum/index.php?topic=11197.0)
Be sure to read what they do and how to use them in their thread page if you wish to use them!
Some other useful tips.
- For unzipping the downloaded files, I would recommend 7-zip because it can handle almost any type of file format mods are packaged into.
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Sometimes, you have to manually fix somethings. To do that, you need to open files and manually overwrite, remove or add stuff.
- For a clean and easier time opening and modifying said files, I would recommend Notepad++.
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In rare occasions, it's difficult to fix some things broken by yourself even if you have the tools for it. For that situation, I would advice just to wait for the author of the mod to take action.
If you have any problems or questions, don't be afraid to ask!
Hope this helps!