--- title: Mod dependencies and compatibility summary: DLC requirements, unique IDs, conflicting patches and verification after a game update. section: data kind: guide status: reference updated: 2026-10-27 tags: ["X4","modding","compatibility"] sources: ["https://wiki.egosoft.com/X4%20Foundations%20Wiki/Modding%20Support/Breaking%20Changes/"] --- ## Declare actual requirements A basic XML mod should not require a library simply because another project uses it. Declare a dependency only when your code or assets need it. The example below requires the Split DLC. When targeting DLC or another extension, also verify its file namespace: the effective path may differ from a base-game path. ```xml ``` ## Multiple mods can change one attribute Two valid diffs may target the same field. The effective loaded document determines the result. Inspect that document and the real game value. Test a minimal dependency set first, then the intended compatibility set, and record exact mod versions for reproduction. ## Unique identifiers Use an extension prefix for macros, components, wares, MD scripts and UI events. Text pages can conflict too. Renaming a file does not rename the IDs inside it. ## X4 updates For the baseline version, read [9.00 migration notes](wiki:x4-version-migration). For multiple supported games, distinguish [exact and cumulative version catalogs](wiki:version-catalogs). Read Breaking Changes and inspect the actual files in the new build. Internal menu Lua changes may need additional investigation. Repeat a short test for the affected behavior: loading, a property value, UI action or new ship creation. Check save/load separately.