--- title: X4 modding tools: choosing and getting started summary: Extraction, XML, Blender, editors and generators: choosing tools for your task. section: tools kind: guide status: reference updated: 2026-10-27 tags: ["X4","modding","tools","start"] sources: ["https://wiki.egosoft.com/X4%20Foundations%20Wiki/Modding%20Support/#HTools"] --- ## Where to start An XML mod needs the [catalog tool](wiki:tool-catalog), an [XML editor with schemas](wiki:tool-xml-editor) and the [X4 log](wiki:debugging). Blender is for model work rather than changing a single number. ## Choose a tool | Tool | Task | | --- | --- | | [X Catalog Tool: extracting and packing](wiki:tool-catalog) | Open CAT/DAT archives, extract selected files and build a separate extension package. | | [XML editor and X4 schema setup](wiki:tool-xml-editor) | Attribute completion, XSD validation and the difference between a final document and a diff patch. | | [Egosoft Blender Mod Tools: first export](wiki:tool-blender) | The official model, collision and animation toolkit: preparing a scene and checking export. | | [X4 Customizer: transformations and diff checks](wiki:tool-customizer) | Configure paths, run a first script, inspect resulting XML and check extensions. | | [Module Drag and Drop: placing hardpoints](wiki:tool-module-drag-drop) | Transfer surface-element positions from Blender/X3D into XML connections. | | [X4 Editor: editing macros in tables](wiki:tool-x4-editor) | What Max Bain's editor is for and how to inspect its changes. | | [X4 Universe Generator: a first small universe](wiki:tool-universe-generator) | The purpose of Celludriel's generator and a workflow for checking map files. | | [Random Galaxy Generator Web Tool](wiki:tool-random-galaxy) | How to evaluate a random-universe generator output without mistaking it for a complete mod. | | [.xmf / .xac and .dae: arc_'s converter](wiki:tool-asset-converter) | An older asset-conversion route and how it differs from current export tooling. | | [X4 Converter: limits of the older tool](wiki:tool-x4-converter) | Why Cgetty's older converter is not the main route for new models. | | [Blender animations to .ani: the older workflow](wiki:tool-animation) | What tomchk's X4_gen_regions does and how to read older animation examples. | ## First workflow 1. Extract the required XML and schemas from your installation, keeping reference files separate. 2. Associate schemas in the editor and create [one diff patch](wiki:editing-parameters). 3. Inspect the final XML and then check the effect in a separate game scenario. 4. Add automation and packing after the first result is clear. ## Versions and evidence For release: [ext_ versus subst_ loading](wiki:extension-catalogs), [multi-version catalogs](wiki:version-catalogs) and [Workshop publication](wiki:workshop). For maps: [universe hierarchy](wiki:galaxy-structure) and [9.00 resources](wiki:resource-areas). Articles link to Egosoft or the author. Older tools have explicit status notes. Inclusion in the official list does not establish current-version support. Command examples explain the workflow; this wiki does not claim to have run every listed tool.