Tabletop Simulator

Tabletop Simulator

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X-Wing Mario Kart
   
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Type: Modding
Complexity: Medium Complexity
Number of Players: 2, 3, 4, 5, 6
Play Time: 120 minutes
File Size
Posted
Updated
138.762 KB
25 Apr, 2020 @ 2:43pm
17 Apr, 2023 @ 10:46am
15 Change Notes ( view )

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X-Wing Mario Kart

Description
An add-on mod for the X-Wing Unified 2.0 mod.

In order to use this mod, you first need to load the X-Wing Unified 2.0 mod. Once that has finished loading, then click the ... above this mod and select Additive Load. You should see a Mario Kart box in the corner of the side tray.

Click Setup Primary to load the track on the Red/Blue side and Setup Secondary to load the track on the Orange/Purple side. Clear all will remove all of the Mario Kart elements.

Select the track you wish to load and press load. The track should appear on the relevant playmat with the turrets, power-ups, and anything else that track requires.

After setting up the track you can spawn ships and play like normal. The only other special requirement is the Mario Kart Dial. Next to the condition deck, there is a Mario themed dial converter. Just drop your dial on this and it will update it to have an extra slider at the bottom that lets you partially execute a maneuver. This is used to make a ship stop at the correct point on the wall, if that ship executed a maneuver that moved into or through the wall.

There is also a Mushroom Token next to it which will allow a ship to execute any maneuver even if it is not on their dial. You can use this token to execute reverse maneuvers on the track, the random maneuver from the Inked condition, or any of the maneuvers from the Mushroom powerups.

I hope you enjoy this addition, and if you have any ideas, suggestions, or even tracks you would like to see let me know.
8 Comments
joeshmoe554  [author] 8 May, 2021 @ 8:55pm 
Thank you for the feedback. There were some updates to the X-Wing mod that broke some of my injection code. I updated it today and hopefully fixed the issues so the Dial Converter and partial movement should work again.
Obi-Ben Kenobi 3 May, 2021 @ 3:27pm 
Hey joeshmoe554! Your Mario Kart X-Wing mod is incredible and my community has really enjoyed including it in our monthly game night rotation!

I am experiencing an issue currently where the Mario Kart Dial Converter is no longer working. When I use it, it makes the dials no longer work and keep receiving error messages.

Any support with this issue would be greatly appreciated!
joeshmoe554  [author] 11 Nov, 2020 @ 5:33pm 
I just updated it so it should load the track above the new playmats.
Obi-Ben Kenobi 11 Nov, 2020 @ 2:06pm 
Hello! I am having difficulty using the mod. The track mat no longer generates. I am wondering if that be due to the recent update done to the X-Wing Unified 2.0 Module. Any assistance in this matter would be greatly appreciated. I am hosting a Mario Kart X-Wing game night next month and was planning on using this add-on mod. Hopefully a fix will be found by then! :)
Librodeus 18 May, 2020 @ 7:11pm 
Awesome! Thank you!
joeshmoe554  [author] 18 May, 2020 @ 3:19pm 
Thank you for the comment. I can definitely understand that tripping someone up, and I decided to take your advice. Now if you start the mod on its own it will display a very prominent message in the middle of the screen to let you know how to make the mod work.
Librodeus 18 May, 2020 @ 12:17am 
It makes me happy that this exists. I definitely plan on playing it at some point. I did a quick lap just to see how it would feel moving around the track and I was a fan. It would be good if the 'additive load' thing was prominently displayed in the mod itself. I didn't read the description here carefully so spend around half an hour messing about hoping to fix it.
joeshmoe554  [author] 16 May, 2020 @ 7:49pm 
I added a second track to the mod. I haven't written up the rules card for the new track yet, so please check the Change Notes to see the new rules for Coruscant Clover.