Maximum Life mod mix
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Maximum Life mod mix
I am trying to create a game that is teeming with life and action between the various factions. For this I want to mix the following mods:
Base game: X3 AP
Mods:
XRM
Phanon Corp.
LIFE (http://forum.egosoft.com/viewtopic.php?t=354571)
Improved Races 2.0
Are these compatible with each other? Any other suggestions for my endeavor?
I think this topic could be of interest to many people, because "lack of life" is a common complaint about vanilla X.
Base game: X3 AP
Mods:
XRM
Phanon Corp.
LIFE (http://forum.egosoft.com/viewtopic.php?t=354571)
Improved Races 2.0
Are these compatible with each other? Any other suggestions for my endeavor?
I think this topic could be of interest to many people, because "lack of life" is a common complaint about vanilla X.
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Well, Phanon Corp should work, read at XRM thread:
Both Paul and I use a lot of other scripts as well (like Litcube's Bounce! and Phanon Corp scripts); but these are the "bare essentials" ones that I feel everyone should have to begin with to get the most enjoyment out of X3TC in conjunction with XRM. - Mizuchi
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From what I understand both Phanon Corporation and XRM both use the user defined races, race1 and race2. From memory Phanon Corporation uses race2 and XRM uses race1.Boringnick wrote:The question is whether they all work together.
LIFE uses race2 for signalling between the MSCI scripts and the MD scripts, so it should be compatible with XRM and some of my users have reported that it is, (I've never personally tested a long term game with LIFE and XRM).
If Phanon Corporation does use race2 then depending on how it uses race2.notoriety will decide on how LIFE is affected and vice versa. It's difficult to predict without knowing the exact details, the real way to find out is to merge them, fire up the X3.exe and exercise all the functional modules within Phanon Corporation and LIFE.
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On the LIFE thread someone reported that Phanon and LIFE conflict:Shush wrote:From what I understand both Phanon Corporation and XRM both use the user defined races, race1 and race2. From memory Phanon Corporation uses race2 and XRM uses race1.Boringnick wrote:The question is whether they all work together.
LIFE uses race2 for signalling between the MSCI scripts and the MD scripts, so it should be compatible with XRM and some of my users have reported that it is, (I've never personally tested a long term game with LIFE and XRM).
If Phanon Corporation does use race2 then depending on how it uses race2.notoriety will decide on how LIFE is affected and vice versa. It's difficult to predict without knowing the exact details, the real way to find out is to merge them, fire up the X3.exe and exercise all the functional modules within Phanon Corporation and LIFE.
http://forum.egosoft.com/viewtopic.php? ... 65#4279065
If it's all just about "race1" and "race2", isn't it possible to use "race3" in LIFE?
Or is there a hardcoded limit on them?
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With respect to LIFE? I haven't tried that combo and I can't remember any of LIFE's users using Improved Races 2 with LIFE.Boringnick wrote:What about Improved Races 2.0?
What are its pitfalls?
It should be pretty simple to merge them and find out, the only obvious compatibility issues between other mods and LIFE are mods that use the GNS, like LIFE, (although this has been mostly mitigated with the last couple of versions of LIFE), and mods that use race2.notoriety.
Pretty much everything else should work straight out of the box.
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Within MD scripts you only have access to race1 and race2, (I think it's the same limitation for the MSCI, but it may be extendable), given that I use the MSCI scripts to control MD scripts, then the MD is the limiting factor.Boringnick wrote:On the LIFE thread someone reported that Phanon and LIFE conflict:
http://forum.egosoft.com/viewtopic.php? ... 65#4279065
If it's all just about "race1" and "race2", isn't it possible to use "race3" in LIFE?
Or is there a hardcoded limit on them?
I chose race2 so that it was compatible with XRM, if the incompatibility between LIFE and Phanon Corporation is because they are both using race2.notoriety then I need to come up with another signalling mechanism.
If I get a chance this weekend I'll try some experiments, but from memory 4 years ago when I wrote the majority of this code, the only reliable signalling mechanism was race1.notoriety and race2.notoriety, although this may have changed with patches since then.
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Good luck with your efforts.
I don't know whether this helps you or not, but I have found this tidbit on the XRM thread:
http://forum.egosoft.com/viewtopic.php? ... 19#3636819
I don't know whether this helps you or not, but I have found this tidbit on the XRM thread:
http://forum.egosoft.com/viewtopic.php? ... 19#3636819
"v1.20
Fixed - Swapped Strong Arms Weapons Dealer XL race ownership to "Race 2" (now called "Independent") for compatibility with Phanon Corp."
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By the the way, would you be fine if I would bundle your mod if the compatibility problems would be solved?
I have no idea about X3 modding, but I know how to write an installer. My idea is a mod compilation: "Lively Universe Pack", which would be be single installer .exe that would install all the above mods into a vanilla AP installation.
The original creators will be credited of course.
I have no idea about X3 modding, but I know how to write an installer. My idea is a mod compilation: "Lively Universe Pack", which would be be single installer .exe that would install all the above mods into a vanilla AP installation.
The original creators will be credited of course.
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I'm pretty sure this is old info, when I asked Paul Wheeler a few weeks ago he said the current version of XRM uses race1.Boringnick wrote:Fixed - Swapped Strong Arms Weapons Dealer XL race ownership to "Race 2" (now called "Independent") for compatibility with Phanon Corp."
I don't have a problem with that, but keep in mind that it's still currently in Beta and being updated roughly weekly; so it's in a constant state of flux. Also it would be great if you could make it absolutely crystal clear to your users that I can't/won't be providing support for your installer ;PBoringnick wrote:By the the way, would you be fine if I would bundle your mod if the compatibility problems would be solved?
P.S. Most of this thread has been about LIFE, so it might be a good idea to ask a mod to have it merged with the main LIFE thread. In the end it's your thread though, so it's up to you.
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I think the thread should stay stand alone so far, because the creators of XRM, Phanon and Improved Races could appear here.Shush wrote:
P.S. Most of this thread has been about LIFE, so it might be a good idea to ask a mod to have it merged with the main LIFE thread. In the end it's your thread though, so it's up to you.
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Re: Maximum Life mod mix
XRM, Phanon Corp (with the Phanon Corp XRM patch), and IR 2.0 work fine together. Assuming you can get LIFE to work with PhanonCorp then you can throw in Pirate Guild 3, Yaki Armada 2, and Improved Khaak 2 and that should give you an interesting Universe to play around in.Boringnick wrote:XRM
Phanon Corp.
LIFE (http://forum.egosoft.com/viewtopic.php?t=354571)
Improved Races 2.0
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Re: Maximum Life mod mix
Those mods look interesting. But do they also use the "race1, race2" system like Phanon and LIFE? Conflicts?zanzal wrote:XRM, Phanon Corp (with the Phanon Corp XRM patch), and IR 2.0 work fine together. Assuming you can get LIFE to work with PhanonCorp then you can throw in Pirate Guild 3, Yaki Armada 2, and Improved Khaak 2 and that should give you an interesting Universe to play around in.Boringnick wrote:XRM
Phanon Corp.
LIFE (http://forum.egosoft.com/viewtopic.php?t=354571)
Improved Races 2.0
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Re: Maximum Life mod mix
They don't clash with Phanon. I would really doubt they would conflict with Life, but I don't know that for certain. Oh one comment, don't use SETA beyond 6x when using these artificial life plugins. It seems they get skipped a lot and I've seen a lot of stalled Pirate Guild ships when using 10x SETA.Boringnick wrote:Those mods look interesting. But do they also use the "race1, race2" system like Phanon and LIFE? Conflicts?
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Re: Maximum Life mod mix
You should be ok using those mods/scripts with LIFE, I've also updated LIFE to 0.85b which should take care of the incompatibility with Phanon Corporation.Boringnick wrote:Those mods look interesting. But do they also use the "race1, race2" system like Phanon and LIFE? Conflicts?
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Re: Maximum Life mod mix
Oh, that's nice!Shush wrote:You should be ok using those mods/scripts with LIFE, I've also updated LIFE to 0.85b which should take care of the incompatibility with Phanon Corporation.Boringnick wrote:Those mods look interesting. But do they also use the "race1, race2" system like Phanon and LIFE? Conflicts?
Does that mean all the mods we talked about here so far are now compatible with each other?
When is LIFE 1.0 coming, any idea?
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Re: Maximum Life mod mix
Without merging them all together and doing a 100+ hour play-through I can't give a 100% assurance that they are, on the other hand I don't see any obvious reason why they aren't.Boringnick wrote:Does that mean all the mods we talked about here so far are now compatible with each other?
I'm back at work now so my time is severely limited, but once I finish all the major features I want to add it would be just spit'n'polish after that.Boringnick wrote:When is LIFE 1.0 coming, any idea?
How long until all the major features are added, you may ask? How long is a piece of string? I would answer. But if I had to guess I'd say anywhere from 2-4 months at the current rate I am going.