EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
[Index] List of Vanilla safe mods.
Post new topic Reply to topic Goto page 1, 2  Next
View previous topic :: View next topic
Author Message
Aro





Joined: 15 Jul 2003
Posts: 1977 on topic
Location: Whitish Northern Area
Thank you for registering your game
modified
PostPosted: Mon, 17. May 10, 06:32    Post subject: [Index] List of Vanilla safe mods. Reply with quote Print

List of vanilla safe mods that do not mark your save as ***modified*** (they will allow steam achievements and upload stats). Could be added to a sticky.

Tested all of these by making an all-in-one cat&dat pair. No problems. In fact, think it sped my game up noticeably...
Certain mods have been skipped due to being included in the v2.7 update.

I've listed the version that was tested, some of these do not have versions listed so treat the "?" as v.1.0.


Aldrin Asteroid
Resized Aldrin Big Rock, someone else : v.?
Shrink the MEGA HUGE ROCK in Aldrin.
http://forum.egosoft.com/viewtopic.php?t=248405


Asteroids
Lower Poly Asteroids, halo112358 : v.2.04
Offers two options to reduce the complexity of asteroids.
http://forum.egosoft.com/viewtopic.php?t=176980

Asteroids from X2 into X3-TC, TEKing66 : v.1.x
Holy Asteroids Batman! No really, them there asteroids have holes just like the ones from previous games. So much fun.
Has now added some changes similar to the lower poly asteroids and applied Aldrin giant moon shrinkage cream.
http://forum.egosoft.com/viewtopic.php?t=277481
Conflict: Lower Poly Asteroids. If you want to use both mods ensure that the Holy Asteroids are in a later cat/dat. Example would be Lower Poly Asteroids in 10.cat/10.dat and Holy Asteroids is in 11.cat/11.dat.


Complexes
Advanced Comlex-Hub, Saetan : v.2.0 beta 1
Modifies the complex hub to have an internal hangar for fighters and two docks for capital ships.
http://forum.egosoft.com/viewtopic.php?t=244904

-- These conflict so choose only one. --
more performant complex tubes, Saetan : v.?
Changes the tubes to have less of a performance hit.
http://forum.egosoft.com/viewtopic.php?t=243287

TCM Tubeless_Complex_Mod, laux : v.07.01.07
Completely remove complex connectors.
http://forum.egosoft.com/viewtopic.php?t=167224
-- - - - - - - - - - - - - - - - - - - - - - - - --


Misc
YS-HUD-Mod, Samuel Creshal : v.1.5
Changes the HUD to resemble the old one from early X²TR screenshots.
http://forum.egosoft.com/viewtopic.php?t=221230

Menu Background Disabler, Killjaeden : v.?
Removes the items from the X3TC startup screen, keeps the star backdrop.
http://forum.egosoft.com/viewtopic.php?t=259421

No-Ad-Sign-Mod, Killjaeden : v.?
No more advertising signs.
http://forum.egosoft.com/viewtopic.php?p=3258109

Remove Missile Warning Beeps, OOZ662 : v.?
Removes the launched at you and the proximity beeps of missiles.
Remove Enemy Warning Beep, OOZ662 : v.?
Removes the proximity alert when an enemy comes near.
http://forum.egosoft.com/viewtopic.php?t=262893


Know of a mod that can go in a vanilla game? Make a post to point it out!

Need to check status;
can certain weapon edits work, mainly hit effects
Mk3 Trader Log
http://forum.egosoft.com/viewtopic.php?t=250661


Extra stuff that could be used as information or ignored if it confuses you (this is a long title isn't it).
Interesting comment:
http://forum.egosoft.com/viewtopic.php?p=3281153#3281153
Killjaeden wrote:
Selfmade Tubelessmod in few steps:

-Create a folderstructure in your gamedirectory that looks like
Code:
[...]X3 Terran Conflict\objects\v\

-Now create a txt file in that folder.
-Enter:
Code:
/# these aren't the tubes you're looking for

-Save as "10445.txt"
-Rename the fileextension from ".txt" to ".bod"
-Copy it 2 times and rename both new files as "10446.bod" and "10447.bod"

That's it Very Happy



_________________

The end of a trilogy does not mean an end to a series.
| Vanilla with strawberries? [List of Vanilla safe mods.] | Tired of the plots? [Plot Skipper Tool v0.5] |
| X3: R & TC Minimaps |


Last edited by Aro on Sat, 24. Jul 10, 23:23; edited 15 times in total
Back to top
View user's profile Send private message Visit poster's website
Killjaeden





Joined: 03 Sep 2006
Posts: 4546 on topic
Location: Germany
Thank you for registering your game
PostPosted: Mon, 17. May 10, 10:52    Post subject: Reply with quote Print

http://forum.egosoft.com/viewtopic.php?t=260266 flak volume reducer

http://forum.egosoft.com/viewtopic.php?t=259809 Q Meshfix

http://forum.egosoft.com/viewtopic.php?t=259421 Menu Background disabler

http://forum.egosoft.com/viewtopic.php?p=3258109 No Adsigns


_________________

Tutorial Custom Turrets; Guide advice on placing turrets; Guide Performance of Models
Back to top
View user's profile Send private message Visit poster's website
jlehtone
Moderator (Script&Mod)
Moderator (Script&Mod)

MEDALMEDALMEDAL

Joined: 23 Apr 2005
Posts: 16453 on topic
Location: GalNet BBS
Thank you for registering your game
PostPosted: Wed, 19. May 10, 09:06    Post subject: Reply with quote Print

Cycrow's explanation.

Back to top
View user's profile Send private message
X2-Eliah





Joined: 12 Oct 2006
Posts: 1827 on topic
Location: Sundsvall, Sweden
Thank you for registering your game
PostPosted: Wed, 19. May 10, 09:50    Post subject: Reply with quote Print

What exactly is meant by 'vanilla-safe' here? Mods that don't make the *modified* tag? mods that don't change gameplay/balance? Mods that don't add new stuff, but fix old?

Back to top
View user's profile Send private message
OOZ662



MEDALMEDAL

Joined: 08 Apr 2008
Posts: 1154 on topic
Location: NW WA State
Thank you for registering your game
PostPosted: Wed, 19. May 10, 10:00    Post subject: Re: List of Vanilla safe mods. Reply with quote Print

Aro wrote:
OOZ662
(Note: Can't get this to download.) Removes the proximity alert when an enemy comes near.
http://forum.egosoft.com/viewtopic.php?t=262893


That's been fixed recently. Razz Sorry about that.


_________________
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Killjaeden





Joined: 03 Sep 2006
Posts: 4546 on topic
Location: Germany
Thank you for registering your game
PostPosted: Wed, 19. May 10, 16:41    Post subject: Reply with quote Print

jlehtone wrote:
Cycrow's explanation.

in the end the hole thread is "obsolete" because modders do/likely know...
players on the other side... don't know what the difference between md, mod and script is Razz


_________________

Tutorial Custom Turrets; Guide advice on placing turrets; Guide Performance of Models
Back to top
View user's profile Send private message Visit poster's website
creidiki





Joined: 15 Apr 2004
Posts: 472 on topic
Location: Milan, Italy
Thank you for registering your game
PostPosted: Wed, 19. May 10, 16:57    Post subject: Reply with quote Print

I take offence to that! I'm a modder (technically) and I still don't know the difference! Thinking Wink


_________________
I am not as think as you drunk I am.
Back to top
View user's profile Send private message
Saetan



MEDALMEDAL

Joined: 01 Feb 2006
Posts: 2977 on topic
Location: Vorarlberg (Austria)
Thank you for registering your game
PostPosted: Wed, 19. May 10, 17:22    Post subject: Reply with quote Print

[MOD] Terraformer Hub (Bug-Fix) ... as far as I know, they (Egosoft) still didn't fix it.


_________________
-- retired from X --

S.O.P.H.I.E. - Stamp Out Prejudice Hatred and Intolerance Everywhere
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
jlehtone
Moderator (Script&Mod)
Moderator (Script&Mod)

MEDALMEDALMEDAL

Joined: 23 Apr 2005
Posts: 16453 on topic
Location: GalNet BBS
Thank you for registering your game
PostPosted: Wed, 19. May 10, 21:47    Post subject: Reply with quote Print

Killjaeden wrote:
in the end the hole thread is "obsolete" because modders do/likely know...
players on the other side... don't know what the difference between md, mod and script is Razz

Every modder started at some point, without knowing before that. They have to obtain the knowledge some way. And look at UniTrader's post in that linked thread; a seasoned modder still unsure whether there are files unknown to him in the latest game that are guaranteed to ***modified***.

Furthermore, observe how some of the S&M Community are well versed in the ways of the scripts, but unfamiliar with both MD and mods. Or the MD deity, who does not admit knowing the other two. And the 3D modelers, who ask how to get the models to show ingame. Specialized experts.

And the users ... some of them do read and know even if they themselves do not write. They have to read from somewhere. Even the basic user loves to see a list of names of "whatever" (as they might refer to scripts, mods, and MD) that does not inflict that "Tech Support thinks that they know that your bug may not be due to vanilla" marker.

Goner

Back to top
View user's profile Send private message
Aro





Joined: 15 Jul 2003
Posts: 1977 on topic
Location: Whitish Northern Area
Thank you for registering your game
PostPosted: Wed, 19. May 10, 22:51    Post subject: Reply with quote Print

Also people that stick to vanilla and never venture over will have no idea. Some of these could help out their games.
Will be keeping a bunch of these on my games now that I know of them.

Also indicates what could be changed in the future. Wonder how to save the HUD files so that they work myself.

Back to top
View user's profile Send private message Visit poster's website
dbrowdy



MEDAL

Joined: 09 May 2010
Posts: 328 on topic

Thank you for registering your game
PostPosted: Mon, 7. Jun 10, 23:28    Post subject: Reply with quote Print

Awesome list, thank you!!

Although, I'm really not sure if that complex hub one is still *vanilla* even though it doesn't mark it as modded...seems a little like cheating to give it capship docks...

Back to top
View user's profile Send private message
OOZ662



MEDALMEDAL

Joined: 08 Apr 2008
Posts: 1154 on topic
Location: NW WA State
Thank you for registering your game
PostPosted: Mon, 7. Jun 10, 23:38    Post subject: Reply with quote Print

dbrowdy wrote:
seems a little like cheating to give it capship docks...


Seems like nerfing to keep a TL from being able to dock at suck a massive structure, but that's just me.


_________________
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
dbrowdy



MEDAL

Joined: 09 May 2010
Posts: 328 on topic

Thank you for registering your game
PostPosted: Mon, 7. Jun 10, 23:42    Post subject: Reply with quote Print

OOZ662 wrote:
dbrowdy wrote:
seems a little like cheating to give it capship docks...


Seems like nerfing to keep a TL from being able to dock at suck a massive structure, but that's just me.

Fair enough, we all have our opinions. I just think that's a fundamental change in gameplay, a true modification, versus the other stuff that's mostly graphics and audio. I think it's odd that a change that significant could sneak by without a modified tag, that's all.

Back to top
View user's profile Send private message
Saetan



MEDALMEDAL

Joined: 01 Feb 2006
Posts: 2977 on topic
Location: Vorarlberg (Austria)
Thank you for registering your game
PostPosted: Mon, 7. Jun 10, 23:43    Post subject: Reply with quote Print

dbrowdy wrote:
Although, I'm really not sure if that complex hub one is still *vanilla* even though it doesn't mark it as modded...seems a little like cheating to give it capship docks...


Btw., the main reason for me to mod that complex hub was exactly to show, that the *modified*-tag is (imho) not really usefull, as there are game affecting modifications possible, without getting *modified*. Wink


_________________
-- retired from X --

S.O.P.H.I.E. - Stamp Out Prejudice Hatred and Intolerance Everywhere
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
dbrowdy



MEDAL

Joined: 09 May 2010
Posts: 328 on topic

Thank you for registering your game
PostPosted: Tue, 8. Jun 10, 00:18    Post subject: Reply with quote Print

Saetan wrote:

Btw., the main reason for me to mod that complex hub was exactly to show, that the *modified*-tag is (imho) not really usefull, as there are game affecting modifications possible, without getting *modified*. Wink

HA! So the author agrees with me. lol

Seriously though, I think the modified tag IS useful. However this may just be a case of something that needs to be tweaked (like leave the others as they are, but make this one modified). Then again, there are other mods that give the modified tag that I don't think should...like the ones that change the color of ship trails. *shrug* Guess we just gotta leave it to the devs to decide.

On a side note, is there a chance that they might change it to make any of these mods give the modified tag, thus "invalidating" my game down the line? Have they ever done something like that or given the impression that they might?

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page 1, 2  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Fri, 25. Jul 14, 19:39

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2009
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.47933 seconds, sql queries = 74