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Aro

Joined: 15 Jul 2003 Posts: 1977 on topic Location: Whitish Northern Area

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Posted: Mon, 17. May 10, 06:32 Post subject: [Index] List of Vanilla safe mods. |
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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  |
_________________
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 |
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Killjaeden

Joined: 03 Sep 2006 Posts: 4270 on topic Location: Germany

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jlehtone Moderator (Script&Mod)

 
Joined: 23 Apr 2005 Posts: 16160 on topic Location: GalNet BBS

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Posted: Wed, 19. May 10, 09:06 Post subject: |
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Cycrow's explanation.
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X2-Eliah

Joined: 12 Oct 2006 Posts: 1803 on topic Location: Sundsvall, Sweden

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Posted: Wed, 19. May 10, 09:50 Post subject: |
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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?
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OOZ662


Joined: 08 Apr 2008 Posts: 1148 on topic Location: NW WA State

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Posted: Wed, 19. May 10, 10:00 Post subject: Re: List of Vanilla safe mods. |
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That's been fixed recently. Sorry about that.
_________________ Usually ***modified*** after the first plot playthrough since Vanilla makes me sleepy. lolpurists
[MODs]Remove Various Warning Beeps Post more requests!
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Killjaeden

Joined: 03 Sep 2006 Posts: 4270 on topic Location: Germany

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Posted: Wed, 19. May 10, 16:41 Post subject: |
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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 
_________________
Tutorial Custom Turrets; Guide advice on placing turrets; Guide Performance of Models |
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creidiki

Joined: 15 Apr 2004 Posts: 471 on topic Location: Milan, Italy

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Posted: Wed, 19. May 10, 16:57 Post subject: |
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I take offence to that! I'm a modder (technically) and I still don't know the difference! 
_________________ I am not as think as you drunk I am. |
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Saetan


Joined: 01 Feb 2006 Posts: 2944 on topic Location: Vorarlberg (Austria)

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jlehtone Moderator (Script&Mod)

 
Joined: 23 Apr 2005 Posts: 16160 on topic Location: GalNet BBS

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Posted: Wed, 19. May 10, 21:47 Post subject: |
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| 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  |
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.

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Aro

Joined: 15 Jul 2003 Posts: 1977 on topic Location: Whitish Northern Area

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Posted: Wed, 19. May 10, 22:51 Post subject: |
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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.
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dbrowdy
Joined: 09 May 2010 Posts: 328 on topic

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Posted: Mon, 7. Jun 10, 23:28 Post subject: |
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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...
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OOZ662


Joined: 08 Apr 2008 Posts: 1148 on topic Location: NW WA State

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Posted: Mon, 7. Jun 10, 23:38 Post subject: |
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| 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.
_________________ Usually ***modified*** after the first plot playthrough since Vanilla makes me sleepy. lolpurists
[MODs]Remove Various Warning Beeps Post more requests!
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dbrowdy
Joined: 09 May 2010 Posts: 328 on topic

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Posted: Mon, 7. Jun 10, 23:42 Post subject: |
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| 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.
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Saetan


Joined: 01 Feb 2006 Posts: 2944 on topic Location: Vorarlberg (Austria)

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Posted: Mon, 7. Jun 10, 23:43 Post subject: |
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| 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*. 
_________________ -- retired from X --
S.O.P.H.I.E. - Stamp Out Prejudice Hatred and Intolerance Everywhere |
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dbrowdy
Joined: 09 May 2010 Posts: 328 on topic

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Posted: Tue, 8. Jun 10, 00:18 Post subject: |
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| 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*.  |
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?
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