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TeroAr
Joined: 12 Jan 2012 Posts: 2 on topic Location: Argentina

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Posted: Fri, 13. Jan 12, 17:14 Post subject: Steam-friendly mods and Mod Library |
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Hi!
I just bought the X-Superbox from Steam and I like the idea of achievements (I'm new on Steam) but I also like a well modded X game and know that most unofficial mods tag the game as *modified*, but not all of them (No-Ad-Sign-Mod for example.) do it.
It would be interesting to add some kind of mark on each script/mod/plugin on the library list that doesn't trigger the *modified* tag and thus allow to gain Steam achievements while using mods.
Also, I think that to aid newbies and not-so-new pilots in mod searching it would be a good idea to create an officialy sanctioned X-Library similar to CivFanatics or better TESNexus, I know there are several good fanmade mod libraries out there (Xai Corporation to mention one) but none as complete as this forum.
I'm sorry if all these topics have already been discussed, I made a forum search for them without great results.
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X2-Illuminatus Moderator (Deutsch)

 
Joined: 02 Apr 2006 Posts: 14816 on topic

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Posted: Fri, 13. Jan 12, 20:06 Post subject: |
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| medea_dei wrote: |
1. What are some well made scripts that help reducing FPS problems?
2. Also, are there any mod/script authors that also take a look at the performance hit of their work and not only go for extra feature at whatever cost? |
1. Scripts not so much. Litcube started a while ago to work on Expensive Vanilla Scripts. On the last page you find the latest version of the script he rewrote. Also, iirc another user in that topic was working on some performance intensive MD-scripts. However, there are some performance increasing mods out there. SS_T lists a lot of them here.
2. Sure, I assume most experienced scripters or coders in general try to improve their scripts towards performance. It's normal that if you start to script (or code), you first want to make sure that your script is working at all. But after you've gained some experience, you'll also come to that point to improve your scripts towards performance. Of course, there will always be differences in the performance intensity of scripts depending on what they do. A script that is constantly running globally and does stuff will be more performance intensive than a script that the player starts once on his own ship for a few seconds.
| TeroAr wrote: |
| It would be interesting to add some kind of mark on each script/mod/plugin on the library list that doesn't trigger the *modified* tag and thus allow to gain Steam achievements while using mods. |
All scripts mark the game as modified or require a modified savegame to work, unless they're part of the official Bonuspackage (BP). The scripts in the BP for the various games are Community scripts that were signed by Egosoft. You can find them in the Download section of the Egosoft website (under Bonus Material).
Also, most of the available mods mark your game as modified. However there is a topic that lists vanilla safe mods here.
| TeroAr wrote: |
| Also, I think that to aid newbies and not-so-new pilots in mod searching it would be a good idea to create an officialy sanctioned X-Library... |
The official Scripts and Mods download library can be found at the top of the forum. For the download servers however every script and mod creator is responsible on his own. There have been several attempts by different users to create forum-wide download websites. The currently biggest (with the most mods and scripts) are probably the Google X3 Terran Conflict Script and Mod Repository created by LV and the XDownloads Scripts and Mod database by SS_T.
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TeroAr
Joined: 12 Jan 2012 Posts: 2 on topic Location: Argentina

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Posted: Fri, 13. Jan 12, 21:07 Post subject: |
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| X2-Illuminatus wrote: |
All scripts mark the game as modified or require a modified savegame to work, unless they're part of the official Bonuspackage (BP). The scripts in the BP for the various games are Community scripts that were signed by Egosoft. You can find them in the Download section of the Egosoft website (under Bonus Material).
Also, most of the available mods mark your game as modified. However there is a topic that lists vanilla safe mods here.
[...]
The official Scripts and Mods download library can be found at the top of the forum. For the download servers however every script and mod creator is responsible on his own. There have been several attempts by different users to create forum-wide download websites. The currently biggest (with the most mods and scripts) are probably the Google X3 Terran Conflict Script and Mod Repository created by LV and the XDownloads Scripts and Mod database by SS_T. |
Thank you for your response. I'm sorry if I didn't expressed correctly, I'm not new to the game and lurked these forums for quite some time before deciding to create an account. I know where the library is (I didn't noted the vanilla safe mods thread though, thanks! ), that most mods tag the game as *modified* and that there are several fan made mod libraries.
What I say about an officially sanctioned X-Library is that the current official library shouldn't be an announcement post on the forum but at least something similar to the downloads section at CivFanatics (which is a community maintained a forum also). I'm not talking about download servers here, only the user front-end. Neither CivFanatics nor TESNexus have download servers for what I know, they simply organize the mods and provide a link to external download servers.
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Meltdown
Joined: 06 Nov 2002
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Posted: Fri, 13. Jan 12, 22:02 Post subject: |
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So... Naval Shuffle or Rebalance?
I played NS some time ago and enjoyed it, but it seems to me Rebalanced adds a lot more stuff. Does it also change ship speeds to something that actually makes sense, the way NS does?
_________________ Eat, drink and be merry, for tomorrow you may die. |
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dispostableatheist
Joined: 23 Jan 2011
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Posted: Sun, 29. Jan 12, 17:39 Post subject: 'Must have' mods for Albion Prelude? |
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What are, in your opinion, some must have mods for Albion Prelude while still being able to enjoy the Albion Prelude plot?
{Merged. jlehtone}
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billw
Joined: 01 Oct 2008
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Posted: Tue, 7. Feb 12, 16:07 Post subject: |
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Could someone please direct me to a good p2p jump script?
I have looked at the ones listed in the community library but non of them seem to do what I want:
- one new ware: a p2p jumpdrive costing a fair amount (10s of millions I guess)
- allows jumping to any point in any sector
- integrates with normal jump commands so auto-jump will pick it up, and other scripts that use jump drives
- no other frills.
If one does not exist I may write it myself ... I want my battles to be Battlestar Galacticaesque.
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Hrodeth
Joined: 05 Feb 2009 Posts: 121 on topic

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Posted: Wed, 8. Feb 12, 05:08 Post subject: |
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I'm starting a brand new game - I'm a veteran TC player. Would like to play AP but the missing PHQ is a deal breaker for me...and the Hub would be nice. I know there's word that the PHQ will be patched in...but...
1. Are there any AP specific mods that add these?
2. Would anyone recommend TC with XRM, OVER Albion Prelude?
I have played XTC, though not 2.0 (I'm not even sure if that's out, haven't looked).
Thanks!
*Edit*
I ended up going with AP + XRM. Absolutely love it. Kudos to both Ego (for AP) and the guys that put XRM together. Did try to patch in the PHQ with one of apricotslice's mods but couldn't get it to work. Will keep my fingers crossed for AP 2.0.
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billw
Joined: 01 Oct 2008
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Posted: Fri, 10. Feb 12, 19:28 Post subject: |
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| billw wrote: |
Could someone please direct me to a good p2p jump script?
I have looked at the ones listed in the community library but non of them seem to do what I want:
- one new ware: a p2p jumpdrive costing a fair amount (10s of millions I guess)
- allows jumping to any point in any sector
- integrates with normal jump commands so auto-jump will pick it up, and other scripts that use jump drives
- no other frills.
If one does not exist I may write it myself ... I want my battles to be Battlestar Galacticaesque. |
I will answer this myself I guess:
Advanced Hyperdrive does effectively do what I want (mostly) even though the Advanced Hyperdrive only jumps to gates, with the addition of the FTL there is a jump to coordiantes function that first jumps through the gate then uses FTL to cover the rest of the distance. Not quite as elegant as I would like, but it does integrate into most move commands.
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LV Moderator (Script&Mod)


Joined: 06 Nov 2002 Posts: 6299 on topic Location: The Dark Side

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Posted: Fri, 10. Feb 12, 19:30 Post subject: |
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Enhanced Jump Interface
may have too many bells or whistles for you though
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Klord

Joined: 01 Feb 2012
Location: Earth
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Posted: Sun, 12. Feb 12, 19:00 Post subject: |
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Im playing X3-TC version 3.2 with bonus package installed.
& I want some mods for a better gaming experience in following sections.
<1> Exploring...something better than the explorer command soft.
Where I can give orders to ships to explore universe. (something like universe trading - gaining levels, xp, etc will be greater)
<2> Mining - To automatically maintain mining process.
<3> A mod which fixes AI (auto pilot) flying errors like bouncing away to avoid nearby object. (though the object is far away) & which improves AI fighting capabilities.
<4> Stations filled with equipment. Its so irritating to find certain equipment are not available when we get to the station.
& any suggestions.....
But please make note, that I dont like cheating. So please dont suggest me any mods which unbalance the game play. Thank you..
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X2-Illuminatus Moderator (Deutsch)

 
Joined: 02 Apr 2006 Posts: 14816 on topic

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Klord

Joined: 01 Feb 2012
Location: Earth
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Posted: Sun, 12. Feb 12, 21:45 Post subject: |
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I need help...my game got crashed trying to install plugins.
Now Im reinstalling it.
I installed crycrows plugin manager...that way I could simply install & uninstall plugins. But most of the plugins I want to install doesn't support that application. (or I dont know how to)
In the installation instructions of most of the mods says,
"Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder."
If Im to extract files in to the main directory. It will overwrite the existing "scripts" folder.
So I copied the files in the downloaded scripts folder to existing scripts folder in the game directory. Is that ok ?
But my game stuck when I loaded the last save game. am I missing something here ?
Please help me fix this issue...I dont need to re-install the game again.
Thank you...
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X2-Illuminatus Moderator (Deutsch)

 
Joined: 02 Apr 2006 Posts: 14816 on topic

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Posted: Sun, 12. Feb 12, 22:15 Post subject: |
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As far as I know the Plugin Manager can also manage the installation of .zip and .rar archives.
| Klord wrote: |
| If Im to extract files in to the main directory. It will overwrite the existing "scripts" folder. |
Actually, windows normally merges both folders. So, the aim should be that all files (with the extensions .xml or .pck) of the "scripts"-folder of the extension you downloaded are copied into the "scripts" folder of the game (either in the X3TC main directory for X3TC or in its "addon"-folder for X3AP). Same applies to the other folders of the script archive.
_________________ Schreibwettbewerb der Kreativen Zone
X-BtF Anniversary Screensaver von TVCD
VAGABUND von arragon0815
FAQ - häufig gestellte Fragen einfach beantwortet.
XDownloads - Upload, Link, Download
"...time it seems does not care if you have stuff to do or not, it just goes by regardless." - Ketraar |
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wurikus
Joined: 17 Feb 2012
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Posted: Sat, 18. Feb 12, 00:23 Post subject: |
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Hi everyone.
I'm looking for a script or mode for X3TC which would add some agression to Xenon and/or Pirates without messing into the other races relations between each other. The point is, they should not invade random sectors using jumpdrives. Instead, their ships should attack the sectors connected to their own homesectors and advance further without using jumpdrives, so the war goes on in some limited and predictable amount of sectors, not randomly across the whole universe. In X3 Reunion there was a script called Xenon Migration which is about perfect for me. Is there anything like this for X3TC? I've found the Race Invasions script, but from the description it seems that Xenon will jump and invade random sectors in the universe. Or maybe the old Xenon Migration could be still functional in X3TC?
Thanks.
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3334 on topic Location: Boston, USA

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Posted: Sat, 18. Feb 12, 11:28 Post subject: |
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| wurikus wrote: |
| I'm looking for a script or mode for X3TC which would add some agression to Xenon and/or Pirates without messing into the other races relations between each other. |
Among other things, I use Ulfius's Hard Mode or Xtreme Mode Jobs Mod as one way to improve combat challenge. Scroll down the page in the link -- they are listed as "options" for CMOD, but they work fine standalone.
These mods change the Jobs file, which spawns random invasions, among other things. Xtreme Mode is a lot of fun! Try them both -- I have Hard Mode installed always and then use the Plugin Manager to install Xtreme Mode when I want a better fight (or when I need a new J or K that I have to work to get).
The mod that you install last is the active mod, so doing it this way is a quick way to adjust combat difficulty.
Hopefully others will have more ideas, because I would like to know, as well!
_________________ Peace through superior firepower
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Last edited by DrBullwinkle on Sat, 18. Feb 12, 21:05; edited 1 time in total |
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