[MOD] FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022

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Realspace
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x4

Re: [MOD] FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022

Post by Realspace » Sat, 27. May 23, 10:33

My mod is an overhaul, can not be used together with others such as those you mention. If you know how to check, you can use only the graphic part of my mod and the rest from other mods. But that's not advisable.

Or you can try disabling any universe.xml from other mods so to keep my galaxy. Again, if you know how to do it. Big part of this mod is indeed the galaxy remake and the experience of such. Just give it a try then decide ;-)

Btw I've not updated the mod after 1.2. It should work nevertheless but just to inform

dragon0110
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x3fl

Re: [MOD] FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022

Post by dragon0110 » Sun, 25. Jun 23, 16:05

But what is sad he Remove the Weapon Hud. than this was an nice option than i must not always use g for Weapons, and this Hud is really sadly Missing.

Jeremiäs
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x3ap

Re: [MOD] FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022

Post by Jeremiäs » Sun, 9. Jul 23, 12:40

I am using this mod and how can i get to holy vision Alpha? Can't do the plot mission since i can't find a gate there.

stevecs
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xr

Re: [MOD] FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022

Post by stevecs » Sun, 9. Jul 23, 23:29

Mod looks very interesting. Since it appears X3FL is still single threaded is there much of a measurable impact in performance (mainly dogfights/busy systems) with this opposed to native?

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Muwulafraga
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Re: [MOD] FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022

Post by Muwulafraga » Sun, 13. Aug 23, 16:16

Hello I have a long time with your mods it looks good if the positions of the quest objectives had been adjusted I struggled to finish this FL plots for the station and even worse I know if I was soflock for the pirates that I had to eliminate :lol:

stevecs
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Re: [MOD] FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022

Post by stevecs » Sun, 13. Aug 23, 20:30

Was wondering if there was a way to get this mod packaged into a spk or archive so it could be handled by Cycrow's plugin manager which just makes things so much easier when you're dealing with several different game worlds.

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alexalsp
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x4

Re: [MOD] FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022

Post by alexalsp » Tue, 15. Aug 23, 01:36

stevecs wrote:
Sun, 13. Aug 23, 20:30
Was wondering if there was a way to get this mod packaged into a spk or archive so it could be handled by Cycrow's plugin manager which just makes things so much easier when you're dealing with several different game worlds.
When installed on the desktop, if you check the boxes, 4 shortcuts are created, among them there is a tool for packaging in a spk file.

Package Creator

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Muwulafraga
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Re: [MOD] FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022

Post by Muwulafraga » Tue, 15. Aug 23, 18:25

hello I redid an installation to play with the mods to see if I was just wrong looking for the pirates of the Plots mission I have this problem at the start of each game which is that there are lots of xenon spawning where I beginning
Edit: excuse me I just did not see how to install the mod to remember :oops: :shock:

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Strike-Météor
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Re: [MOD] FLRGE - Realspace Galaxy Expansion for Farnham's Legacy (v 1.2) - 03/2022

Post by Strike-Météor » Sun, 20. Aug 23, 22:45

I'm redoing the FL plot mission I may be going to look bad but it's super annoying the m3 pirates make me feel like I'm not there or they avoid me too well to find them I don't stop destroying that m4 pirates looks so much like a mod bug because without this one I finish in 10 minutes without too much hurry

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