[Mod] Combo Mod v1.3.10.5

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Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos » Sun, 13. Aug 23, 16:50

Muwulafraga wrote:
Sun, 13. Aug 23, 16:35
here is the list of mods i have that are active Trading System Extension MK2/MK3 , Automatic Ship Renamer ,Salvage Claim, Software Cargo, Tractor Beam, Shopping List , Ship/Factory ,Hijacker Deployable ,Orbital Weapons Platform, Colour By Race ,Diplomacy Extension ,Casino Games , FLXRM
How did you install it all, through the plugin manager?
The plugin manager installs its TWareT.txt file.
This mod is not compatible with plugin manager. If you want to install something, then install manually. And do not use scripts that add your goods, stations, ships, etc.
It's easier to say that this mod is not compatible with anything, or you need to have skills about the device of the game :wink:

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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga » Sun, 13. Aug 23, 17:09

you have to manually install all the mods without plugin manager outside yours for it to work ? if yes I will make a white this game is super hard to put a mod in manual :o
only the FLXRM and TemetVince's Mod for X3FL mods are installed manually :oops:
Last edited by Muwulafraga on Sun, 13. Aug 23, 18:10, edited 1 time in total.

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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga » Sun, 13. Aug 23, 17:12

Can you add more mods please ? or come to the FLXRM discord to discuss on this point your looking great as flxrm. I had completely forgotten part of your mods is not translated in the game commands

Movnikus
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Re: [Mod] Combo Mod v1.3.10.4

Post by Movnikus » Wed, 20. Sep 23, 23:15

Please tell me, I want to take some mods from this collection, because in my opinion, some mods that are present in this collection prevent me personally from enjoying the game. I'd like to be able to either enable/disable individual mods from this build, or better yet download them separately from each other.
As an example: I really don't like the mod that removes/changes the left panel. For me, it is better if it is like in the base game X3 Farnham's Legacy.
I also really do not like the significant increase in the size of sectors, I would like to play without this mod.
Please tell me where I can view and select individual mods, and not the entire collection together?
And it’s even more inappropriate for this collection of “cheat mods” to be visible. I want to go through the story without access to cheats, and in the collection there is a stench in a prominent place, so much hostility is coming, so I go through the story with cheats, but it’s even frustrating. ((

Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos » Thu, 21. Sep 23, 04:37

Movnikus wrote:
Wed, 20. Sep 23, 23:15
As an example: I really don't like the mod that removes/changes the left panel. For me, it is better if it is like in the base game X3 Farnham's Legacy.
This can be changed in the next version. An additional interface with a panel will be added.
Movnikus wrote:
Wed, 20. Sep 23, 23:15
I also really do not like the significant increase in the size of sectors, I would like to play without this mod.
Increased sector sizes are the basis of the mod. You won't be able to play without this. This will not change.
Movnikus wrote:
Wed, 20. Sep 23, 23:15
And it’s even more inappropriate for this collection of “cheat mods” to be visible.
I can hide it in the farthest and darkest corner :mrgreen: , but why?

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Re: [Mod] Combo Mod v1.3.10.4

Post by Movnikus » Thu, 21. Sep 23, 05:09

No, the question is not to remake this mod, I'm asking that I would like to be able to download individual mods, for example I like the way the gate looks, but I don't like flying through one sector for 10 minutes on a ship at 300m/s. Yes, I understand that there are ship equipment updates to increase speed, but I am not interested in such a possibility. In a pure game, I completed one of the tasks for about 30 minutes, and now it took me more than 1.5 hours to complete this task, because it takes a long time for ships to cross TS sectors. TL to build a station....oh my God, how long it flies to dock... . I physically do not have that much time to go through the story of a game with such large sectors. I'm not asking that you change anything in the mod, I'm asking if these mods are somewhere separate so that I can choose which ones to install for my comfortable game?
And as for the cheat menu, it happened to me that I can't play the game if during the game there is an opportunity to draw a lot of money out of thin air or to build something for which the story has to fight. This is exactly why I would like to choose active mods myself to play without access to cheats.


To put it briefly, the absence of a "cheat menu" is fundamental for me. Even all the other mods in this collection that I don't like or interfere with, I'm ready to put up with their presence ((except the sidebar on the left) - I'm waiting for the opportunity to turn it on). If possible, then you made a similar mod but without the "cheat menu"?

Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos » Thu, 21. Sep 23, 05:54

The description contains a link to the Trans-Orbital Accelerator model - Warp Gate Redesign.
This model has undergone some changes in mod. You won't find a model of the gate anywhere.

Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos » Thu, 21. Sep 23, 09:59

Movnikus wrote:
Thu, 21. Sep 23, 05:09
To put it briefly, the absence of a "cheat menu" is fundamental for me.
In the next version, the cheat pack will only appear if you activate the script editor.

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alexalsp
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Re: [Mod] Combo Mod v1.3.10.4

Post by alexalsp » Thu, 21. Sep 23, 14:39

Movnikus wrote:
Thu, 21. Sep 23, 05:09
To put it briefly, the absence of a "cheat menu" is fundamental for me.
I would say that this is your problem personally. I'm not happy with enabling the cheat menu by restarting the game and changing the keyboard layout, changing the pilot name or changing the global file. If you don't want to see the cheat menu, don't look and don't click.
Deniskos wrote:
Thu, 21. Sep 23, 09:59
In the next version, the cheat pack will only appear if you activate the script editor.
In the extreme case, if possible, display the Cheat Menu and its inclusion through a plugin in the "Artificial Life Settings" or do not touch anything. And hiding it in dark corners because of one person's desire is kind of weird.

Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos » Thu, 21. Sep 23, 15:39

alexalsp wrote:
Thu, 21. Sep 23, 14:39
And hiding it in dark corners because of one person's desire is kind of weird.
I think he's not the only one :wink:
In any case, I was interested in the task and it will be completed, that is, it has already been completed :)

Movnikus
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Re: [Mod] Combo Mod v1.3.10.4

Post by Movnikus » Thu, 21. Sep 23, 16:08

Deniskos wrote:
Thu, 21. Sep 23, 15:39
In any case, I was interested in the task and it will be completed, that is, it has already been completed :)
Did you remove the cheat menu from the mod? Tell me what I must do to start a new game with a clear conscience? (no cheat menu) :) Do I need to reinstall the mod?


There is another question, is it possible to customize the sight? For example, change the sight to a cross, circle, square, asterisk, brackets... or any other options for how the sight may look? The one I see does not look very good and is perceived as something that does not belong to the game, it does not feel like it is integrated with the ship, and besides, it closes the field of vision if you want to aim as accurately as possible for a shot at a long distance. If there is a possibility to change the look of the sight, please tell me, I tried to find it and did not find it :cry:

Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos » Thu, 21. Sep 23, 19:16

Movnikus wrote:
Thu, 21. Sep 23, 16:08
The one I see does not look very good and is perceived as something that does not belong to the game
Have you ever played with mods before?
This sight is from the mod Litcube's Universe
Many people like him, including me.
Movnikus wrote:
Thu, 21. Sep 23, 16:08
it does not feel like it is integrated with the ship, and besides, it closes the field of vision if you want to aim as accurately as possible for a shot at a long distance
I don't understand what you are talking about?
You play without auto-targeting and run with a sniper rifle :mrgreen:
Movnikus wrote:
Thu, 21. Sep 23, 16:08
If there is a possibility to change the look of the sight, please tell me, I tried to find it and did not find it
Well, you can make a mod to change the sight.

Movnikus
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Re: [Mod] Combo Mod v1.3.10.4

Post by Movnikus » Thu, 21. Sep 23, 19:50

I understand you, this is what you like. I do not pretend to be correct in my preferences. But I think it would be good if the player has the opportunity to choose the look of the sight, to be honest, I don't even understand why the game developers didn't make it possible to change the look of the sight in this game, as they do in some other games. For example, as in "Grand Theft Auto", it is convenient to have different options for the sight.
And I didn't understand you about auto-aiming, I follow the enemy with the cursor and try to hit him, taking into account where he might be in a moment, and I take into account the red mark indicating the future location of the enemy's position and shoot in the area of this mark. I don't use something like "Aim" that 100% hits the enemy, I consider it dishonorable when you just press the button to shoot, and the bot program itself guides you. Maybe I misunderstood what you said.
If you are interested in the idea and want to add several scope options, then I am happy. :D :D :D

Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos » Thu, 21. Sep 23, 20:34

Movnikus wrote:
Thu, 21. Sep 23, 19:50
But I think it would be good if the player has the opportunity to choose the look of the sight, to be honest, I don't even understand why the game developers didn't make it possible to change the look of the sight in this game, as they do in some other games.
I thought a lot about this, but only the developers can make it so that the sight can be switched directly in the game without leaving it. We can only do this by creating additional cat - dat files.
Movnikus wrote:
Thu, 21. Sep 23, 19:50
I don't use something like "Aim" that 100% hits the enemy, I consider it dishonorable when you just press the button to shoot, and the bot program itself guides you.
The game has three aiming modes. Manual, semi-automatic and automatic. I play with the gamepad in automatic mode and don’t experience any discomfort with the current sight. Except that sometimes you can get lost in some motley background.

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Re: [Mod] Combo Mod v1.3.10.4

Post by Movnikus » Thu, 21. Sep 23, 21:16

I understood you. It's a pity that you can't change the look of the sight, the one I have is perceived as a white spot, the standard sight looks more elegant, has thin lines. This is what only I like.
Deniskos wrote:
Thu, 21. Sep 23, 15:39

In any case, I was interested in the task and it will be completed, that is, it has already been completed :)
You said that you have already removed the "cheat menu" from the mod, that I should crash it so that it does not appear in my game, will it be a separate mod, or do I have to download this mod again?

Movnikus
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Re: [Mod] Combo Mod v1.3.10.4

Post by Movnikus » Mon, 2. Oct 23, 06:17

How to pump stations on XXXL?
I built a mine and pumped it to XHL. "XXL station modernization kit" is not available at all stations.
Kit for upgrading the station (which are on sale marked with "+"):
1) set - XX XXXL = +
2) set - X XXXL = +
3) set - XXXL = +
:gruebel: 4) set - XXL === ???
5) set - ХL = +
6) set - L = +
7) set - M = +
8 ) set - S = +

There is "Hyper-complex XХL", but it is applied only to asteroids, and after pumping it to the maximum, there is also a problem that it is impossible to pump it further. In addition, the Hyper-complex cannot be connected to mines that were bought from other races. In fact, "Set for modernization of XXXL, X XXXL, XX XXXL" station - there is no place to apply it.? I looked at all known stations, all sectors are open, "ХХL" was not found, did I miss some secret station that does not appear in the encyclopedia?

Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos » Mon, 2. Oct 23, 16:24

Movnikus wrote:
Mon, 2. Oct 23, 06:17
"XXL station modernization kit" is not available at all stations.
Yes, this is my mistake, for some reason it seemed to me that XXL was on sale.
Movnikus wrote:
Mon, 2. Oct 23, 06:17
There is "Hyper-complex XХL", but it is applied only to asteroids, and after pumping it to the maximum, there is also a problem that it is impossible to pump it further. In addition, the Hyper-complex cannot be connected to mines that were bought from other races.
"Hyper-complex" is not a simple station and does not need to be upgraded. It is needed to move asteroids to another sector or position.
You can find its description in the mod menu or in the encyclopedia
Show
Image Image Image

Deniskos
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Re: [Mod] Combo Mod v1.3.10.5

Post by Deniskos » Mon, 6. Nov 23, 14:16

Updated the mod to version ComboMod v1.3.10.5

Version history:
X3 ComboMod v1.3.10.5
Show
- the sidebar has been returned to the standard interface and a new option has been added to remove the sidebar from all types of interfaces
- missing icons for achievements from missions of previous games have been added to the achievements menu
- fixed menu flashing in the shield and hull indicator
- improved asteroid icons
- fixed display of Jump Beacons on the sector map
- missions for buying used ships have been fixed
- fixed the Navigation Beacons not being destroyed in station construction missions
- fixed and completed Improved satellite MK1
- fixed Earth Gate (the size of the gate model did not match the size of the wormhole effect)
- mine models have been corrected (models of asteroids of the corresponding type have been added)
- XXL station upgrade kits added to sale
- prices for Station Upgrade Kits have been adjusted
- fixed missing models for the Freight Distribution Network and Production Modules
- at the stations of Production modules, the ability to store stations has been added
- fixed the model of the Fanon corporation headquarters that led to the crash of the game
- the Cheat Menu has been removed from public access; to return it you will need to activate the in-game script editor
- fixed missing asteroid debris after importing your empire into a new game
- fixed freezing when importing your empire into a new game
- corrected incorrect sale of a player's complex in the Universal Banking script
- fixed the incessant voice of the on-board computer when canceling a jump in the Advenced Jump Drive
- in the Advenced Jump Drive, the incorrect operation of the Energy generator has been fixed
- a section has been added to the main menu of the mod on the cartography tab: Search for objects in the Universe; a Ship Search Menu has been added to it
- fixed game freezing when using invalid goods in production at Yaki Multifunctional Factories
- the work of the Freight Distribution Network scripts has been fixed and improved (copying of product settings to other docks has been fixed, the display of some goods has been fixed, the display of products and resources in the complex has been fixed, the ability to rename factories in the complex has been added)
- fixed and improved Deadly Arena scripts (fixed Xtreme mode not working, fixed clusters, fixed negative rewards)
- the Research Station (Equipment Research and Development) script module has been added, its support for Export\Import has also been added
- added a story about the adventures of the droid R2-D2
- the option Quick dialogues has been added to the mod menu in the Settings tab (now those who don’t want to waste time reading dialogues (for now only in the droid mission) can simply click them)
- added the ability to Export\Import your droids
- ships that have the ability to use the Tractor Beam have now been given the ability to use the Repair Laser
- Unofficial Patch: V1.3.10 and TC/AP Plots for FL: v1.01 are integrated into the mod (now to install the mod you only need a clean game X3 Farnham's Legacy v.1.3)

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Strike-Météor
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Re: [Mod] Combo Mod v1.3.10.5

Post by Strike-Météor » Tue, 13. Feb 24, 20:56

hello after a long game I encountered two problems the first was a crash when I installed improvements to several purchased ships and the second being how to use the hypercomplex Jump I really don't understand how to move the asteroids could you explain clearly how to do it I spent hours looking for the required elements without success to use this function,. And I had forgotten this mod [SCRIPT] Claim and Conquer is in the mod combo if yes great otherwise it would be good to have it in there Tks :D

danadi712
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Re: [Mod] Combo Mod v1.3.10.5

Post by danadi712 » Tue, 19. Mar 24, 19:13

Hello
Please excuse if this is not the correct forum to ask.
Did anyone know if X3 Combo Mod: v.3.8 (same autors) can be played in english?
This is a version for Terran Conflict but has russian language.
And if yes. what are the prerequsitions for installing?
I tried on Terran War Pack GOG version and i get a lot of "ReadText" in interface.
Thank you.

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