Enigma 2.5 for LxXRM 3.1
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Enigma 2.5 for LxXRM 3.1
It's been awhile, but I'm proud to say that Enigma has finally been updated for LxXRM 3.1! Below is an updated version of the original post:
What is Enigma?
Enigma is an expansion for the LxXRM modding package that integrates Monster Ship Pack 1.7 into the LxXRM universe and adds several new starting scenarios tailor made for LxXRM and MSP.
2500+ Ships!
With variants included, LxXRM + Enigma offers over 2500 ships to play with. The MSP job files have been integrated into the LxXRM ones, which means you'll see many new friends and foes in your travels.
This boost in ships offers many new ways to play the game, and introduces several elusive M0s for end-game players to work towards.
Play as a Kha'ak or Xenon!
The Xenon Rogue start (adapted from the original XRM start but heavily modified to suit LxXRM and Enigma) offers an opportunity to see the universe from a Xenon perspective. Their ships are readily available to you at Xenon shipyards, and a number of Xenon equipment docks have been added across the universe.
Screenshots:
https://media.discordapp.net/attachment ... height=456
https://media.discordapp.net/attachment ... height=456
The Kha'ak Maverick start allows you play as a Kha'ak detached from the hive mind. The existing Kha'ak sectors have been heavily improved with new stations, shipyards, and equipment docks offering Kha'ak ships and equipment, and a whole new heavily defended Kha'ak core sector exclusive to the Kha'ak start has been added.
Screenshots:
https://media.discordapp.net/attachment ... height=456
https://media.discordapp.net/attachment ... height=456
Other starts include a Sohnen Entity marooned in the X Universe, an Outsider agent, a Terran noble turned Commonwealth buccaneer, and more.
How to install
Download the mod: here
Installation instructions are included in the readme and MSP-readme files.
Remember to wait a little bit after starting a new game to the give the universe time to initiate!
The current version of the mod is 2.5, updated 4/10/2021.
Misc
Due to the sheer size of the mod and what it aims to achieve, it is very possible that you will encounter oddities or oversights in your travels. If you do, feel free to report:
- balancing issues
- lore breaking ships (MSP 1.7 contains a bunch of ships that don't fit in with the X universe. While I've manually stripped the Jobs and WareTemplate files of every instance I could find, there's a decent chance I've missed some.
- anything else that doesn't seem quite right
I hope you enjoy the mod!
What is Enigma?
Enigma is an expansion for the LxXRM modding package that integrates Monster Ship Pack 1.7 into the LxXRM universe and adds several new starting scenarios tailor made for LxXRM and MSP.
2500+ Ships!
With variants included, LxXRM + Enigma offers over 2500 ships to play with. The MSP job files have been integrated into the LxXRM ones, which means you'll see many new friends and foes in your travels.
This boost in ships offers many new ways to play the game, and introduces several elusive M0s for end-game players to work towards.
Play as a Kha'ak or Xenon!
The Xenon Rogue start (adapted from the original XRM start but heavily modified to suit LxXRM and Enigma) offers an opportunity to see the universe from a Xenon perspective. Their ships are readily available to you at Xenon shipyards, and a number of Xenon equipment docks have been added across the universe.
Screenshots:
https://media.discordapp.net/attachment ... height=456
https://media.discordapp.net/attachment ... height=456
The Kha'ak Maverick start allows you play as a Kha'ak detached from the hive mind. The existing Kha'ak sectors have been heavily improved with new stations, shipyards, and equipment docks offering Kha'ak ships and equipment, and a whole new heavily defended Kha'ak core sector exclusive to the Kha'ak start has been added.
Screenshots:
https://media.discordapp.net/attachment ... height=456
https://media.discordapp.net/attachment ... height=456
Other starts include a Sohnen Entity marooned in the X Universe, an Outsider agent, a Terran noble turned Commonwealth buccaneer, and more.
How to install
Download the mod: here
Installation instructions are included in the readme and MSP-readme files.
Remember to wait a little bit after starting a new game to the give the universe time to initiate!
The current version of the mod is 2.5, updated 4/10/2021.
Misc
Due to the sheer size of the mod and what it aims to achieve, it is very possible that you will encounter oddities or oversights in your travels. If you do, feel free to report:
- balancing issues
- lore breaking ships (MSP 1.7 contains a bunch of ships that don't fit in with the X universe. While I've manually stripped the Jobs and WareTemplate files of every instance I could find, there's a decent chance I've missed some.
- anything else that doesn't seem quite right
I hope you enjoy the mod!
Last edited by SteelSirokos on Sat, 24. Apr 21, 13:06, edited 8 times in total.
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Re: Enigma 2.1 for LxXRM 3.1
Amazing !!!
Thank you for that !!!
Thank you for that !!!
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Re: Enigma 2.1 for LxXRM 3.1
Of course! Remember, the mod is still a WIP so let me know if you have any suggestions.
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Re: Enigma 2.2 for LxXRM 3.1
Enigma 2.2 is out!
Changelog:
Changelog:
Code: Select all
- Fixed a script giving the player 400,000 credits when they chose the Kha'ak or Xenon start (this was a debug feature I forgot to remove)
- Improved ship list of Sohnen and Outsider shipyards
- Added an alternate Jobs file for those who don't want Sohnen/Outsider invasion groups
- Removed a backup file of one of my scripts from the main release
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Re: Enigma 2.3 for LxXRM 3.1
Enigma 2.3 is released
Changelog:
Changelog:
Code: Select all
- Edited the Improved Kha'ak init script to automatically remove Sohnen ships from Kha'ak spawning pools (in existing saves, the same effect can be achieved by going into the
Improved Kha'ak settings and removing the following ships: Lilith [M5], Oriax [M3], Manticore [M7], Scilla [M7], Exterminator [M2], Sonnen [M2]
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Re: Enigma 2.4 for LxXRM 3.1
Another small update: 2.4
Changelog:
Changelog:
Code: Select all
- Added a script to destroy the unclaimed Kha'ak corvette that may or may not erroneously spawn near the player in some starts
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Re: Enigma 2.5 for LxXRM 3.1
Update: 2.5
Changelog:
Changelog:
Code: Select all
- Removed a lore-breaking OTAS M1 from the jobs file
- Slightly increased speed of small ships
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Re: Enigma 2.5 for LxXRM 3.1
Hey cool, it is back! I really like these ships being mixed in! Thanks for doing this!
P.S. Do eve ships count as "lore-breaking?"
P.S. Do eve ships count as "lore-breaking?"
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Re: Enigma 2.5 for LxXRM 3.1
Yeah, EVE ships count. Honestly though, if there's enough demand for it I can always release an optional job file with those ships re-added for those who would take more cool ships over immersion.Mountain_Puncher wrote: ↑Mon, 12. Apr 21, 00:48Hey cool, it is back! I really like these ships being mixed in! Thanks for doing this!
P.S. Do eve ships count as "lore-breaking?"
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Re: Enigma 2.5 for LxXRM 3.1
+1 from me. Those ships are nicely done and aesthetically match the factions they are attributed to, except for the Caldari. I think they look more Teladi but I digress.
Re: Enigma 2.5 for LxXRM 3.1
Is it normal that the MSP ship has no description in the encyclopedia?
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Re: Enigma 2.5 for LxXRM 3.1
Would you like to add a short description for those ships?ShadowOfNone2 wrote: ↑Thu, 13. May 21, 09:39Yes. A lot of the MSP ship descriptions were in Russian, so many of them were removed.
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Re: Enigma 2.5 for LxXRM 3.1
I'd have to find a translator first. Honestly, this mod is currently indefinitely on hold, since more or less everything I wanted to add has been added, and the sheer scope of it (and the fact that it works with several other enormous mods) makes troubleshooting, balancing, etc very hard.ruyudu70 wrote: ↑Thu, 13. May 21, 19:08Would you like to add a short description for those ships?ShadowOfNone2 wrote: ↑Thu, 13. May 21, 09:39Yes. A lot of the MSP ship descriptions were in Russian, so many of them were removed.