[MOD] Guilds - BETA v0.81 - 2025/06/14

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Uselessfs
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Uselessfs »

Hi!

Stuck on the Beryl mission in Luna Ringo.
Took spy satellites from the Argon Secret Service station and flew out of the station.
The storyline doesn't continue any further, it's not clear what to do.

Help please.
Ektufall
Posts: 12
Joined: Sat, 19. Oct 24, 23:20

Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Ektufall »

What are the prerequisites for Industritech Plot - Phase 1 (The Gate Crystal)?

I am getting invalid mission objective when I should be getting directions to speak again with Industritech agent in Interworlds.
This happens right after I am returning him back from escort mission in Terran sectors and as I just drop him at Computer Plant in Interworlds one mission finishes and next one starts where he tells me to speak to him later when he will learn more from collected information. Because of invalid objective I can not communicate with him about next part of this plot and mission get stuck.

As I started on FL Argon Official start I by idea should not be able to even get to Terran sectors before I finish Terran Spy plot (still have not) but at this game start Terran sectors were unlocked for me as soon as I finished FL plot.
Ektufall
Posts: 12
Joined: Sat, 19. Oct 24, 23:20

Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Ektufall »

Ektufall wrote: Wed, 18. Jun 25, 20:20
Cycrow wrote: Wed, 18. Jun 25, 11:31 If you send me your save game I'll see if I can come up with a script that fixes it in your game
Here is my latest save after upgrading to version 0.81
https://www.dropbox.com/scl/fo/n3wwg5ty ... vq4yl&dl=0

Be careful not to travel to these two sectors , as soon as you enter game will crash:
The Void Eta
Unclaimed Sector east of Unseen Domain (renamed _Paranid)

Still have to figure out how I screw them up.
I have narrowed down why I am having trouble with these two sectors.
Game crashes for me as there are too many stations there. Is there even such limit in FL for individual stations? As I am not merging them to complexes.

In Unclaimed Sector east of Unseen Domain (renamed _Paranid) there is in total 70 stations of which 69 are mine.
With low graphical settings I am getting out of memory error related to dust ..
With Texture, Shader on high settings just CTD on entry.

When I delete some of the stations to reach lower amount I get this result:
With 40 stations in sector - I can jump in , but everything is extremly laggy
With 20 stations in sector - every thing is good and no CTD or lag at all.
Ektufall
Posts: 12
Joined: Sat, 19. Oct 24, 23:20

Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Ektufall »

Cycrow wrote: Wed, 18. Jun 25, 22:13 that should be fixed in 0.82
Thanks, will be looking forward to that. As not having access to guild master for Assassins Guild bugs me out.
And I suspect that only through him we can order sector to be contested without declaring open war right?
My goal is to finally claim The Void Eta for myself.

From
https://guilds.xpluginmanager.co.uk/ind ... -claiming/

"Currently not implemented, the Assassins Guild will create a contested sector for you to use."
Cycrow
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Cycrow »

Uselessfs wrote: Sat, 21. Jun 25, 13:24 Hi!

Stuck on the Beryl mission in Luna Ringo.
Took spy satellites from the Argon Secret Service station and flew out of the station.
The storyline doesn't continue any further, it's not clear what to do.

Help please.
What does the mission briefing say, and do you have the satellites on your ship (ie did you have enough room?)

IF you didn't have enough space, then you will need to undock and dock again when you do.

if you have the satellites, it should update the briefing and point you to the first sector.
If its not working, can you give me a save game, and ill look at fixing the trigger
Ektufall
Posts: 12
Joined: Sat, 19. Oct 24, 23:20

Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Ektufall »

Ektufall wrote: Sat, 21. Jun 25, 16:29 What are the prerequisites for Industritech Plot - Phase 1 (The Gate Crystal)?

I am getting invalid mission objective when I should be getting directions to speak again with Industritech agent in Interworlds.
This happens right after I am returning him back from escort mission in Terran sectors and as I just drop him at Computer Plant in Interworlds one mission finishes and next one starts where he tells me to speak to him later when he will learn more from collected information. Because of invalid objective I can not communicate with him about next part of this plot and mission get stuck.

As I started on FL Argon Official start I by idea should not be able to even get to Terran sectors before I finish Terran Spy plot (still have not) but at this game start Terran sectors were unlocked for me as soon as I finished FL plot.
Here is why I started to think that there are prerequisites for triggers to continuing this plot.

https://imgur.com/gallery/industritech-plot-TbUsfu2

First mission completes correctly: 1st image
As I unload my passenger , I receive dialogue to check with him later. New mission starts and mission objective is correct , yet no chance to talk with the guy via comms: 2nd image
Around 5 seconds later mission loose objective and becomes "invalid": 3rd image
Hwitvlf
Posts: 519
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Hwitvlf »

Ektufall wrote: Sat, 21. Jun 25, 16:35 I have narrowed down why I am having trouble with these two sectors.
Game crashes for me as there are too many stations there. Is there even such limit in FL for individual stations? As I am not merging them to complexes.

In Unclaimed Sector east of Unseen Domain (renamed _Paranid) there is in total 70 stations of which 69 are mine.
With low graphical settings I am getting out of memory error related to dust ..
With Texture, Shader on high settings just CTD on entry.

When I delete some of the stations to reach lower amount I get this result:
With 40 stations in sector - I can jump in , but everything is extremly laggy
With 20 stations in sector - every thing is good and no CTD or lag at all.
This is the same error I reported earlier. I thought it was due to station count, but I started having the same issue in other sectors with only a few stations. I had my HQ in Blue Horizon and would habitually keep ships from "retrieve ship" missions. The Police fleets would show up and made a nice security force for the sector. After there were dozens of police fleets there, the game started crashing when I entered the sector. I have other sectors with 150+ station complexes with only minor lag. My best (uneducated) guess is that it's due to the number of different models (textures) in a single sector. Lots of the same type of station/ship seem to have less impact than lots of different types. Turning down the display quality seems to help.
Hwitvlf
Posts: 519
Joined: Tue, 13. Apr 21, 21:36

Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Hwitvlf »

Some minor issues I've encountered, in case it helps:
Capital ship docks on the HQ link to the center of the capital. Many big capitals (Phoenix etc), cover the external docking ports causing instant death when undocking small ships.

On docked ships, if you use the FLT "jump to station/point" in the same sector, the ship will fly there instead of jumping.

Shooting or colliding with a gate in a Yaki sector can cause a massive recognition loss. I lost about 7 levels when I bumped it with a capital. Same as the old bug where pirates go hostile if you damage a gate, but the rep loss seems higher.

Some deliver ship missions still won't detect the docked ship. Pirate Buzzard Vanguard and a couple others I've encountered.

Bailed pilots who want to be dropped off at the Marauder will not detect when they were delivered there.

Boron Mercenary Epsilons are spawning without missiles during defend station missions.

A ship that spawned during a bounty hunter 'retrieve pilot' mission was named 'ReadText17-0' and locked the game when you interact with it.

Further details on the path finding issue when building complexes: it triggers when a target sector doesn't have a gate/beacon. The TL will fly there manually. Since many shipyards are in sectors without gate/beacon, this is a substantial issue.

When TLs are building a complex and they cant access the target shipyard due to blacklist settings, they give an 'insufficient cargo' error message.

When boarding a Xenon, several marines who were ejected (too many marines boarding already) became non-marine passengers named 'unknown object' from the player's faction. Ha, maybe the xenon performed a brain wipe on them.

A suggestion: put a jump beacon in the Getsu Fune Beta when the Guild HQ is set up. It's a needless bother to have to manually fly there to interact with Bounty Hunters.

Every time I think X3 can't get any better, some mod comes along that adds even more great stuff. Thank you for your work. Very good game!
Uselessfs
Posts: 3
Joined: Sun, 23. Dec 18, 09:10
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Uselessfs »

Cycrow wrote: Sun, 22. Jun 25, 17:52
Uselessfs wrote: Sat, 21. Jun 25, 13:24 Hi!

Stuck on the Beryl mission in Luna Ringo.
Took spy satellites from the Argon Secret Service station and flew out of the station.
The storyline doesn't continue any further, it's not clear what to do.

Help please.
What does the mission briefing say, and do you have the satellites on your ship (ie did you have enough room?)

IF you didn't have enough space, then you will need to undock and dock again when you do.

if you have the satellites, it should update the briefing and point you to the first sector.
If its not working, can you give me a save game, and ill look at fixing the trigger
Link to file

https://drive.google.com/file/d/1y-M7mn ... sp=sharing
Hwitvlf
Posts: 519
Joined: Tue, 13. Apr 21, 21:36

Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Hwitvlf »

The Terran and ATF rankings are no longer tied together, but is there a way to raise ATF reputation?
My rank is low and I don't see any ATF stations to generate missions or toward which to send an agent.
Cycrow
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Cycrow »

During the TC phase the ATF rank is linked to the terran conflict plot, it gets set based on what you have completed. Once you move to AP they will become linked again
necroscope_1
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by necroscope_1 »

Have updated from 0.80 to 0.81 and now none of my previous saves from 0.80 load or work.

Steps Taken to try and resolve (using Plugin manager).

1) Disabled EVERY spk, archive and script and loaded a saved game without any active - NO CHANGE
2) Re-enabled every script etc 1 by 1 then loaded a saved game each time - NO CHANGE
3) Loaded Game with ALL spk, scripts, etc enabled - NO CHANGE
4) Uninstalled Guilds AND Unofficial patch and reinstalled - NO CHANGE
5) Started a NEW game with everything enabled - Works fine so far (although annoying).

Also - When Starting a new game i get the following ingame message
https://imgur.com/a/uE8FqD9

On top of all that, during the Albion Plot the mission "Jonferco under attack" where you have to save the base after aiding war effort is still not triggering.

Does anyone have a link to the 0.80 version of guilds so i can reinstall that

Any Help Appreciated
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alexalsp
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by alexalsp »

This message, if I remember correctly, always appears at the start, informs that the game is modified, as the mod is not signed.

If you have tried everything and installed everything from scratch and does not work, then here is 0.80

https://www.mediafire.com/file/ptg0s0d2 ... L.zip/file
Cycrow
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Cycrow »

That message should actually be disabled in Guilds, what other mods do you jabe installed ?

Maybe something elsenis interfering.
0.81 should be save game compatible, unless you jabe other mods messing it up, or if 0.80 was corrupt, and the save games will only work on the corrupt install.

All the older versions are still available from my server. http://xpluginmanager.co.uk/flscripts/
steve_v
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by steve_v »

eldarmark wrote: Wed, 28. Aug 24, 12:24 I'm doing Operation Final Fury and no Kha'ak bigger than a M3 has any weapons.

Edit: The defenders in the final mission have some Betas, that's about it.
Cycrow wrote: Wed, 28. Aug 24, 16:29 The khaak weapons will be fixed in the next version of the Unofficial patch
Stil no weapons on Kha'ak Corvettes (OFF random missions), or on anything >M3 when summoned with the cheat package (with "default wares" = "yes").

Guilds 0.81 w/included Unofficial Patch (GNU/Linux).
PluginManager/Readme/Unoffical Patch/readme-patch.txt from the GNU/Linux Guilds .zip does state "1.3.19" and "Fixed default weapon masks for ships (Khaak)", so I assume it does correctly include the latest UP version?

Kinda makes the whole OFF plot a bit... lame. :( Wasn't this supposed to have been fixed some time ago?
necroscope_1
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by necroscope_1 »

Cycrow wrote: Wed, 25. Jun 25, 01:47 That message should actually be disabled in Guilds, what other mods do you jabe installed ?

Maybe something elsenis interfering.
0.81 should be save game compatible, unless you jabe other mods messing it up, or if 0.80 was corrupt, and the save games will only work on the corrupt install.

All the older versions are still available from my server. http://xpluginmanager.co.uk/flscripts/
Here is a list of all have installed using the plugin manager.....
https://imgur.com/6EgbptS
https://imgur.com/jUpZoyC

Note - They ALL worked with 0.80 (with exception of apricots UT one...that Caused crashes, hence why disabled) , and currently are working with 0.81 as long as its from a new game and save from 0.81 but not from saves on 0.80

i shall try to reload 0.80 from your server version and restore the saves from that version (i always put the saves from previous versions in a zip file just n case) and see if that works then update again to see if any difference
Uselessfs
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Uselessfs »

Uselessfs wrote: Mon, 23. Jun 25, 15:55
Cycrow wrote: Sun, 22. Jun 25, 17:52
Uselessfs wrote: Sat, 21. Jun 25, 13:24 Hi!

Stuck on the Beryl mission in Luna Ringo.
Took spy satellites from the Argon Secret Service station and flew out of the station.
The storyline doesn't continue any further, it's not clear what to do.

Help please.
What does the mission briefing say, and do you have the satellites on your ship (ie did you have enough room?)

IF you didn't have enough space, then you will need to undock and dock again when you do.

if you have the satellites, it should update the briefing and point you to the first sector.
If its not working, can you give me a save game, and ill look at fixing the trigger
Link to file

https://drive.google.com/file/d/1y-M7mn ... sp=sharing
Did you manage to check my save file?
Cycrow
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Cycrow »

Uselessfs wrote: Wed, 25. Jun 25, 17:30
Uselessfs wrote: Mon, 23. Jun 25, 15:55
Cycrow wrote: Sun, 22. Jun 25, 17:52

What does the mission briefing say, and do you have the satellites on your ship (ie did you have enough room?)

IF you didn't have enough space, then you will need to undock and dock again when you do.

if you have the satellites, it should update the briefing and point you to the first sector.
If its not working, can you give me a save game, and ill look at fixing the trigger
Link to file

https://drive.google.com/file/d/1y-M7mn ... sp=sharing
Did you manage to check my save file?
It looks like there are some variables not set correctly, it should work fine in a new game. But im looking for a way to patch it into existing save games, hopefully should have a fix in 0.82
Cycrow
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Cycrow »

necroscope_1 wrote: Wed, 25. Jun 25, 14:22
Cycrow wrote: Wed, 25. Jun 25, 01:47 That message should actually be disabled in Guilds, what other mods do you jabe installed ?

Maybe something elsenis interfering.
0.81 should be save game compatible, unless you jabe other mods messing it up, or if 0.80 was corrupt, and the save games will only work on the corrupt install.

All the older versions are still available from my server. http://xpluginmanager.co.uk/flscripts/
Here is a list of all have installed using the plugin manager.....
https://imgur.com/6EgbptS
https://imgur.com/jUpZoyC

Note - They ALL worked with 0.80 (with exception of apricots UT one...that Caused crashes, hence why disabled) , and currently are working with 0.81 as long as its from a new game and save from 0.81 but not from saves on 0.80

i shall try to reload 0.80 from your server version and restore the saves from that version (i always put the saves from previous versions in a zip file just n case) and see if that works then update again to see if any difference
I think what most likely happened, is that you have some fake patches that override some mod files. When you updated Guilds, the order changed, so now the files from Guilds are being used instead. Because of the change, it no longer matches the save game. You could probably fix it by adjusting the order of fake patches. However, if this is the case, its likely some other parts of guilds may not work correctly. But i dont know enough about all the mods you have installed to know what the issues might be.

However, there looks like some compatibility issue with some of the things you have installed.
Most of my scripts should be removed, as they are all built into Guilds already, and many of them have been updated specifically for Guilds
These include: Advanced Jumpdrive, Automatic Ship Rename, Cargo Tractor Beam, Casino Games, Deployable Weapons Platforms, Diplomacy Extension, Improved Boarding, Loadout Manager, Resource Overview, Salvage Claim Software, Shopping List, Trading System Extension MK2

FL itself includes a few of these scripts as well, Move to Coordinates, Salvage Insurance Contract, Satellite Early Warning Network, all of which have been updated and improved on.
The Custom Property Menu should be removed this, this is just a demo.

For the other mods, Better Globals i think will be based on TC/AP, so you will lose a number of FL and Guilds changes to those
HephCorp is already included in FL as part of the Complex Planner (although its been updated from the original version)
Depending on what station storage extension does, this might be the one causing your issue
Ektufall
Posts: 12
Joined: Sat, 19. Oct 24, 23:20

Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Ektufall »

Hwitvlf wrote: Mon, 23. Jun 25, 03:32
Ektufall wrote: Sat, 21. Jun 25, 16:35 I have narrowed down why I am having trouble with these two sectors.
Game crashes for me as there are too many stations there. Is there even such limit in FL for individual stations? As I am not merging them to complexes.

In Unclaimed Sector east of Unseen Domain (renamed _Paranid) there is in total 70 stations of which 69 are mine.
With low graphical settings I am getting out of memory error related to dust ..
With Texture, Shader on high settings just CTD on entry.

When I delete some of the stations to reach lower amount I get this result:
With 40 stations in sector - I can jump in , but everything is extremly laggy
With 20 stations in sector - every thing is good and no CTD or lag at all.
This is the same error I reported earlier. I thought it was due to station count, but I started having the same issue in other sectors with only a few stations. I had my HQ in Blue Horizon and would habitually keep ships from "retrieve ship" missions. The Police fleets would show up and made a nice security force for the sector. After there were dozens of police fleets there, the game started crashing when I entered the sector. I have other sectors with 150+ station complexes with only minor lag. My best (uneducated) guess is that it's due to the number of different models (textures) in a single sector. Lots of the same type of station/ship seem to have less impact than lots of different types. Turning down the display quality seems to help.
Yes , even error we are getting is the same : "Out of memory. Further information can be found in the manual! (objects\environments/other/dust".
But I only get it on very low settings , on higher settings just CTD with no explanation.
So far destroying stations till I have around 20 in one of those sectors removes CTD when jumping in that particular sector.

Hopefully there is some remediation. Both sectors does not have heavy NPC traffic , you can check in save I uploaded , so it could be something else that leads game to out of memory even with 4gb patch.
Noticed that jumping to sectors sometimes leaves a loading time hang before jump is made 1-2 min but no CTD.

Do you have large amount of UT or Station manager controlled ships?

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