Which Mod/Script Should i Download

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
X2-Illuminatus
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 25130
Joined: Sun, 2. Apr 06, 16:38
x4

Post by X2-Illuminatus »

The X-Tra Ship/Station Pack by Cadius adds a lot of new ships and stations.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
User avatar
SpaceAcid
Posts: 63
Joined: Tue, 7. Feb 12, 06:20

Post by SpaceAcid »

Are we talking about just a couple that are highly recommended by users?
Or combining several mods that have to be manualy installed ?

Or are we talking about Trying every single script & mod waying out the
likes & dislikes & making a Unique SuPer Bundle Merged Hybred taken
from hand picked bits and pieced scripts since x2?

I guess it's kind of hard to choose the answer answer to that question
when there's such a diverse selection to choose from.

It's all a matter of taste & preferance of what you like tha may differ
between each indevidual so my advice is to start trying scripts/mods
one at a time from these lists like everyone else.

there are thousands to try until your computer farts zettabytes

my favorites:

Extended_Horizons
nebel_entfernen_v2
XChange_Guild_Portals
EventHorizon_Ripple_1-V1
Necron Warp Gate-V1
build.gate.1.3.redux
Engine Effects 1.7a
emp.1.4
JSONparserlibrary-V1.1
NPCBailingAddon-V1.7
piratebaselocator-v1.00
Pirate Guild 3
PirateStartsV1.30
ff.global
Anarkis Defense System-Vv2.65
XTendedGalacticNewsSystem-V1
CheatCollectionPackageAP-V1.62
SectorTakeover-V1.57
X-Tra_Shippack-V1.94
Anything made by Crycow, LV, Vader, & Anarkis


Google X3 scripts & mods & start window shoping.

Helpful Links:

http://forum.egosoft.com/viewtopic.php?t=216690

http://code.google.com/p/x3tcscripts/downloads/list

http://www.xai-corp.net/
Ramedzes
Posts: 6
Joined: Sun, 4. Mar 12, 03:12

Post by Ramedzes »

Yeah combining-merging mods thats compatible or more-less compatible is good idea i guess :roll: X-Tra Ship/Station Pack & X3 Rebalance Mod
v1.18 (02.03.12) i believe is quite much compatible? :?
User avatar
Drewgamer
Posts: 536
Joined: Fri, 27. Aug 10, 08:39
x4

Post by Drewgamer »

Ramedzes wrote:Yeah combining-merging mods thats compatible or more-less compatible is good idea i guess :roll: X-Tra Ship/Station Pack & X3 Rebalance Mod
v1.18 (02.03.12) i believe is quite much compatible? :?
XRM includes most (if not all) the ships from X-Tra Ship Pack, as well as ships from other designers as well.

If you're looking for an "all in one" type mod I definitely recommend XRM.
Check out my mod Crystal Rarities
Mittring
Posts: 16
Joined: Sat, 27. Aug 11, 21:42
x4

Post by Mittring »

After some time away, I am planning to get back to X3 especially with AP and rebirth coming soon.

In the past I have used Pirate Guilds 3 and Anarkis Defense System but it appears these mods are more or less dead at the moment, and still somewhat buggy.

Should I still use these (with AP) or are there better alternatives?
Normandy v3
Posts: 23
Joined: Thu, 12. Apr 12, 12:55
x3tc

Post by Normandy v3 »

Hey Guys,

I've just started with x3tc and have been FREAKING on this game for the last few weeks now. I just bought a titan.

I only have 1 request for a mod:


Is there any mod around that actually makes fights easier?
Easier as in better turret control. I'm not all well into shortkeys yet but how i see it now is i keep pressing the F1 key in the hope that i will finally get to the right turrent i need to shoot the enemy ship.

(For example when my enemy is left of me i need to press F1 about 3-4 times before i eventually end up with my left side turret to start firing)

Anything to fix this?

Thanks in advance.
Jumee
Posts: 2893
Joined: Sat, 29. Oct 11, 20:19
x3tc

Post by Jumee »

Normandy v3 wrote:better turret control
there are mods that make turrets better, but why do you manually use/fire them anyway?? you can just set up turret commands and they will fire at enemies automatically, anyway mod you are looking for is probably Gazz's MARS
shaub100
Posts: 48
Joined: Tue, 10. Feb 04, 18:50
x4

which scripts

Post by shaub100 »

So i havnt played for over a year but i've just bought the TERREN war pack, What scripts do you guys recommend i start a new game with?


{Merged. jlehtone}
Johnnie.it
Posts: 23
Joined: Sun, 9. May 10, 11:11
x4

Post by Johnnie.it »

Hey guys,

I just bought AP and haven't started it yet.
I enjoyed immensely TC, though, a couple of years ago, with quite a rich collection of scripts, and was wondering how could I do the same with AP, but it's VERY, VERY confusing right now.

My main problem is to understand how is script compatibility between TC and AP.
I mean, some threads list both version, for AP and TC, so I can choose what I need.
Most of them, though, don't. When I install the package then (using Cycrow's plugin manager) it either installs without a problem, or warns me that it's not intended for that game version.

Then, I was wondering whether it's safe to install archives using the plugin manager. If not, where should I put the xml and pck files? in the "x3 terran conflict\scripts\" dir or "x3 terran conflict\addon\scripts\"?

Again, I've seen in a recent post that the 2.0 version reintroduces the PHQ, but what about the hub? I've seen others complain about that too. Is there any mod that adds that too?

To top it all, I'd like to hear your take about what plugins (or mods) to install given my preferences (oh, and I've already installed the bonus pack, obviously).
I don't really care for new ships; not for models anyway, so that would kinda be the bottom of the list. If a great mod comes with new models too, though, I wouldn't spit on that :)
Also, I'm kinda peaceful too. I enjoy the occasional dogfight, but don't use a lot of M1-2-3. The same goes for marines. I only used them to board stations -aside from plot missions- but then I stumbled upon the property baron script.
What I really enjoyed was the race response fleets, pirate and yaki guilds, new corporations, the bulletin system, xenon and khaak invasions and pretty much everything that made the universe livelier.
That goes also for everything that boosts commerce - espionage - sector overtaking etc.

So, go crazy with suggestions :)

Ooops, I almost forgot to say thanks in advance :)
User avatar
jack775544
Posts: 1277
Joined: Tue, 13. Dec 11, 08:27
x4

Post by jack775544 »

Scripts that are compatible for TC are generally work for AP as well. Mods however, usually don't. The plugin manager will say that some scripts are incompatable but just click ok and it will install anyway. They will still work normally.
For AP scripts must be installed to the addon directory in the \scripts and \t files. So if the script package has the normal file structure (which they usually do) just unpack the archive in the addon folder.
You wil be happy to know that Race Response Fleets are integrated into AP however after the 2.0 patch they are a little tame. However Improved Races 2.0 does have RRF features as well (including some other cool things ;) ). However it is still a work in progress and it is a little buggy.
Serial Kicked Pirate Guild and Yaki Amarda scripts work fine with AP and as such you can have the improved Pirates and Yaki.

So take a look thought the library and pick out some good looking scripts.

Also both the Hub and PHQ plots were introduced in the AP 2.0 patch however these are different to the TC versions (the hub plot is easier now, and is actully completeable in a reasonable time frame.)
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
Johnnie.it
Posts: 23
Joined: Sun, 9. May 10, 11:11
x4

Post by Johnnie.it »

Thanks Jack, all this is good to know.

However, right after I posted that, I found that x1tp.com website and downloaded a few scripts...strictly from the AP section, of course, as I didn't know whether they were compatible or not.

Just merged the /scripts and /t dirs from the zip file with those into the /addon dir, as you said, how hard could it be? Well, harder than I thought, it would appear, as now AP is royally messed up.

I got a couple entries in the AL menu, a startup message in german (which I don't speak) and a lot of "readtext" menus and windows. Also, I got no plot now -_-

Maybe it would be better to install those with the "install archive" function in the plugin manager?

I'll now just delete the scripts and t folders and then verify the integrity of game cache so steam should redownload all the needed files, but it's kind of a time consuming operation and I'd rather avoid having to do that again tomorrow just because I screwed it up again :)

Any tips?

(But seriously, dear scripters, why don't you package your scripts? It'd make life so much easier for so many of us...)
kyoo
Posts: 350
Joined: Wed, 26. Jul 06, 10:54
x4

Post by kyoo »

Anyone know if there is a script which re adds the old ship salvage missions you'd get in the reunion BBS from time to time? Randomly finding xenon capital ships and things was really cool.
User avatar
Charon_A
Posts: 105
Joined: Wed, 6. Nov 02, 20:31

Post by Charon_A »

kyoo wrote:Anyone know if there is a script which re adds the old ship salvage missions you'd get in the reunion BBS from time to time? Randomly finding xenon capital ships and things was really cool.
Try Abandoned Ship Spawner for AP by DrBullwinkle. Actually check out the mods list in his signature - most useful staff in there.
Kudos, DrBullwinkle! :wink:
Be careful about reading health books. You may die of a misprint.
---Mark Twain---
User avatar
jack775544
Posts: 1277
Joined: Tue, 13. Dec 11, 08:27
x4

Post by jack775544 »

The install archive function for the Plugin Manager works fine. But if you want to do it manually:
  • Copy the zip file to X3TC\addon\ directory as shown here
  • Right click on the zip and select extract here as shown here. (I use WinRAR to extract files so the instructions maybe slightly different if you use a different archive program)
  • Move the zip to a safe location
  • Profit
I have know idea why the script was in German as that should be impossible. What script did that? Also it shouldnt be able to disable the plots as the SE can have no interaction over the plots.
All in all I think a verify is a good idea as there is somthing royally screwed in your game.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
Hexadecimal
Posts: 22
Joined: Wed, 5. Oct 11, 21:25
x4

Albion Prelude Scripts/mods

Post by Hexadecimal »

Recently got AP and am struggling to find any mods/scripts that have been updated since early terran conflict (2008-2010).

does anyone have a list of recommended mods that complement AP's economy, any additional commands/ship/station software that could be useful?

so far out of the 3 mods i've tried from the listing found in the forum sticky, onlt 1 has worked the way it should so really struggling to find anything i like :(

prospector is one that i really can''t get going properly, and cag has occasional glitches that mean all of my agents stop trading, a reset often fixes this but not always.

i don't want complete overhauls, just want some extra added content to complement the vanilla game and the way things work.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

An alternative to Prospector is Mobile Mining Mk2.

You could ask about your CAG trouble in the CAG thread: CAG - Commercial Agent (English Support Thread).

CAG is great if you like it, but I find that a sufficient number of Universe Traders does the job with less effort. Consider MK3 Optimization Reloaded to make ST's and UT's really work the way they should.

For other scripts, you will have to tell us what you want.

Also take a look at:
Last edited by DrBullwinkle on Mon, 9. Jul 12, 17:33, edited 1 time in total.
Hexadecimal
Posts: 22
Joined: Wed, 5. Oct 11, 21:25
x4

Post by Hexadecimal »

Thanks Bullwinkle, i actually just downloaded your mobile mining not long before you posted.

are the miners capable of breaking roids themselves or are you required to 'prepare' the site as advised in the guide?

really i'm just after anything that enhances the game without changing it too dramatically, I don't mind some added content in terms of ships/stations but really i want to focus on scripts that add extra functionality (your mining script being a good example).
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Hexadecimal wrote:are the miners capable of breaking roids themselves or are you required to 'prepare' the site as advised in the guide?
Mobile Mining requires that you break the major asteroids as described in several guides. Prospector is the only script that I know of that can break full-size asteroids. This is intentional behavior.

If you have other questions about Mobile Mining Mk2, then please ask in that thread.
Johnnie.it
Posts: 23
Joined: Sun, 9. May 10, 11:11
x4

Post by Johnnie.it »

Hey guys, anybody knows of a script or mod that expands the universe? I used to run RSM on TC but it's not working very well with AP, confirmed in its thread.

I also had a look at revelations and extended horizons (they both sound particularly juicy) but they're both confirmed not working with AP.

Anything else I might have missed?
DaMunky
Posts: 5
Joined: Sat, 14. Jul 12, 18:20
x3tc

Post by DaMunky »

Hi I'm completely brand new. I'd like to keep it as vanilla as possible while I learn the mechanics and what not.

However...

I'm interested in finding a mod that will add cockpits for ships and what have you.

Thanks!

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”