Which Mod/Script Should i Download

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

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DrBullwinkle
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Post by DrBullwinkle »

joelR wrote:Just find the ID of the station and change it to that in gazz's tfactory file?
Yes, something like that. I would have to look at it to know for sure. But you seem to be on the right track.

Probably. :)
Geodessia
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Hey

Post by Geodessia »

So I'm looking for a mod and I can't find it specifically in the database, I'm starting to think it may not exist :P but It's kind of annoying to have SETA turn off if I'm making a course correction, or pressing any button.. I'm wondering if there is one that overrides certain inputs like that, so SETA keeps going even if I move the ship, or press a key... The Proximity turning SETA off is okay, but if it needed to be disabled too for the mod to work I wouldn't complain :P

Do any of you know where I can find such a mod?
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joelR
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Re: Hey

Post by joelR »

Geodessia wrote:So I'm looking for a mod and I can't find it specifically in the database, I'm starting to think it may not exist :P but It's kind of annoying to have SETA turn off if I'm making a course correction, or pressing any button.. I'm wondering if there is one that overrides certain inputs like that, so SETA keeps going even if I move the ship, or press a key... The Proximity turning SETA off is okay, but if it needed to be disabled too for the mod to work I wouldn't complain :P

Do any of you know where I can find such a mod?
No. Sorry, that doesnt exist.
Geodessia
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Post by Geodessia »

Kay, thanks anyway ^ ^
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Brinnie
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Re: Hey

Post by Brinnie »

Geodessia wrote:So I'm looking for a mod and I can't find it specifically in the database, I'm starting to think it may not exist :P but It's kind of annoying to have SETA turn off if I'm making a course correction, or pressing any button.. I'm wondering if there is one that overrides certain inputs like that, so SETA keeps going even if I move the ship, or press a key... The Proximity turning SETA off is okay, but if it needed to be disabled too for the mod to work I wouldn't complain :P

Do any of you know where I can find such a mod?


I would like that myself but in its absence I use mouse-clicks whenever I don't want SETA interrupted.
For example:

- I make course adjustments by double clicking on the sector map.
- I click on the sidebar menu to access things like sector map or player property instead of using "," or "r" which would break SETA.



I know it's not what you were asking for but I thought I'd mention it in the unlikely event that you didn't know it.


- - -


@ JoelR:


I found out a bit more about "Equipment Manager" not everything but enough to get it started at least. It really is a clever script.
Normandy v3
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Post by Normandy v3 »

Hey guys,

I been trying to script some stuff but i'm totally stuck at spawning some PPC's in my cargo bay...

Which ingame script should i use to spawn some PPC'S?

Thanks in advance.
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DrBullwinkle
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Post by DrBullwinkle »

rferrett
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Post by rferrett »

Sorry if this has been answered a million times before. I searched on both the forums and Google and couldn't find an answer.

Is there script (or option for that matter) to turn off the "welcome message" you get when landing at a station? Quite often I find it talks over a message I would like to actually hear when doing a mission or such like.
CoSm1c RaVeR
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Post by CoSm1c RaVeR »

I am seeking simple script that wilk make big possibility that any NPC will want to pick up containers. I want to compete with NPC in gathering this free cash. I know that in X Tended there is something like this but I don't want to use big mods for TC. I. Got script that makes possibility that NPCs can take ships and can salvage but I didn't see any NPC taking containers so this script is only for scavenging ships if I am not to fast to take them.
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X2-Illuminatus
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Post by X2-Illuminatus »

The script Salvage Commands & NPCs by ThisIsHarsh has such a function:
ThisIsHarsh wrote::arrow: Optionally adds NPC salvager ships to compete against.
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CoSm1c RaVeR
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Post by CoSm1c RaVeR »

X2-Illuminatus wrote:The script Salvage Commands & NPCs by ThisIsHarsh has such a function:
ThisIsHarsh wrote::arrow: Optionally adds NPC salvager ships to compete against.


This is that script that I was mentioning that I use it already and what I saw it makes NPC to take ships but nobody is interested in taking free containers. Ewen those that was ejected from ships that I didn't even shoot at. It ruins my immersion if I know that all containers are only for me (player) and it is easy money.
BrianG
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Post by BrianG »

Hey,

i am looking for a script that enables my ships to collect wares in the whole universe not just in one sector. Basically, the AI ship should use the jump drive and collect everything it can find in the whole universe.
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jack775544
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Post by jack775544 »

Look 2 posts above yours for a link. Salvage Commands and NPC's can do that.
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Jaycen_Aelis
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Mods I'm looking for:

Post by Jaycen_Aelis »

Hey guys--so I'm being a good little X-plorer ;) And posting here instead of starting my own thread and cluttering up the page. I've been looking through the S&M pages, but could use an extra set of eyes:

*Mod for renaming pilots of other ships that you own (besides TS's, I know UTs get their own pilots)--I'm no good with the Script Editor unless the command looks something like

Code: Select all

pilot.name.for "YourBuster" is=
and I know it's rarely that simple.

*Adding a pitch ladder to your HUD--I don't know why this hasn't been done before--there's still only 360 degrees of rotation whether you're in space or not. Maybe even a pitch ladder and compass, but that may be asking too much.

*This last one isn't so much a request as a question about your opinions: What do you think is the best external docking mod currently out there? I've seen a couple, but can't decide which one to get--and I'm kinda hampered by the fact that none of them seem to add docking clamps -to- the ships, rather applying the popular 'tractor-beam' docking approach. Nothing wrong with that, but if there is a mod that actually adds external clamps to ships for external docking, that would be great.

Thanks in advance for all your help! :D
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DrBullwinkle
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Re: Mods I'm looking for:

Post by DrBullwinkle »

Jaycen_Aelis wrote:What do you think is the best external docking mod currently out there?
Cattafett's Improved Capital Ship Docks is the most comprehensive and up-to-date, I think.

I suspect that the reasons for floating "moor" points rather than connecting tubes are:

1) It is more realistic. Look at Galactica, Star Trek, Star Wars, etc... they all use external mooring points. Just like boats moored at a marina.

2) Connecting tubes cause collision problems. For example, the Aran has a connecting tube for its single capital ship dock. If you pilot a capital ship and try to undock from that point, then your ship will receive substantial shield damage (and/or hull damage).
Jaycen_Aelis
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Post by Jaycen_Aelis »

Hey thanks :D Anybody have any ideas on the other two? (Renaming ship pilots and a pitch ladder on HUD?)
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jack775544
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Post by jack775544 »

You can rename the pilots using the command

Code: Select all

<RefObj> set pilot name to <Var/String>
in conjunction with

Code: Select all

<RetVar> = get random name: race=<Var/Race>
to get names for the pilot. Then all you need is an AL plugin that scans all your ships and gives them a name.

As for the HUD change it isn't really possible.
You might be able to do something tricky using subtitles for a compass, but that is about it.
A pitch ladder would be really hard since there is no way to make vertical subtitles, which is presumably where you would want to have it located.
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Frappo
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Post by Frappo »

Good afternoon to everyone, i'm new to the game, i recently bought TC & AP and i was looking for some improvement mod; right now i'll install

-X-tended terran conflict
-script pack for TC as suggested by egosoft

which other mod should i install for having a better game experience?
Thank you all for your reply :D
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Brinnie
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Post by Brinnie »

Frappo wrote:Good afternoon to everyone, i'm new to the game, i recently bought TC & AP and i was looking for some improvement mod; right now i'll install

-X-tended terran conflict
-script pack for TC as suggested by egosoft

which other mod should i install for having a better game experience?
Thank you all for your reply :D



Hello.

I would advice you not to start playing by installing any mod like X-tended, I am not saying that because I have anything against it, but purely so that you will get a better idea of the standard game as well as learn its basics that way.

Some might even advice you to not use any unsigned script, I would say start the game as it is and just install some of the bonus package scripts if you like the look of them and, if you don't mind the "modified" tag to your game, some of what I call "increase functionality" scripts. The ones that do not really change gameplay but just reduce tedious repetitive tasks or generally improve the interface.

If you are new to the game there is so much to get your head around already.

Have Fun.
Phezzan
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Post by Phezzan »

I suggest one of the repair mods, as vanilla repairs are either tedious or expensive.

Also:
The numeric rank mod (because I have no desire to remember whether Noble Peer is higher or lower than Trusted Courtier.... etc)

Universal Best Buy / Best Sell ( Where can I buy an Paranid Ion Particle Shard Generator factory? - oh nowhere -> mission rejected)

Other things I find useful are the weapon swap hotkey mods and the transport / scan hotkey mods. (Apricot has a few, huefte has one..., I'm using a customized one that I'll eventually get around to releasing...)

Xai has a fighter drone hotkey that works great with one of the transporter hotkeys - (hotkey -> drones *attack* -> retrieve !)

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