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

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Sorkvild
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by Sorkvild »

Earlier today I played for a few hours, no problems with loading and saving, everything was working fine. Now I'm getting "error loading savegame, may be corrupted" on my two save slots + three autosaves, none of them is working. I haven't changed anything by adding new scripts and mods to my Guilds game. My save games from vanilla FL work just fine.

Game started in 0.60, updated to 0.63 and played without any problems until now.
Last edited by Sorkvild on Mon, 29. Jul 24, 11:22, edited 1 time in total.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
IL'YA LIGHT
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by IL'YA LIGHT »

https://drive.google.com/drive/folders/ ... sp=sharing
Here is my 2 savefiles, before and after building mines. There are still metal alloys asteroids in my HSAP sectors.
Cycrow
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by Cycrow »

Sorkvild wrote: Sun, 28. Jul 24, 23:26 Earlier today I played for a few hours, no problems with loading and saving, everything was working fine. Now I'm getting "error loading savegame, may be corrupted" on my two save slots + three autosaves, none of them is working. I haven't changed anything by adding new scripts and mods to my Guilds game. My save games from vanilla FL work just fine.

Game started in 0.60, updated to 0.63 and played without any problems until now.
you can try reinstalling the Unofficial patch and mod and see if that helps.

Save game errors usually means theres a mismatch between the data thats saved and the data thats current active.
So either you game has become corrupt, or it was corrupt when you saved. The later is not really fixable
Cycrow
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by Cycrow »

IL'YA LIGHT wrote: Mon, 29. Jul 24, 00:28 https://drive.google.com/drive/folders/ ... sp=sharing
Here is my 2 savefiles, before and after building mines. There are still metal alloys asteroids in my HSAP sectors.
Looks like there was an error in the patch script, so it wasn't being applied correctly, this will be fixed in the next version.

if you want to get it working straight away, you can run the script manually
  1. Find and edit the script, plugin.guilds.patch
  2. Change the first argument, a.version, from Var/Number to Value
  3. Save the script
  4. Run it with 'r'
  5. Then for the version input, type "asteroid"
This should fix all the asteroids currently in the game
mattla
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by mattla »

Possible bugs in Advanced Jumpdrive,
1. The Jump To Gate command doesn't seem to work correctly. When using Jump To Gate, I never arrive at the selected gate, but to what seems to be a random gate in the sector.
2. Jump To Sector seems to be somewhat bugged as well, I can't jump some some sectors (for instance, Herons Nebula, Rolk's Drift, Queens Space, Light of Heart, Montalaar)

Save, https://drive.google.com/file/d/1_qGYVe ... drive_link

X3FL, Unofficial Patch 1.3.17, Guilds 0.64
Cycrow
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by Cycrow »

Is this via the the Advanced Jump menu, or just the standard autopilot commands?
mattla
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by mattla »

Cycrow wrote: Fri, 2. Aug 24, 19:46 Is this via the the Advanced Jump menu, or just the standard autopilot commands?
Via the Advanced Jump menu...
heimdallxx
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by heimdallxx »

Hi, is there any mods/scripts compatible with Guilds mod ?
IL'YA LIGHT
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by IL'YA LIGHT »

Found another bug, this time with Terran Conflict link plot. The terran transport stuck at sector Omycron Lyrae Delta making circles, seems like problem with logic, ship thinking that he's at the final destination, but in fact he's needed to fly another 2 sectors north to make it to Heretic's End. Last game version, the game start was member of Merchants Guild.
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by Cycrow »

heimdallxx wrote: Sat, 3. Aug 24, 10:34 Hi, is there any mods/scripts compatible with Guilds mod ?
In general, most scripts that work for FL with work in Guilds, and many that work in TC/AP should also work.

Only mods that edit certain files, like the universe map, ships, wares, etc will be incompatible
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Re: [MOD] Guilds - BETA v0.64 - 2024/07/26

Post by Cycrow »

IL'YA LIGHT wrote: Sat, 3. Aug 24, 14:49 Found another bug, this time with Terran Conflict link plot. The terran transport stuck at sector Omycron Lyrae Delta making circles, seems like problem with logic, ship thinking that he's at the final destination, but in fact he's needed to fly another 2 sectors north to make it to Heretic's End. Last game version, the game start was member of Merchants Guild.
I've done this plot a number of times and never had an issue.

can you send me a save game so i can check whats running on the ship
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

New Update: 0.65
  • Fixed Automatic Renaming [type] variable
  • Fixed Trade Route search, cancelling buy.
  • Fixed Advanced Jump Menu
  • Improved Dock Tend command, resupply when selling
  • Added Automatic Renaming [fulltype] variable
  • Added Privateer, Industritech and Beryll to Diplomacy
  • Added diplomacy options for claiming sectors
  • Added Assassins Guild progression plot
  • Added jobs for Assassins Guild
  • Added sector Shadows End (Assassins Guild) to pure sandbox start
  • Added Deep scan results to Resource Overview: Asteroids
IL'YA LIGHT
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by IL'YA LIGHT »

I tried replaying mission but couldn't replicate the issue. I remember now, that when first time trying this mission, one of the escorts ship collided with me when we were exiting gates and blow up, maybe that was the trigger to transports bug out. Also when trading on black market my trade rank doesn't increase when solding or buying goods with credits, but it does increase when i offer them another type of contraband, is that always was like that? I don't really used black market in vanilla games that much. Also i see there is planned to be smugglers? guild, if so may i recommend they could have like piece of equipment that could mitigate risks trading at black market, like reputation loss, penalties and seizure of goods.
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darthdev
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by darthdev »

Hi, first of all thanks for your effort with your amazing mods, I'm enjoying guilds a lot!
I've found some minor odd things so far:
- I have a ghost mission briefing, related to the bounty hunters guild recruitment mission, probably caused by moving captured pilot between ships.
- The guilds ships don't seem to engage Xenon / Kha'ak ships in their sectors, is that intended?
- I have no idea how to start Beryll plot, I started a custom one and did the argon military patrols, and that's it, no further plot stuff.
I'm using guilds 0.65 and UP 1.3.18
Savegame: https://drive.google.com/file/d/1QhahcP ... sp=sharing
Once again, thanks for enhancing this materpiece of a game.
Cycrow
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

The Bounty Hunters missions is related to a bug in the captured pilot missions, this is fixed in the current version so it shouldn't happen again. Ill have to see if i can clean up briefing in existing save games.

The guild ships are set to Friendly Race, so they see everyone as friendly, hopefully eventually i will be able to add new races for the Guilds, but it requires more work in the Unofficial patch before that's possible.

For the Beryll incursion plot, you first need to get to level 3 in the Argon Military before it will start, this is the rank of Lance Corporal
medwed
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by medwed »

I maybe also had a bug in a mission. In a sector i had an atf ship with avaiable mission (destroy convoy ships). The target in the description was "pirat". I took it, flew to the sector with them and first thougt where they are (no red ships to destroy). After short time i saw i have to destroy a boron, then paranid and the last one split transport ship. After that i looked again into the briefing and the target changed to something else. Forgot to take a screenshot of that but it was like "...: or =ENEMYRACE". Before accept mission "pirats" and after accept "enemyrace".
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darthdev
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by darthdev »

Hi, thanks for the heads up!

For the ghost briefing ... is there I can do in Md using X3 Editor? Or run some in-game script?
It's ok anyway, I can live with that thing in my missions.

Regarding the argon military, I don't find any missions from them, only the resign option, so my rank stays 'Private 0%'.
Any other missions from the military outposts seem generic and don't count towards military rep.
I even cheated my argon rep to max with no luck.

Another thing I forgot: The explorers guild passengers. I don't get any, anywhere.
Whether I have cabins or not, have them in a TP or not, or even cheating my Boron rep to max.
Is there anything I'm missing here?

Thanks a lot, I'm having fun with this :)
IL'YA LIGHT
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by IL'YA LIGHT »

Thank you for fixing guilds board, i can click on tabs now without any trouble, but after update the option to access guild board disappered at pirate anarchy ports, is this intended?
Meanwhile, found another transorbital accelerator you could build, facing wrong direction, this time at sector Menelaus' Paradise beta.
Also it seems i could buy system override software at black market, even if i have it already installed on the ship, it doesn't do anything and you can't have 2 anyway.
Igec
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Igec »

Hi

Is there anywhere in game that I can track trade contract from diplomacy? I have sent an agent to factory, ordered max wares(about 29000 of silicon wafers) and I think, I got delivered only about a 1000 so far. And how does delivery actually works? Are there any ships involved?

BTW, this is an excellent addon to latest X3FL. Thank you very much.
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

darthdev wrote: Sun, 4. Aug 24, 16:25 Hi, thanks for the heads up!

For the ghost briefing ... is there I can do in Md using X3 Editor? Or run some in-game script?
It's ok anyway, I can live with that thing in my missions.

Regarding the argon military, I don't find any missions from them, only the resign option, so my rank stays 'Private 0%'.
Any other missions from the military outposts seem generic and don't count towards military rep.
I even cheated my argon rep to max with no luck.

Another thing I forgot: The explorers guild passengers. I don't get any, anywhere.
Whether I have cabins or not, have them in a TP or not, or even cheating my Boron rep to max.
Is there anything I'm missing here?

Thanks a lot, I'm having fun with this :)
You may be able to clear the briefing with the MD, using the <remove_briefing> command, you just need to know which cue the briefing is from, which is more difficult to find, you can try the MD debugger to see if it shows there.

There should be patrol missions available from military outposts, the "Offer Race" should be Argon Military, rather than just Argon, then they should you military rep when completing them. There is only 1 patrol mission available at a time though, and they are generated when you enter a sector with a military outpost.

For the Guild passengers, you need to join the Celestial Navigators Guild, and then you can find them from the Guild Board at trading stations

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