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

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Cycrow
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

IL'YA LIGHT wrote: Sun, 4. Aug 24, 16:31 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.
Its not intended, i will have to check why its not appearing.

You can get a few pieces of software from the black market, it doesn't check if you already have it installed, as it will allow you to view them, then use another ship to buy them
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

Igec wrote: Sun, 11. Aug 24, 00:42 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.
There isn't currently any way to check the status, i will look to see if i can add something like that.
But basically, when ever the station produces wares, it removes them from sale and send them to your HQ. So it depends on how quickly they produce, you can feed the factory resources to increase the production too
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by steve_v »

Tried the Assassins guild start, docked my starting nightshade at the phantom shadowblade (much jittering ensued), undocked (and was teleported ~2KM away), my ship now has no visible hull geometry & no colliders, try to re-dock at the phantom shadowblade, game crash. Docking at other stations is fine, so I suspect caused by collider problems with the Shadowblade.

Aside, I see Mammoths for sale at the Teladi shipyards in Credits Denied and Overmasters Talon. Pretty sure the Teladi shouldn't be selling Mammoths.
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darthdev
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by darthdev »

Cycrow wrote: Sun, 11. Aug 24, 01:00
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
Thanks a lot!, I was playing with in-game MD:

I managed to get rid of the ghost mission by going deep into the cue, set it to pilot destroyed then switch recruit cue status back to completed.

I managed to get military missions by going into the missions cue and force the cue, then I get them, not sure if this is the proper approach or if it will persist or I'll need to force them every time.

For the celestial navigators, I was already a member, anyway I tried everything (switching states, re-forcing cues, etc.) and there are no guild passengers missions anywhere.

Maybe it is in a different MD entry I don't find? In any case maybe you can see what is going on in that save file I posted. For the time being, no passengers for me :cry:
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by steve_v »

Moar bug: Assassins guild bounty missions all show as "Type" "ReadText9620-2000". Presumably that should be "Assassination"?
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

darthdev wrote: Sun, 11. Aug 24, 11:55
Cycrow wrote: Sun, 11. Aug 24, 01:00
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
Thanks a lot!, I was playing with in-game MD:

I managed to get rid of the ghost mission by going deep into the cue, set it to pilot destroyed then switch recruit cue status back to completed.

I managed to get military missions by going into the missions cue and force the cue, then I get them, not sure if this is the proper approach or if it will persist or I'll need to force them every time.

For the celestial navigators, I was already a member, anyway I tried everything (switching states, re-forcing cues, etc.) and there are no guild passengers missions anywhere.

Maybe it is in a different MD entry I don't find? In any case maybe you can see what is going on in that save file I posted. For the time being, no passengers for me :cry:
The passengers were not being created correctly, this is fixed in the next version (they will slowly start to appear again over time)

For the military mission, one of them is not working correctly (this is fixed in the next version). So if it picks the broken one, then you have to wait again for it to time out for the next time. You can still find the missions, you just have to be lucky in that in picks the working one
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

steve_v wrote: Sun, 11. Aug 24, 06:56 Tried the Assassins guild start, docked my starting nightshade at the phantom shadowblade (much jittering ensued), undocked (and was teleported ~2KM away), my ship now has no visible hull geometry & no colliders, try to re-dock at the phantom shadowblade, game crash. Docking at other stations is fine, so I suspect caused by collider problems with the Shadowblade.

Aside, I see Mammoths for sale at the Teladi shipyards in Credits Denied and Overmasters Talon. Pretty sure the Teladi shouldn't be selling Mammoths.
Looks like its an issue with the external dock ports. It works fine if owned by the player. I've got a temporary workaround where i will keep the external docking ports full, so you can only use the internal ones, which work fine, until i can fix the external docks.

the mammoths will be fixed in the next version
jasii100
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by jasii100 »

Awesome stuff Cycrow! Thank you.

Looking for some hivemind advice. I just started a new save, completely fresh set of files copied from Steam download to an independent standalone directory, Plugin manager pointed at the new directory, nosteam exe, freshly loaded unofficial patch 1.3.18, Guilds 0.65. Nothing else.

I'm doing the Argon Miltary Cadet start - just started it. Following the patrol leader in the second leg (patrol through a few Argon sectors) of the starting scenario, and once I hit SETA, I have a fatal collision with another ship within a few seconds. This has happened now 4 times in a row. Is this expected behavior?

Thanks again for any advice!
Last edited by jasii100 on Mon, 12. Aug 24, 01:40, edited 1 time in total.
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darthdev
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by darthdev »

Thanks again Cycrow, you're amazing!

I was playing more with the MD in-game today, and I found a lot of weird stuff trying to get a second mission from Military Argon.
Most of the times the forced mission asked me to go to the same sector I was in, so I just gave up on that, hopefully you find a solution.

For the passengers, oddly enough ... I got one! Just the moment I docked in the newly created Bounty Hunters HQ haha! :mrgreen:
I could not get it, though, as I didn't have the luxury cabin netiher clearance for Earth Torus. But hey, the only one I've seen.

I also had the framerate killed when docked to Shadowblade in Gaian Star, definitely something is going on, maybe with its geometry?

Another small thing I found: When accepting a guild mission that has been for a long time (as these are apparently sticky), there are chances the target station (in this case for a mercenary escort) is not longer there.
In this case, the escorted ships gets into the final sector and just stops to 0m/s, and stays there forever. Not sure if it's an issue for all guilds mission or only this one.

Also last thing, I found odd that in the merchants guild sector, where a Xenon K has been forever, they don't attack it (friendly race, etc.).
But the moment a pirate syndicate ship entered (from Goner plot), the guild ships engaged it!! I guess no so friendly race! :)

Once again, thanks a lot, its crazy the amount of entertainment and fun this 'ultimate' version of X3 offers.
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by medwed »

Dont know if that is a bug or releated to the main plot´s (terran conflict etc) but at the moment can´t reach higher notority then split privileged associate of rhonkar (stuck on 98 %).
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

That is a result of FL dynamic relations. You can't improve your rep futher if you are already friends with thier enemy

This means you can only get max rank with 1 group of factions
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by steve_v »

Joined bounty hunters guild and completed the recruitment mission, as soon as I docked to turn it in I was given (without interaction, auto-added to mission log) this broken mission:
Image
No guidance available, and I can't abort it either. Any idea what I'm supposed to do with it?
darthdev wrote: Sun, 4. Aug 24, 13:16 - I have a ghost mission briefing, related to the bounty hunters guild recruitment mission, probably caused by moving captured pilot between ships.
Cycrow wrote: Sun, 4. Aug 24, 13:32 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.
Sounds like the same issue, but this is a new 0.65 install and a new save file. Presumably by "current version" you mean 0.65?
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Ghost140 »

Having an issue with a mission not firing. Its the Albion prelude mission where i aid the war effort before the mission where
Spoiler
Show
jonferco hq is attacked
. Attached is a save where 'Aid the war effort' mission is active and only 1 kill is needed for it to disappear at which point i assume that the next is supposed to fire. I ran seta for a bit but nothing happens.

https://drive.google.com/drive/folders/ ... drive_link
steve_v
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by steve_v »

Another bounty hunters guild mission completed, another broken mission acquired, no ship-switching shenanigans involved.
This pretty much renders the bounty hunters unplayable without filling mission log with unremovable junk...
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Cycrow
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

Did the broken briefing happen after completing the mission, or was it some time during ?

You can still do the bounties from the guilds board which don't use the MD.
steve_v
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by steve_v »

Cycrow wrote: Fri, 16. Aug 24, 12:12 Did the broken briefing happen after completing the mission, or was it some time during ?
Immediately upon handing it in, i.e. docking at the BH HQ to deliver the captured pilot. Got an on-screen notification "Capture: actor.name@Bounty_Radiant_Mission_1.2", and the briefing added to mission tracker.
It disappeared from the mission tracker some (unnoticed) time later, so presumably there's cleanup happening and you can ignore my earlier comment WRT broken missions accumulating.
The original broken briefing from the recruitment mission remains though.
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darthdev
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by darthdev »

Cycrow wrote: Fri, 16. Aug 24, 12:12 Did the broken briefing happen after completing the mission, or was it some time during ?

You can still do the bounties from the guilds board which don't use the MD.
It happened to me for every capture mission when delivering the pilot back to the Bounty Hunters HQ.
However, these ones, unlike the recruitment one, I could abort immediately (still counted as completed as it raised rep).
There may be that cleanup eventually, maybe when MD looks to offer next one?
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by Cycrow »

This should be fixed in 0.70
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by steve_v »

I can't seem to complete the Terran plot, during the final "deliver dignitaries" mission I get the "you have continued to deviate" message and am insta-killed as soon as I enter Earth sector. Tried a few different ships, transferring passengers etc, no dice. Pretty sure I'm not "deviating" from any course here, as I don't even have time to set one after leaving the TOA.
Any ships sent through the TOA OOS are also insta-killed, though I have "Earth Access" rank with ATF. Revealing the sector with the cheat package shows the torus as hostile, I was under the impression that the plot should fix things like that.
FWIW, the same thing happened with the Terran station in Heretics End earlier in the plot - It remained red to me despite raising Terran rep well into the positive and having a plot mission requiring me to dock there. Setting it to neutral with the cheat package allowed me to dock and the plot to proceed. This seems confined to Terran stations, e.g. the military outpost in M148 did go neutral and allow docking when needed for the plot.

Any ideas? I completed the Terran plot chain in 0.50, and my docking rights were set correctly wherever needed for progression. Not sure what I'm doing differently this time besides a different game start (though both started as hostile to terran and atf).

Setting the torus neutral with the cheat package allows docking and the terran plot chain completes ("opened up the solar system" message and all), but after leaving and re-entering the sector it's red again. Is there a hidden terran rep requirement (i.e. not checked before giving mission guidance into certain death) here? I'm currently at Terran "Servant of Terra", ATF "Earth Access".

On a slightly related note, the NPC Terran Scabbards (x2) used for the boarding action in Zyarth's Stand are still there, doing nothing, at 0m/s. Aren't such ships supposed to be cleaned up as part of the plot MD?
heimdallxx
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Re: [MOD] Guilds - BETA v0.65 - 2024/08/03

Post by heimdallxx »

Hello again,
First, thank you for your previous answer. I have some new questions :(

1. Has the entire economy been buffed? I can't find any production opportunities; every station is almost full of resources.

2. When will full sector takeover be implemented?

3. You mentioned that I can install scripts from AP and TC, but are scripts like the bail addon compatible?

Thank you for your patience :)

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