[PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

The place to discuss scripting and game modifications for X³: Farnham's Legacy

Moderators: Moderators for English X Forum, Scripting / Modding Moderators, Moderators for the X3:FL Forums

Supr4
Posts: 8
Joined: Mon, 7. May 07, 13:27

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Supr4 »

Is capturing Goner Aran working?
Every time i jump using unfocused jump, i see the Aran everytime, but i cannot target it... I also gone to Sancturay of Darkness but i cannot find Aran there? Is there any trigget for it that im missing?
Thanks
Supr4
Posts: 8
Joined: Mon, 7. May 07, 13:27

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Supr4 »

Also, im not able to complete New Home plot for some reason... im at the stage i need to code break #cafe, but i dont get the message. Im in coms range and i get a slider in the bottom and its green, but i dont get the message to code break. Also when i aproach to coms range, i get notice missing text ReadText3896-660009. Also weird is that left monitor shows always black screen saying No Pilot (usually its set with auto target), not sure if its normal.
Any ideas to progress this?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22456
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Cycrow »

Supr4 wrote: Fri, 15. Nov 24, 19:27 Is capturing Goner Aran working?
Every time i jump using unfocused jump, i see the Aran everytime, but i cannot target it... I also gone to Sancturay of Darkness but i cannot find Aran there? Is there any trigget for it that im missing?
Thanks
The Goner Aran in the unfocused sector won't work properly, it will be removed. You will need to get it from Sancturary of Darkness, but this won't be available until the sector has been claimed.

To trigger this event you first need to claim one of the HSAP and build a TOA. This triggers the races to start claiming the others. This will however take time and the order is random
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22456
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Cycrow »

Supr4 wrote: Wed, 20. Nov 24, 11:57 Also, im not able to complete New Home plot for some reason... im at the stage i need to code break #cafe, but i dont get the message. Im in coms range and i get a slider in the bottom and its green, but i dont get the message to code break. Also when i aproach to coms range, i get notice missing text ReadText3896-660009. Also weird is that left monitor shows always black screen saying No Pilot (usually its set with auto target), not sure if its normal.
Any ideas to progress this?
The read text message is supposed to tell you want to do. But basically you need to open the context menu on the #cafe then under additional, you will find the option to hack.
Supr4
Posts: 8
Joined: Mon, 7. May 07, 13:27

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Supr4 »

Thanks. Any reason its missing text? bad instalation or a bug?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22456
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Cycrow »

No it's a bug that I need to fix
Alastair Hill
Posts: 1
Joined: Sun, 12. Sep 04, 22:25
x3

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Alastair Hill »

I am returning to the X3 universe after many moons away. I wanted to give your fabulous mods a go, especially the old plots. However I have run into an issue.

With the plugins installed, I am seeing a drop off in FPS while using SETA that doesn't happen in the vanilla game.

I typically esnure my games run as close to 60FPS as possible, which the vanilla game does constantly. With the plugin manager/unofficial pacth installed I will occassionally have a brief drop to 30/40 fps that lasts a second or two and is barely noticeable. I suspect this may be down to the possible introduction of extra traffic in the systems being rendered.

However if I enable Old Plots, my fps while in SETA drops to less than 10. Is there a setting I am missing? And purely for my own curiosity, why would a story mod affect the graphics so dramatically?
Ybducu
Posts: 2
Joined: Fri, 13. Sep 24, 19:43

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Ybducu »

Alastair Hill wrote: Tue, 26. Nov 24, 07:37 I am returning to the X3 universe after many moons away. I wanted to give your fabulous mods a go, especially the old plots. However I have run into an issue.

With the plugins installed, I am seeing a drop off in FPS while using SETA that doesn't happen in the vanilla game.

I typically esnure my games run as close to 60FPS as possible, which the vanilla game does constantly. With the plugin manager/unofficial pacth installed I will occassionally have a brief drop to 30/40 fps that lasts a second or two and is barely noticeable. I suspect this may be down to the possible introduction of extra traffic in the systems being rendered.

However if I enable Old Plots, my fps while in SETA drops to less than 10. Is there a setting I am missing? And purely for my own curiosity, why would a story mod affect the graphics so dramatically?
I have the same problem. Dramatic fps drop during seta. Only other mod installed is the unofficial patch. Same thing happens for me with the Combo Mod, which has tc/ap plots baked in I believe, and also the unofficial patch, which i didn't install with that.
Füchsingeist
Posts: 5
Joined: Tue, 5. Nov 24, 22:38
x3fl

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Füchsingeist »

Alastair Hill wrote: Tue, 26. Nov 24, 07:37 I am returning to the X3 universe after many moons away. I wanted to give your fabulous mods a go, especially the old plots. However I have run into an issue.

With the plugins installed, I am seeing a drop off in FPS while using SETA that doesn't happen in the vanilla game. ...
That's curious, because I had the same issue couple of days ago full vanilla with Steam. Turned out my W10 had an update which was trying to load some non-present program. Caused massive CPU/SSD load. Fixed it.

Now I'm playing NoSteam Unofficial+Plots+some scripts+NoFog NoDust.... Seta factor 1000%, I see no difference from vanilla. (EDIT: I mean it's working good now).

Also, it's not just graphics, IIRC. The most load (especially on SETA) comes from CPU load, not rendering. And mods give us more sectors, more entities, more scripts... More computing per second.

The same is actually true for all X3 games. It's an older engine, not quite adapted for modern processors. I had an old laptop back in 00s-10s, it handled X3TC way better than my PC now.

EDITS: Clarification, spelling.

UPDATE: sorry, please disregard, FPS do seem to plummet when on 10x SETA
michael86
Posts: 42
Joined: Tue, 8. Jun 21, 17:52
x3ap

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by michael86 »

I installed the unofficial Patch and the OldPlots-Mod in X3FL.
A few questions:
If I start “Classic Starts - Humble Merchant”, what plots are available?

Terran Conflict/Classic Starts
• FL - Terran Plot
• TC - Main Plot
• TC - HUB plot
• TC - HQ Plot
• TC - Operation Final Fury
• TC - Goner Plot
• TC - Aldrin Missions
• TC - Treasure Hunt
• TC - A New Home
• TC - Balance of Power
• AP - Bridge Mission (Available after Aldrin Missions)
• AP - AP Plot (Available after AP bridge mission)
• AP - Shady Business (Available after AP bridge mission)
• AP - Corporations (Available after AP bridge mission)
Cycrow wrote: Tue, 17. Sep 24, 11:36 the FL main plot is only available in the FL starts. The ones in the "Farnham's Legacy" group on the start menu. All other starts will not have access to it.
this is because the FL plot is in a different part of the universe where you are cut off. This only really works at the start of the game.
the FL Terran plot is available to all starts though
What exactly is the FL Terran plot and how does it differ from the Terran plot in TC? BTW, how to start it? I assume since the reconnection of the gates is already done or better never happened in “Classic Starts - Humble Merchant” where you start with TC and go to AP (the AP sectors will appear after the TC-AP bridge plot?), why do we need that plot anyway. Would it make more sense to do it after AP?

Another Question:
In the mod TC plots for AP you could also use the IE/IEX. I know they won’t work without modifications, but would it be a problem if I add them or is most of it already included in FL base or your mods?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22456
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Cycrow »

The FL Terran plot can be done front all starts, and it will open a 2nd route into terran space. It's also the only way to get the Maru.

You unlock it in the same way for all starts, build your own TOA (requires the hq).

I javnt used used IEX so I don't know i it will work or not. But I assume it changes the galaxy nap based on AP so it may not work without editing, as a number of sectors have moved around in FL and the plots adjusted to use thier new positions
michael86
Posts: 42
Joined: Tue, 8. Jun 21, 17:52
x3ap

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by michael86 »

Just to make sure I understand you correctly, as Humble Merchant I have access to all plots besides the Farnham's Legacy - Tc Bridge Mission? Your description a little misleading to me. Maybe a table would be helpful.
But it seems so because I can start the Gonner plot.
Cycrow wrote: Thu, 26. Dec 24, 14:40 I javnt used used IEX so I don't know i it will work or not. But I assume it changes the galaxy nap based on AP so it may not work without editing, as a number of sectors have moved around in FL and the plots adjusted to use thier new positions
Not out of the box. Most is in addon and wont affect anything, and the old TC stuff will be overwritten by /addon2/04.cat. So, it shouldn't break anything essential as long as the cats are lower than your patch and MOD.
I edited the t-files and made them compatible with FL and your MOD. Next step will be the maps. I already have some done. But the larger ones and the main map will take a while.
Would you or someone else be interested? Couldnt get a hold of Moonrat, so i dont know if hes ok with that.
michael86
Posts: 42
Joined: Tue, 8. Jun 21, 17:52
x3ap

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by michael86 »

I noticed the company missions like Terracorp or OTAS wont start. How can I make them available?
Tharrg
Posts: 335
Joined: Thu, 17. Feb 05, 16:09
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Tharrg »

When playing an FL start the Terran are not available, so you can never gain Terran reputation so it does not seem reasonable to lose it either. However, you have wartime Terran dynamic relationships. As the TC plot has not happened yet logically this start is happening during the time of X3Reunion, hence no one except the Goners and TerraCorp believes or cares that Terrans exist.

In this case I suggest a dynamic relationship change to make Terrans neutral until either the spy mission or the TC bridge mission.
Tharrg
Posts: 335
Joined: Thu, 17. Feb 05, 16:09
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Tharrg »

Edit: Custom game bug below, I think. The Terminator worked fine in an expanded sandbox game.

OFF, the terminator won't talk to me.

Marksman, Argon Fed Associate 64% and Split creature 16% so should be ok. Still early.

Images
https://imgur.com/a/RLznpeh
https://imgur.com/a/RLznpeh
https://imgur.com/a/dbXsiZb

Save https://drive.google.com/file/d/1jWd_TZ ... sp=sharing
Maybe can download, struggling with google drive atm.
Last edited by Tharrg on Mon, 3. Mar 25, 20:17, edited 1 time in total.
Tharrg
Posts: 335
Joined: Thu, 17. Feb 05, 16:09
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Tharrg »

Combat missions on Goner stations sometimes won't talk. For example, Jarran Silsarna on Rimes Fact L alpha in this save. This happens repeatedly and is not a one off.

https://drive.google.com/file/d/14y7rME ... sp=sharing
Tharrg
Posts: 335
Joined: Thu, 17. Feb 05, 16:09
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Tharrg »

Warrior 48%, +4 (Argon Accepted Advisor) and +10 (Honoured Strong Arm of Rhonkar). I go to Omicron Lyrea Alpha and the exterminator is red and won't talk to me.

I suspect I made the mistake of visiting Omicron Lyrea when I was -4 (Argon confirmed enemy) and turned The Exterminator red. The start was Terran Spy.

Is there any hope for ever doing OFF? If I shoot The Exterminator will it respawn?
Daniel Bone
Posts: 612
Joined: Sun, 15. Feb 04, 01:10
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Daniel Bone »

I have started the X3 AP plot Argonian Peacekeeper.
However, it seems to be quite buggy.
- For example, all the stations in the treasury are duplicated.
- AGI Taskforce perceives me as neutral.
- I can't even get past the first mission to support the war effort.
- Spontaneously I am suddenly neutral to the Terrans
- Sector Eternal Light is now "Unknown Sector"

Are these normal starting problems and should I just keep firing at Terran and AGI Taskforce?
vizhyk
Posts: 1
Joined: Tue, 1. Nov 22, 04:59
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by vizhyk »

JimmyDeSoto wrote: Tue, 9. Jul 24, 07:48 Hi, I played Goner FL-Start.
Everything worked fine, completed every plot as listed until i finished AP Argon main Plot. Once i finished it, I got a message from Atreus wich started the AP HUB Plot.
At this point the Borons took control of my Xenon Hub, wich i got during FL.
I thought its fine, ill just do the Plot to regain it - but it seems like the Mission: "Deliver 20.000 Energy Cells to the Hub and connect to Zyarths Sector (dont know the english name)" Does not work.
The Hub is under my Control, and was already filled with 30k E-Cells. Taking them out and puting them back in doesnt work. Also, the sector-connection part did not recognize as completed.

I assume it would be best if the AP-Hub plot just would not start with my FL-Goner-Start.
Cycrow wrote: Tue, 9. Jul 24, 22:12 The AP Hub plot should only be available to the AP starts, same as the AP HQ plot. Will have to take a look why thats not working
Hello. I played Argon clerk FL-Start and I can confirm I faced same issue. I hadn't issues with old plots before but it seems this one problem is not rare.
Is there any way to force finish this plot using some script in developer menu(thereshallbewings) or anything else?
Golf33
Posts: 30
Joined: Fri, 2. May 08, 11:18
x4

Re: [PLOT] TC/AP Plots for FL : v1.03 : 2023/12/03

Post by Golf33 »

I think I must have messed up the installation. I can't use the plugin manager because I'm on Linux (bazzite/Fedora 42).

I have X3TC, X3AP and X3FL installed in Steam. I've extracted the contents of the Old Plots ZIP into the TC/Addons2 folder. I've done the same with the Unofficial Patch ZIP, overwriting files where there were conflicts. Then I copied and renamed the two movie files from /mov and /addon/mov to addon2/mov.

I start X3FL from Steam, the config panel comes up and identified the game is running 1.3.19 (unofficial). In the game, I can see the new starts for Old Plots. I select New Game > Terran Conflict > USC Commander. The TC intro movie plays. Then I find myself in Uranus sector, flying a completely empty Scimitar - no weapons, no equipment, and no credits in my account! EDIT: checked a few more starts. This issue is present in several of the TC and AP starts (all the ones I checked at least). The FL start I checked is working normally, so can play that at least.

I'd really like to play through the plot lines in order, using the improvements in X3FL, so I'll be very grateful if anyone can help me fix whatever it is that I've screwed up!

Return to “X³: Farnham's Legacy - Scripts and Modding”