[MOD] Unoffical Patch : V1.3.19 : 2025-05-10

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

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

Lorric
Posts: 298
Joined: Sat, 7. Jan 06, 12:18
x3tc

Re: [MOD] Unoffical Patch : V1.3.17 : 2024-05-30

Post by Lorric »

So, I've played the X3 games since Reunion, on and off. It's been a while and I just discovered that X3:FL is a thing, and that it works fine in Linux. Awesome. Two weeks later, I discover this thread - there are still people working on fixing and improving the game. That is completely awesome! :D Thank you Cycrow (and collaborators).

The mission detail where "Return my ship" shows ship type just blew my mind. I've been wanting that since missions started back in TC.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Cycrow »

New Update: 1.3.18
  • Fixed some commands showing correctly in context menu (ie Use Jumpdrive)
  • Fixed some script commands (laser/bullet stats)
  • Fixed tab hotkey in Best Buys/Best Sells menu
  • Fixed mouse selecting values in Best Buys/Best Sells menu
  • Fixed MK3 Trader installing jumpdrive kits
  • Fixed Mission Director to use any minerals (create asteroid)
  • Fixed dormant jobs
  • Added numeric seperators to Transaction log (Buying/Selling)
  • Added audio verbose description in galaxy map (sector description)
  • Added face display to custom Comms
  • Prevented station rebuild in sectors with ownership change
-Odin-
Posts: 84
Joined: Mon, 28. Aug 06, 13:20
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by -Odin- »

:) thank you for update...
User avatar
N8M4R3
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 453
Joined: Fri, 24. Nov 06, 15:48
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by N8M4R3 »

German Translation v1.3.18 available

2024-08-03 Unoffical Patch v1.3.18 Translation L049 -> Edit: Download removed because it's added to the Download on first Page
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.19 *** Modified*** :khaak: :thumb_up:
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/
Hwitvlf
Posts: 531
Joined: Tue, 13. Apr 21, 21:36

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Hwitvlf »

A massive thanks to everyone who is working on this game. I wish all game makers put so much good sense and polish into their titles. Each update adds significant quality-of-life improvements!

Some bugs in case they help:
1. The Aran will spawn endlessly in UJD sectors. Potentially game breaking considering its value.
2. Deliver Ship missions for TPs from pirates can not be completed. I suspect the game is looking for Pirate race TP ships?
3. Pretty sure the same thing happens with Vulture Miners when they are requested by Teladi but belong to NMMC.
4. If Goner claim Harmony of Perpetuity Beta, they don't seem to build a dock there. Maybe Goner Temple doesn't count as a dock?
5. Some Goner combat mission will not display. Maybe assassination missions since Goner have no enemies?
6. Serious bug on TLs which appears to be triggered by automated complex building - perhaps when the script pauses for insufficient funds/reputation. An affected TL can not transfer most of its goods/equipment to other ships/stations. This may be the same bug that strips player inventory if they enter the TL. The only solution I've found it to destroy/sell the TL and buy a new one.
7. The Aran seems to have gate jumping disabled if a capital in docked (good thing), but this also prevents returning from a UJD sector - bad if you boarded it with a M7M.

Suggestions:
Occasionally add an asteroid which gives discovery points to UJD sectors.
Add Jump Beacon as a rare and expensive Explorers Guild reward. Leaves option open for non-combat trader playthrough.
:)
Igec
Posts: 21
Joined: Thu, 30. Oct 08, 03:11

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Igec »

Hi

I wish to express my gratitude for the update and your efforts with X3FL.

I have a specific tiny request. Would you happened to be so kind and explain to me, how I can make jump beacons sellable again? After patching game with latest unofficial patch, this is not an option any more. I raised the price in TWareT.pck to vanilla values but that didn't do much.

Please excuse me for my broken english and thank you again.

X3: Farnham's Legacy
Unoffical Patch v1.3.18
Guilds v0.65
Last edited by Igec on Wed, 21. Aug 24, 21:20, edited 1 time in total.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Cycrow »

The jump beacons were never available for safe, but you can still get the ones for TerraCorp.

if you want the jump beacons to be sellable, you need to use a script to edit the ware flags

Code: Select all

$flags = get ware flags: Jump Beacon
$flags = $flags & ~([WareFlg.NoPrice] | [WareFlg.Dummy])
set ware flags, ware=Jump Beacon, flags=$flags
Igec
Posts: 21
Joined: Thu, 30. Oct 08, 03:11

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Igec »

Wow, that was crazy fast and it works like a charm. I used ingame SE. Didn't find WareFlg and used WareType instead, and ! operator instead of ~. Hope it's ok.

Code: Select all

  $flags = get ware flags: ware=Jump Beacon
  $flags = $flags & !( [WareType.NoPrice] | [WareType.Dummy] )
  set ware flags: ware=Jump Beacon flags=$flags
  return null
I can sleep again, thanks Cycrow. :x3:

X3: Farnham's Legacy
Unoffical Patch v1.3.18
Guilds v0.65
User avatar
Perahoky
Posts: 501
Joined: Fri, 22. Aug 08, 16:04
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Perahoky »

Hello,

X3FL changes the script command "write to player logbook" and changes the count of parameters from 2 to 3.
Type, pageid, textid
Type is new

i just learned that in some scripts (lucikes from german), this changes causes all messages which used the old syntax to be written as "readtext" with weird high/low numbers because the "type" was set as "pageid", the pageid was set as textid and the textid was set as object values and their int versions.

Do you think there is a chance to fix this loogbook script command so old scripts dont break?

for example, if "type" is higher than 100 you treat it as old version? :P

what does Type do?

Edit:
The last parameter of this command
"wrrite to player logbook: type=<number> pageid=<number> textid=<number" $Value, $Value, §Value, $Value, $Value"
seems to not work. I simply cant assign the value to the position of the last parameter. I Try to set the last parameter in ingame script editor but it does not.
"Hope is the last force i have"
"This is how liberty dies, with thounderous applause"
***Modified***
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Cycrow »

Its not really possible to change like that, the script engine doesn't work that way. The scripts themselves will need to be changed to work.

when you edit the script, its best to add the new command, then fill in the values and delete the old one, rather than just edit the existing.

The type parameter is because in FL there are multiple types of logbook entries, there are constants you can use for the type
imanitu209
Posts: 13
Joined: Sat, 19. Oct 24, 00:25
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by imanitu209 »

My Universal Trader bought jumpdrive kit and it just disappeared. No jumpdrive, no money. 600,000 credits down the drain. And I was wondering why money isn't increasing. Please remove it from automatic traders' goals. Why is it even there when it was working perfectly fine separately?
Füchsingeist
Posts: 3
Joined: Tue, 5. Nov 24, 22:38
x3fl

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Füchsingeist »

Hello there.

Thank you for such an amazing continuous work.
I am close to switching to unofficial patch from vanilla. I have a question: if I install it mid-save, will I miss new content (Darkspace, their sector)? Or do I have to start a new game in order to get all the features?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Cycrow »

everything should be added in an existing game.

the patch has been designed with save game compatibility in mind
Füchsingeist
Posts: 3
Joined: Tue, 5. Nov 24, 22:38
x3fl

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Füchsingeist »

Is terran spy plot available with ATF enforcer start?
Scoob
Posts: 11180
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Scoob »

Hi,

I'm attempting to get the FL XRM Mod Forum link) to work. I played it previously with an older versions of the Unofficial Patch, and I suspect it's not compatible with the current one - which is of course all I have now, having deleted the old version last time I played a couple of years ago.

I know another mod's compatibility isn't your problem of course, I'm just hoping to get some guidance as to whether there's anything I can do - perhaps a link to the older v1.3.5 UP, that is the version I think I was using back then - and the last version FLXRM was definitely compatible with, as far as I'm aware.

Note: I've done a fair bit of testing this afternoon with various game configurations and it appears to be the combination of FLXRM and v1.3.18 UP that don't play nice. Though I have no earlier version of the UP available to 100% confirm this.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Cycrow »

All the old versions are available from my server.

www.xpluginmanager.co.uk/flscripts

The Guilds mod is updated to the latest version and includes all the XRM assets.

Future versions of FLXRM will be based from Guilds
Scoob
Posts: 11180
Joined: Thu, 27. Feb 03, 22:28
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Scoob »

Thank you, couldn't find that myself!

I can now test with older versions to see if what I suspect is true. I know I'll potentially be missing out on more recent fixes, as well as excluding myself from that that needs the newer UP versions, but so be it.

Cheers.

Edit: You know, before I saw your post, linking the Archive, I did a re-download of everything FLXRM. Just in case. I had little faith that it was the answer - i.e. that I somehow had a corrupted download - however, after going through the whole process again, but with the FRESHLY downloaded files, I was able to start a new game, dock at a station and NOT crash the instant I pressed "d" to interact. It's all a process I suppose, and I'm going to test more before I commit to the game.
fireanddream
Posts: 437
Joined: Sun, 13. Dec 15, 07:15
xr

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by fireanddream »

Hi Cycrow, sorry to bother you again.

I've experienced a consistent freeze that is not solved by the unofficial patch.

So tonight I was testing more about vanilla carrier management. Wanted to see if ships are replaced via buying from NPC shipyard, how the carrier would deal with missing equipment from the loadout.

I saved a Discoverer loadout with cargobay shielding, then blew it up. The carrier jumped to Light of Heart to order another one, good, then did nothing.

I then jumped it to Black Hole Sun where my HQ is, too see if it will send the Discoverer to HQ to equip cargobay shielding.

Every time the carrier enters Black Hole Sun, the game would hang. OOS or IS, even with me flying the ship.

If I just kick out the newly bought Discoverer the freeze doesn't happen. :sceptic: :sceptic:

I've tried installing the patch manually or with plugin manager. No other mod, completely vanilla before.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22437
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by Cycrow »

if you have a save game where you can reproduce this, then i can take a look and see whats crashing it.

A freeze is usually when a script gets stuck in a loop
fireanddream
Posts: 437
Joined: Sun, 13. Dec 15, 07:15
xr

Re: [MOD] Unoffical Patch : V1.3.18 : 2024-08-03

Post by fireanddream »

Cycrow wrote: Thu, 6. Feb 25, 19:59 if you have a save game where you can reproduce this, then i can take a look and see whats crashing it.

A freeze is usually when a script gets stuck in a loop
Here's the save.
https://drive.google.com/file/d/1myTl0c ... Conc7/view

The command console is already open. Jump the ship to BHS and the game should hang.

To reproduce from scratch:
buy a discoverer hauler
send to my HQ to apply loadout
assign to my Ariadne
blow it up
the carrier should jump somewhere to buy replacement (I don't have blueprint at HQ)
once it picks up the replacement, jump the carrier to BHS the game would freeze

Many thanks.

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