[Mod] Combo Mod v1.3.18.7

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Deniskos
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Re: [Mod] Combo Mod v1.3.10.5

Post by Deniskos »

danadi712 wrote: Tue, 19. Mar 24, 19:13 Did anyone know if X3 Combo Mod: v.3.8 (same autors) can be played in english?
There is no English localization for this mod.
danadi712
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Re: [Mod] Combo Mod v1.3.10.5

Post by danadi712 »

Ok
Thank you for your replay
Deniskos
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Re: [Mod] Combo Mod v1.3.18.7

Post by Deniskos »

Updated mod to version Combo Mod v1.3.18.7
heimdallxx
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x3tc

Re: [Mod] Combo Mod v1.3.18.7

Post by heimdallxx »

Very good pack but I believe it needs some explanation in main page about how its works, Step by Step installation, features etc. But as i said amazing work...
Igec
Posts: 21
Joined: Thu, 30. Oct 08, 03:11

Re: [Mod] Combo Mod v1.3.18.7

Post by Igec »

This mod is so cool. For those who don't find info -> it's all there, in the mod itself. The author made an great effort and all stuff(modules,scripts,...) are well explained in the game. If you want to experience all those wonderfull Lucikes scripts made for X3TC, and much more, in X3FL, this mod is right for you.
Thank you very much for the mod. :x3:

P.S.
Khaak ships don't have weapons->bug probably transferred from Cycrow patch(x3story.obj). BTW how do you guys edit those .oby files? Is there a decompiler for them? Where can I get it?
Ajexa
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x4

Re: [Mod] Combo Mod v1.3.18.7

Post by Ajexa »

hey what version unofficial patch should I use? the latest?
Deniskos
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Re: [Mod] Combo Mod v1.3.18.7

Post by Deniskos »

Igec wrote: Sat, 14. Sep 24, 02:30 BTW how do you guys edit those .oby files? Is there a decompiler for them? Where can I get it?
This and assembler will help you :)
Deniskos
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Re: [Mod] Combo Mod v1.3.18.7

Post by Deniskos »

Ajexa wrote: Mon, 25. Nov 24, 23:29 what version unofficial patch should I use? the latest?
Is it written here that the mod requires additional installations?
Everything is already integrated into the mod.
Spoiler
Show
Deniskos wrote: Wed, 21. Jun 23, 12:34 :arrow: Installation instructions
  • install the game
    if you have a steam version, then you need to copy the folder with the game somewhere to another place on the disk
    then download X³: Farnham's Legacy 1.3 NoSteam.exe from the official website of EGOSOFT and copy it with the replacement files to the game folder
  • after downloading the file, unpack the archive
    run X3 ComboMod v1.3.18.7.exe
    choose the correct directory, the mod will not install in the wrong directory
  • play
You can also see it here.
Deniskos
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Re: [Mod] Combo Mod v1.3.18.7

Post by Deniskos »

FixPatch_v1.3.18.7a
  • fixed incorrect detection of the Improved MK1 satellite by game scripts. The problem affected scripts such as Early Detection Satellite Network, Terra-Corp Fighter Pilots, Freight distribution network, Mobile Miner, Military Logistics Command Center, Orbital Service, Strategic Sector Defense Network.
  • Droid and Player shipyard scripts improved
  • for Freight distribution network added the ability to hide complex factories in the active sector. This feature is similar to the one in the X3TC Complex Cleaner script. It seems that even on productive systems in the game, when entering a sector with two hundred or more stations, there is a banal lack of 32-bit RAM, causing terrible lags. The option is available in the FDN menu.
  • fixed scripts of the Military-Logistic Command Center that did not work
To install it, copy the contents of the archive to the game folder and agree to replace the files. When you start the game, select the FixPatch_v1.3.18.7a mod.
Scoob
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Re: [Mod] Combo Mod v1.3.18.7

Post by Scoob »

Hi,

I did a fresh install of X3AP and then FL to ensure I had a totally vanilla base to work from. I then copied this to a NEW folder and applied the no steam .exe. This gave me working vanilla versions of TC, AP and FL.

I then ran the installer for the Combo mod, but it always reports to be installing to the WRONG directory. I used to have a folder called "X3TC FLXRM" - a previous modded game - but that folder was DELETED. However, when running your installer, it re-creates that folder and copies all the data there. I don't know why it remembers this old folder name, but it's wrong, it doesn't exist.

Likely I can tinker and work-around this, but it's odd right?

For clarity:

I had a Folder "D:\Games\X3TC FLXRM" which contained a modded game I was playing ages ago.

I created a NEW folder "D:\Games\X3TC" to copy a 100% vanilla base game install to, applying the no steam .exe.

I then DELETED the old Folder "D:\Games\X3TC FLXRM".

I next ran your installer and it defaulted to the DELTED folder, giving me no option to override. I guess something is baked into a registry setting somewhere.

Note: The installer does not give me an option to select a Directory, it just defaults to that incorrect one, which it then creates.
Deniskos
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Re: [Mod] Combo Mod v1.3.18.7

Post by Deniskos »

I have no idea what's wrong with your Windows. I can't reproduce your error either, the installer works fine.
What exactly does the error say?
To clean the mod data from the registry, just uninstall it properly by running addon2\uninst\X3 ComboMod uninstall\unins000.exe or Control Panel->All Control Panel items->Programs and Components->X3:ComboMod.
Scoob
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Re: [Mod] Combo Mod v1.3.18.7

Post by Scoob »

Deniskos wrote: Mon, 2. Dec 24, 04:33 I have no idea what's wrong with your Windows. I can't reproduce your error either, the installer works fine.
What exactly does the error say?
To clean the mod data from the registry, just uninstall it properly by running addon2\uninst\X3 ComboMod uninstall\unins000.exe or Control Panel->All Control Panel items->Programs and Components->X3:ComboMod.
Thanks for replying. It's not an error message or anything like that, the installer just picks a non-existent folder to install to. The Folder did exist previously, as I had a modded game there, managed by the Plugin Manager. However, I deleted all that to ensure I'd have a fresh, clean install ready to install the Combo Mod.

I can only assume that your installer is getting the folder name from the Registry, even though the folder is long gone. I did clear all game folder details from the Plugin Manager, in case it'd written something to the registry. When that didn't work, I pointed the plugin manager at the new folder, to see if that might update something, but that didn't work either.

If the Combo Mod installer asked me to pick a folder, I could of course then do that. However, without that option, it steadfastly insists on creating a NEW folder, with that old, previously-deleted, folder name.

I think, to get things working, I will copy the base vanilla install to that "old" folder, as the Combo Mod installer seems to insist on using it. I'll try a few other things first though, I like to keep folder distinct.

It's funny, the vanilla game install - the only version of the game actually installed by an installer of course - is managed by Steam in the Steam game folder. I created a whole new instance by copying that, and then applying the no-steam.exe, verifying that it ran ok. If the installer saw that original folder, and tried to install there, it'd make a degree of sense.

I'll do some more tinkering, going through the uninstall steps you suggest, now I have a little more time, and see if I can figure this out. I do recall in the past manually editing registry data to ensure installers point at the correct game folder, when there are multiple versions. I'll post back how I get on.

Note: when I saw the installer picked the wrong location, re-creating that previously deleted folder, I cancelled the install. I will allow it to continue, so I can use the uninstalled as suggested.
Scoob
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Re: [Mod] Combo Mod v1.3.18.7

Post by Scoob »

Update:

I did the following steps:

- I ran the Combo Mod installer again, and it once against picked the non-existent folder - no folder selection prompt.
- I let the installer continue, creating a new folder with that old name. Obviously no actual game data there at all.
- I navigated to the uninstaller and ran it, removing the mod data.
- I then ran the installer again, and it immediately prompted me to pick a folder location.

As mentioned, as soon as I saw the installer pick the wrong location that first time - no prompt to pick a folder remember - I aborted the install. I've not played X3 in a long time, so wasn't actually aware of the Combo Mod until very recently, so I didn't have an old install of it or anything.

Certainly looks like some weird issue my side, but I don't know why the first run of the installer did what it did.
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alexalsp
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Re: [Mod] Combo Mod v1.3.18.7

Post by alexalsp »

Delete the X3 AP branch in the registry completely, and everything should be fine. Or, find in the registry the path to the game that the installer chooses and change it to the one where the game is installed. It may be necessary to reboot the computer.

HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\GOG.com\Games
Deniskos
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Re: [Mod] Combo Mod v1.3.18.7

Post by Deniskos »

Looks like the problem is with the installer after all. I linked it to the installation registry for the boxed version of X3TC.

Code: Select all

DefaultDirName={reg:HKCU\Software\EGOSOFT\X3TC,INSTALL_DIR|{commonpf}\EGOSOFT\X3 Terran Conflict}
This is no longer necessary and will be fixed in the next version of the mod.
Thanks Scoob!
Scoob
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Re: [Mod] Combo Mod v1.3.18.7

Post by Scoob »

Deniskos wrote: Tue, 3. Dec 24, 15:17 Looks like the problem is with the installer after all. I linked it to the installation registry for the boxed version of X3TC.

Code: Select all

DefaultDirName={reg:HKCU\Software\EGOSOFT\X3TC,INSTALL_DIR|{commonpf}\EGOSOFT\X3 Terran Conflict}
This is no longer necessary and will be fixed in the next version of the mod.
Thanks Scoob!
Cool, glad my report helped.
SteelSirokos
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Re: [Mod] Combo Mod v1.3.18.7

Post by SteelSirokos »

Hi,

First off, awesome mod! I just wanted to let you know that the Solano has some camera clipping issues when in first person view.

Edit 1: Also, the blackjack minigame is displaying ReadTexts.
Hundzigre
Posts: 1
Joined: Mon, 7. Apr 25, 05:13
x3fl

Re: [Mod] Combo Mod v1.3.18.7

Post by Hundzigre »

Heyya.
Nice mod, thank you for bringing back Cadius' ships, they fit so well on X3.
Love the DA feature, helps provide a past time/profit and potential ship tech, as well as the Satellite MK1.
Man those things are cool, love the multipurpose design. They could act as my very expensive laser scouting towers hah!

Though there are a few things that are bothering me.
  • I humbly request for the advanced jumpdrive equipments to be available to Terracorp and Terran territories.
    As they fit well in by description (Terracorp was focused on jumpdrive research and Terrans are advanced, or potentially AMT?) and by practicality, it has more availability if hostile with the Argonians.
  • There are cluttered equipment from X2 that are no longer usable in X3, ex. BHP Upgrade Kit, Strafe Drive Extension, AEGIS Weapon System, (Potentially) Data Storage Device? at AMT HQ.
  • I noticed that you can claim DeathArena HQ and same as its Sector. Is this intentional?
    It feels like they fit on 'Other' category rather than 'Neutral Race' category.
  • You can farm Navigational beacons (98,000+) on DeathArena. You only need to undeploy the nav beacon during the countdown.
    (It speeds up the deathmatch startup process too)
  • Is there a specific guide on how to remove the Necron and Babylon 5 Gates?
    They feel off on TOA sectors, and they feel really not fitting on the hub.
Edit:
  • The targeting reticle needs some change, the transparency and the white color makes it hard to find both semi and enabled auto-aim.
Deniskos
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Re: [Mod] Combo Mod v1.3.18.7

Post by Deniskos »

SteelSirokos wrote: Sat, 1. Mar 25, 03:01
All right, thank you. It'll be fixed.
Hundzigre wrote: Thu, 10. Apr 25, 18:50
Thanks for the comments. I'll try to fix some of these.
I can't promise anything about a space gate. It's just the style of the mod - dark and sour.
Last edited by Deniskos on Thu, 17. Apr 25, 19:09, edited 1 time in total.

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