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

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Uselessfs
Posts: 2
Joined: Sun, 23. Dec 18, 09:10
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Uselessfs »

Hi!

Stuck on the Beryl mission in Luna Ringo.
Took spy satellites from the Argon Secret Service station and flew out of the station.
The storyline doesn't continue any further, it's not clear what to do.

Help please.
Ektufall
Posts: 10
Joined: Sat, 19. Oct 24, 23:20

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

Post by Ektufall »

What are the prerequisites for Industritech Plot - Phase 1 (The Gate Crystal)?

I am getting invalid mission objective when I should be getting directions to speak again with Industritech agent in Interworlds.
This happens right after I am returning him back from escort mission in Terran sectors and as I just drop him at Computer Plant in Interworlds one mission finishes and next one starts where he tells me to speak to him later when he will learn more from collected information. Because of invalid objective I can not communicate with him about next part of this plot and mission get stuck.

As I started on FL Argon Official start I by idea should not be able to even get to Terran sectors before I finish Terran Spy plot (still have not) but at this game start Terran sectors were unlocked for me as soon as I finished FL plot.
Ektufall
Posts: 10
Joined: Sat, 19. Oct 24, 23:20

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

Post by Ektufall »

Ektufall wrote: Wed, 18. Jun 25, 20:20
Cycrow wrote: Wed, 18. Jun 25, 11:31 If you send me your save game I'll see if I can come up with a script that fixes it in your game
Here is my latest save after upgrading to version 0.81
https://www.dropbox.com/scl/fo/n3wwg5ty ... vq4yl&dl=0

Be careful not to travel to these two sectors , as soon as you enter game will crash:
The Void Eta
Unclaimed Sector east of Unseen Domain (renamed _Paranid)

Still have to figure out how I screw them up.
I have narrowed down why I am having trouble with these two sectors.
Game crashes for me as there are too many stations there. Is there even such limit in FL for individual stations? As I am not merging them to complexes.

In Unclaimed Sector east of Unseen Domain (renamed _Paranid) there is in total 70 stations of which 69 are mine.
With low graphical settings I am getting out of memory error related to dust ..
With Texture, Shader on high settings just CTD on entry.

When I delete some of the stations to reach lower amount I get this result:
With 40 stations in sector - I can jump in , but everything is extremly laggy
With 20 stations in sector - every thing is good and no CTD or lag at all.
Ektufall
Posts: 10
Joined: Sat, 19. Oct 24, 23:20

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

Post by Ektufall »

Cycrow wrote: Wed, 18. Jun 25, 22:13 that should be fixed in 0.82
Thanks, will be looking forward to that. As not having access to guild master for Assassins Guild bugs me out.
And I suspect that only through him we can order sector to be contested without declaring open war right?
My goal is to finally claim The Void Eta for myself.

From
https://guilds.xpluginmanager.co.uk/ind ... -claiming/

"Currently not implemented, the Assassins Guild will create a contested sector for you to use."
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
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Joined: Sun, 14. Nov 04, 23:26
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Cycrow »

Uselessfs wrote: Sat, 21. Jun 25, 13:24 Hi!

Stuck on the Beryl mission in Luna Ringo.
Took spy satellites from the Argon Secret Service station and flew out of the station.
The storyline doesn't continue any further, it's not clear what to do.

Help please.
What does the mission briefing say, and do you have the satellites on your ship (ie did you have enough room?)

IF you didn't have enough space, then you will need to undock and dock again when you do.

if you have the satellites, it should update the briefing and point you to the first sector.
If its not working, can you give me a save game, and ill look at fixing the trigger
Ektufall
Posts: 10
Joined: Sat, 19. Oct 24, 23:20

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

Post by Ektufall »

Ektufall wrote: Sat, 21. Jun 25, 16:29 What are the prerequisites for Industritech Plot - Phase 1 (The Gate Crystal)?

I am getting invalid mission objective when I should be getting directions to speak again with Industritech agent in Interworlds.
This happens right after I am returning him back from escort mission in Terran sectors and as I just drop him at Computer Plant in Interworlds one mission finishes and next one starts where he tells me to speak to him later when he will learn more from collected information. Because of invalid objective I can not communicate with him about next part of this plot and mission get stuck.

As I started on FL Argon Official start I by idea should not be able to even get to Terran sectors before I finish Terran Spy plot (still have not) but at this game start Terran sectors were unlocked for me as soon as I finished FL plot.
Here is why I started to think that there are prerequisites for triggers to continuing this plot.

https://imgur.com/gallery/industritech-plot-TbUsfu2

First mission completes correctly: 1st image
As I unload my passenger , I receive dialogue to check with him later. New mission starts and mission objective is correct , yet no chance to talk with the guy via comms: 2nd image
Around 5 seconds later mission loose objective and becomes "invalid": 3rd image
Hwitvlf
Posts: 517
Joined: Tue, 13. Apr 21, 21:36

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

Post by Hwitvlf »

Ektufall wrote: Sat, 21. Jun 25, 16:35 I have narrowed down why I am having trouble with these two sectors.
Game crashes for me as there are too many stations there. Is there even such limit in FL for individual stations? As I am not merging them to complexes.

In Unclaimed Sector east of Unseen Domain (renamed _Paranid) there is in total 70 stations of which 69 are mine.
With low graphical settings I am getting out of memory error related to dust ..
With Texture, Shader on high settings just CTD on entry.

When I delete some of the stations to reach lower amount I get this result:
With 40 stations in sector - I can jump in , but everything is extremly laggy
With 20 stations in sector - every thing is good and no CTD or lag at all.
This is the same error I reported earlier. I thought it was due to station count, but I started having the same issue in other sectors with only a few stations. I had my HQ in Blue Horizon and would habitually keep ships from "retrieve ship" missions. The Police fleets would show up and made a nice security force for the sector. After there were dozens of police fleets there, the game started crashing when I entered the sector. I have other sectors with 150+ station complexes with only minor lag. My best (uneducated) guess is that it's due to the number of different models (textures) in a single sector. Lots of the same type of station/ship seem to have less impact than lots of different types. Turning down the display quality seems to help.
Hwitvlf
Posts: 517
Joined: Tue, 13. Apr 21, 21:36

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

Post by Hwitvlf »

Some minor issues I've encountered, in case it helps:
Capital ship docks on the HQ link to the center of the capital. Many big capitals (Phoenix etc), cover the external docking ports causing instant death when undocking small ships.

On docked ships, if you use the FLT "jump to station/point" in the same sector, the ship will fly there instead of jumping.

Shooting or colliding with a gate in a Yaki sector can cause a massive recognition loss. I lost about 7 levels when I bumped it with a capital. Same as the old bug where pirates go hostile if you damage a gate, but the rep loss seems higher.

Some deliver ship missions still won't detect the docked ship. Pirate Buzzard Vanguard and a couple others I've encountered.

Bailed pilots who want to be dropped off at the Marauder will not detect when they were delivered there.

Boron Mercenary Epsilons are spawning without missiles during defend station missions.

A ship that spawned during a bounty hunter 'retrieve pilot' mission was named 'ReadText17-0' and locked the game when you interact with it.

Further details on the path finding issue when building complexes: it triggers when a target sector doesn't have a gate/beacon. The TL will fly there manually. Since many shipyards are in sectors without gate/beacon, this is a substantial issue.

When TLs are building a complex and they cant access the target shipyard due to blacklist settings, they give an 'insufficient cargo' error message.

When boarding a Xenon, several marines who were ejected (too many marines boarding already) became non-marine passengers named 'unknown object' from the player's faction. Ha, maybe the xenon performed a brain wipe on them.

A suggestion: put a jump beacon in the Getsu Fune Beta when the Guild HQ is set up. It's a needless bother to have to manually fly there to interact with Bounty Hunters.

Every time I think X3 can't get any better, some mod comes along that adds even more great stuff. Thank you for your work. Very good game!
Uselessfs
Posts: 2
Joined: Sun, 23. Dec 18, 09:10
x4

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

Post by Uselessfs »

Cycrow wrote: Sun, 22. Jun 25, 17:52
Uselessfs wrote: Sat, 21. Jun 25, 13:24 Hi!

Stuck on the Beryl mission in Luna Ringo.
Took spy satellites from the Argon Secret Service station and flew out of the station.
The storyline doesn't continue any further, it's not clear what to do.

Help please.
What does the mission briefing say, and do you have the satellites on your ship (ie did you have enough room?)

IF you didn't have enough space, then you will need to undock and dock again when you do.

if you have the satellites, it should update the briefing and point you to the first sector.
If its not working, can you give me a save game, and ill look at fixing the trigger
Link to file

https://drive.google.com/file/d/1y-M7mn ... sp=sharing

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