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

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Ektufall
Posts: 12
Joined: Sat, 19. Oct 24, 23:20

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

Post by Ektufall »

Ektufall wrote: Sun, 22. Jun 25, 20:29
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
Should I wait till next Guilds version or try my luck with forced que in MD ? I hesitate to not screw up something else later.
When forced to next I get objective to scan and either steel or loot required Gate crystal and mission ends with no follow up (dialogue at station or message)
Not really up to restarting to new game.
marty0004
Posts: 12
Joined: Wed, 14. Jun 23, 12:18

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

Post by marty0004 »

Hi Cycrow. Been playing X Series games 20+ years.Just wanted to say a big Thank You! You have made the game more enjoyable with this mod than I could have possibly hoped!
Again Thanks!
Cycrow
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by Cycrow »

Ektufall wrote: Wed, 25. Jun 25, 22:43
Ektufall wrote: Sun, 22. Jun 25, 20:29
Ektufall wrote: Sat, 21. Jun 25, 16:29 What are the prerequisites for Industritech Plot - Phase 1 (The Gate Crystal)?

I am getti 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
Should I wait till next Guilds version or try my luck with forced que in MD ? I hesitate to not screw up something else later.
When forced to next I get objective to scan and either steel or loot required Gate crystal and mission ends with no follow up (dialogue at station or message)
Not really up to restarting to new game.
I would wait. Your not far from the end of the current plot, so there isn't any more just yet. When I release more of the plot i will make sure the previous parts are fixed as well.

Not sure when I will get to the industritech plot as the next versions will focus on the Lost Colonies
Hwitvlf
Posts: 519
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.
I have a 137 factory complex in Harmony of Perpetuity that produces most products in the game (115 different factory types). Entering that sector crashes with 'out of memory' on all but the lowest graphical settings. Even then, it drops to about 3 FPS until I leave the sector.

I have a 376 factory complex in Tears of Greed Beta which produces only the basic food types (17 different factory types). It only has minor lag on highest graphic settings.

Maybe some of the new factories are not optimized or the number of distinct factories is causing an issue.
steve_v
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by steve_v »

...And sure enough, Kha'ak heavy frigate spawned for OFF mission also has no weapons.

Weapon compatibility in TShips looks fine to me, and I've seen generic (non mission) Kha'ak heavies spawn fully equipped... So presumably there is a problem with the OFF spawns specifically. How do I fix this? It makes a joke of the whole plot line.
Cycrow
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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 »

IF you spawn them via the cheat scripts, do they have weapons then ?

it seems to work fine for me. You could try and make sure the latest Unofficial Patch (1.3.19) is installed correctly
steve_v
Posts: 177
Joined: Sun, 12. Jun 16, 08:39
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Re: [MOD] Guilds - BETA v0.81 - 2025/06/14

Post by steve_v »

Cycrow wrote: Sun, 29. Jun 25, 04:04 IF you spawn them via the cheat scripts, do they have weapons then ?
No, they do not. Nothing bigger than an M3 has any lasers installed or in cargo.
Cycrow wrote: Sun, 29. Jun 25, 04:04You could try and make sure the latest Unofficial Patch (1.3.19) is installed correctly
As I said earler, installed from the GNU/Linux "contains both the Guilds mod and the Unofficial patch" zip. Straight up unpack/overwrite atop Guilds 0.80. All other UP functions/changes appear to be fine.
How do I check it's installed "correctly", I mean, it's a .zip file, what's to "install"?

Since this was an update and there's no mention of a need for a reinstall from scratch anywhere (or any install instructions for the GNU/Linux .zip at all for that matter), I assume simply overwriting the previous version in-place should be fine. All files from said .zip have been installed to the game directory and checksums vs. an unpack to an empty directory show all are intact. Cheat collection package (and required libraries) installed via plugin manager from a windows VM.

Ed. Just for good measure:
Fresh reinstall of the base game (GOG), to a new directory.
Cheat collection and required libraries installed with plugin manager (Windows 10 VM, with game path as a network mount).
"X3FL Guilds-0.81-Linux.zip" (md5sum: b6c3a332baee9893106297b1a680f3a9) unpacked to game directory, overwrite all.
Load existing game or start new (start: Aldran Adventurer).
Spawned heavy frigate with cheat package.
...
Image


Aside, are the Terran Military patrol missions supposed to be this boring? So far it's been: "target:follow, engage SETA, go make coffee, hope autopillock doesn't kill me".
Briefing says "very hard", I'm combat rank "Warrior (89%)", but I've been flying in random circles for hours and seen maybe 2x Xenon N per sector... Which the locals invariably dispatch before I can get there, because "Lambda Leader" usually demands I follow him some 120KM from the sector centre.

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