[MOD] Guilds - BETA v0.82 - 2025/07/05

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

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
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22433
Joined: Sun, 14. Nov 04, 23:26
x4

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: 527
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
Posts: 178
Joined: Sun, 12. Jun 16, 08:39
x4

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
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22433
Joined: Sun, 14. Nov 04, 23:26
x4

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: 178
Joined: Sun, 12. Jun 16, 08:39
x4

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.
...
https://damnation.dynu.net/nextcloud/ap ... 8ed7b978c7


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.
Last edited by Terre on Wed, 2. Jul 25, 17:55, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
steve_v
Posts: 178
Joined: Sun, 12. Jun 16, 08:39
x4

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

Post by steve_v »

Following up on the Terran Military "patrol with lambda leader" missions, after doing four or five of these, the latest has stalled with lambda leader sitting idle in space at 0m/s.
I got out of patrol range through sheer boredom, but the "follow me" message did not fire, nor did "resuming the patrol" when I got back into <5km. Now nothing I do will get the ship to move, and the mission will not complete.

Is there some way I can accelerate the rep grind and get to some plot content? These patrol missions are pure misery, and doubly so in Terran space with the lack of enemies, vast distances, and oversized stations/horribly janky autopilot.
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22433
Joined: Sun, 14. Nov 04, 23:26
x4

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

Post by Cycrow »

Once you have joined the military, you can manually call run the plugin.guilds.doexp script to give yourself exp

Enter the guild name as military.terran

However I would suggest waiting a week, I will hopefully be releasing 0.82 soon which makes a number of improvements to the Lost Colonies plot
Hwitvlf
Posts: 527
Joined: Tue, 13. Apr 21, 21:36

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

Post by Hwitvlf »

steve_v wrote: Wed, 2. Jul 25, 11:10 Following up on the Terran Military "patrol with lambda leader" missions, after doing four or five of these, the latest has stalled with lambda leader sitting idle in space at 0m/s.
This happened to me also, but the patrol leader was destroyed eventually so the mission just failed, and then new military missions spawned and completed as usual.


In the Terran Conflict plot "Split Espionage and Sabotage" when you're supposed to make a freighter carrying Jump Drive components bail and then claim it, it appears I've broken the plot by using Salvage Claim Software instead. The quest pointer points to the freighter, but I already own it. EDIT: I destroyed the ship, and the plot reset so there is a workaround.

In Destroy Convoy missions which target Pirate ships, the freighters are not pirate, nor can they be un-disguised by scanning, so you lose rep with the disguise faction if you destroy them. This bug is in the unofficial patch too.
User avatar
darthdev
Posts: 24
Joined: Tue, 11. Dec 18, 02:17
x4

Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by darthdev »

Ektufall wrote: Wed, 18. Jun 25, 02:13
darthdev wrote: Sun, 12. Jan 25, 01:55
Cycrow wrote: Sun, 15. Dec 24, 14:37 New Update: 0.74
  • Fixed readtext error in New Home Plot.
  • Fixed double stations when transitioning to AP
  • Fixed weapons for gifted Rapiers (Terran Conflict Plot)
  • Fixed Jumpdrive Energy Generator
  • Fixed Solar Energy Generator
  • Fixed Assassins Guild mission complete popup
  • Fixed Station defence missions (spawning race ships)
  • Fixed communicating with Phantom Shadowblade after moving to Shadows End
  • Fixed Stranded Pilot mission
  • Removed Selling/Reverse Engineering of Deployed Orbital Platforms
  • Added Orbital Weapon Platforms blueprints to Headquarters (Obtained via Diplomacy)
Hi, thanks for the continuous updates.

Some things regarding this one:
- The double stations (even triple sometimes) still persist for existing games where the transition has already been done, no matter if I destroy the entire sector. Maybe running some of the scripts may fix it?
- The shadowblade is still without contacts for existing games where the sector plot has already been done. The workaround is to manually run that `plugin.guilds.mission` script witht he arguments from the fixed cue, then reset the radiant.
- The OWP is now available to acquire thru diplomacy, but unlike regular stations, you cannot STEAL it.

Thank you again!
Hi! As I am returning from 0.73 to latest 0.81 Guilds version, I still have this issue : "The shadowblade is still without contacts for existing games where the sector plot has already been done"
Can someone share with me what arguments I should use to run `plugin.guilds.mission` script to fix Shadowblade refusing to behave like before plot was done?
So far I understand 2 of them : Guild - Assasins and Mission ID L3GA02 (If took right info from MD) , but I can not type letters as ID...
Hi, the 3 parameters are:
assassin
1
<the sector> -> you select the sector from a dropdown I think

There may be a 4th parameter (that you can ignore or just pass null or false)

The script is run from the MD like this:

Code: Select all

<start_script script="plugin.guilds.mission">
	<scriptargs>
		<scriptvalue datatype="string" datavalue="assassin"/>
		<scriptvalue datatype="integer" datavalue="1"/>
		<scriptvalue datatype="sector" datavalue="{sector@L3GA02.Sector}"/>
	</scriptargs>
</start_script>
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22433
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

New Update: 0.82
  • Fixed comm Phantom Shadowblade in existing save games
  • Fixed Beryll Incursion Spy Satellites Mission
  • Fixed position of Unfocussed sector on galaxy map
  • Adjusted Lost Colonies, Act2 (Shadows of the Past) and Act3 (Signs of Life), to include additional dialog explaining the Lost Colonies
  • Adjusted Lost Colonies to not start until after Aldrin missions have been completed
  • Added Act 4 of Lost Colonies - Echoes of Isolation
  • Added Act 5 of Lost Colonies - Through the Broken Sky
  • Added Act 6 of Lost Colonies - Beyond the Silence/Seeds of Trust
  • Added Guild Sandbox Starts (includes only the new Guilds Plots)
The Guild sandbox starts will start with all the old plots completed, but with any of the plots added by Guilds still available

The Terran Military start will start as part of the military, which allows you to start the Lost Colonies plot (after a 30min wait)

Most of the Lost Colonies plot is now available, including unlocking Terra Nova
With only 2 Acts remaining
Act7 (Bridging the Divide) will unlock the remaining sectors including Aurora Prime
Act8 (New Dawn Alliance) will help the Pioneers integrate into the rest of the universe
User avatar
alt3rn1ty
Posts: 3402
Joined: Thu, 26. Jan 06, 19:45
x4

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by alt3rn1ty »

Cycrow, for the most amount of story content in one playthrough, which is the best game start to choose in Guilds?.
I typically start a playthrough which lasts literally for years, so would like to start with being able to access the most amount of content in terms of main stories during the same playthrough.

I have now completed the FL story and saw the "Congratulations" fanfare. If there is nothing more to do story wise in FL apart from building your own empire, then I may aswell go for a start that has the most story content available long term.
Spec's@2025-05-17 - Laptop - Acer Predator Helios Neo 16 AI - Win 11 x64
CPU - Intel Core Ultra 9 275HX 2.7-5.4ghz, RAM - 32gb DDR5 6400(OC),
Discrete GPU - NVidia Geforce RTX 5070 Ti, VRAM 12gb GDDR7,
SSD - M.2 PCIe NVME 1Tb
, OLED WQXGA 2560x1600.
:goner: Seeker of Sohnen. Long live Queen Polypheides. :boron:
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22433
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

Most starts have a similar number of plots available. The FL starts are the only ones that have the FL plot in. The main difference with the rest is how you get your headquaters/hub.

The expanded/challenging sandbox, and guild starts dont have the hub and hq plot but have all the test of the plots.

The TC starts have the hq/hub plots, but also mean it takes longer to get your HQ and all the FL features connected to it.

The AP starts have the least amount of plots, as it doesn't have the main TC plots.

The pure sandbox starts have no plots, and the Guilds sandbox starts just hsve the guild plots.

The Guilds, Argon Military start will start you off in the Beryll Incursion plot and includes a small extra plot line at the start
User avatar
alt3rn1ty
Posts: 3402
Joined: Thu, 26. Jan 06, 19:45
x4

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by alt3rn1ty »

Ok thank you, man this is complicated. But I think for my purposes I'm going with one of the Guild starts for now.
Celestial Navigators Guild looks like an attractive one for my play style.

Found a small bug, but you are probably aware of it;

=TextIDNotFound= Terran Conflict start
=TextIDNotFound= Albion Prelude start

Screenshot https://i.imgur.com/GuB7pJH.png

I have latest Unofficial Patch, Guilds beta 0.82, and your Disabled Dynamic Relations .. all installed with Plugin Manager Lite
I also have Shimrods Smart Turrets and OK Traders installed, in case those matter (I wouldnt have a clue to be honest, just hoping they work fine, they seem to be ok with just vanilla FL).
Spec's@2025-05-17 - Laptop - Acer Predator Helios Neo 16 AI - Win 11 x64
CPU - Intel Core Ultra 9 275HX 2.7-5.4ghz, RAM - 32gb DDR5 6400(OC),
Discrete GPU - NVidia Geforce RTX 5070 Ti, VRAM 12gb GDDR7,
SSD - M.2 PCIe NVME 1Tb
, OLED WQXGA 2560x1600.
:goner: Seeker of Sohnen. Long live Queen Polypheides. :boron:
Hwitvlf
Posts: 527
Joined: Tue, 13. Apr 21, 21:36

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Hwitvlf »

Remove Goner Aran from unfocussed sector
Unlimited Arans are still appearing in my 1.3.19 / .82.

The New Home plot was always buggy and appears to still be. I got stuck on "Running the Gauntlet" > "Talk to Professor Ketraar in Aldrin". I docked at the Aldrin base indicated and received the dialog about using the UFJD to reach #efaa, but the quest is still pointing to "Talk to Professor Ketraar ". I've done dozens of Unfocussed Jumps and no #efaa. Reloaded an earlier save during the "deliver rescued Freedom's Reach passengers to military base" phase. Now it won't recognize when I deliver the passengers to the Military Base.

The Hub plot doesn't seem to be triggering as expected (Boron 9, Trade 6+). Is it active in the guild starts?
stickman
Posts: 7
Joined: Sat, 5. Oct 19, 10:30

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by stickman »

Am really enjoying this latest iteration of my favorite game.. But I am struggling with a couple of things..

A universe map? Cant seem to find one on the net,.
I am starting as Guild start/argon military cadet, but I cant find any mission start? According to the guide (https://guilds.xpluginmanager.co.uk) the mission should start immediately, but have been wandering around trying to find a mission start without success..
Is there any way of knowing which HSAP sectors are going to be/are in a new game? Very much want to play the game with specific HSAP sectors available, prefer not to have to play several hours of the game only to find the sectors I want are not in this game..

I am playing on GOG version, Ubuntu 18 and nvidia 1070, 64gb ram. I did not install this through Cycrows plugin manager, followed a guide to copy/paste various files into game folder, all went without a hitch and it all seems to work well except mission. I mention this because even though the guide stated this method does not use the plugin manager, the last instruction was to go into the plugin manager and enable it, I was not able to do this, but it seems to work ok..
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22433
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

Hwitvlf wrote: Sun, 13. Jul 25, 06:02 The Hub plot doesn't seem to be triggering as expected (Boron 9, Trade 6+). Is it active in the guild starts?
No the hub and HQ plot is not part of the Guilds starts, only the TC starts have them. The Guild starts do it the FL way, where you just have to find the Hub.

I'm currently looking through the TC plots
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22433
Joined: Sun, 14. Nov 04, 23:26
x4

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

stickman wrote: Mon, 14. Jul 25, 17:31 Am really enjoying this latest iteration of my favorite game.. But I am struggling with a couple of things..

A universe map? Cant seem to find one on the net,.
I am starting as Guild start/argon military cadet, but I cant find any mission start? According to the guide (https://guilds.xpluginmanager.co.uk) the mission should start immediately, but have been wandering around trying to find a mission start without success..
Is there any way of knowing which HSAP sectors are going to be/are in a new game? Very much want to play the game with specific HSAP sectors available, prefer not to have to play several hours of the game only to find the sectors I want are not in this game..

I am playing on GOG version, Ubuntu 18 and nvidia 1070, 64gb ram. I did not install this through Cycrows plugin manager, followed a guide to copy/paste various files into game folder, all went without a hitch and it all seems to work well except mission. I mention this because even though the guide stated this method does not use the plugin manager, the last instruction was to go into the plugin manager and enable it, I was not able to do this, but it seems to work ok..
Firstly, dif you download the Linux version? There are 2 zip file downloads, one is for Linux. The main difference being the format of the voice files

For the Argon Cadet, the missions start at the beginning, you will get a voice over and the mission will be added at the start.

If its not, then its possible its not reading the director files, does you ship jabe weapons/shields ?

It's most likely a case sensative thing, check the directory is addon2/director instead of addon2/Director
stickman
Posts: 7
Joined: Sat, 5. Oct 19, 10:30

Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by stickman »

Hey Cycrow.. Stunning job again with X3, you must be responsible for a lot of fun being had with X3 out there.. salute!!

You were right, I did not have the Director folder installed. Have to say though, I used a detailed guide before that I can no longer find on Egosoft, I looked everywhere this morning and could not find a Linux install guide, thought there might have been one in the downloaded zip file but alas not..
What I did was to copy and over-write all the files across into my game directory (including the Director folder) from the latest 0.82 download.. Fired it up and I was instantly into the 1st mission.. Sorted!

Dont suppose a universe map is available? Again I looked this morning but could only find some screenshots that some folk have taken..?

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