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

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

Hwitvlf
Posts: 529
Joined: Tue, 13. Apr 21, 21:36

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

Post by Hwitvlf »

I think there's a bug when using Exploration Points to create an asteroid. I made an asteroid in Asteroid Belt and (Ore I think) but its yield is listed as "Metal Alloys 48" and it breaks the Complex planner.
lighters
Posts: 65
Joined: Wed, 11. Feb 15, 10:48
x4

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

Post by lighters »

Hi Cycrow. I have a problem with a mission- ware delivery for the FL plot doesn't get accepted (2850 energy cells). New FL start, only Guilds and Unofficial patch are installed.
The only similar problem I was able to find with search was this: viewtopic.php?p=5192932#p5192932
But that was on old Unofficial patch. Could this somehow be related to Guilds?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22436
Joined: Sun, 14. Nov 04, 23:26
x4

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

Post by Cycrow »

stickman wrote: Tue, 15. Jul 25, 08:45 Dont suppose a universe map is available? Again I looked this morning but could only find some screenshots that some folk have taken..?
There might be a map of FL somewhere, dont think there will be one for Guilds, that changes the map abit
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22436
Joined: Sun, 14. Nov 04, 23:26
x4

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

Post by Cycrow »

lighters wrote: Thu, 17. Jul 25, 05:33 Hi Cycrow. I have a problem with a mission- ware delivery for the FL plot doesn't get accepted (2850 energy cells). New FL start, only Guilds and Unofficial patch are installed.
The only similar problem I was able to find with search was this: viewtopic.php?p=5192932#p5192932
But that was on old Unofficial patch. Could this somehow be related to Guilds?
If you have a save game, i will take a look
User avatar
notaterran
Posts: 1096
Joined: Thu, 10. Sep 09, 05:22
x3tc

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

Post by notaterran »

Thank you for this great mod.
-Skinny women look good in clothes, fit women look good naked.
Mar190
Posts: 1
Joined: Fri, 1. Nov 19, 16:14
x3fl

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

Post by Mar190 »

Hwitvlf wrote: Wed, 16. Jul 25, 08:19 I think there's a bug when using Exploration Points to create an asteroid. I made an asteroid in Asteroid Belt and (Ore I think) but its yield is listed as "Metal Alloys 48" and it breaks the Complex planner.
I noticed the same thing in sector "Antigone Memorial". The asteroids there contain Metal Alloys and Silicon rather than the respective ores.
lighters
Posts: 65
Joined: Wed, 11. Feb 15, 10:48
x4

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

Post by lighters »

Cycrow wrote: Thu, 17. Jul 25, 21:33
lighters wrote: Thu, 17. Jul 25, 05:33 Hi Cycrow. I have a problem with a mission- ware delivery for the FL plot doesn't get accepted (2850 energy cells). New FL start, only Guilds and Unofficial patch are installed.
The only similar problem I was able to find with search was this: viewtopic.php?p=5192932#p5192932
But that was on old Unofficial patch. Could this somehow be related to Guilds?
If you have a save game, i will take a look
Thank you, here's the save:
https://drive.google.com/file/d/1j0zCuo ... sp=sharing
I'm sitting in a TS with the e-cells at the station and the mission doesn't proceed, any dock/undock/change ship action doesn't help.
Unofficial patch 1.3.19 and Guilds 0.82
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22436
Joined: Sun, 14. Nov 04, 23:26
x4

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

Post by Cycrow »

should be fixed in the next release, if you want the fix now, you can download the file

https://xpluginmanager.co.uk/warefix.zip

just unzip it to addon2/director
lighters
Posts: 65
Joined: Wed, 11. Feb 15, 10:48
x4

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

Post by lighters »

Thank you very much for the fix. My campaign in unbricked!
Hwitvlf
Posts: 529
Joined: Tue, 13. Apr 21, 21:36

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

Post by Hwitvlf »

Hwitvlf wrote: Thu, 26. Jun 25, 06:30
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.
I have 28 ships (20 different types) and 4 docks in Blue Horizon and the game freezes when I enter the sector. If I set the texture quality to Medium, no freeze. If I remove a few types of ships, no freeze. This supports the idea that some of the new models are not optimized.
glava
Posts: 1
Joined: Wed, 23. Jul 25, 23:07

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

Post by glava »

Hi people,
I have a bit of a problem and all help is welcome. I have a problem with Beryll incursion plot. After gaining access in Beryll sector and helping build TOA and scanning that new sector, the Secret service guy told me that they need to analyze the results and they will contact me. But I've been playinf for two days now and I still didn't get a new mission to continue the plot.
What could be a problem?
vidar.mk
Posts: 43
Joined: Thu, 8. May 08, 11:52
x3

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

Post by vidar.mk »

Hwitvlf wrote: Tue, 22. Jul 25, 21:56
I have 28 ships (20 different types) and 4 docks in Blue Horizon and the game freezes when I enter the sector. If I set the texture quality to Medium, no freeze. If I remove a few types of ships, no freeze. This supports the idea that some of the new models are not optimized.
Can you provide full list of your ships? I just wonder how many made-by-Cadius in it.
Ektufall
Posts: 19
Joined: Sat, 19. Oct 24, 23:20

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

Post by Ektufall »

darthdev wrote: Sat, 5. Jul 25, 12:54
Ektufall wrote: Wed, 18. Jun 25, 02:13
darthdev wrote: Sun, 12. Jan 25, 01:55

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>
Thank you! Although started a new game and hopefully would not need this any more.
Ektufall
Posts: 19
Joined: Sat, 19. Oct 24, 23:20

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

Post by Ektufall »

Hwitvlf wrote: Tue, 22. Jul 25, 21:56
Hwitvlf wrote: Thu, 26. Jun 25, 06:30
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.
I have 28 ships (20 different types) and 4 docks in Blue Horizon and the game freezes when I enter the sector. If I set the texture quality to Medium, no freeze. If I remove a few types of ships, no freeze. This supports the idea that some of the new models are not optimized.
I have started a new game this time avoid few things :
  • Never build stations, that are not available from shipyards.
  • Do not use ships with Mine and Trade at all.
As custom stations like Dumbfire miss. fac. and so most likely was not supposed for player's use as individual stations.
And few days with such miner left my sector full of rocks that could have used up all of my CPU on sector load (hence error on rock/dust with very low settings)

In new game I had to disable just anti-aliasing to be comfortable in sector with around 50 stations and about 20 stationed ships + 30 Station managed ships and few UT's that jump in.
In terms of models for ships I have in 1 of each new Atreus and Boron ships flying.
https://imgur.com/a/pulmdNE
Otherwise I could stay with high Shaders , Textures and very high View distance (also with enabled More Dynamic Light Sources, Ship Colour Variations, Glow enabled)
Yet I somehow feel this is limitation from game engine depending on single CPU used (my rig have i7-5600U) , even more so in heavy rock/asteroid sectors.
Being able to delete rocks or asteroids for whole sector (like with Destruction menu) when OOS would be nice thing to have if Cycrow ever adds new scripts to his Cheat package.
Ektufall
Posts: 19
Joined: Sat, 19. Oct 24, 23:20

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

Post by Ektufall »

As I started new game with 0.81/0.82 (upgraded while still on FL story plot), there something that caught me by surprise or are potential bugs :

In 0.82 just discovering Mists of Elysium was shocked that it was devastated by pirates and left as contested sector.
Yet few real time days have passed and no side tried to rebuilt anything there , is that supposed to be so?
https://imgur.com/a/3eBpyf9

Also should pirate fleet should be so greatly increased with random ships from other races ? Looks like even if there was Boron RRF ships they had no chance
https://imgur.com/a/6OLniwb

Is Split Elephant tied to stay in sector player sent it during FL story plot?
https://imgur.com/a/2LJD0HG
It looks that I could not kick this guy out (with warping script) and it drags it self back to sector I am trying to make little Boron heaven

Industritech plot.
First mission looks good (no more double quest giver's and just one station need to be built)
Next one started to show signs of decay in mission menu entry (still have to discover/travel to Circle of Labour) header without valid ID
https://imgur.com/a/IW8goLn

LooManckStrat's Legacy Pirate Anarchy Port
It looks that Explorer's Guild representative having a non stop party with pirates.
As soon as you make your choice how to spend Discovery points , they are available again , again as soon as you enter com's menu.
This feel's odd in relation to other stations where you can find them.
https://imgur.com/a/aHCpDGv

Celestial Navigators Guild
I have covered requirements and being offered to join. https://guilds.xpluginmanager.co.uk/ind ... ion-guild/
But mission completes with quest give still there and I without membership.
https://imgur.com/a/6rCCDvZ
I am doing this mission not in TP , but M3 as requirements state that I am able to do that.
Latest savegame if needed : https://www.dropbox.com/scl/fi/rn94j3os ... nkqxj&dl=0

P.S. Any eta on Pirate Stock exchange opening in new Pirate sectors?
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22436
Joined: Sun, 14. Nov 04, 23:26
x4

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

Post by Cycrow »

glava wrote: Wed, 23. Jul 25, 23:16 Hi people,
I have a bit of a problem and all help is welcome. I have a problem with Beryll incursion plot. After gaining access in Beryll sector and helping build TOA and scanning that new sector, the Secret service guy told me that they need to analyze the results and they will contact me. But I've been playinf for two days now and I still didn't get a new mission to continue the plot.
What could be a problem?
This is the end of the plot for now, it will continue in future updates. I've decided to focus on 1 thing at a time rather than doing abit of everything, so the next update will finish off the Lost Colonies plot, then the rest of Beryll Incursion will come after that
Hwitvlf
Posts: 529
Joined: Tue, 13. Apr 21, 21:36

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

Post by Hwitvlf »

vidar.mk wrote: Thu, 24. Jul 25, 10:38 Can you provide full list of your ships? I just wonder how many made-by-Cadius in it.
Aran, Galleon x2, Singularity, Caracara,
Proteus, Pteranodon, Sagitarius,Brigandine x4, Megalodon, Odysseus x2, Phoenix x3, Titan x2, Tyr,
Ryu, Atmospheric Lifter, Kvasir, The Wise Guy,
Tiger, Ariadne, Maru
SpiritSQ
Posts: 1
Joined: Tue, 29. Dec 15, 02:40
xr

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

Post by SpiritSQ »

Hi! (I play the mod in Russian translation)
There was a problem when completing the Industrietech missions.
More precisely, when taking the 3rd mission (where you need to scan ships and steal a crystal)

To complete the 2nd mission, you need to dock at the station. The NPC thanks us and the mission ends.
After some time, a new mission starts with the goal of talking to the NPC at the station
Image

In the dialogue from the station, the NPC has a mission icon
But if you do not talk to him within 1-2 seconds (you need to quickly skip the dialogue without reading) his icon disappears and the mission log now has this information
Image
And you can't burn. there is no mission icon.

But if you burn the NPC as soon as the 3rd mission appears in the mission log. A quest will appear. You can complete it. (scan, steal the crystal, fly to the station to hand in the quest)
The quest is completed. But they don't give a new quest.
I waited a long time. No, not in the mission log, no, not in messages.

Please help.
Maybe there is an option to somehow manually launch the 4th mission?
Or is there something else that can be done?

P.S. rly sry forgive me for my Eng(

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