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

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

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

Post by Ektufall »

SpiritSQ wrote: Sat, 26. Jul 25, 20:10 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(
Hi! This is end for the plot at the moment. Glad you were able to find a workaround , will try this at my new workaround. Few posts ago I too mentioned my joys with this mission.
Ektufall
Posts: 23
Joined: Sat, 19. Oct 24, 23:20

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

Post by Ektufall »

Saving Mammonth loadout breaks the loadout manager :

https://imgur.com/a/8Vcx9q0

Fortunately deleting it from PHQ restores it.
https://imgur.com/a/Qpciy00
https://imgur.com/a/akVvCjI
snarfies
Posts: 30
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15

Post by snarfies »

snarfies wrote: Mon, 30. Dec 24, 22:08
Cycrow wrote: Mon, 30. Dec 24, 01:10 Which mission is it? The recruitment mission, one of the radiant missions or the story mission ?

The shadowblade does have M6 docking, but it doesn't work correctly for player ships, so they ships permanatly docked there.
The M6 docking does work if its your own ship.
Its the recruitment mission - can't seem to complete it.

Also just discovered that while you can dock an Argon Singularity at the Xenon Hub, undocking is instantly fatal.
snarfies wrote: Sat, 11. Jan 25, 22:34 My X3AP plot appears to be stuck: I finished Highway Patrol, and then blew up some Terrans to aid the war effort. The next part is not triggering, however, and the I have no X3AP plot mission active anymore. Flying to Belt of Aguilar doesn't help, so it seems the "Aid the war effort" phase ended without triggering the message to defend the Jonferco HQ. I'm stuck with the war sectors being in war mode.

This seems to be a real problem for Guild's Terran Military plot, which I finally managed to find enough missions to trigger. Elysium of Light is heavily defended by Titans and Colossi, and the patrol engages them endlessly.I tried using the Cheat mod to destroy the heavier Argon ships - this causes the patrol leader to simply freeze in place when not being attacked.
Has any of this been addressed since .74? I gave up on my playthrough based on these bugs, but I don't see anything about any of them in the more recent changelogs.
SpiritSQ
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by SpiritSQ »

Hi.
Сan't start assassin guild mission. Ship - Shadow Blade is hostile.(red)
The book icon hangs. When trying to talk, the NPC says one of the phrases like hostile ships, and ends the dialogue.
Pirates rating: +7 (Duke's rating: -5)
Image


I used the cheat menu to make the ship neutral.
Took the quest. Had to kill the ship. I Killed. Quest advanced, and now need to dock to the "shadow blade"
When docking, the quest does not continue. The dialogue with the NPC has standard phrases about the shipyard and the dock.
Image

P.S.
Destroyed the Duke's HQ and the stations in this sector. Now the HQ cannot be restored.
lighters
Posts: 70
Joined: Wed, 11. Feb 15, 10:48
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by lighters »

Hi Cycrow. I have a problem with finishing TC Terran plot (using FL start). I need to dock to Earth Torus to transport Aldrin passengers, but Earth sector is hostile and kills me immediately, even though I have the necessary rep (ATF Earth access and Terran planetary senator). I tried to use cheat menu to make it friendly, but it doesn't appear to work. Save in case it can be helpful: https://drive.google.com/file/d/156gH0p ... sp=sharing
fastesteddy13
Posts: 16
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by fastesteddy13 »

Hi Cycrow..

Have encountered a problem doing the Beryll Splinter Cell Mission, I am asked to place spy satallites starting in Aladna Hill.. When I place a spy satallite, it turns into a Mammoth..! Not a proper mammoth, if I call up info on it, it is an Unkown Object, ware volume 128 with no further details.. Only other thing I can do with it is summon Best Buys locator and Best Selling locator..
A voice states 'satallite deployed', but the game does not accept that a satallite has been deployed and the game is in a state where it is waiting for me to deploy..

Cant get past this, am stuck and unable to progress the game..
Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

If its creating a mammoth it suggests the entry in tships is missing, make sure you dont have another mod that might be overwriting tships and try to reinstall guilds
necroscope_1
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Joined: Tue, 27. Jul 04, 16:12
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by necroscope_1 »

Me again

Ive recently updated to 0.82 and now come up with a graphics error.

Although savegames work fine, the ship cockpit image is not displaying correctly and the ship doesnt move at all.

I did modify the TSHIPS file for cargo size and type in 0.80 and it worked fine even in 0.81. would this have anything to do with it (no other changes were made)

The ship im using is the springblossom

Screenshots - the top 2 are from 1 save where docked at station, the 3rd is a different save taken while flying
https://imgur.com/a/VGZG3Q6

Edit - noticed the TSHIPS file was reset on update.......Tried with a new game..... Works fine as is. annoying though as now have to start from scratch yet again
Last edited by necroscope_1 on Thu, 4. Sep 25, 20:49, edited 1 time in total.
fastesteddy13
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by fastesteddy13 »

Cycrow wrote: Tue, 2. Sep 25, 12:20 If its creating a mammoth it suggests the entry in tships is missing, make sure you dont have another mod that might be overwriting tships and try to reinstall guilds

Thanks for the response Cycrow, but I have no idea what that means even after searching around the net.. I dont have any other mods running, was a vanilla install of GOG version, Linux (Ubuntu 18), and the guilds mod, nothing else.,. Is there something I can do to check out this 'tships' thing? A search in the game folder for 'tships' comes up with 'plugin.stationmgr.getships.pck', cannot find anything else..

Update;
Have had a good search around egosoft site and have found many refs to the TSHIPS file, only details I can work out (guess) is that this file sets the parameters of the ships? Others I can see have had a problem because they directly edited their TSHIPS file, causing some sort of mismatch.. I have searched through my installed game directory and the backup I took of the vanilla install (before modding with Guilds) and I cannot find any TSHIPS file, could it be the absence of this file is what is causing my problems?

Update on the update;
Just had my nooob status re-affirmed by realizing you are (probably) talking about the 't' directory, and the files within are likely setting ship parameters. I have looked in the xml files using a text editor and can see loads of stuff relating to missions etc, have not looked in the pck files but perhaps they might hold the ship data..? Not sure how any of this is helping me, but a little bit of understanding goes a long way..

I have used the script editor to get the odd ware or weapon within the game (Thereshallbewings), could that be the issue? I am wondering if I would be better off starting again with a fresh install of the game, and run it vanilla without the script editor? Does feel like I am well into the missions, and I would have to do all of that again..

Would not normally want to do that, but I am really enjoying this iteration of the game, best I have ever played, wonderful work Cycrow, breathed new life into it..!
fastesteddy13
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by fastesteddy13 »

Have now removed all traces of the game from my PC, then downloaded the Terran War Pack from GOG (x3_terran_war_pack_3_8_51737.sh), then downloaded Guilds again (8.2).
Did a full re-install of X3, then copied the Guilds files into the game folder, overwriting the original files..

Fired up the game, Guild Start/Argon Cadet, then immediately created a spy satallite and deployed it.. It became a Mammoth again.. Also tried using ver 8.0 of Guilds, same result..

Only thing that is niggling at me, I was certain that when I originally installed Guilds, there was a file or 2 that had to be deleted as part of the process. But I cannot see any link to install instructions for Linux on the egosoft page, so cant confirm this but I am wondering if I still have a file or two in the game that should not be there..?

Am out of ideas now, would appreciate any thoughts on how to get past this as no point playing the game if I am going to get stuck on the spy satallite mission, creating herds of mammoths everywhere..!
Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

There shouldn't be any files you need to delete. Do the other new ships work?

can you spawn the spy satellite directly, ie using the cheat scripts?
fastesteddy13
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by fastesteddy13 »

Hey Cycrow..

New ships work fine (currently flying a Soulstar), in fact, this is the most glitch free version I have ever played with everything running very smoothly.

Making the satallite with a script is exactly how I do it Cycrow (= [PLAYERSHIP] -> add 1 units of Spy Satallite), after doing a full re-install, I started a new game (Guild Start/Argon Cadet) and the very first thing I did was script a spy satallite, deploy it, turns into a Mammoth.. Also tried a few different starts, all produce the satallite/mammoth error.

Have just noticed, despite deleting my old /GOG/X3 Terran War Pack folder, all the settings are same in the newly installed game, is there a file somewhere in the OS that holds some of the settings? Having noticed this, am not so sure I have a freshly installed game any more.. Will investigate how to fully remove the game, best to make sure I have vanilla install..
fastesteddy13
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by fastesteddy13 »

Just made another Mammoth/Spy Satallite, when I checked it out, it does seem to be spy satallite, just wearing a Mammoth skin.. A voice confirms 'Spy Satallite' when I deploy it, but when on that mission, it does not recognize that I have deployed one..

Finally found the system folder for additional settings and saved games, it is a hidden folder (./config/EgoSoft/) and when I deleted my GOG AND the ./config/egosoft folders, I was finally able to install a full vanilla game.. Unfortunately, the Mammoth/spy satallite error persists, shame, I thought for a few moments I had cracked it..
lighters
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by lighters »

lighters wrote: Tue, 2. Sep 25, 04:52 Hi Cycrow. I have a problem with finishing TC Terran plot (using FL start). I need to dock to Earth Torus to transport Aldrin passengers, but Earth sector is hostile and kills me immediately, even though I have the necessary rep (ATF Earth access and Terran planetary senator). I tried to use cheat menu to make it friendly, but it doesn't appear to work. Save in case it can be helpful: https://drive.google.com/file/d/156gH0p ... sp=sharing
Any idea how to fix the Earth sector being hostile? I've finished all other TC plots and now stuck at this.

Edit: I was finally able to get around this using the cheat menu - enabled god mode to not get killed by turrets, transferred Torus ownership to myself (simply setting relation to friendly didn't work), docked to complete the mission, and then returned Torus back to the Terrans. Somehow after that the sector became friendly. The Aldrin plot was activated, so hopefully no more issues now.

If you'd like to debug, the save game is still available via the link above.
Hwitvlf
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Hwitvlf »

During military patrol missions, I've had Zeta Leader stop patrolling and refuses to move (think someone else reported this too). It just happened again (khaak patrol in Black Hole Sun), but I noticed a Khaak ship parked in an adjoining sector (Nathan's Voyage) near the gate. When I destroyed it, Zeta Leader resumed patrol normally. Minor bug, but the military missions are somewhat long so this workaround might save some frustration. I wonder if it's caused by the missing weapons on Khaaks? A weaponless ship given an attack order will go into idle mode. Since it never enters the patrol sector, Zeta Leader parks waiting for it indefinately.

An update on the TL bug which strips the player of their inventory: I've had it happen quite a few times - always immediately after running an auto-command on the TL (build complex, pack station etc). A symptom seems to be that the TL can no longer transfer most of its inventory. Its wares do not show up in the transfer screen. You can still eject its equipment/wares into space, but even when empty, it still shows a phantom 120 units in the cargobay. If the player enters the TL, game breaking stuff can happen.
Hwitvlf
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Hwitvlf »

Is the "Have you seen a bounty" function implemented yet? I've never had anyone say "yes" so I wasn't sure if I should keep asking. The bounty system is neat though!
Hwitvlf
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Hwitvlf »

Hwitvlf wrote: Sat, 27. Sep 25, 22:50 Is the "Have you seen a bounty" function implemented yet? I've never had anyone say "yes" so I wasn't sure if I should keep asking. The bounty system is neat though!
It appears that it is not yet working. I found a bounty and asked a ship right next to it if they had seen the bounty, and they replied "No". Still, I fun system 8)

Does anyone know what use the Cabin ship equipment serves versus the Captain's Quarters?

Also, how to you get the HQ on a Terran Conflict start? I finished the Hub plot but the HQ quest doesn't seem to be triggering.
Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

The comms should be working, its fully implemented. I'll have to check of its working correctly.

The captains quarters gives you the option to use SETA while you are docked. The other cabins are for taking passengers, which is connected to the celestial navigators guild
Hwitvlf
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Hwitvlf »

Cycrow wrote: Tue, 30. Sep 25, 01:17 The comms should be working, its fully implemented. I'll have to check of its working correctly.

The captains quarters gives you the option to use SETA while you are docked. The other cabins are for taking passengers, which is connected to the celestial navigators guild
Thank you for clarifications.
Cycrow wrote: Tue, 8. Jul 25, 02:04 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.
It's been quite awhile since the Hub plot completed. I'll wait and see what happens.
steve_v
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by steve_v »

Cycrow wrote: Sat, 5. Jul 25, 23:16 New Update: 0.82

[*]Adjusted Lost Colonies to not start until after Aldrin missions have been completed
I seem to be unable to progress the Lost Colonies plot. I am currently at "Echoes of Isolation" and the mission is "Fly to: Unknown Sector", but there is no guidance anywhere to be found. I have checked the usual "Unknown Sector"s and flown around the Terran "outer sectors" ("Terran Unknown(s)", Althes, Segaris etc. etc.) for quite some time, there appears to be nothing to "scan" and nothing triggers.

Revealing the entire map with the cheat menu shows the target "Unknown Sector" (and "Xenon Sector") are in fact to the east of Segaris, not linked to the universe anywhere. Is this a UFJD target (in which case the mission should hint at such), or is my map broken? As far as I can see there are no gates in or out of this 2-sector cluster.
I started this mission chain in 0.81, and while Aldrin Expansion was in progress (awaiting final visit to the Hub to link to Neptune etc.). Completing the latter still doesn't give me a way to reach that "Unknown Sector" as far as I can see.

If I (cheat menu) warp to "Unknown Sector", the mission continues with "this sector is the first stop in our search" yada yada, as if getting to this sector to begin with should have been easy....

Is Segaris supposed to have an East gate, as in AP? Is this some kind of obtuse puzzle? I can't find anything in the director files that creates a gate into those sectors, besides the original AP plot.

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