[MOD] Guilds - BETA v0.83 - 2026/01/04

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

Post by Cycrow »

The crashes could be due to to the 10x repair. This edits TBullets. Which will ne overriding the one from Guilds, as Guilds adds additional bullets, they will be missing.

I dont know about mobile repairs, but if it contains any types files, then this could be effecting the mod too.

Guklds cjamges alot of types files, so any other mods that also changes them will ne incompatible

Bare in mind FL/Guilds does already adjust repair speed and includes repair drones (and a future version will also include repair crews for your captlital ship)
plains.walker
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by plains.walker »

Cycrow thanks, removed these 2 mods, since then, so far no crashes. Tukan - still no "Claim" option.
Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

there is a toucan in the game that is not claimable, this is normal and part of FL. There should have been a journal page next to it
dazar3
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by dazar3 »

Do the old corporation missions ie otas terracorp still function in this. I can't see them in comma menus at the hqs
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

The only corporation missions are from Jonferco, the rest of the corporations are full races. This includes any of the standard missions available to them. You gain reputation via the same methods (including diplomacy)
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Re: [MOD] Guilds - BETA v0.82 - 2026/01/04

Post by Cycrow »

New Version: 0.83
  • Fixed text for Industritech Expansion Story
  • Fixed return wares mission (including FL Story Plot)
  • Fixed Headquarters Plot starting for TC starts
  • Fixed Torus relations at end of Terran Conflict plot
  • Fixed Albion Prelude plot sectors
  • Fixed missing Terra Nova gate in some saves
  • Fixed ships undocking from PHQ (ie Sagittarius)
  • Fixed weapon compatibility on Pioneer ships
  • Improved mission ships docking at player carrier
  • Added Act 7 of Lost Colonies - Bridging the Divide/What lays beyond
* The fix for Return Wares will eventually be moved to the unofficial patch
** The Main Lost Colonies plot is now complete, a final bonus mission (Act 8 ) will follow
dazar3
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by dazar3 »

Cycrow wrote: Sat, 3. Jan 26, 18:25 The only corporation missions are from Jonferco, the rest of the corporations are full races. This includes any of the standard missions available to them. You gain reputation via the same methods (including diplomacy)
Cheers for reply. Does that mean the corporation reward ships are no longer available by competing their missions
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Re: [MOD] Guilds - BETA v0.82 - 2026/01/04

Post by Cycrow »

The reward ships will be available by other means, most via corporation shipyards which are connected to thier ranks.

So for example to buy OTAS ships including the Sirokos, you need OTAS rank rather than Argon (like in TC/AP)
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Tiek
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Re: [MOD] Guilds - BETA v0.82 - 2026/01/04

Post by Tiek »

Hi Cycrow, thanks for the mod... really interesting. One question... I don't see the Bounty Hunter Software being sold at the Guild Headquarters. Where can I buy it? Anyway, how does it work? Does it also allow you to consult the Guild bulletin without docking at the HQ, besides making the "hunt" easier when you're in the sector with the "prey"? I'm asking because I haven't seen any hotkeys to configure in the controls... Thanks in advance.
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Re: [MOD] Guilds - BETA v0.82 - 2026/01/04

Post by Cycrow »

There are 2, one is a licence andnine is a tracking conputer.

They are unlocked at the guild hq as you gain ranks, they wont show up until yours is high enough.

The licence just increases payout from the standard police licence

The tracking computer allows you to track the bounties. This gives you the sector the ships currentoy in as well as highlighting the ship on the sector map
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Tiek
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by Tiek »

Hi Cycrow, I'm having a problem with the Player HQ (Spacelab) that's present when you start the game as Privateer Warrior. It's spawned and appears in the station list. You can dock to it, but it's invisible when you're in the sector. It was visible before patch 0.83.

Edit:

Hi Cycrow, I checked the playerhq_scene file and found a typo, a residual value of 19045 instead of the new value 19040 relating to the P1, P2, P3, P4, P5, P6 positions; after correcting and aligning everything to the value 19040, the HQ is correctly loaded and visible.
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by Cycrow »

19045 isn't a typo, it was a change to how the docking was handled in the Spacelab. It forces the ships to undock backwards instead of forwards

19045 should be a new entry in dummies. Do you have another mod or lose file that might be overriding it?
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Tiek
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by Tiek »

Cycrow wrote: Thu, 8. Jan 26, 23:25 19045 isn't a typo, it was a change to how the docking was handled in the Spacelab. It forces the ships to undock backwards instead of forwards

19045 should be a new entry in dummies. Do you have another mod or lose file that might be overriding it?

Hi Cycrow, sorry for the misunderstanding; I actually found a dummies associated with a ship mode that obviously lacked the 19045 parameter. After correcting it, everything is fine now. Thanks for your help.
exocakes
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by exocakes »

Heya Cycrow, I'm not sure where I can provide feedback, I'd like to provide some feedback about the Celestial Navigators guild board. I'm under the impression the other cabin types will only be unlocked as we go through the guild ranks, so if possible I suggest the guild board will only show passengers that are only available with the cabin type you have instead of all of them shown at once [edit: just discovered i can click on the cabin types column and sort them that way]. And maybe if possible it should refer to the player faction relations as well? I had some budget cabin passengers asking to go to a Terran station or a Pirate Anarchy port when I'm in no way able to dock at them since I'm hostile with them. I'm aware there's station hacking but the chances of getting shot down or swarmed by missiles before you can reach docking computer range is quite high.

Anywho, having a nice experience with the mod so far, I like that the universe seems more active

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