[MOD] Unoffical Patch : V1.3.20 : 2026-03-21

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Cycrow
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Cycrow »

Wing2137 wrote: Sun, 22. Mar 26, 14:24
Cycrow wrote: Sat, 21. Mar 26, 19:31 New Update: 1.3.20

:arrow: if you have a version 1.3.19 or earlier installed, uninstalled it first before installing the latest version.
Does this only apply to the SPK version? Or do I need to manually delete any or all files associated with the ZIP install as well? I'm currently on 1.3.19.
Its only the SPK version, and its mainly because the name was adjusted, so the Plugin Manager sees it as a different package
fury1ord
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by fury1ord »

Hey Cycrow,

Is 1.3.20 compatible with the Old Plots 1.03? Plugin Manager throws an error that it can't find the dependency "Missing Enabled Dependencies: Unofficial Patch V1.3.12"

EDIT: Also, it seems that Plugin Manager does not want to install Guilds 0.87 over 1.3.20. It says Guilds 0.87 require 1.3.19 and wants to download and install 1.3.19...
Cycrow
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Re: [MOD] Unoffcial Patch : V1.3.20 : 2026-03-21

Post by Cycrow »

it is, but because of the change of package name, it wont recognise the new version. A fix for Guilds and Old Plots will be coming soon.
To get it working earlier, just open the spk file in the Creator, goto Dependencies Tab, and change package name from Unoffical to Unofficial. Save then install
Cycrow
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Cycrow »

I have updated Guilds and Old Plots to recognise the new unofficial patch, so you can download the latest to get it working
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Perahoky
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Perahoky »

Cycrow wrote: Mon, 23. Mar 26, 11:35 I have updated Guilds and Old Plots to recognise the new unofficial patch, so you can download the latest to get it working
Thank you cycrow for your dedication, you are really great mate :)
"Hope is the last force i have"
"This is how liberty dies, with thounderous applause"
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-Odin-
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by -Odin- »

Thank you for the update :)
Wing2137
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Wing2137 »

Cycrow wrote: Sat, 21. Mar 26, 19:31 New Update: 1.3.20
  • Fixed NPCs never launching fight drones when attacked
Hoo boy. So, I took on a station defense mission against some pirates. They came at me with 2 Carriers, a Frigate, and full wings of fighters in both. I was having a blast fighting them, until one of the ships launched an insane amount of fighter drones. Now, I don't normally mind these little guys so much, but it took me over 10 minutes just to swat all of these flies because of how many they launched, and how nimble they were. There must have been at least 40 or 50+ at some point, lmao. If I didn't have PBGs, it probably would have taken even longer to kill all of these guys. In the end, they didn't really even tickle the shields of my ships all that much, it was mostly just annoying trying to get rid of all of them. I felt like an exterminator trying to remove a beehive... :lol: That being said, I have a personal request.

Is it possible to write a script that forces fighter drones to self-destruct once their mothership is destroyed? I can understand not everyone being onboard with this sort of thing in the game, which is why I would very much appreciate a separate script for it if such a thing can be done. I would write the script myself if I knew how to. :gruebel: I love big space battles with lots of fighters, but at the moment it's a bit of a downer having to deal with the insane amount of fighter drones after every fight. It wouldn't bother me so much if they weren't such a pain in the butt to kill. For reference, I am at the highest combat rank, so that's probably why the amount of drones are scaled so high, but even so, it kind of kills the fun a little bit for me. :(

UPDATE: I've discovered a bug that might be related to the "Improved Random Music Generator" that's part of this update. When jumping to sectors that use random music, a random song will start playing like it normally does. However, after about a second or so, it starts to play a different song entirely. I never noticed this issue before in the previous version of the Unofficial Patch. I'm wondering if it has to do with the way your new music generator script is functioning? It seems as though the trigger for the random music is slightly delayed, and because of this, the game ends up playing part of the first song, and then the second one after the script triggers. I've enclosed a video demonstrating this bug.

https://www.youtube.com/watch?v=Ae6JZ8dgxmQ

While not game breaking, it's certainly jarring. It breaks the immersion a bit when it glitches out every time I enter a sector that plays random music.
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Wing2137 »

Sorry for the double post, but I wasn't sure if my edit in my last post had been seen and wanted to be sure:
Wing2137 wrote: Wed, 1. Apr 26, 05:06 UPDATE: I've discovered a bug that might be related to the "Improved Random Music Generator" that's part of this update. When jumping to sectors that use random music, a random song will start playing like it normally does. However, after about a second or so, it starts to play a different song entirely. I never noticed this issue before in the previous version of the Unofficial Patch. I'm wondering if it has to do with the way your new music generator script is functioning? It seems as though the trigger for the random music is slightly delayed, and because of this, the game ends up playing part of the first song, and then the second one after the script triggers. I've enclosed a video demonstrating this bug.

https://www.youtube.com/watch?v=Ae6JZ8dgxmQ

While not game breaking, it's certainly jarring. It breaks the immersion a bit when it glitches out every time I enter a sector that plays random music.
Cycrow
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Cycrow »

The delay was added to prevent the double music bug from happening

i can look to see if i can improve it some more
Wing2137
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Wing2137 »

Ohh, I see. Now that you mention it, I've never personally encountered that bug, but a friend of mine would get it occasionally back when I watched his livestreams. I've always wondered why his game would do that when he would jump. I'm not even sure what triggers it; but it's even stranger that I can't recall it happening in my game. I appreciate you looking into improving the delay though!

If I may be so bold, might I inquire how to also reverse the music generator back to how it was before? If it winds up not being possible to fully enable the new version you created without the audible jump from song to song, I would personally prefer to have it the old way. If you have the time and it's not so much trouble, I would greatly appreciate this information. That way, I can always reverse it back to the original music generator whenever there's an update to the Unofficial Patch. I used to mess with XML a lot back when I modded RTS games, so if it involves one of those files in the scripts folder, it shouldn't be difficult for me to mess with. I just need to know which lines of code to change. I also have a copy of the previous V1.3.19 patch if pulling the lines of code from there would be easier.

I know you're basically carrying X3 (especially FL) on your back these days, and I really do appreciate the updates that you release. So I apologize if I have been coming off as a bit selfish with my requests lately. The music cutting in and out in particular just really got to me, lol. Thank you for your continued support of X3, Cycrow. :mrgreen:
Cycrow
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Cycrow »

You can check the change on github: https://github.com/Cycrowuk/X3FLPatch/c ... 29160257ee

you can also get the latest version and see if that fixes it. Im not getting the same issue, so its difficult to test
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Wing2137 »

Thank you, Cycrow. I took a look at the pck file in Cat 06 and found the exact lines of code that you highlighted on GitHub. It was definitely related to the delay. I reverted the code back to the previous version of the RNG Music, and it stopped the skipping/jumpcuts of the music. It's really bizarre that I can't recall ever encountering the double music bug, yet I know for sure it exists, because my friend encountered it more than a few times in his playthrough. Then you also don't have the same audible skipping issue that I have in my own game with the updated RNG Music. I guess this is just the nature of programming code, lol.

If you make any further changes to it on later updates, I'll be sure to give it a shot and see if it's improved in my game. However, if for some reason my game decides to still have an attitude problem, well, at least I can still revert the RNG Music back to it's original format. Much obliged, Cycrow! :D
terraghost
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by terraghost »

Hey guys, I know this is probably the 100th time I'm asking the dumbest question in this thread, but hear me out. Am I correct in understanding that this is basically just a set of vanilla bug fixes, not a layer of new features?
Is there any way to get in touch with the official Egosoft developers to discuss "officially endorsing" this update so it can be downloaded through Steam without breaking due to being a "mod"? Maybe something like this could happen once every 4–5 years?
Ektufall
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Ektufall »

Thanks Cycrow for continued work on unofficial patch.

If I may repeat my request : Can TP class have their own section in Players Property menu sometime in future?
As currently they mix and match with any drones.

If new section/divider is not possible at all (without rewriting gui) would apreciate a hint so I can be at rest.

Picture: https://imgur.com/a/4Ct55cW
Cycrow
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by Cycrow »

theres no reason why it cant have its own section, ill take a look when i get chance
extaz93
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by extaz93 »

Is there any plan to add some performance friendly mods in the unofficial patch ? For examples mods with options to remove civilian ships or to build tubeless complexes ?

Playing on a 12700k OC/Sapphire Nitro+ 6950XT OC 16GB GDDR6/32GB of DDR4 3600mhz CL16 + Process Lasso configured on high for X3FL and multithreading + e-cores removed, i'm still having crazy stutters, freezes, crashes and graphical glitches in the endgame (300 stations assembled into complexes/400 ships).
I can't even fly into some of my systems without the game dying and CTD.
vidar.mk
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Re: [MOD] Unoffical Patch : V1.3.20 : 2026-03-21

Post by vidar.mk »

extaz93 wrote: Tue, 19. May 26, 18:18 Is there any plan to add some performance friendly mods in the unofficial patch ? For examples mods with options to remove civilian ships or to build tubeless complexes ?

Playing on a 12700k OC/Sapphire Nitro+ 6950XT OC 16GB GDDR6/32GB of DDR4 3600mhz CL16 + Process Lasso configured on high for X3FL and multithreading + e-cores removed, i'm still having crazy stutters, freezes, crashes and graphical glitches in the endgame (300 stations assembled into complexes/400 ships).
I can't even fly into some of my systems without the game dying and CTD.
Try to tighten your belt :D
This GOD is unfamiliar with nearly everything what the term "optimization" includes nowadays. Multi-threading, multi-core support, SLI/Crossfire, etc.

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