[MOD] Guilds - BETA v0.88 - 2026/04/03

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Tiedyeguy
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Tiedyeguy »

Anyone have an SPK for Cycrow's Unofficial Patch v1.3.19? My older (working) Guilds needs it, and the Plugin Manager freezes doing nothing trying to get it itself. I'd love to be able to play this mod/FL again, but stuck in a no-go purgatory of (newer Guilds doesn't work, but I have newer UOP) and (Older Guilds would work, if I had the older UOP, but its too new/not-backwards-compatible).

They don't appear to be hosted anywhere trustworthy.
NUKLEAR-SLUG wrote:A wasp can sting you and that just hurts, a hundred stings can be fatal.. and that's before you consider most wasps don't come armed with flamethrowers.
Former Commanding Officer of "Hellbound Handbasket" M7 Panther light Carrier in the mighty fleet of Admiral Leo 'Steve' Kayean.
Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

they should be all available on my server

http://www.xpluginmanager.co.uk/flscripts/
Tiedyeguy
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Tiedyeguy »

Cycrow wrote: Tue, 30. Jun 26, 16:14 they should be all available on my server

http://www.xpluginmanager.co.uk/flscripts/
Sweet, thanks
NUKLEAR-SLUG wrote:A wasp can sting you and that just hurts, a hundred stings can be fatal.. and that's before you consider most wasps don't come armed with flamethrowers.
Former Commanding Officer of "Hellbound Handbasket" M7 Panther light Carrier in the mighty fleet of Admiral Leo 'Steve' Kayean.
vidar.mk
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by vidar.mk »

Cycrow, compare to TC&AP Is there an extension for numbers of objects 00749.bod can hold? How many Guilds left them unused? Roughly?
Hausser
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Hausser »

Hi, Cycrow, thank you for your great work with this mod. I have a question -I am doing the Guilds sandbox with all plots accomplished but guild plots available. Beryll plot, parley assignment-says I have to speak with some Terran dude. In a walkthrough it is mentioned that he can be found on Torus, but since I am in a universe where all original plots are completed, Torus is destroyed and there is no one there to speak to, and neither I have any guidance where I could find that guy…. So, I’m kinda stuck with that mission, tried to blind search for that Terran in adjacent sectors with no luck….Am I missing something or is it a tech issue? Thank you!

Best regards,
Hausser
Scoob
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Scoob »

Hi,

I started a fresh Guilds game last night, I picked the Terran Conflict start, so there's a war going on. All good fun. However, I'm a little confused by the war missions... they keep making stuff up! I mean, I'm told to go to a sector and defend it... there's no enemy present - I jumped there, I was there immediately! I'm told we're invading a sector... no, we're not, no allied fleets there, nor did they show up after much waiting. I'm told a sector has been lost, nope, all is well, no enemy presence at all, everything ticking along nicely!

Now, military action is certainly happening, fleets invade and get pushed back or start deleting stations. There really is a war. However, the mission messages don't line up with what's actually happening at all. Is there some disconnect between the intended sector and the one that's reported? Don't get me wrong, I'm having fun, but the mission updates are just noise at this point, and I can't seem to turn them off. Disabling guidance doesn't get rid of the voice comms.

Also, a question regarding this start, does it also allow me to proceed normally, finding the HQ and the like? I've done a couple of other starts in older Guilds versions, but only followed the plot line (up to getting the HQ) once. Other times I've either found it organically after many hours, or started with it. I preferred the former.
Crumar62
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Crumar62 »

Thanks for your generally great mods. I’m playing the German GOG version. After installing your mod, there is no voice acting at all during the dialogue in the Argon starting quest—no English, no German—and there don't seem to be any subtitles either. Is this normal? It’s not exactly fun to play this way. I’d be happy just to have the English dialogue, at least.
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alexalsp
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by alexalsp »

That's fine. The mod currently supports only 1 language (English) (44). You need to switch the game language to English in order to play the mod.

addon2\lang.dat

49 to 44
Crumar62
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Crumar62 »

I´ve done it yesterday and it works but thanks for your answer.
SpaceManSuit
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by SpaceManSuit »

My game lags a lot when using SETA with this mod, I have a potatoe salad, there is any plans for optmization in the future or maybe there is anything i can change on the scripts do make easier for my PC to process it, or I should just try another mods?
Scoob
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Scoob »

SpaceManSuit wrote: Sun, 6. Sep 26, 22:35 My game lags a lot when using SETA with this mod, I have a potatoe salad, there is any plans for optmization in the future or maybe there is anything i can change on the scripts do make easier for my PC to process it, or I should just try another mods?
I had noticed that performance really isn't great at times. During combat - no SETA use of course - I get frequent significant stutters. Not tested against totally vanilla X3FL to compare. X4 runs *significantly* better - even heavily modified. It's not really hurting things that bad, not spoiling the experience much as all overall, I was just a little surprised is all. Having popped back to various X3 (usually AP) titles, as well as X2 over the years using a "computer from the future", they've all run perfectly, as you'd expect. X3FL seems to be an exception. I had used earlier versions of Guilds, and don't recall noticing such issues.

Note: there is something weird going on, I can 10x SETA across a busy system smoothly one moment, then I'm engaging a single Xenon Fighter in relatively empty space and... stutter. I say "stutter" but it's more of a large snag, then all goes back to normal. Quite literally like the game froze for half a second while something happened, then all is well again. As an aside, I limit the game to 60fps in the NV control panel, so that's the most I see.

Still, great mod. However, having only played X3FL vanilla very briefly (original release version) and not delving too deep, I'm often not aware of what things are vanilla FL, and what are Guilds. Some are obvious of course, others not so much. I hadn't fully appreciated, at the time or now I guess, how much stuff FL added to the game. I fully expect I'm "playing it wrong" in some instances, as my brain remembers X3 AP, TC and Reunion... funny that, as I forget things from last week lol.
Scoob
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Scoob »

Heh, finally found the HQ after much exploring... in this game it's deep in Terran space...after I picked a game start that makes them hate me.

Conversely, the Xenon HUB was in a very unexpected location... and connected oddly. Dunno if Guild's changes influence these things at all...
Betelgeuse97
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Betelgeuse97 »

Scoob wrote: Mon, 7. Sep 26, 19:03 Heh, finally found the HQ after much exploring... in this game it's deep in Terran space...after I picked a game start that makes them hate me.

Conversely, the Xenon HUB was in a very unexpected location... and connected oddly. Dunno if Guild's changes influence these things at all...
That's an FL thing. The HQ and the HUB spawn in random locations in the non-tutorial (FL) starts.
Scoob
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Scoob »

Betelgeuse97 wrote: Tue, 8. Sep 26, 18:14 That's an FL thing. The HQ and the HUB spawn in random locations in the non-tutorial (FL) starts.
I wish it was a little less RNG, perhaps with a slight bias based on game start. In the one I chose, an OTAS one, I'm literally the most hated possible with Terrans.

What I did in the end, there was no way I was getting the HQ and keeping it otherwise, was to script my rep to be a little better. Once I did that, the escort the diplomats mission triggered, so I did that. Terrans still largely hated me - LOADS on hostile ships, I spent so much time dodging them - but I could start taking missions to improve reputation. Taking simple passenger-type missions through hostile fleets was... terrifying lol.

However, after many hours of effort, I've secured the HQ, packed it up and re-deployed it in "my" sector (the one East of Legend's Home) where I have other assets. Need to figure out how to use the HQ all over again now!
SpaceManSuit
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by SpaceManSuit »

Scoob wrote: Mon, 7. Sep 26, 13:45
SpaceManSuit wrote: Sun, 6. Sep 26, 22:35 My game lags a lot when using SETA with this mod, I have a potatoe salad, there is any plans for optmization in the future or maybe there is anything i can change on the scripts do make easier for my PC to process it, or I should just try another mods?
I had noticed that performance really isn't great at times. During combat - no SETA use of course - I get frequent significant stutters. Not tested against totally vanilla X3FL to compare. X4 runs *significantly* better - even heavily modified. It's not really hurting things that bad, not spoiling the experience much as all overall, I was just a little surprised is all. Having popped back to various X3 (usually AP) titles, as well as X2 over the years using a "computer from the future", they've all run perfectly, as you'd expect. X3FL seems to be an exception. I had used earlier versions of Guilds, and don't recall noticing such issues.

Note: there is something weird going on, I can 10x SETA across a busy system smoothly one moment, then I'm engaging a single Xenon Fighter in relatively empty space and... stutter. I say "stutter" but it's more of a large snag, then all goes back to normal. Quite literally like the game froze for half a second while something happened, then all is well again. As an aside, I limit the game to 60fps in the NV control panel, so that's the most I see.

Still, great mod. However, having only played X3FL vanilla very briefly (original release version) and not delving too deep, I'm often not aware of what things are vanilla FL, and what are Guilds. Some are obvious of course, others not so much. I hadn't fully appreciated, at the time or now I guess, how much stuff FL added to the game. I fully expect I'm "playing it wrong" in some instances, as my brain remembers X3 AP, TC and Reunion... funny that, as I forget things from last week lol.
I played X3TC with Xtended mod, and a little of X3AP with XRM, and never had any problems at all, even less with Farham legacy using some addons here and there, so reading your comment makes me think this mod really have some performance issues, I was very hyped to play it since FL has more qol features than his predecessors and this mod adds bointy hunter, military and assasins guilds, but I think I'll wait untill next update, hope it gets fixed because it seems like a really cool mod that Im definitely gonna play!
mattla
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by mattla »

One issue, on all Argon Military outposts, there are 100+ NPCs offering (Argon Military) missions. When trying to open the list the game freezes for 10-20+ seconds (I suspect that there are a lot more than 100 NPCs in the list and that the list is limited to show only 100 entries). If I accept a mission, nothing happens... Is there a way, using the script editor, to get rid of all these mission offerings? BTW, right now my save games are 100MB+ each, is that normal?
I'm running X3:FL, Guilds mod 0.88 and unofficial patch 1.3.20
Cycrow
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Cycrow »

That issue should be resolved in the next update, and the list will get cleared eventually.

Theres currently no way to force it via the script editor though
Scoob
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Scoob »

SpaceManSuit wrote: Thu, 10. Sep 26, 00:17 I played X3TC with Xtended mod, and a little of X3AP with XRM, and never had any problems at all, even less with Farham legacy using some addons here and there, so reading your comment makes me think this mod really have some performance issues, I was very hyped to play it since FL has more qol features than his predecessors and this mod adds bointy hunter, military and assasins guilds, but I think I'll wait untill next update, hope it gets fixed because it seems like a really cool mod that Im definitely gonna play!
I've used both Xtended and XRM in the past too, with TC and AP. Spent most of my time with Litcube's mod though. Performance was great, even on much older hardware than I have now. Think 2500k/2600k with GTX 570s/680s!. I was concerned that the NPC bailing mod I was using might be a problem - it's inserting its self in every battle after all, so it'd not surprise me. However, the issues persist even in a fresh start without it, so I guess it cannot be that.

For me, I'd say performance is patchy rather than bad, it's just the hitching/frame drops/lag call it what you will is very jarring when it occurs.
Hwitvlf
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Re: [MOD] Guilds - BETA v0.88 - 2026/04/03

Post by Hwitvlf »

Cycrow wrote: Thu, 10. Sep 26, 16:19 That issue should be resolved in the next update, and the list will get cleared eventually.
Thank you for your work! I have run into this also Guilds. I tried using a cheat to destroy the Military Base, but it didn't work.

Some info about Deliver Ship missions which won't complete: if the request for a Wenendra says "Boron TS", it won't complete since that ship is Atreus. But, if it just a quest from a Boron which says "Deliver Wenedra", it seems to complete fine. The only exceptions I have found to this is for some Pirate M5 ships.

One other glitch (which is probably already known): on Mercenary Guild missions to eliminate hostile forces, Pirate ships often spawn regardless of the race mentioned in the Mission Brief.

Really enjoying Guilds! Thanks :D

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