Which Mod/Script Should i Download

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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frankzappa
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Post by frankzappa »

joelR wrote:Yep. Paulwheeler ruined my marriage.
Lol :P

I'll join you in x-aholic-anonymous soon I bet :)
Naotoko
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Post by Naotoko »

Hi guys.
I'm playing X3:TC for a few weeks now, but there is one thing in the game that still confuses me - it's the external camera. It's nice for taking cool-looking screenshots and watching your ships in details under any angle, but for me the camera is not comfortable enough to play and fight with it.
Yes, I can use the cockpit view, but I'd rather play with an external camera.
So I'm looking for a mod or a script, that adds more dynamic to the external camera, making it to 'follow' your ship and not just 'stuck' at the fixed position at fixed range from the ship. Like one in Freelancer or some other space-sim/-shooter games.
Is there any such mod or script?
Thank you in advance.
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joelR
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Post by joelR »

Naotoko wrote:Hi guys.
I'm playing X3:TC for a few weeks now, but there is one thing in the game that still confuses me - it's the external camera. It's nice for taking cool-looking screenshots and watching your ships in details under any angle, but for me the camera is not comfortable enough to play and fight with it.
Yes, I can use the cockpit view, but I'd rather play with an external camera.
So I'm looking for a mod or a script, that adds more dynamic to the external camera, making it to 'follow' your ship and not just 'stuck' at the fixed position at fixed range from the ship. Like one in Freelancer or some other space-sim/-shooter games.
Is there any such mod or script?
Thank you in advance.
This isnt something that can be changed. Its hardcoded into the game.
Hypochondriac
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Post by Hypochondriac »

Just got the game a few days ago. I enjoy it but repairing ships takes forever with the suits laser. Is there a script/add on that allows you to install a repair laser on your main ship? Hopefully one that repairs quicker?
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X2-Illuminatus
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Post by X2-Illuminatus »

You know there's also the possibility to repair ships in a shipyard or in the Player HQ, once you have it.
Hypochondriac wrote:Is there a script/add on that allows you to install a repair laser on your main ship?
I don't think that there's a mod that just adds the possibility to use the repair laser in any ship. However there are a few scripts/mods that add different repair possibilities. For example: Auto Prep Ships v1.3, Mobile Ship Repairs, Marine Repairs v1.02 and Nanite Hull Repair. There might be more listed in the Community Scripts and Mods Download Library at the top of the forum.
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Automatic Jack
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Post by Automatic Jack »

X2-Illuminatus wrote:
Hypochondriac wrote:Is there a script/add on that allows you to install a repair laser on your main ship?
I don't think that there's a mod that just adds the possibility to use the repair laser in any ship. However there are a few scripts/mods that add different repair possibilities. For example: Auto Prep Ships v1.3, Mobile Ship Repairs, Marine Repairs v1.02 and Nanite Hull Repair. There might be more listed in the Community Scripts and Mods Download Library at the top of the forum.
I can add and use Repair Lasers on ships with Cycrow's cheat menu but I don't know if another mod is enabling me to do it. Worth a try.


Can someone please recommend a HUD mod that reduces the brackets?
It currently looks like this:
[ external image ]
I have both this cockpits mod and the Blue GUI remake. The cockpits I need to keep but I could lose the Blue without crying too much.
jfp3
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Mods addition question

Post by jfp3 »

Hail gents,

I'm wondering what this noob player should toss in for mods before starting.

I bought this game long ago but have avoided the inevitable start so I could stay employed. Now is the time to "let it go" :-)

Any suggestions are most appreciated.

Cheers~
expnobody
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Post by expnobody »

new players are recommended to play Vanilla before playing mods
summer time..
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joelR
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Post by joelR »

I have never played vanilla X games. Its not required that you do so. Feel free to experiment.

Your only question is whether or not to use mods, which is a really odd question. What is the nature of the question? Could you elaborate?
jlehtone
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Post by jlehtone »

The recommendation to start with vanilla has reasoning behind it. From here:
David Howland wrote:I would strongly recommend playing a game vanilla through first, before getting mods and scripts for the following two reasons:
  1. Until you play the basic game you cannot know for yourself what 'improvements' you would like to make. As mods can have detrimental as well as enhancing effects on the game it is important you decide for yourself what mods to use.
  2. While playing vanilla, you play a game played by all, you can come to this forum [X-Universe] with problems and get good advice from anyone who has played the game. Once you add an unofficial mod the game becomes altered uniquely, no vanilla player can give good advice, if you have problems you should not even put them on this forum but use only the mods or tech. forums and the first thing the tech. forum will ask is that you try removing the mods. In other words if you have a problem you are effectively on your own!
And now, by [url=http://forum.egosoft.com/viewtopic.php?t=216696][b]T[/b][b]C[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] and other stickies, I call forth a **merged**. :)
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joelR
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Post by joelR »

No one is arguing that there is a reason for starting vanilla. Im stating my experience that I never have played vanilla and I know exactly what I want and dont want in an X game. The belief that a vanilla game must be played first is absurd. There is room for both ways. My experience is an example.
grumman
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Post by grumman »

I want to get rid of the slowdown in Albion Prelude caused by the animations shown when weapons fire hits a ship. I know that this has been done in earlier games and I'm pretty sure I remember how to do it, but I'd rather just download someone else's hard work than reinvent the wheel.

Also, it would be helpful if someone would remind me whether such a graphical modification would trigger the *modified* tag.
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MutantDwarf
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Post by MutantDwarf »

The slowdown when weapons fire hits a ship in AP is apparently not caused by the animation, or at least the most common slowdown isn't. There's a thread around here somewhere where people experimented and decided it probably had to do with collision detection or something along those lines. I don't think anyone found a solution yet.
grumman
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Post by grumman »

Thank you for your response, even if it wasn't the answer I was hoping for. I guess I'll just have to keep away from those convoys of PBG M3s.
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medea_dei
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Post by medea_dei »

1. What are some well made scripts that help reducing FPS problems?

2. Also, are there any mod/script authors that also take a look at the performance hit of their work and not only go for extra feature at whatever cost?
TeroAr
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Steam-friendly mods and Mod Library

Post by TeroAr »

Hi!

I just bought the X-Superbox from Steam and I like the idea of achievements (I'm new on Steam) but I also like a well modded X game and know that most unofficial mods tag the game as *modified*, but not all of them (No-Ad-Sign-Mod for example.) do it.

It would be interesting to add some kind of mark on each script/mod/plugin on the library list that doesn't trigger the *modified* tag and thus allow to gain Steam achievements while using mods.

Also, I think that to aid newbies and not-so-new pilots in mod searching it would be a good idea to create an officialy sanctioned X-Library similar to CivFanatics or better TESNexus, I know there are several good fanmade mod libraries out there (Xai Corporation to mention one) but none as complete as this forum.

I'm sorry if all these topics have already been discussed, I made a forum search for them without great results.
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X2-Illuminatus
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Post by X2-Illuminatus »

medea_dei wrote:1. What are some well made scripts that help reducing FPS problems?

2. Also, are there any mod/script authors that also take a look at the performance hit of their work and not only go for extra feature at whatever cost?
1. Scripts not so much. Litcube started a while ago to work on Expensive Vanilla Scripts. On the last page you find the latest version of the script he rewrote. Also, iirc another user in that topic was working on some performance intensive MD-scripts. However, there are some performance increasing mods out there. SS_T lists a lot of them here.

2. Sure, I assume most experienced scripters or coders in general try to improve their scripts towards performance. It's normal that if you start to script (or code), you first want to make sure that your script is working at all. But after you've gained some experience, you'll also come to that point to improve your scripts towards performance. Of course, there will always be differences in the performance intensity of scripts depending on what they do. A script that is constantly running globally and does stuff will be more performance intensive than a script that the player starts once on his own ship for a few seconds.
TeroAr wrote:It would be interesting to add some kind of mark on each script/mod/plugin on the library list that doesn't trigger the *modified* tag and thus allow to gain Steam achievements while using mods.
All scripts mark the game as modified or require a modified savegame to work, unless they're part of the official Bonuspackage (BP). The scripts in the BP for the various games are Community scripts that were signed by Egosoft. You can find them in the Download section of the Egosoft website (under Bonus Material).
Also, most of the available mods mark your game as modified. However there is a topic that lists vanilla safe mods here.
TeroAr wrote:Also, I think that to aid newbies and not-so-new pilots in mod searching it would be a good idea to create an officialy sanctioned X-Library...
The official Scripts and Mods download library can be found at the top of the forum. For the download servers however every script and mod creator is responsible on his own. There have been several attempts by different users to create forum-wide download websites. The currently biggest (with the most mods and scripts) are probably the Google X3 Terran Conflict Script and Mod Repository created by LV and the XDownloads Scripts and Mod database by SS_T.
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TeroAr
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Post by TeroAr »

X2-Illuminatus wrote: All scripts mark the game as modified or require a modified savegame to work, unless they're part of the official Bonuspackage (BP). The scripts in the BP for the various games are Community scripts that were signed by Egosoft. You can find them in the Download section of the Egosoft website (under Bonus Material).
Also, most of the available mods mark your game as modified. However there is a topic that lists vanilla safe mods here.

[...]

The official Scripts and Mods download library can be found at the top of the forum. For the download servers however every script and mod creator is responsible on his own. There have been several attempts by different users to create forum-wide download websites. The currently biggest (with the most mods and scripts) are probably the Google X3 Terran Conflict Script and Mod Repository created by LV and the XDownloads Scripts and Mod database by SS_T.
Thank you for your response. I'm sorry if I didn't expressed correctly, I'm not new to the game and lurked these forums for quite some time before deciding to create an account. I know where the library is (I didn't noted the vanilla safe mods thread though, thanks! :oops: ), that most mods tag the game as *modified* and that there are several fan made mod libraries.
What I say about an officially sanctioned X-Library is that the current official library shouldn't be an announcement post on the forum but at least something similar to the downloads section at CivFanatics (which is a community maintained a forum also). I'm not talking about download servers here, only the user front-end. Neither CivFanatics nor TESNexus have download servers for what I know, they simply organize the mods and provide a link to external download servers.
Meltdown
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Post by Meltdown »

So... Naval Shuffle or Rebalance?

I played NS some time ago and enjoyed it, but it seems to me Rebalanced adds a lot more stuff. Does it also change ship speeds to something that actually makes sense, the way NS does?
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dispostableatheist
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'Must have' mods for Albion Prelude?

Post by dispostableatheist »

What are, in your opinion, some must have mods for Albion Prelude while still being able to enjoy the Albion Prelude plot?


{Merged. jlehtone}

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