[Discussion/FAQ] What are the recommended scripts&mods? Ask here.

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

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Thrandisher
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Post by Thrandisher »

Well imo all of luckie's scripts are pretty good and i would consider them enhancements. While they help with things, there is a cost of useing them. Which is mostly in the form of paying people on the ships to make some of the tasks easyer.

Lucik Script Index
This page is in german, but the link i gave uses babelfish provided from yahoo, so its translated into english. I think all of his except codea and pilot union.

Complex Cleaner / Modular Complexes Pretty good one for keeping fps up when you start working on complexs. Keeps them all in a big box so it helps a bit with fps.

Follow me / Remember homebase + wingman Is pretty good. Helps when changeign ships so it keeps your current target and last ship follows you.

Force NPC Undock This is great if you need to dock someplace and all docking bays are taken up by npc's and there just idleing there. Ive also had npc's dock on my carrier's and coudlnt land my own ships becuase they were playing cards or something and wouldnt leave.

Npc Bail's While the game has a default bail, only small ships can do it and not big ones. This lets you be able to do that and change the % on what they bail at.

Salvage commands and Npc'sGives your ships salvage commands on ships. Lets you salvage everying in a sector, or you can have a ship do it over the entire universe. Also adds NPC salvagers which will go around and do the same thing.

Turret On/Off Hotkey Allows you to tell all the turrets on your current ship to stop. Helps so you limit your attacks if your trying to cap a ship. Automaticly turns it back on when you change sectors which is nice.

Cycrow's Community Configuration Menu You will need that for some of these scripts.

Hotkey ManagerIm pretty sure its this script thats doing it, but it keeps all of your hotkey's added from mods in alphabetical order with all the hotkey's from the same mod. Before i used it, i would have hotkeys all over the place in the interface. since useing this, all hotkey's from one mod are all together. Really nice when installing a new mod/script.

Theres alot more but these ones i always use on any game i start.
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Crapgame
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Post by Crapgame »

Thrandisher, thanks for your post. Anytime someone takes the time and effort to reply and include such pertinent links, it's greatly appreciated!

While I will now consider each of your recommendations, please allow me to make some comments just based off of your short descriptions. Please keep in mind that I haven't even booted the game yet, so some of my observations may seem naive.
Thrandisher wrote:Well imo all of luckie's scripts are pretty good and i would consider them enhancements. While they help with things, there is a cost of useing them. Which is mostly in the form of paying people on the ships to make some of the tasks easyer.
I really like the idea of paying for these enhancements. The individual scripter may just be guessing at the true value of an enhancement, but there is no free lunch regardless of where you are.
Thrandisher wrote:Complex Cleaner / Modular Complexes Pretty good one for keeping fps up when you start working on complexs. Keeps them all in a big box so it helps a bit with fps.
This is clearly a game enhancement I can get behind. It's only purpose is to help with problems on the CPU side, which should not be allowed to effect your gameplay.
Thrandisher wrote:Follow me / Remember homebase + wingman Is pretty good. Helps when changeign ships so it keeps your current target and last ship follows you.
Also an enhancement. It's very easy to imagine that spaceships in 2938 would be able to do this and it's more of a convenience to the player than a gameplay effect.
Thrandisher wrote:Force NPC Undock This is great if you need to dock someplace and all docking bays are taken up by npc's and there just idleing there. Ive also had npc's dock on my carrier's and coudlnt land my own ships becuase they were playing cards or something and wouldnt leave.
For my gamestyle, I wouldn't use this. If I were a pilot coming into a station, mine or not, and all of the bays are full....well then all of the bays are full! Imagine this were a MMORPG and those were other players.....
Thrandisher wrote:Npc Bail's While the game has a default bail, only small ships can do it and not big ones. This lets you be able to do that and change the % on what they bail at.
You can probably tell by now, I wouldn't touch this setting. Maybe it's just me.
Thrandisher wrote:Salvage commands and Npc'sGives your ships salvage commands on ships. Lets you salvage everying in a sector, or you can have a ship do it over the entire universe. Also adds NPC salvagers which will go around and do the same thing.
Honestly don't know enough to judge this one. I'll report back.
Thrandisher wrote:Turret On/Off Hotkey Allows you to tell all the turrets on your current ship to stop. Helps so you limit your attacks if your trying to cap a ship. Automaticly turns it back on when you change sectors which is nice.
Perfect enhancement! OBVIOUSLY, we'd be able to give those commands to our turrets. This is just an example of a script picking up where the devs ran out of Red Bull.
Thrandisher wrote:Cycrow's Community Configuration Menu You will need that for some of these scripts.
Thanks!
Thrandisher wrote:Hotkey ManagerIm pretty sure its this script thats doing it, but it keeps all of your hotkey's added from mods in alphabetical order with all the hotkey's from the same mod. Before i used it, i would have hotkeys all over the place in the interface. since useing this, all hotkey's from one mod are all together. Really nice when installing a new mod/script.
Anything "hotkey" would be considered an enhancement. Doesn't let you do anything new, just makes it easier for my 2009 keyboard to do what I should be able to do in my 2938 flight computer.

Thanks again for your suggestions!
MTM1977
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What scripts/mods to get?

Post by MTM1977 »

I am not that familiar with the x series, but i have been playing quite a lot of X3:Terran Conflict lately.

I was wondering that could someone point out that which scripts/mods would be a "must have" to make the game even more enjoyable?

I currently have only the Economy & Supply Trader (which is great), but i am sure that there's a lot of other useful stuff around also...

Another question:
If i install another script, can it somehow corrupt the Economy & Supply Trader or can i install as many scripts/mods i like without needing to worry about some of them stopping to work?


{Merged to get keep the same question(s) in single existing thread. jlehtone}
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Gazz
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Post by Gazz »

Conflicting scripts are extremely rare.
Really only happens with huge projects that affect many things.

Mods are frequently incompatible to each other because a mod has to overwrite "all ships" or "all factories" to change even one of them.
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MTM1977
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Post by MTM1977 »

Thanks!

And sorry for opening a new thread, did not notice this one.

It seems that at least CAG and CLS scripts would be something that suit my playing style (i currently concentrate more on trading than fighting and also have a few factories already).

If someone has more suggestions, will be glad to hear them. Also non trading related are welcome as i will start to do some fighting after i get my "trading empire" running properly ;)
KaZTek
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Post by KaZTek »

Gazz wrote:Conflicting scripts are extremely rare.
Really only happens with huge projects that affect many things.

Mods are frequently incompatible to each other because a mod has to overwrite "all ships" or "all factories" to change even one of them.
Also, the sticky up above lists all used "slots" that any released scripts currently use. Most scripts often have a limited number of slots to work with, and having a centralized list showing who's using what is very helpful to keep the slot use down and/or make sure one script doesnt conflict with another, which is rare in itself, since scripts are run independently of one another, unless one is meant to run with another for more complex script tasks.

Mods are easier to have conflicts with. For example, if one mod modifies a ship that exist ingame (like, say, the Argon Nova) to fly fast, then it'll obviously conflict with another mod that changes the Nova, since nearly all ship data like speed, shields, etc. are in one file.
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Ordogg
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Post by Ordogg »

Which scripts won't moddify my save game file?
AdrianB1
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Post by AdrianB1 »

The is any signed script that can be used with X3:TC without changing the game status to "modified"? I am not interested in any cheats, but some parts of FCC (it saves time from manually moving stuff with an TL and a tractor beam) or Complex Cleaner (saves CPU and makes the game playable in sectors with big complexes) should be part of the original game. Also the MART weapon auto-changing should be there, but not the super-charged goblins.

They are not, so I am looking for Egosoft "approved" scripts made by the community to enhance the gameplay. Do I have any luck today?
poopboypat
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Just got TC and are there any "Must have mods or scripts?"

Post by poopboypat »

I was about to start my first game, and I was wondering if there are any mods out there that will make the over all experiance better?

Any really good mods or scripts out there???


{Merge. jlehtone}
Lord Dakier
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Post by Lord Dakier »

CODEA is would suggest and also MEDUSA.

Codea is a script which helps control fleets and so on, although I dont like those kind of mods I recommend that.

Medusa is a script which allows the firing of multiple missiles near enough simultaneously.
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Saetan
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Post by Saetan »

I suggest Lucikes scripts too ... they are a must have for traders and also for fighters.

If you are espacially into fighting: Gazz' MARS could be also something for you ... but it needs a lot of performance.
MutantDwarf
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Post by MutantDwarf »

Lucike's scripts and MARS, definitely. I wouldn't suggest using MEDUSA, however - it basically turns any ship into a mini-M7M, which kinda ruins the point of M7Ms. Might be useful for M8s, though, which otherwise seem a bit... pointless. Some of Cycrow's scripts are great - I especially recommend the hotkey boarding script.

I'm going to have to try out CODEA - it's another of Lucike's great scripts, but my game hadn't progressed far enough for me to want to start using carriers until recently. It looks like it'd be quite useful, though.
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Gazz
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Post by Gazz »

I'm biased, of course, but about half my scripts are no massive projects but "fix" tiny and particularly annoying features of TC.
(Numeric race ranks, Rubber Dinghi, Missile Defense Mk2, Missile safety... and so on)

While I don't agree with some features of MEDUSA, it's clearly the best script "with missiles". It's also the only one.

If you ever use a carrier (even a small one like an M6 or TM) you'll kick yourself for not using CODEA.
Personally, I don't use it, yet, but I'm cool like that.

Oh, and if you plan on any sort of trading / station building - get everything from Lucike. Just plain everything. =)
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Saetan
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Post by Saetan »

Gazz wrote:Oh, and if you plan on any sort of trading / station building - get everything from Lucike. Just plain everything. =)
@poopboypat
If you also plan to built big complexes, the Factory Complex Constructor will help you a lot too.
StormMagi
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Post by StormMagi »

The two I would use regardless are MARS Fire Control and Freight Distribution Network (FDN).
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Hieronymos
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Post by Hieronymos »

Fyi, DDRS mod for XTC, called "DDTC" or Deadly Da's Terran Conflict is mere days away from first beta. About 66 custom ships (and counting) balanced for XTC, 2 new stations, and combat missions from 7 custom syipyards...

Within next day or two expect Intro thread on Scripting and Modding forum with pix and ship descriptions, and links to a sign up thread for betatesters.
Alexii_k
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A request for a "suggested mods list"

Post by Alexii_k »

Hello gents. I was wondering if the veterans of X3 TC would compile and stiky a list of mods that generaly improve the experience of the game for new ppl like me. As an example, the X3 reunion on forums had the list of highly recomended mods , would love to see that for TC.
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arcana75
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Post by arcana75 »

There's a list of mods in the Community Sticky. Recommendations are a matter of taste and YMMV.
Alexii_k
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Post by Alexii_k »

true to an extent. X3 reunion had a post that i found very usefull with rating of the mods , also bonus packege had ~10-15 VERY usefull mods compiled toghether. Was easy to spot good stuff. Thats what i am hoping for here , in TC section. I understand that a lot is the mater of preference , but i bet there are several mods that 70 percent of players use and like regardless of the playstyle
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amirite
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Post by amirite »

Get Commodity Logistics Software, Commercial Agent, all of Luckie's trade scripts.

Freight Distribution Network is also great for moving and distributing wares around the universe or just as an alternative to complexes.

MARS is a much more intelligent turret script that creates new offense and defense commands on ships that have the software installed.

Those are all high-quality mods that really enhance the game in key ways so I'd start there. There are endless applications for the first two.
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