Mods (TC) found to work with Albion Prelude... LIST UPDATED: Jan 22, 2012

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

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Malakie
Posts: 1061
Joined: Tue, 13. Apr 04, 23:08
x4

Post by Malakie »

iron41 wrote:Super listing! Thanks for your great effort.

Weapons Quickswap(http://forum.egosoft.com/viewtopic.php?t=219454 ) and
Breaking Point Capping Expansion (http://forum.egosoft.com/viewtopic.php?t=310871) works as well with AP

best regards
Been gone a couple weeks. Some medical stuff at the Veteran's Hospital.. UGH.

Thanks for the compliment. Now I have to catch back up and update the list with all the new entries.
Take it light.....

Malakie

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TTD
Posts: 11165
Joined: Sun, 6. Jul 08, 10:29
x4

Post by TTD »

Just thought some of you may be interested in this old thread of mine.
I have recently tested the provided code on AP ,and it works fine.

Player-owned Shipyards dockable by capitals...
http://forum.egosoft.com/viewtopic.php? ... 30#3685330


EDIT...

Just note that one of the links in that thread is now broken,but otherwise,all good info and more added since this post.
Last edited by TTD on Sun, 26. Feb 12, 00:05, edited 1 time in total.
milytar
Posts: 345
Joined: Wed, 25. Feb 09, 19:44
x4

Post by milytar »

[SCRIPT/MOD] Ware Blueprint Manager 2.1 - Blueprint any ware at PHQ, upgrade PHQ by myshkin
This work too with AP !!!
http://forum.egosoft.com/viewtopic.php? ... er&start=0
And one day ... one day i will be there ...
And if not... then i will be here ...

Me
powerbrite
Posts: 93
Joined: Thu, 10. Jun 10, 15:28

Post by powerbrite »

if anyone has spk installed that dont worck try unpacking them to a zip then manualy install ,i found quite a few that worck this way and not in spk format ok, these did nott worck as spk in mine,
asteriod relocator
astreiod fusion
logan industraies e cell genarator
marine manger
sfm mk2
vc teleport boarding
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apricotslice
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Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

All of my scripts work fine with AP.

The PHQ extension mod should also work.

The AMS mod is currently being updated to AP.

The Hub Plot versions do not work with AP.
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apricotslice
Posts: 14163
Joined: Sun, 16. May 04, 13:01
x4

Post by apricotslice »

Apricot Mapping Service Mod for AP v1.03 is now available for download.

I've also done a cutdown version of the TC All Plots Complete MD, which gives you the ships all in Argon Prime, and the Final Fury payout.
scuanor
Posts: 8
Joined: Thu, 4. Mar 04, 16:23
x3ap

Post by scuanor »

°smiles° Thank you all very much for all that work.
Must have been hell to go through all that.
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apricotslice
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Post by apricotslice »

I've also done 2 new versions of the all plots complete MD.

1. All plots complete for Terran players.
2. Just Hub and PHQ in TL for Terran players.

I've also modified the cheat menu to allow for stations and wares blueprints to be added to the PHQ, and the existing PHQ mod works in AP to add these to the building queue. New AP version of that mod is released with the correct folder structure for AP.
LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara »

The Marauder Shipyard by Teladidrone:
http://forum.egosoft.com/viewtopic.php?t=223132

No problems detected, using it since AP release + XRM.
xTemon
Posts: 996
Joined: Tue, 9. Jan 07, 20:01
x3tc

Post by xTemon »

Looks like you can add MarCons Asteroid Fusion V4 :

Code: Select all

http://forum.egosoft.com/viewtopic.php?t=278535
, and willyshops Station Placement Assistance:

Code: Select all

http://forum.egosoft.com/viewtopic.php?t=305639
to this list as well. I just tested both and they seem to be fully functional in AP.

edit: Well.. willyshops script is assuming it is supposed to leave nav relays at each location. Never tried it otherwise and sort of thought it placed empty navigation markers. If it's supposed to do that then something is broken, but possibly easy to fix.

edit2: nvm.. working as intended according to willyshops screenshots. :)
:headbang: Microsoft
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Can you please take the Combat Mod 4 off this list? It is not at all AP compatible at the moment.

None of the files are in the correct folders, and, should you extract it and put its types files into the right path, its tfactories is missing several AP entries and its tbullets will break the new AP OOS routines.

If people wish an AP compatible version of the Combat Mod 4, can you please post in the CMod4 thread and if there are enough people, i will see what i can do.
qcncr
Posts: 10
Joined: Fri, 7. Aug 09, 02:59

Post by qcncr »

Anyone know where I can download

"Breaking Point Capping Expansion AL Plugin http://forum.egosoft.com/viewtopic.php? ... 04#3738504"

The download Link provided does not seem to work.

Thanks
Tolmos
Posts: 394
Joined: Thu, 23. Feb 06, 03:37
x3tc

Post by Tolmos »

#10, Universe Explorers, is not Universe Explorers. >_> Might wanna follow that link and double check, but I got something quite different.
LordGaara
Posts: 140
Joined: Tue, 9. Feb 10, 13:23

Post by LordGaara »

qcncr wrote:Anyone know where I can download

"Breaking Point Capping Expansion AL Plugin xxxxxxxxxxxxxxxxxxxxxxxxx"

The download Link provided does not seem to work.

Thanks

Great!! This is what I got when I clicked the link:

"CBACK CrackerTracker has detected a potential attack on this site with a worm or exploit script so the Security System stopped the script.


If you can see this page after including a new MOD into your board or after clicking on a link please contact the Board Administrator with this error message and a description what you have done before you could see this page, that the Admin has the possibility to fix the problem."

And I will do so.
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Gazz
Posts: 13244
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Post by Gazz »

There is no worm and no bug.

qcncr just posted a garbled URL and confused the hell out of everyone. (including the forum software)

http://forum.egosoft.com/viewtopic.php? ... 04#3738504


Whether a DL link works or not is none of my business. Ask the creator of the script or mod... in the apropriate thread.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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TTD
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Post by TTD »

TOA gate conversion works.

Any more updates ?
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Malakie
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x4

Post by Malakie »

TTD wrote:TOA gate conversion works.

Any more updates ?

Been unavailable for a while due to surgery and some other things in real life. Should be getting back online in the coming days and I will have to go through this and update the list. Thanks for the update.
Take it light.....

Malakie

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ptb_ptb
Posts: 142
Joined: Wed, 5. Sep 12, 18:56

Post by ptb_ptb »

Hi Malakie,

I found your thread here when I was about 1/3 the way through writing my one over here. Oops. :lol:

I don't know if you still hang around in this forum, but I hope you're healthy and not overworked. If you start updating again I guess we should consolidate our efforts - Let me know.
sabrehawk
Posts: 113
Joined: Thu, 27. Dec 07, 19:49
xr

Post by sabrehawk »

its sad that this useful thread is dead....

i was like always looking my butt off for a comprehensive list that applies
only to the latest game version of AP....all others lists i found so far despite
the effort of their creators are utterly useless to distinguish clearly and not only
by guessing (eg mod,script creation date etc) if they are fully compatible to
AP.

If theres such a list or database site which is still on track and reliable
i would be glad to be pointed to it.
(as we all know scripts can progessively fubar your game without u even
knowing until its too late, specially when u have built a huge economy and
have complexes i just need to avoid such occurrances like the plague)

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