Which Mod/Script Should I Download Guide

The place to discuss scripting and game modifications for X³: Reunion.

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sepa
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Post by sepa »

Personally, I use DDRS.

I tried Xtended, uninstalled it after first 5 minutes (my screen was looking like after crazy kid's drawing session with thick markers). It probably can be turned off, but this bad first impression is still in my mind (only explosions were nice).

DDRS is very nice, but IMO still need some balancing (M4 X-wing is less manevr. than M4 Y-wing...).

Anyway, ill gladly read some opinions on Xtended, too.
A Team
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Post by A Team »

Have a look here http://forum2.egosoft.com/viewtopic.php?t=151357 this will most likly gte merged with tha tthread then a modorater sees it.

Well you can guess by my sig that i am a XFP man my advice is try both and see what u like best, but the XFP is still in beat its not full of bugs its just its not the complet mod yet there is much more to come.
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Stevio
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Post by Stevio »

sepa wrote:I tried Xtended, uninstalled it after first 5 minutes (my screen was looking like after crazy kid's drawing session with thick markers). It probably can be turned off, but this bad first impression is still in my mind (only explosions were nice).
Thats abit harsh. You only gave it 5 minutes and decided its rubbish :?
you won't get the feel of the mod and less you actually use it y'know :sceptic:
sepa
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Post by sepa »

Sure i know :)

I just had bad impression (those ship/missle trails were supposed to look nice, ya know...) so i tried another mod. DDRS was looking nice (Star Wars ships!) so i gave it a chance - and i am not dissapointed.

I just can't play 2 mods at same time :)
Harry Tuttle
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Post by Harry Tuttle »

Many thanks for your thoughts, guy. Especially as I can now see what an over-asked question this is. Especial thanks to A Team for that thread link. Lots of questions answered there.

T'would seem XFP is the one for me. Option, options, options. :-)

Do you know whether a new version of XFP will mean a complete restart? Don't really want to commit myself if there's a danger of having to restart. With two kids and a 4-hour commute every day, time is somewhat precious at the moment!

Thanks again, one and all.

Harry
Cycrow
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Post by Cycrow »

the main reason for the restart of XFP is the new universe map, but this will remain the same in future version, so you shouldn't need a restart to upgrade it
Syklon
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Post by Syklon »

sepa wrote:those ship/missle trails were supposed to look nice, ya know...
which the majority of people think they do look nice, and are a major improvement over the stock game, as actually being able to see missiles and/or fighters is a major plus, especially if you are in a larger ship

theyre also a very small part of the mod's content, one which can be removed easily enough simply by overwriting the Tmissiles and Particles3 w/ the stock versions for those who just can't stand having a little bit of chaos in battle

i would recomend people looking at some of the battle screenshots on our websites and deciding for themselves
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vampirecosmonaut
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Post by vampirecosmonaut »

Syklon wrote:
sepa wrote:those ship/missle trails were supposed to look nice, ya know...
which the majority of people think they do look nice, and are a major improvement over the stock game, as actually being able to see missiles and/or fighters is a major plus, especially if you are in a larger ship

theyre also a very small part of the mod's content, one which can be removed easily enough simply by overwriting the Tmissiles and Particles3 w/ the stock versions for those who just can't stand having a little bit of chaos in battle

i would recomend people looking at some of the battle screenshots on our websites and deciding for themselves
Start a topic with a Poll: "Do you like/hate the ship trails in X-tended?"
I'd do it, but I think more people would vote if it was posted by an XTM member. I bet you more people would vote "hate" than "like" though, but that's just my opinion. I like to use the trail 1 on all my ships, I like the trail of black smoke.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.
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Observe
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Post by Observe »

Just to confirm what Cycrow said that XFP won't require restart for any forseeable new releases since our huge Galaxy map allready has just about anything you could want. We are beginning a new beta test cycle for next release which will include lots of amazing new goodies as if the current version didn't already have plenty of exciting unique features. :)
Chivalryy
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What add ons for a newcomer?

Post by Chivalryy »

Just installed X3 and done the first 2 missions... then saw this huge modding community have made lots of extras for the game :)

can anyone reccomend any "essential" mods i should get that will improve my gameing experiance first time through? or should u not use any mods, and the games fine as it is?..

thnx for any advice and opinions :)
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Graxster
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Post by Graxster »

I asked this question myself when I first came to the forum. The best answer I can come up with is doing what I did: Play the game for a while, read the list of scripts in the sticky at the top of this forum, and after playing for a while you'll decide for yourself which scripts you'd like to have in your game.

Off the top of my head:
Bonus Pack
No Civilians
Remove Rocks
Salvage Insurance Contract

Those are the essential core of the scripts I'm currently using. I use others for game variety, such as Pirate Guild and AI Competitors.
Y Ddraig Goch
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Post by Y Ddraig Goch »

Hi all. I've recently picked up X3, and its really neat. From what I've seen/read though, there are some things that really take away from the feel of a living world.

I'm looking for scripts and mods that will add more realism to the universe. What I mean is, an AI that creates stations to fill in economic gaps, races that respond to attacks on their borders, maybe even all out wars with species losing control of sectors, and stations being destroyed.

I've already scouted out a few add ons that look cool...

TerraCorp by Deltawolf looks like it adds in the station generation which creates an evolving economy.

Race Response fleets by LV will cause races to defend their borders which seems really cool.

There is a "race invasions" mod but I can't seem to get the specific details about it. The name sounds promising.

My question is, are there other mods of this type that I should be considering? I've read through the posts for most of the scripts posted in the "download library" thread, but I figured people would have some advice for me. I'm not opposed to mods that add content as well as AI stuff, but I'm not looking for TIE fighters or anything like that. The xtension mod looks really neat for example. Thanks in advance for any replies.
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PhantomDG1
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Post by PhantomDG1 »

We'll assume that your game is a fully up-to-date version !

At the moment the MOD to have has to be XFP V4.1

It already has quite a few scripts included with it which are all good.

As for any extra scripts there are a few of us on these boards (me included) that have made lists of scripts they use and that seem to be trouble free !

(Thats not to say ALL scripts are compatible. Even 2 good scripts may cause trouble if they conflict)

Try looking through the STICKY at the top of the threads page. Most of these scripts are tried and tested !

(Personally I recommend anything by Cycrow)

All said its realy down to what you want out of your game ! so just Xperiment and always make lots of back up saves !

Enjoy

Phantom

EDIT

A 'must have' realy should be Cycrows script installer ! Makes life so much easier and helps with importing of any spk scripts !

HTH
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X2-Eliah
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Post by X2-Eliah »

For fleet combat Xai corps scripts are great.
For general combat, Cycrows Mercenaries guild, Assasins guild and bounty hunters guild is a must.
Overall, nearly all of Cycrow's scripts are perfect for the combat-oriented persons.
Also, check every script with turret changes in it, there are some that add very neat commands, like attack capitals/only fighters, or a hotkey..

Basically, Al/Cycrow/Xai corp have made the most scripts, so fel free to explore those firsthand..
Hieronymos
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Post by Hieronymos »

Airship,
if you're into really tough combat you might want to check out the Rebalanced version of the DDRS mod (where you have to complete missions to unlock new ships), and Deadly Da's Deadly Da Bounty Hunter (DDBH) script. There's also Brand-X's Universal Capture mk1 (UniCap1) script, which slightly ups capping rates, leaves more loot debris, and allows capping of BigShips (at present it seems to conflict with XFP mod, but works with DDRS mod). UniCap1 also links with DDBH to spawn Bounty Hunts when you attack freighters--gives you yet more combat options. There's also Deadly's version of StarTrekMarc's Race Attack script, updated for DDRS, provides fleet level combat.

Both DDBH, STM's RA, and UniCap1 will work as standalone plugins, but work best with the DDRS mod..

Serial Kicked's Yaki Armada and Pirate Guild greatly expand the role of those two factions if you're either for or against them. Great fun.

Cycrow's latest Repair Crews script is excellent, as is his BBS Extras. His other combat scripts are ok, but not terribly challenging, with the exception of his Xenon Invasion script, where you can set the difficulty level.

Regards,

Hieronymos
Cycrow
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Post by Cycrow »

the bigger mods are not compatable with each other, so pick one of them to use, then add any of the smaller mods and scripts that you might want.

the are 4 of the main bigger mods, XFP, DDRS, Rougeys and XTM.

there is also a thread where players recommend what they use, the link iss nr the top of the community scripts sticky
Heretic666
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Post by Heretic666 »

Station Freight Transporter
B-O'F: Enjoy whatever you are doing, if you decide to try real scripting one day..
Unserene
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Post by Unserene »

Depends what you want really. There are three big mods currently doing the rounds.

Xtended

XFP

DDRS

Each bringing their own unique aspect to X3. I suggest trying the links and deciding for yourself as most people here will be biased towards their favourites.

..Like my signature for example ;)
It's a TURRET, not a "turrent". Learn to spell.
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mossfootx
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Post by mossfootx »

http://roguey.ueuo.com/gaming/pc/x3.php

Roguey's mod, which is what I'm playing now.

Also, I'm adding CyCrow's scripts to it.

http://forum.egosoft.com/viewtopic.php?t=110772


Nice combination so far.

Roguey's mod doesn't add a whole new storyline the way XTM does, but it does add more sectors, ships, and tries to speed up gameplay and improve visuals. Also, it removes the spam messages that get old REAL fast.

CyCrow's scripts, however, add more stuff for BBSs in a really cool way.
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Achatos
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Post by Achatos »

Of course opinions are always personal, but I first started to play the DDRS mod and it took a very long time before I could see any new features. Whereas in the XTM mod you see immediately new objects, ships and stations. You'll find yourself in a vivid new universe from the start.
Besides, XTM has a lot of cool visual effects such as exhaust tales (as in X2, and so important for 3d immersion!) and new explosion graphics. One other brilliant feature of XTM is the improvement of the sound of lasers
and explosions. And countless other things (there are really not enough words...)

In my opinion XTM 0.7a is towering sky-high above all the other mods. It doubles X3's value! 8)
Find what you need in the X3-universe (with all XTM data, and X3 Music guide)
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