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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djrygar
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Post by djrygar »

npc bailing addon - but remeber to set it to lowest settings, otherwise free ships will be thrown at you at ridiculous rate, From my experience - it good like this: bail rates 2,1,1, factor 2,1,1, xeon/khaak 10% and 5 %. THis way you sometimes find abadoned ship, but it will be still pretty rare and not game breaking

as co-author, cannot omit Improved Races - changes game and makes it harder on many levels (depends of how many features you enable)

ship rebalance mod + cmod - matter of preference, but I cannot play without 'high hulls' now. At first, it seemed bit ridiculous, but now it feels JUST RIGHT. M1, M2 ships have hulls comparable to their shield (8-12 mln hull), making them really, really hard to kill for fighters. Destroyers feel really powerful, not made of paper, and they dont blow up just after their shields are gone. Also, it fixes almost all OOS fight issues - there is no way that any ship can unload enough firepower in 30 second OOS tick to insta-kill any huge ship. OOS rebalance is not needed with this installed. + ton of new ships (especially rusty Khaak ships have been slighly updated lately) and MANY BUGFIXES. THreat this mod as huge, unofficial path for X3 (ie it contains factories that were missing or broken, fixes broken ship models etc)

If you use those, you'll need MARS goblins for repairing hulls and all other tasks. Goblins make game much more pleasant, and are just funny to watch ;) And improved turret targeting is huge improvement over vanilla, yet it comes at huge price - it hurts performance really bad especially with war scripts (provided that you enabled mars for AI to be used). Myself - i just stopped using it for perfomance reasons, but I really miss it sometimes.

Lucike scripts for trading, fleet management and other stuff. CODEA/CAG/Prospector/CLS are must haves. What Lucike plugins give you, is pilot management that adds a lot of life and makes gameplay much more rich. You can use MEFOS instead of MARS
MasterTonberry
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Post by MasterTonberry »

Thanks, that's a lot of good info. I'll check all this stuff out. JUst curious, but what kind of machine am I looking at in order to run MARS without too much of a performance hit?

I'm currently running a Phenom II x4, 4GB RAM, Radeon 6950 2GB, and a Crucial M4 SSD. I could stick X3:TC on the SSD if it will help with loading objects.
djrygar
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Post by djrygar »

I havent noticed much of difference using SSD for X3

using MARS,, cannot really tell. There are some performance options that allow you finetune it a bit at cost of efficiency.

you may install this:
http://forum.egosoft.com/viewtopic.php? ... 10#3624510


one of late Litcube's discoveries - this thing, depending of your game, may add up to 40% more FPS alone, probably making even large capital ship battles with MARS enabled possible. Without mars, and with this file, they are FINALLY possible
By large I mean about 20 capital ships in sector (this is actually situation in my current game - huge Xenon fleet (from IR) vs standard military patrols (but they have M8 in escort ;) ), there is about 6 or 7 xenon carriers with full fighter loadout


there is one more thing discovered by Litcube that you may try out (I haven't yet) - disable ammo requirement from mass drver, EBC and M/AML. Apparently, calculating remaining ammo is so CPU hungry task, that it appears to be reason for ships stopping without any action during large battles.

Few clicks in X3 editor 2 fixes that
wolfmanjack321
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Post by wolfmanjack321 »

LV wrote:
ophion wrote:because if it would be just used to post lists then people don`t have to go treu page long topics to find someting

:evil:
easy tiger

your are correct, however they would have to go treu pages and pages of the forum instead to find someting as mod lists are not going to be stickied

I shall refer you to the pictorial instructions in my first post of this thread good sir :)
And the issue here though is most posts (in this huge thread are just chatter.. not lists of Hey this is what i use and doesn't have conflicts.) (Exactly what i and others are looking for)

I suggest this thread be cleaned up some.. Get rid of the chit chat..

As you say yourself LV.. The guy is "correct"
Epsilon-6
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Latest Mod

Post by Epsilon-6 »

Hello!

I am new to this game and I have seen a thread about a mod for X3TC, but I cannot find the link where I can download it. Can you supply me with the link pleae, anyone.

Thank you!
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joelR
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Re: Latest Mod

Post by joelR »

Epsilon-6 wrote:Hello!

I am new to this game and I have seen a thread about a mod for X3TC, but I cannot find the link where I can download it. Can you supply me with the link pleae, anyone.

Thank you!
We really need alot more information than that to help you track it down. In the mean time try this link and see if you can find it.

http://forum.egosoft.com/viewtopic.php?t=216690
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LV
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Post by LV »

The problem lies with the poster not the topic, this topic is here to store the countless "which mod should i get" topics we get on a near daily basis.

Check out the recently merged post 2 above this, how the hell can anybody advise if the user sets zero parameters on that they want to use or what they are looking for.

You don;t just say "i want a car" without setting out what type, yoju don;t say "i want a tv" without saying the screen size, res plasma/lcd etc, why would asking about mods be any different.

There are trade mods, combat mods, exploring, exploiting etc the list goes on and on


When someone asks for mods that do x,y,z then usually get an answer to their query, when users just say i want mods what are people supposed to recommend, have you seen the size of the options available in the library

A well set out post gets a well set out answer, lazy "i want mods" posts get kicked here as they show no evidence the poster has done the slightest bit of research into what is available.

I'd also be surprised if any two users are using the same mod/script combination making lists totally pointless unless the person actually knew what all the mods were in the first place which is easily done already by reading the library.

/end of
LV's TC Scripts
Readme's For All My Scripts


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Kerrigan666
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Post by Kerrigan666 »

Let me start by saying I do not yet own X3 terran conflict. I was ready to buy it when I read multiple posts about many serious bugs and an impossible learning curve. Since I am on a very limited budget I would like to ask for mods that do not alter the content of the game but fix it's bugs. Specifically:

1) Mods that allow your platforms to be set up easier and more efficiently without allied ships crashing into them.
2) Mods that when you give the follow command the allied ships do not crash into you or other objects.
3) A mod that lets you save wherever you want if that exists.
4)A mod i read that automates the boarding other vessels sequence.
5) Any mod that fixes game bugs I do not know about.

I apologize in advance I tried to read as much as I could but I feel overwhelmed by technical terms and specifics of the game I am not yet familiar with.
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X2-Illuminatus
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Post by X2-Illuminatus »

Kerrigan666 wrote:...and an impossible learning curve
It's not an impossible learning curve. The game just expects you to find out some things on your own. In any way, it's a good idea to have a look at the manual, which gives some basic ideas how the game works. Apart from that there are a lot of helpful tutorials, tools and topics by the community. A lot of them are listed in the Ultimate X resource and guides list in the X-Universe forum.
Kerrigan666 wrote:Specifically:...
1) In case with 'platforms' you mean stations and complexes, then you just have to follow some simple rules when building them. Don't build your stations and complexes directly in primary fly routes of ships, place the complex control centre a little bit away from the complex itself, in the direction possible traders come from, and the like. There are several tutorials and topics about building complexes. I think, this pictured one by Whisperer should cover most things. If you're OOS (Out of the sector, every sector you're currently not in) the collision detection is disabled anyway. Apart from that, scripts and mods like the Factory Complex Constructor by Dusty or the Complex Cleaner by Gazz can help you to make more 'tidy' complexes.
2) There is a Formation Collision Fix by Alkeena. Though, this is still in alpha stage and not developed anymore.
3) Is already implemented in the game itself. With the so-called "Salvage Insuraces" you can save anywhere you want. If you don't want to buy them, there is a function to get unlimited salvage insurances in Cycrow's Cheat Package.
4) Improved Boarding by Cycrow lets you use a transporter device for the boarding process.
5) In general, it's a good idea to play the game firstly without any scripts and mods. Then you'll notice rather soon, what you like and don't like. And then you can go to the Scripts and Modding forum looking for scripts and mods that alter the game in the way you wish. There might be things that you don't consider as bug but other users do and vice versa.
Apart from that the Unofficial bug (player) fixes has a lot of bug fixes - some of them are already included in official patches.
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Kerrigan666
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Post by Kerrigan666 »

Thank you for the reply. A few other stuff as well.

1)Is the problem with allied ships crashing that intense?
2) I read that you can't set mouse sensitivity is that true? I usually play with extremely high sensitivity and I am used to that.
3)The Y axis is inverted and you can't change that?

You probably think I'm weird asking all that stuff before hand but I always do tons of research before investing to a game like reading tons of reviews and go to the official forums and read some sticky to learn about common problems. Better that than come later bitching about the bugs I think.

EDIT If I buy this game, It will be from steam because it's 10 euros there and have some free DLC. That means I will have no control on the version of the game. That mod for non crashing allied ships only works with a specific version of the game.
Last edited by Kerrigan666 on Thu, 7. Jul 11, 18:31, edited 1 time in total.
ophion
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Post by ophion »

to lv

U are absolutely right there is the mod script lib
and on the second part it even notes some conflicts here and there so do u`re resurge and play with it

one thing i miss is that function of the old plugin installer to look for conflicts

anyway for newbees this game is cool and with some trail and error u ll come a long way then when u have a problem u know at least what u are trying to do so u ll have a specific question

when u have one there is always someone here who is willing to help u out

gr :idea:
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X2-Illuminatus
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Post by X2-Illuminatus »

Kerrigan666 wrote:1)Is the problem with allied ships crashing that intense?
It depends. It's true that the autopilot is not the cleverest. That will be obvious, if your ships follow you and especially, if these ships are faster than the one you're flying. It will be better, if you use less ships and if their speed is smaller than yours. But there will remain the chance of ships crashing into objects like asteroids, stations and the like.
I think with the autopilot it's important to define the boundary. I mostly use the autopilot to let it steer my own ship in common situations and I think it does its job pretty well. Though, I usually don't let the autopilot fight for me. (Of course, I also use automated traders, but as they're mostly OOS, collision detection is not a big problem.)
Kerrigan666 wrote:2) I read that you can't set mouse sensitivity is that true? I usually play with extremely high sensitivity and I am used to that.
Yes, that's unfortunately true. If your mouse uses any third-party program (software by the manufacturer) it might be possible to keep the Windows mouse sensitivity in the game. I read that this is possible with Logitech's software, for example.
Kerrigan666 wrote:3)The Y axis is inverted and you can't change that?
You can invert the y-axis of the mouse. However, it only has an effect in the so-called classical flight modus, which can be enabled by a key combination (Shift+N) during the flight.
Kerrigan666 wrote:You probably think I'm weird asking all that stuff
Not at all. :) It's always a good idea to inform oneself about a game before buying it.
Kerrigan666 wrote:That mod for non crashing allied ships only works with a specific version of the game.
It was originally designed and tested for version 2.1, but if you have a look at the last pages of that linked topic, you'll find out that it's also working with versions higher than 2.1. (For instance, mentioned is version 2.7.1, whereby patch 2.7 was the one of the latest patches with the most and biggest changes.)

However, there is also another solution for the autopilot's collision problem, I didn't think of in my previous post: Bounce V1.641: Player Owned Autopilot Fix by Litcube.
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Kerrigan666
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Post by Kerrigan666 »

About the mouse sensitivity. I found this program that supposedly keeps mouse sensitivity in games. It's free.

http://mousesensexport.sourceforge.net/[/url]
priestr
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New to xtc - any mod recommendations?

Post by priestr »

Hi,

yesterday i bought the x superbox, just because i heared from a friend how awesome this game should be.

I was searching the net for some mods and found this forums, i spent 2 hours looking through this forum, reading through some threads, but i have no clue which mods to install.

Do you have any recommended mods or must have mods i have to install?

I cant decide what to pick / not to pick because im pretty new to the scene... and because i do not understand most of the terms and descriptions the mods are bringing with them...

would apreciate your help! and sry 4 my noobness
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

The problem with all mods/scripts is that they change the feel of the game and generally do so in different ways. I would recommend having a play with the game in Vanilla mode first, discover what you do not like, then find a mod/script that changes that aspect.

EDIT: Also, there are plenty of posts already in this forum that have suggested combinations of mods/scripts (they will appear in a google searh ;))


[Like this one - Gazz]
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Smorensky
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Post by Smorensky »

Hi guys, I need a few pointers by those who like playing a hvly modified game, I finally got a PC that can smoothly run TC with all the mods I want to install but I ran into a few problems while installing some of the mods I used to have.Things like NPC ships with no weapons or shields all over the universe.Random game crashes etc...

I need help with picking those that do not conflict and if possible someone to tell me the install order for those mods.

Now here's my wish list of mods, some of them I used and some I'm willing to try out.I know it's a big list with a lot of complex mods on it, so if anyone has time to look into this for me I would be much obliged :)

ADS,MARS,SRM and CMOD4 (with most of the optional addons they come with),Complex Cleaner (I hate my plexes taking up half the system),Improved Races or RRF (tried RRF last time, I might go for IR this time),Yaki Armada,Pirate Guild 3,mby Cheat Package...
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creidiki
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Post by creidiki »

Install order only matters for mods (.cat/.dat pairs) and there you're better off installing them manually, rather than using the plugin manager. At least until 1.4 is out of beta ...

ADS: no mod. just install with plugin manager.
MARS: see above, but make sure you install the CMOD4 MARS data package. It does, in fact, have a mod in the package, but its integrated into SRM, so you don't need it, and might fubar things up by installing it.
Cheat Package: Every developer uses it, just use plugin manager.

IR/RRF: Every one of the racial fleet scripts, IR/IRCE/RRF/MBRR are fragile and prone to breakage simply because of the complexity. I use them myself, but you're better off adding the one you choose to an already started game, where everything else has initialized and been setup.
Dock, save, quit, install, start tc again, load your savegame, wait for the ok message from the script to appear, configure, wait 5 minutes while docked (go have a cup of coffee or something), save, quit, then load and play.

SRM - CMOD4 - Complex Cleaner:
I don't use CC, but I do know you have to install its mod with a lower false-patch number than SRM-CMOD. Also make double-plus-good sure you follow the right patch order for SRM-CMOD.

Would be, lower to higher number:
CC-SRM-SRM_OTHER-CMOD4-SRM_TRAILS

Yaki Armada, Pirate Guild 3 - no idea, never used them, if they have a .cat/.dat pair they might be incompatible with SRM/CMOD.

Apart from those two I use all you're planning to plus another 35 or so, so its possible, just a question of being careful and methodical :)
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Smorensky
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Post by Smorensky »

Tnx for the help, I was planning to install everything from scratch, hence the wish to do it properly, I'll also be starting a new game once the install is done.
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Legionos
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Post by Legionos »

Hello, i am looking for a mod which gives me full autonomy (without cheating) within the game. Essentially become my own 'race'.

It would be that i could end up building most if not all the different types of ships, weapons, equipment and factories myself without just editing them in. For example with enough money (and standing if thats required for X3:TC) I would be able to purchase a shipyard from a race's shipyard and then using that shipyward i would be able to build anything that that race's shipyward is able to build.

Essentially I would like to run off to some unknown sector, start my own self-sufficent empire and then come back to invade and destroy the other races.

In that respect I would also need like Race Wars or whatever its latest rendition is called nowadays so that I actually have to fight my way through an invasion rather than just stomping all over them.

Also if there are any other notable scripts/mods (as i said I have not played the X3 games) which would enhance the gameplay then please say so :).


I am not a new player to the X series, I have been playing since early 2000 with X:BTF but I have only recently returned to the scene because my family were unable to keep up with the desktop requirements for the X games (stopped playing after X2), I used to be an avid poster on this forum but I have long forgotten its account, I was also exploring mod creation, ship design and have played vanilla and heavily modded versions of X2 so I am no stranger to modding.

Oh and im currently making my way through the vanilla versions of X:BTF and X2 just to re-immerse myself in the storyline and will play X3:R and X3:TC vanilla before i do this 'desire' I have had since those Argon scum treated my horribly in X:BTF and since then Ive wanted to annhilate them :D


Thankyou for your time.
djrygar
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Post by djrygar »

for ship building - there is Player HQ, that can build any type od ship for you, you cannot purchase shipyard. (must finish HQ plot to get it - or use Ketraar's scripts to skip those and get rewards from start)

for battle part - you have 3 options, Race Response Fleets, Miolitary Base Revamp and Improved Races, pick one, dont mix. Thats all

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