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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Hopeless
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Post by Hopeless »

I also have a question: the Taxi Logistics mod, is it comparable to the old Taxi Software mod from X3:R? Because from what I've read it doesn't seem to have the same "universe trader"-ish progression style, and I'd really like a mod that would make TPs useful and profitable.
Kiwigamer
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Any premade mod-packs?

Post by Kiwigamer »

There are so many mods and I just dont know what I would like to change and I am also scared of conflicts etc.

The one mod I tried to install I dont even know if its working or If i was meant to do something beyond moving folders to enable it...

Are there any premade mod packs that add more to the game or improve gameplay suitable for beginners?
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X2-Illuminatus
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Post by X2-Illuminatus »

Kiwigamer wrote:There are so many mods and I just dont know what I would like to change and I am also scared of conflicts etc.
What about playing without mods and scripts until you know, what you want to change? ;)
Kiwigamer wrote:The one mod I tried to install I dont even know if its working or If i was meant to do something beyond moving folders to enable it...
Asking in the respective mod's topic would then be a good way to get help. ;)
Kiwigamer wrote:Are there any premade mod packs that add more to the game or improve gameplay suitable for beginners?
Beginners as in starting to play the X-game(s) or as in starting to use scripts and mods? The former ones should play the X-Game(s) firstly without any scripts and mods. There is enough stuff in the unmodified game (Vanilla) that needs to be discovered. In addition to that a lot of scripts and mods can be used in an existing save game. So, even if one starts to play without scripts/mods, he can install them later. Also, without knowing, how the game works you won't be able to fully appreciate the scripts' and mods' changes.
The latter ones probably know now, what they don't like in the game and should search for scripts and mods that change these things. Or one could have a look at the Community scripts and mods download library (at the top of the forum). By reading through the short descriptions of the scripts/mods, it's often possible to find interesting one. Apart from that installing only one script / mod at once and checking its changes over a longer time before installing another one is a good idea.
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Disharmonic
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Post by Disharmonic »

So i'm currently using
SRM:C With all addons inclusing Jobs
EEC for jobs
Combat Mod 4
Mars
Universe Explorers.

So i'm looking for an alternative on for [SCR]Missile Defence Mk2 as it wont work with EEC according to the thread http://forum.egosoft.com/viewtopic.php?t=238799. Any suggestions?
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Peanutcat
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Post by Peanutcat »

is there a mod wich makes it so that shipyards.. after u buy a ship and equip it have unmited wares (not for cargo and speed exensions of course :p) and also have more stuff like jumpdrives and the things u need for traders to automaticyl go around and trade
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X2-Illuminatus
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Post by X2-Illuminatus »

It's not the shipyard that needs the wares but the Equipment dock of the same sector. After equipping ships you only can buy wares that are listed there. Recently Mizuchi released the Script Covenient Wares, which adds most of the avaibable softwares to all EQ docks.
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RobertCole
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Post by RobertCole »

Is there a thread, that has all the startups that you can download? I downloaded the pirate start up, and I like it, I was wondering if there are more?

Also, this question is abit different.. When I'm in a larger ship, with many different turret locations, I have to press F1 to go to the seperate areas to fire... I'd rather have that be automated, and have the turrets target, and fire all by themselfs, is there a script for this? If not, and it's already ingame, can someone link me to a tutorial on how to do it? It's really annoying, being in these large ships, and still have to fight like a fighter...
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Peanutcat
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Post by Peanutcat »

It's in the game and it's really simple, You just go to Command Console then you go down a little bit untill u se turret commands just simply set command for all turrets and pick one of the options, or well u can also choose urself if u want some to act like missile defences
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Halconnen
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Post by Halconnen »

Though I really recommend MARS (or any of the available similar scripts) for that.

It makes turrets -smart-.
RobertCole
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Post by RobertCole »

Awesome, thanks for the turret help... Makes this so much more fun.

Now, just if anyone knows of any other starts that I can download, besides the pirate start, that'd be awesome :D
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X2-Illuminatus
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Post by X2-Illuminatus »

In the Other category of the Community Scripts and Mods Download library several "start"-mods are listed.
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Mr0Buggy
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Post by Mr0Buggy »

Hello there. This is one of my first post in these forums. I've accidentially posted this in X:Universe forums too (sorry, my bad). So here goes (just used Ctrl+C and Ctrl+V from the previous post, sorry again):

I've recently bought X3:Gold during STEAM Summer Sale Event, and I've been enjoying "vanilla" X3: Reunion so far. I'm pretty early in the game, (couple complexes, finished Storyline and Bala Gi missions), these forums being a great source of knowledge for me.

What brought my attention the most in many threads, was that both games have mods (a lot of them I've heard). Not like those in other games like adding Star War's Empire or Battlestar's Galactica into fray, but those who help player mantain their vast empire and give new possible venues of gaining money.

So my questions are boiling down to this: What management/business oppurtunity enhancing mods are out there ? Do they conflict with plot active game ? What exactly they do ? Do they conflict with eachother ?

I've read some names like "Sector Capturing", "Friendly Pirates", "Complex Builders", "Route Planers", etc. but both their usage and possible impact on the gameplay (in the bigger picture) are largery unknown to me.

I know that many users/gamers pride themselves in playing and rocking out in vanilla games (whom I greatly respect) and using mods of any kind are kinda looked down upon by the general community (a friend of mine acted like I've hurt his feelings when I've asked if he played the game "vanilla" or modded [of course he said "vanilla"]).

I'm not looking for anything like cheat engines/ship spawners that would make game far too easier for me (that's kinda half truth if I'm looking for a managment mod, ain't it ?) but would allow for more approaches to the gameplay and gaining profit and also to let me fullfil my "Universe Ruling/Private Corporation/Gentleman Pirate" fantasies I have. I've also asked about possibilities of game/plot breaking when I read that one of the mods for X3:R made it impossible to succesfully aquire AVARICE sector (which I know isn't part of the plot, but still - better to know stuff like this in advance, right ?)

I'm sorry if I made any mess on these boards. Also sorry if quality of my english is causing confusion at any point in the post.

Sincerely:
Mr0Buggy - a Newbie X Universe Adventurer out of Poland.
CuriosityKillsTheMADCat
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Post by CuriosityKillsTheMADCat »

Looks like you hit the wrong forum again, as this is the Script and Modding Forum for X3 Terran Conflict! But you stated that you are playing X3 Reunion. But don't worry, there is a Script and Modding Forum for X3 Reunion, too. So you should copy and paste this again (or maybe a MOD has mercy) and ask your question(s) in that forum again.

MFG

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Mr0Buggy
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Post by Mr0Buggy »

Oh, for the love of my idiocy.

Forgot to mention that I'm playing X3:R at the time, but I'm planning to jump into X3:TC sometime soon and I'm planning to mod it a little bit beforehand, as some mods/scripts require to be played with fresh new games (or so I've heard) and I don't wish to mess up my current game or start from scratch in X3:R.

Am I making bad first impression ? (That's kinda rhetorical at this point).
CuriosityKillsTheMADCat
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Post by CuriosityKillsTheMADCat »

No, you don't make a bad impression :) .

Regarding the mods and scripts you are looking for, reading this thread from the beginning is a good start (if i understand it's purpose correctly). In addition, i can only explain the "hard way" to you: Look around in the "Community Script and Mod Index Library for X3 Terran Conflict" http://forum.egosoft.com/viewtopic.php?t=216690, read the descriptions there, look for incompabilities, and then download the mods and scripts you want to have.
But maybe someone else will point you towards a less time-consuming method.

MFG

CKTMC
Fähiger Pilot wie DU sein...
"When ships to sail the void between the stars have been invented, there will also be men who come forward to sail those ships."
Johannes Kepler, Somnium, 1634 A.D.
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X2-Illuminatus
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Post by X2-Illuminatus »

Mr0Buggy wrote:I'm sorry if I made any mess on these boards. Also sorry if quality of my english is causing confusion at any point in the post.
Don't worry! The first post in a new forum is never the easiest one. Your English is actually pretty good, btw.
Mr0Buggy wrote:I know that many users/gamers pride themselves in playing and rocking out in vanilla games (whom I greatly respect) and using mods of any kind are kinda looked down upon by the general community (a friend of mine acted like I've hurt his feelings when I've asked if he played the game "vanilla" or modded [of course he said "vanilla"]).
Well, actually I wouldn't be surprised, if there are more *modified* than Vanilla players, right now. The whole "misunderstandings" between modified and non-modified players result from bringing the "Modifying the game is cheating, cheaters are bad"-dogma from multiplayer games to highly modable single-player games ( the X-series ). It shouldn't matter, if someone plays Vanilla or *modified* or whatever, as long as he/she has fun. ( I like to play Strawberry, btw. :roll: ).

Anyway, let me come to your real question(s).
Mr0Buggy wrote:What management/business oppurtunity enhancing mods are out there ? Do they conflict with plot active game ? What exactly they do ? Do they conflict with eachother ?
Normally, I suggest to first play the game without any mods / scripts. You'll notice soon enough, what annoys you and then you can directly look for scripts / mods changing these things, for example in the Scripts and Mod Download library linked by CuriosityKillsTheMADCat.
There are basically two types of "extensions" for X3:TC. 1. Scripts, 2. Mods. Scripts are little programs written by the built-in (or external) script editor (mostly used for AI scripts) or with the Mission Director (mostly used for generic or plot missions). Usually scripts can be used in an exisiting save game. Mods are modifications of existing game data or add new files to the game. There are numerous mods that can be used with an existing savegame, as well. However, the biggest mods ( total conversions ) need a new game start.
As a general rule, before installing a script/mod you should always check its topic, if there are any known problems with other scripts and mods, you may have installed. Making a backup copy of your savegames won't hurt either. Also, installing one script/mod at a time, checking its function and compatibility to the game or already installed script/mods before installing another one is often a good way to avoid compatibility issues.
To avoid conflicts between mods you should check, what files they change. If two mods change the same file(s), they won't be compatible with each other without further adjustments.
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Mr0Buggy
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Post by Mr0Buggy »

X2-Illuminatus wrote:Don't worry! The first post in a new forum is never the easiest one. Your English is actually pretty good, btw.
Thanks for kind words of encouragement, and tips of script/mod installing.

As I sift through the databases, are there any of them that would allow me to create my "evil corporate empire", beside Sector Capturing at this time ?
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Drewgamer
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Post by Drewgamer »

Let me start off by saying that I am aware that I should "play through a vanilla game first to see what I like and don't like". However, having started many new games and played through the Terran and OFF plots countless times, I'd like to get into the whole "modding scene".

With that out of the way, I'm looking for some info/mods dealing with the PHQ. I have yet to acquire it myself, but I am under the notion that you can reverse engineer ships (and modules?) for blueprints; which in turn can be used to manufacture said items as many times, as long as you have the resources. Unfortunately, it seems the production time for these things is quite long (I believe I remember seeing that an M2 takes ~21 hours, yikes!)

This all leads me to my mod question: Is there a mod that allows you to speed up the construction on the PHQ for a fee (so as to make it feel less cheaty) or any other PHQ mods in general that improve it's functions?
Check out my mod Crystal Rarities
1in1class
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Post by 1in1class »

Yes iv deleted my X3TC and im about to install it again (should of not uninstalled it) but i had an script that i could use in the menu that gave me all kinds of stuff, money, missiles, etc.... yet i have no clue where or what it was called. Iv looked for an while on the forum but iv not seen it. Could anybody point me in the right way to this script/mod? Thank you :wink:
djrygar
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Post by djrygar »

Hektos wrote: This all leads me to my mod question: Is there a mod that allows you to speed up the construction on the PHQ for a fee (so as to make it feel less cheaty) or any other PHQ mods in general that improve it's functions?
edit HQ.xml and set production times as you like

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