Looks like theres a typo in the mission file which might prevent it from starting. should be fixed in the next version
[MOD] Guilds - BETA v0.82 - 2025/07/05
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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Which step are you currently on? The first part should be the Unknown sector, next to the Xenon Sector in Terran Space, past Segaris.steve_v wrote: ↑Tue, 30. Sep 25, 11:21I seem to be unable to progress the Lost Colonies plot. I am currently at "Echoes of Isolation" and the mission is "Fly to: Unknown Sector", but there is no guidance anywhere to be found. I have checked the usual "Unknown Sector"s and flown around the Terran "outer sectors" ("Terran Unknown(s)", Althes, Segaris etc. etc.) for quite some time, there appears to be nothing to "scan" and nothing triggers.
Revealing the entire map with the cheat menu shows the target "Unknown Sector" (and "Xenon Sector") are in fact to the east of Segaris, not linked to the universe anywhere. Is this a UFJD target (in which case the mission should hint at such), or is my map broken? As far as I can see there are no gates in or out of this 2-sector cluster.
I started this mission chain in 0.81, and while Aldrin Expansion was in progress (awaiting final visit to the Hub to link to Neptune etc.). Completing the latter still doesn't give me a way to reach that "Unknown Sector" as far as I can see.
If I (cheat menu) warp to "Unknown Sector", the mission continues with "this sector is the first stop in our search" yada yada, as if getting to this sector to begin with should have been easy....
Is Segaris supposed to have an East gate, as in AP? Is this some kind of obtuse puzzle? I can't find anything in the director files that creates a gate into those sectors, besides the original AP plot.
The 2nd part is Segaris.
Then the 3rd part if the Terran Unknown Sector past Oort Cloud (Darkspace)
The first Unknown sector should be connected as part of the Aldrin Expansion missions (there might be a delay before it connects).
The Lost Colonies have been adjusted to not start until after the sectors are connected, but if you started before that change it will allow it to continue
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Hwitvlf
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steve_v
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
The first unknown sector. There is no connection to it or the xenon sector from terran space.
That might be it, I I had left aldrin expansion just before the last step (using the hub to connect through to Neptune), and only now completed it, on a guess that it might have been what was missing for access to that unknown sector. Kinda expected immediate results and all.Cycrow wrote: ↑Tue, 30. Sep 25, 19:36 The first Unknown sector should be connected as part of the Aldrin Expansion missions (there might be a delay before it connects).
How long a delay are we talking? I assume it must quietly create a new gate sometime after completing the plot?
Ed. Presumably you mean this:
Code: Select all
<unlock_achievement name="ALDRIN_PLOT"/>
</do_all>
</action>
<cues>
<cue name="L2M011 Xenon Sector Added">
<timing>
<time min="100m" max="130m"/>
</timing>
<action>
<do_all>
<set_value name="L2M011 Finished" exact="1"/>
<start_script script="plugin.oldplot.unistate">
<scriptargs>
<scriptvalue datatype="string" datavalue="linkaldrinxenon"/>
</scriptargs>
</start_script>
<cancel_cue cue="L2M011"/>
~2 hours later, AP war message and invite to M148... No mention of new sectors, but sure enough Segaris is now linked to Xenon Sector. Problem solved, but much, much time wasted trying to figure out what was going on
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nightfury129
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Sorry if this has been addressed previously, but I'm having issues with the Assassins Guild recruitment mission. When I'm told to dock at the Phantom Shadowblade after completing the assassination, the mission just doesn't progress. I've tried undocking and redocking several times, tried reloading save files from during and from before the mission, tried docking in a different ship, and none of these seem to work. I've seen a couple other people mention having similar issues but I haven't been able to find a solution yet. Is there a fix for this?
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steve_v
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
This typo in "3.02 Plot Missions" perchance?
Code: Select all
<check_value value="{value@rHQ Start}" exact="1"/>
^
^I too was wondering why the HQ plot hadn't started, will it work to just fix that and repack (.pck is gzip, right?) the MD file?
Ed. Changed, repacked, and the HQ plot fired.
It looks to me like <set_value name="HQ Start" exact="1"/> is run early in "3.02 Plot Missions" (triggered by the custom start script), and 4 times in "2.007 HUB Plot": Once when gate set 1 is unlocked (as per "HQ plot only needs the first part of the HUB plot done" mentioned upthread), again in a <patch> block that appears to do the same thing, again for gate set 2 (as it was in TC/AP Plots for FL), and again 360m after the HUB plot completes (the only time this is ever set in the original TC MD files). Seems a bit... Redundant
To my untrained eye and with reference to the TC files, the "HQ Start" variable is supposed to do one thing (fire L2M008), and be set in one place (the end of L2M007). Adding a trigger from custom game setup makes sense, but 4 times in L2M007...
I'm confused, I can only assume the HQ plot is now supposed to start as soon as hub set one is complete, correct?
The rest looks suspiciously like a bunch of dead code left from merging TC/AP Plots into Guilds and reducing the hub-plot-torture before getting to HQ / FL content twice in the process. Am I close?
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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
that is the typo yeah.
setting it in multiple places doesn't actually effect anything, so it doesn't really matter. Note the patch blocks are only run if your save game is currently in that cue when it gets updated. So most of them are there to work in existing save games, where you may have progressed the hub plot further before the change was made.
So its mainly just a save game compatibility thing.
but yes in Guilds, it should trigger after the first set of gates, so you can get the HQ much earlier, and allows you to start using diplomacy much earlier
setting it in multiple places doesn't actually effect anything, so it doesn't really matter. Note the patch blocks are only run if your save game is currently in that cue when it gets updated. So most of them are there to work in existing save games, where you may have progressed the hub plot further before the change was made.
So its mainly just a save game compatibility thing.
but yes in Guilds, it should trigger after the first set of gates, so you can get the HQ much earlier, and allows you to start using diplomacy much earlier
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steve_v
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Thought it might be something like that. Documentation on this stuff is scattered, to say the least.
I've been thinking exactly that for a long, long time, grinding away at the hub mission. An excellent decision if I may say so, the TC hub plot is and always has been the most miserable part of the game.
Really wish I'd looked at the files sooner (and realised I could use zgrep on .pck files), it was actually in the course of "screw this for a joke, i'm going to modify the hub plot resource quantities" that I saw those mentions of the HQ plot around gate set one... Which led here, and to the realisation it was just broken all along.
On that note, I see the "Previous Game Storylines" section of the Guilds website still says "Terran Conflict HQ Plot: Terran Conflict Starts: Available after gate set 2 unlocked (Hub Plot)".
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Hwitvlf
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
This problem has been present from the beginning and other people have noted it. As far as I know, the plot was disabled in the latest update - presumably waiting for fixes. There's tons of new content in Guilds so lots to do in the meantimenightfury129 wrote: ↑Thu, 2. Oct 25, 01:51 Sorry if this has been addressed previously, but I'm having issues with the Assassins Guild recruitment mission.
I always found the plot fun simply because it was so ludicrous, but the reward in TC was a letdown because the HQ wasn't really useful. In Guilds, the missions seem considerably easier because of complexes, factory upgrades, and the "fetch wares" command. I completed it in record time with a dedicated complex. Unfortunately, the Hub itself seems largely outdated due to the Jumpdrive Energy Generator.
Note: The Cuttlefish's compatibility with the tornado missile is largely useless as the missile ports point straight up.
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steve_v
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
The Lost colonies plot mission where you first enter Terra Nova breaks if you try to do it with a carrier / cap ship + scout.
The plot ships "Terran Lambda Leader", "Terran Diplomatic Transport Convoy" and "Pioneer Intelligence Service" appear to be set to follow the ship the player passed the first gate in (rather than updating targets if the player switches ships), and they'll even dock at that ship if they can...
This can prevent the conversation that is supposed to happen when you "investigate orbital defence station", blocking further plot progression (guidance stays on the defence station, "Pioneer Intelligence Service" plot ship docks with player carrier without firing comms and stays there).
The plot ships "Terran Lambda Leader", "Terran Diplomatic Transport Convoy" and "Pioneer Intelligence Service" appear to be set to follow the ship the player passed the first gate in (rather than updating targets if the player switches ships), and they'll even dock at that ship if they can...
This can prevent the conversation that is supposed to happen when you "investigate orbital defence station", blocking further plot progression (guidance stays on the defence station, "Pioneer Intelligence Service" plot ship docks with player carrier without firing comms and stays there).
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lighters
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
Edit: delete this post, what I wrote here didn't work
Last edited by lighters on Sun, 5. Oct 25, 21:37, edited 4 times in total.
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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Not sure what caused this to happen, but you can fix it using diplomacy, the Sooth Section Relations task will allow you to dock.lighters wrote: ↑Mon, 15. Sep 25, 06:09Any idea how to fix the Earth sector being hostile? I've finished all other TC plots and now stuck at this.lighters wrote: ↑Tue, 2. Sep 25, 04:52 Hi Cycrow. I have a problem with finishing TC Terran plot (using FL start). I need to dock to Earth Torus to transport Aldrin passengers, but Earth sector is hostile and kills me immediately, even though I have the necessary rep (ATF Earth access and Terran planetary senator). I tried to use cheat menu to make it friendly, but it doesn't appear to work. Save in case it can be helpful: https://drive.google.com/file/d/156gH0p ... sp=sharing
Edit: I was finally able to get around this using the cheat menu - enabled god mode to not get killed by turrets, transferred Torus ownership to myself (simply setting relation to friendly didn't work), docked to complete the mission, and then returned Torus back to the Terrans. Somehow after that the sector became friendly. The Aldrin plot was activated, so hopefully no more issues now.
If you'd like to debug, the save game is still available via the link above.
The next version will also force the station to be friendly when you get onto the mission
Its the station (Torus) thats hostile rather than the sector
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Hwitvlf
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Is there a way to activate the Cargo Tractor Beam on remote OOS ships?
Is this feature supposed to be active only when the key is pressed, or toggle off/on? It usually seems to only be active when the key is pressed, but sometimes gets 'stuck' on.
The Overtuned Drive Core is incompatible with ships which can not equip weapons (Aran, Atmospheric Lifter) even if they have a weapon energy generator. Is this intended (engine limitation etc) or might it be changed some day?
Is this feature supposed to be active only when the key is pressed, or toggle off/on? It usually seems to only be active when the key is pressed, but sometimes gets 'stuck' on.
The Overtuned Drive Core is incompatible with ships which can not equip weapons (Aran, Atmospheric Lifter) even if they have a weapon energy generator. Is this intended (engine limitation etc) or might it be changed some day?
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lighters
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
I was able to find the cause of this.snarfies wrote: ↑Sat, 11. Jan 25, 22:34 My X3AP plot appears to be stuck: I finished Highway Patrol, and then blew up some Terrans to aid the war effort. The next part is not triggering, however, and the I have no X3AP plot mission active anymore. Flying to Belt of Aguilar doesn't help, so it seems the "Aid the war effort" phase ended without triggering the message to defend the Jonferco HQ. I'm stuck with the war sectors being in war mode.
This seems to be a real problem for Guild's Terran Military plot, which I finally managed to find enough missions to trigger. Elysium of Light is heavily defended by Titans and Colossi, and the patrol engages them endlessly.I tried using the Cheat mod to destroy the heavier Argon ships - this causes the patrol leader to simply freeze in place when not being attacked.
The problem is in this condition:
Code: Select all
<count_stations race="argon" typename="SS_DOCK_JSDD_RESEARCH" min="1">
<sector sector="L2M019.Albion2"/>
</count_stations>My previous post on this was incorrect, so I had to delete it, apologies for that.
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steve_v
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Argon Sagittarius explodes on undocking from PHQ (and likely other stations with similar capital docking arm), due to dock position being in the middle of the ship.... Add it to the list of janky new ships.
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Deniskos
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Maybe just need to uncouple them downwards and backwards.
Code: Select all
ANIMATEDF_DOCKPORT_UDDOWN|ANIMATEDF_DOCKPORT_UDBACK-
Cycrow
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Re: [MOD] Guilds - BETA v0.74 - 2024/12/15
looks like the sectors are the wrong way round, the correct order is:lighters wrote: ↑Mon, 6. Oct 25, 04:12I was able to find the cause of this.snarfies wrote: ↑Sat, 11. Jan 25, 22:34 My X3AP plot appears to be stuck: I finished Highway Patrol, and then blew up some Terrans to aid the war effort. The next part is not triggering, however, and the I have no X3AP plot mission active anymore. Flying to Belt of Aguilar doesn't help, so it seems the "Aid the war effort" phase ended without triggering the message to defend the Jonferco HQ. I'm stuck with the war sectors being in war mode.
This seems to be a real problem for Guild's Terran Military plot, which I finally managed to find enough missions to trigger. Elysium of Light is heavily defended by Titans and Colossi, and the patrol engages them endlessly.I tried using the Cheat mod to destroy the heavier Argon ships - this causes the patrol leader to simply freeze in place when not being attacked.
The problem is in this condition:For some reason the game doesn't recognize the Albion Beta sector and instead tries to find the Jonferco Research in Gaian Prophecy. When I deleted all appearances of this condition from the mission file 2.019 Albion Prelude Plot, the mission chain continued and the station was spawned in Gaian Prophecy. I think the problem is incorrect coordinates of Albion Beta, but I wasn't able to fix it. I completed the AP plot successfully, although I was sent to Gaian Prophecy instead of Albion Beta every time, but it's not a big deal.Code: Select all
<count_stations race="argon" typename="SS_DOCK_JSDD_RESEARCH" min="1"> <sector sector="L2M019.Albion2"/> </count_stations>
My previous post on this was incorrect, so I had to delete it, apologies for that.
Code: Select all
<find_sector name="L2M019.Albion1" x="17" y="10" exact="0"/>
<find_sector name="L2M019.Albion2" x="18" y="11" exact="0"/>
<find_sector name="L2M019.Albion3" x="18" y="10" exact="0"/>
<find_sector name="L2M019.Albion4" x="19" y="10" exact="0"/>
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darthdev
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
Hi, I the Act 6 of Lost Colonies, I don't have any gate to TerraNova from the Unclaimed sector, neither there is any in TerraNova to it.
I used the cheat menu and Terranova is there, but not the gates.
Probably because my save is old and was initially generated with a different universe map? No idea.
Here's my save: https://drive.google.com/file/d/159E0OQ ... sp=sharing
I guess checking and generating both gates with the MD could be an option maybe?
I used the cheat menu and Terranova is there, but not the gates.
Probably because my save is old and was initially generated with a different universe map? No idea.
Here's my save: https://drive.google.com/file/d/159E0OQ ... sp=sharing
I guess checking and generating both gates with the MD could be an option maybe?
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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05
so i think it was the result of an older version where the new home plot used the same sector. There was a patch map to fix this, but it looks like the gates didn't reconnect.
the next version should patch them back in and fix the sector properly
the next version should patch them back in and fix the sector properly
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lighters
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