[MOD] Guilds - BETA v0.88 - 2026/04/03

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Cycrow
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

The crashes could be due to to the 10x repair. This edits TBullets. Which will ne overriding the one from Guilds, as Guilds adds additional bullets, they will be missing.

I dont know about mobile repairs, but if it contains any types files, then this could be effecting the mod too.

Guklds cjamges alot of types files, so any other mods that also changes them will ne incompatible

Bare in mind FL/Guilds does already adjust repair speed and includes repair drones (and a future version will also include repair crews for your captlital ship)
plains.walker
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by plains.walker »

Cycrow thanks, removed these 2 mods, since then, so far no crashes. Tukan - still no "Claim" option.
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

there is a toucan in the game that is not claimable, this is normal and part of FL. There should have been a journal page next to it
dazar3
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by dazar3 »

Do the old corporation missions ie otas terracorp still function in this. I can't see them in comma menus at the hqs
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by Cycrow »

The only corporation missions are from Jonferco, the rest of the corporations are full races. This includes any of the standard missions available to them. You gain reputation via the same methods (including diplomacy)
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Re: [MOD] Guilds - BETA v0.82 - 2026/01/04

Post by Cycrow »

New Version: 0.83
  • Fixed text for Industritech Expansion Story
  • Fixed return wares mission (including FL Story Plot)
  • Fixed Headquarters Plot starting for TC starts
  • Fixed Torus relations at end of Terran Conflict plot
  • Fixed Albion Prelude plot sectors
  • Fixed missing Terra Nova gate in some saves
  • Fixed ships undocking from PHQ (ie Sagittarius)
  • Fixed weapon compatibility on Pioneer ships
  • Improved mission ships docking at player carrier
  • Added Act 7 of Lost Colonies - Bridging the Divide/What lays beyond
* The fix for Return Wares will eventually be moved to the unofficial patch
** The Main Lost Colonies plot is now complete, a final bonus mission (Act 8 ) will follow
dazar3
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Re: [MOD] Guilds - BETA v0.82 - 2025/07/05

Post by dazar3 »

Cycrow wrote: Sat, 3. Jan 26, 18:25 The only corporation missions are from Jonferco, the rest of the corporations are full races. This includes any of the standard missions available to them. You gain reputation via the same methods (including diplomacy)
Cheers for reply. Does that mean the corporation reward ships are no longer available by competing their missions
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Re: [MOD] Guilds - BETA v0.82 - 2026/01/04

Post by Cycrow »

The reward ships will be available by other means, most via corporation shipyards which are connected to thier ranks.

So for example to buy OTAS ships including the Sirokos, you need OTAS rank rather than Argon (like in TC/AP)
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Tiek
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Re: [MOD] Guilds - BETA v0.82 - 2026/01/04

Post by Tiek »

Hi Cycrow, thanks for the mod... really interesting. One question... I don't see the Bounty Hunter Software being sold at the Guild Headquarters. Where can I buy it? Anyway, how does it work? Does it also allow you to consult the Guild bulletin without docking at the HQ, besides making the "hunt" easier when you're in the sector with the "prey"? I'm asking because I haven't seen any hotkeys to configure in the controls... Thanks in advance.
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Re: [MOD] Guilds - BETA v0.82 - 2026/01/04

Post by Cycrow »

There are 2, one is a licence andnine is a tracking conputer.

They are unlocked at the guild hq as you gain ranks, they wont show up until yours is high enough.

The licence just increases payout from the standard police licence

The tracking computer allows you to track the bounties. This gives you the sector the ships currentoy in as well as highlighting the ship on the sector map
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by Tiek »

Hi Cycrow, I'm having a problem with the Player HQ (Spacelab) that's present when you start the game as Privateer Warrior. It's spawned and appears in the station list. You can dock to it, but it's invisible when you're in the sector. It was visible before patch 0.83.

Edit:

Hi Cycrow, I checked the playerhq_scene file and found a typo, a residual value of 19045 instead of the new value 19040 relating to the P1, P2, P3, P4, P5, P6 positions; after correcting and aligning everything to the value 19040, the HQ is correctly loaded and visible.
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by Cycrow »

19045 isn't a typo, it was a change to how the docking was handled in the Spacelab. It forces the ships to undock backwards instead of forwards

19045 should be a new entry in dummies. Do you have another mod or lose file that might be overriding it?
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Tiek
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by Tiek »

Cycrow wrote: Thu, 8. Jan 26, 23:25 19045 isn't a typo, it was a change to how the docking was handled in the Spacelab. It forces the ships to undock backwards instead of forwards

19045 should be a new entry in dummies. Do you have another mod or lose file that might be overriding it?

Hi Cycrow, sorry for the misunderstanding; I actually found a dummies associated with a ship mode that obviously lacked the 19045 parameter. After correcting it, everything is fine now. Thanks for your help.
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by exocakes »

Heya Cycrow, I'm not sure where I can provide feedback, I'd like to provide some feedback about the Celestial Navigators guild board. I'm under the impression the other cabin types will only be unlocked as we go through the guild ranks, so if possible I suggest the guild board will only show passengers that are only available with the cabin type you have instead of all of them shown at once [edit: just discovered i can click on the cabin types column and sort them that way]. And maybe if possible it should refer to the player faction relations as well? I had some budget cabin passengers asking to go to a Terran station or a Pirate Anarchy port when I'm in no way able to dock at them since I'm hostile with them. I'm aware there's station hacking but the chances of getting shot down or swarmed by missiles before you can reach docking computer range is quite high.

Anywho, having a nice experience with the mod so far, I like that the universe seems more active
Ektufall
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by Ektufall »

Hi all!

Wanted to express gratitude to Cycrow for continuing the work on Guilds.
Thank you for that and may To-Do list reach it's implementation!


Yet I would realy apreciate some advice on how to move forward with my issue on my 12+ day save (started on Guilds 0.81) .

Got the courage to finaly start claiming HSAP's .
All looked nice - have them all unlocked (missions done), Exp guild offered me a list to choose from .
Picked the one I wanted Unclaimed Sector beta next to Unclaimed Sector (renamed to _Paranid when I owed it).
1 mil. credits was taken, TOA kit in TL and when I whent to claim HSAP - nothing.
HSAP shows unlocked and unclaimed , TOA kit can not be deployed.

Same result can be achieved with this save on any other HSAP sector: https://www.dropbox.com/scl/fi/n6s2uymg ... ap1oo&dl=0
  • Got to Argon Prime delta
    Contact Free TC there and ask for TOA choice
    Choose your sector and pay the fee
    Jump to sector and HSAP will still stay unclaimed.
Am I doing something wrong ? Or should I reached this toa.expire (from plugin.expguild.comm.pck) value unwilingly doing activation missions but delaying claim it self?
And most importanly how could I set the HSAP to claimed so I can move forward to plots ?

What picked my curiosity was that Exp Guild offered me a list of sectors to claim not the ones where HSAP leads to but the ones where HSAP is located. ( aka Not Preachers Refuge beta but Preachers Refuge)
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by Cycrow »

The explorers guilds does correctly list the sector from the main universe, rather than the remote sector where it leads too.

i tried your save game, and it seems to work fine for me. There is no expiry for claiming, but once you claim a sector, then there is an expire time before you can claim another one, so you cant claim them all in one go.

Image

both sides of the HSAP should show as claimed, when you build the TOA, make sure you are in the sector when you do it (you dont need to be in the TL)
also note, you have to deploy it from the TL's freight bay, not via the build command
Ektufall
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by Ektufall »

Cycrow wrote: Fri, 23. Jan 26, 12:03 The explorers guilds does correctly list the sector from the main universe, rather than the remote sector where it leads too.

i tried your save game, and it seems to work fine for me. There is no expiry for claiming, but once you claim a sector, then there is an expire time before you can claim another one, so you cant claim them all in one go.

Image

both sides of the HSAP should show as claimed, when you build the TOA, make sure you are in the sector when you do it (you dont need to be in the TL)
also note, you have to deploy it from the TL's freight bay, not via the build command
Thanks for taking time on this.
This gave me idea to dig deeper in my mod list and suprise suprise one small utility mod "[AL Plugin] Remove Prefix "Your" from Player Property" : viewtopic.php?t=225432 was causing iterferance for race change os HSAP's .
(I hate "Your" in naming convention so this was usefull till now).

On posted here save everything works perfectly without this mod.

Now have to figure out how to fix this in more current save where I already made claiming choice and HSAP ownership did not change.
Can I do it with reruning this script plugin.expguild.comm.pck with correct event type?
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Re: [MOD] Guilds - BETA v0.84 - 2026/01/24

Post by Cycrow »

New Update: 0.84
  • Fixed Assassin Guild recruitment, docking at Phantom Shadowblade
  • Fixed Lance Prototype rear turret
  • Fixed Dock Tender add all wares
  • Fixed Dock Tender ship minimum percentage
  • Improved random music generate for sector
  • Moved Hammerhead to Heavy Terran
  • Added Fenrir to ATF jobs list
  • Added Metal Alloys to HQ during FL void plot
  • Added Xenon/Kha'ak weapons to Black Market (Requires 1.3.20)
  • Added additional equipment to Black Market (Requires 1.3.20)
  • Added Logistics Network
Ektufall
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Re: [MOD] Guilds - BETA v0.83 - 2026/01/04

Post by Ektufall »

Ektufall wrote: Fri, 23. Jan 26, 22:26
Cycrow wrote: Fri, 23. Jan 26, 12:03 The explorers guilds does correctly list the sector from the main universe, rather than the remote sector where it leads too.

i tried your save game, and it seems to work fine for me. There is no expiry for claiming, but once you claim a sector, then there is an expire time before you can claim another one, so you cant claim them all in one go.

Image

both sides of the HSAP should show as claimed, when you build the TOA, make sure you are in the sector when you do it (you dont need to be in the TL)
also note, you have to deploy it from the TL's freight bay, not via the build command
Thanks for taking time on this.
This gave me idea to dig deeper in my mod list and suprise suprise one small utility mod "[AL Plugin] Remove Prefix "Your" from Player Property" : viewtopic.php?t=225432 was causing iterferance for race change os HSAP's .
(I hate "Your" in naming convention so this was usefull till now).

On posted here save everything works perfectly without this mod.

Now have to figure out how to fix this in more current save where I already made claiming choice and HSAP ownership did not change.
Can I do it with reruning this script plugin.expguild.comm.pck with correct event type?
In case someone will also experience this - I was wrong.
Auto_rename_player_property mod(script) was not to blame, modified version of Smart Turrets was (Smart4_7_3_TechSY730_hack).
Some of it's scripts changed onwership of HSAP back to unclaimed as soon as you jumped to sector.

As for solution in my situation where I registered for claim and HSAP was in unclaimed condition - runing plugin.expguild.npc.buildtoa.pck on affected HSAP pushed TOA to be built and sector was mine for taking :)
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PromX
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Re: [MOD] Guilds - BETA v0.84 - 2026/01/24

Post by PromX »

Added Xenon/Kha'ak weapons to Black Market (Requires 1.3.20)
Added additional equipment to Black Market (Requires 1.3.20)

I am sorry, but what does the 'Requires 1.3.20' refer to?

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