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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DrBullwinkle
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Post by DrBullwinkle » Tue, 21. Jan 14, 18:56

Lea Flamma wrote:What I meant is an extansion to command line...

Would that work?
No. You will have two different icons for launching the game from different folders.

Sotanaht
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Post by Sotanaht » Wed, 22. Jan 14, 14:34

Looking for a mod to remove the little cutscene that plays when you place a station, specifically for mines since those are the only ones I can't do OOS.

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Post by DrBullwinkle » Wed, 22. Jan 14, 18:01

Sotanaht wrote:Looking for a mod to remove the little cutscene that plays when you place a station, specifically for mines since those are the only ones I can't do OOS.
I do not think there is such a mod. I recall that others have tried but have not found it worthwhile to do. As Ketraar points out, the call to the cutscene is hardcoded, and I suspect that changing the cutscene itself either does not reduce the time required to display it (or it may cause timing issues with other scenes).

Condense Asteroids or Asteroid Fusion can reduce the problem by reducing the number of asteroids that you need to mine.
Last edited by DrBullwinkle on Wed, 22. Jan 14, 18:29, edited 1 time in total.

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Ketraar
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Post by Ketraar » Wed, 22. Jan 14, 18:19

Sotanaht wrote:Looking for a mod to remove the little cutscene that plays when you place a station
That is hard coded and cant be turned off. An easy way to fix your mineral issue is to set up a CLS route from the mine to your plex, transferring wares from own mines or NPC ones. For the later version lookup Timsuptonothing trapper guide on CLS.

MFG

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Sotanaht
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Post by Sotanaht » Thu, 23. Jan 14, 03:55

Thanks for the responses, at least I know not to waste my time hunting for one.

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Post by TrgtMobius » Tue, 11. Feb 14, 05:35

Is there a mod that will allow me to eliminate the e-cell requirement for standard jumpdrives? I do have the advanced jumpdrive, but my goal is for my codea fleets to be able to jump about without requiring e-cells, and as far as I can tell that means the standard jumpdrive behavior needs to change.

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Post by DrBullwinkle » Tue, 11. Feb 14, 05:51


Censor
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Post by Censor » Wed, 13. Aug 14, 02:40

Edit: After more searching around it looks like I have to learn how to use CODEA and SRS. I've been putting off because it looks super complicated but I'll just have to buckle up and study up.

Hi! I'm looking at fleet management mods and I am a little overwhelmed. What I'm wanting to do is have a selection of ships that wait at my main base until an enemy is spotted in another sector. They then jump to that sector, kill the enemy and come back. bonus points if my ships dispatch only if they think they can handle it.

I don't like the idea of patrols because what's the point of flying randomly about when you have satellites and jump drives?

So far I've been using SEWN wings to have M7's patrol but they use up their jump fuel and then start to fly everywhere instead of jump. I have cag fuel suppliers but I wish there was someway to configure the SEWN so I had better control over when and how my ships dispatch and fuel up.

ADS is great but it only works on carriers, only on enemies that are willing to attack me (not on the passive kind that I may want to attack), and only within 6 sectors of where I have a station built.

So how do you guy go about actually using the ships you buy and equip? That's my big hurdle right now.

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X2-Illuminatus
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Post by X2-Illuminatus » Wed, 13. Aug 14, 13:08

The Satellite Early Warning Network from the AP Bonus package lets you setup custom wings that can be called by your satellites, once enemy ships enter their sectors.
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Post by Censor » Sun, 17. Aug 14, 05:56

I'm looking to make the user interface 100% opaque or to remove suns from the game. Having them shine through my menu's is the bane of my existence. Any help?
Last edited by Censor on Sun, 17. Aug 14, 05:56, edited 1 time in total.

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X2-Illuminatus
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Post by X2-Illuminatus » Mon, 18. Aug 14, 18:54

Censor wrote:I'm looking to make the user interface 100% opaque...
That's not possible afaik.
Censor wrote:...or to remove suns from the game.
There is an easy solution, if you are willing to start a new game. Create an empty text file called "TSuns" and place it in your types folder (addon\types for X3AP; simply create one if you don't have it). Afterwards all suns in the whole universe will be gone. However, this will have a negative effect on Solar Power Plants, as the sun intensity influences their cycle time.
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Post by Censor » Thu, 21. Aug 14, 02:35

Hahaha, awesome.

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Post by Rickjames125 » Thu, 21. Aug 14, 05:20

Are there any mods other than Xtended that allow Player owned shipyards? i Know obviously the PHQ can be used for said purposes but I want to build multiple ships simultaneously and create my fleet that way. Would also be cool if it worked with litcubes universe too. Really just looking for any mod that gives the player the option to control or behave like his/her own faction.

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Post by Shasslar » Thu, 21. Aug 14, 08:40

Rickjames125 wrote:Are there any mods other than Xtended that allow Player owned shipyards? i Know obviously the PHQ can be used for said purposes but I want to build multiple ships simultaneously and create my fleet that way. Would also be cool if it worked with litcubes universe too. Really just looking for any mod that gives the player the option to control or behave like his/her own faction.
LU's pHQ has significantly shorter construction and repair times, you still need the blueprints.

XRM has player owned shipyards, with slightly shorter construction time, but reverse engineering is needed and doesn't sync with the HQ (means that if you have an aamon blueprint in the pHQ, you won't get it in the shipyard unless you RE it there too).

Hope that helps.

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Rickjames125
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Post by Rickjames125 » Thu, 28. Aug 14, 04:20

@Shasslar

I Went with XRM which was a great decision, thank you.

Ive found myself in another situation though, I wanted to add a script that removes the need for energy cells to jump and works for the AI as well, However needs to be compatible with XRM and AP, I did a few searches but couldn't find anything.

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Post by Sparky Sparkycorp » Thu, 28. Aug 14, 07:48

There seem to be a few options out there for Crystal-Free SSPs for vanilla AP (most TC scripts will work in AP as long as files go into the /addon directory).

http://www.google.co.uk/search?safe=off ... iooxUT2A5s

I don't think XRM changes SSPs so it's worth trying them out to see if the game loads and the SSPs are changed afterwards. Since XRM is a little tricky to setup, it is best to try this on a duplicate of the XRM install directory to save a lot of time if it doesn't work.

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Post by X2-Illuminatus » Thu, 28. Aug 14, 20:00

Rickjames125 wrote:I wanted to add a script that removes the need for energy cells to jump and works for the AI as well, However needs to be compatible with XRM and AP, I did a few searches but couldn't find anything.
Did you already have a look at Advanced Jumpdrive by Cycrow and Beacon Jump by Shimrod?
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Post by Phyon » Tue, 2. Sep 14, 04:53

Hello I am looking to try out the game again only ever played for a few hours before but I am going to install the game again this time with xrm. I been watching a youtube video I am unsure if I can link it here but he is playing litcube mod but it shows his map as colored and which faction owns it. Is there anything out there like that I can get for xrm? Something that changed dynamically would be nice to I want to install improved as well so that space can be taken over. Is there some kind of map mod that would do that?

If not I suppose I can go with litcube but it seemed like a much tougher mod for people a bit more experienced I am still pretty new to the game with minimum experience under the belt.

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Post by Sparky Sparkycorp » Tue, 2. Sep 14, 07:59

XRM and Litcube's Universe are both quite far-ranging mods so not necessarily idea for newer players but they are also both fun.

If definitely trying XRM then you could try the following coloured map but no idea if compatible with XRM (plus I cannot remember whether XRM colours the map already or not).

http://xdownloads.co.uk/index.php/compo ... iverse-map

Edit: Might as well check out the LIFE scripts too as they are entertaining and work with XRM. That is linked in my signature, alongside links to updated Bonus Pack scripts and the bugfix for the Universe Trader's Blacklist Manager.

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Post by jack775544 » Tue, 2. Sep 14, 08:42

I am pretty sure that the mod that Sparky linked won't work with the new sectors in XRM and the mod itself isn't dynamic. If there is any change in ownership for the sectors at any point during the game, the map won't update the colours.

As far as I know any mod which does that (with the exception of LU) usually screws up some features at one place or another as the game was not programmed with the coloured sector names in mind. The first example that I can think of this was it screwing up the search on the X3TC galaxy map. I am not sure if this sort of thing was fixed in AP though.

As for the case of XRM vs LU, for a player starting off either is alright. Even though LU is aimed at the more experienced players, that is mainly very late in the playthrough. Early on, LU is almost identical to vanilla X3 with the exception of weapon balance and performance (LU is far superior in that regard). It is only later on that it starts to become tougher, and by then, you would be more experienced with the game.
The only thing that XRM has that LU doesn't that makes it easier for new players is the plots, which once you have even a tiny amount of experience, they aren't really needed.

Oh and you can post youtube videos if you want and they relate to the topic. If you want to post cat videos, go to the off topic forum :)
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