Which Mod/Script Should I Download Guide
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Here are the rest that are easily found.
--edit LV--
Merged into main WMSIDG thread and this post pasted into OP, cheers for the linkage and effort
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Work in progress:
EMX Entertainment Mogul X-Universe (based on a universe with cruiseliners and new shipyard designs)
http://forum.egosoft.com/viewtopic.php?t=179083
Exodus Fleet Mod(Originally intended to add 2 new ships and missions related to them. The modder who took over had suffered RL disaster and the status is unknown.)
http://forum.egosoft.com/viewtopic.php? ... &start=690
Roguey's X3 total mod(Conception and early development stage)
http://forum.egosoft.com/viewtopic.php?t=184348
There are other mods for Star Wars, Babylon5, and Star Treck in various stages of completion.
Currently available:
DDRS v2.5(55 new ships(star wars and other scifi included), 2 new bases new missions and some other changes)
http://forum.egosoft.com/viewtopic.php?t=126698
Galaxy and realspace background mod (More physics realism and real images from deep space)
http://forum.egosoft.com/viewtopic.php?t=180848
Independent mod(Some changes to ships and gates sector ownershp and races)
http://forum.egosoft.com/viewtopic.php?t=177797
XFP v2.5{New race, over 100 new sectors(earth sectors), several new ships(star wars and other scifi included), new textures and video, new missions, and very large moonbase, etc}
http://forum.egosoft.com/viewtopic.php?t=148330
XTM 0.72(In the thread already, but includes 95 new ships, 90 new sectors(earth sectors), new missions, 2 new races, effects changes, and other things)
See above for link
Mods that are intended to be compatible with other mods:
Ashley's Factories (New larger sized factories in L, XL and XXL ranges)
http://forum.egosoft.com/viewtopic.php?t=124562
Realspace background mod separate(see above)
Salvage Mod (Salvage derelict ships and compete for the same)
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
Other mods not given above:
Apricot Mapping Service M6 Heavy Transport Mod by apricotslice
Better Spoken Text by aalaardb
BlackRain Rebalance by BlackRain
Capital Rebalance by Galaxy613
Cockpit Callback by Galaxy 613
The De-Rank Mod by Apricotslice
Community Patch by Bubba Fat
Enhanced BBS by Ryuujin
Extended Complex Hub and Complex Node Bazaar by Armegeddon
Fixed Xenon P model (minimod/false patch) by halo
AL Plugin Full Salvage by AalaarDB (modded Jocan2003)
Goner Gatherer Mod by Apricotslice
HQ Creditless Production by Jocan2003
Khaak Empire by BenCo Industries
Khaak Intruder Mod by Apricotslice
Less Enemies/Less Asteroids Combined by BlackRain
Lower Poly Asteroids by halo
Goner Traders by Jakesnake5
M6 Upgrade Mod by Mehrunes
Missing Ship Models Mod by Bubba Fat
No Civillians by cactus
Pirate Horror Mod by Apricotslice
Unified Capture by Brand-X
The Syndicate Galaxy by nuclear_eclipse
X3 Remote Property Management by nuclear_eclipse
{EMP}
Many of these mods are older versions and can be found on the x3 scripts and mods packages. The EMP is used by several mods and scripts and is part of xtended 0.72. I may have missed some and did not check other language threads for all mods. There could also be more in progress as well.
Merged into main WMSIDG thread and this post pasted into OP, cheers for the linkage and effort
----
Work in progress:
EMX Entertainment Mogul X-Universe (based on a universe with cruiseliners and new shipyard designs)
http://forum.egosoft.com/viewtopic.php?t=179083
Exodus Fleet Mod(Originally intended to add 2 new ships and missions related to them. The modder who took over had suffered RL disaster and the status is unknown.)
http://forum.egosoft.com/viewtopic.php? ... &start=690
Roguey's X3 total mod(Conception and early development stage)
http://forum.egosoft.com/viewtopic.php?t=184348
There are other mods for Star Wars, Babylon5, and Star Treck in various stages of completion.
Currently available:
DDRS v2.5(55 new ships(star wars and other scifi included), 2 new bases new missions and some other changes)
http://forum.egosoft.com/viewtopic.php?t=126698
Galaxy and realspace background mod (More physics realism and real images from deep space)
http://forum.egosoft.com/viewtopic.php?t=180848
Independent mod(Some changes to ships and gates sector ownershp and races)
http://forum.egosoft.com/viewtopic.php?t=177797
XFP v2.5{New race, over 100 new sectors(earth sectors), several new ships(star wars and other scifi included), new textures and video, new missions, and very large moonbase, etc}
http://forum.egosoft.com/viewtopic.php?t=148330
XTM 0.72(In the thread already, but includes 95 new ships, 90 new sectors(earth sectors), new missions, 2 new races, effects changes, and other things)
See above for link
Mods that are intended to be compatible with other mods:
Ashley's Factories (New larger sized factories in L, XL and XXL ranges)
http://forum.egosoft.com/viewtopic.php?t=124562
Realspace background mod separate(see above)
Salvage Mod (Salvage derelict ships and compete for the same)
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
Other mods not given above:
Apricot Mapping Service M6 Heavy Transport Mod by apricotslice
Better Spoken Text by aalaardb
BlackRain Rebalance by BlackRain
Capital Rebalance by Galaxy613
Cockpit Callback by Galaxy 613
The De-Rank Mod by Apricotslice
Community Patch by Bubba Fat
Enhanced BBS by Ryuujin
Extended Complex Hub and Complex Node Bazaar by Armegeddon
Fixed Xenon P model (minimod/false patch) by halo
AL Plugin Full Salvage by AalaarDB (modded Jocan2003)
Goner Gatherer Mod by Apricotslice
HQ Creditless Production by Jocan2003
Khaak Empire by BenCo Industries
Khaak Intruder Mod by Apricotslice
Less Enemies/Less Asteroids Combined by BlackRain
Lower Poly Asteroids by halo
Goner Traders by Jakesnake5
M6 Upgrade Mod by Mehrunes
Missing Ship Models Mod by Bubba Fat
No Civillians by cactus
Pirate Horror Mod by Apricotslice
Unified Capture by Brand-X
The Syndicate Galaxy by nuclear_eclipse
X3 Remote Property Management by nuclear_eclipse
{EMP}
Many of these mods are older versions and can be found on the x3 scripts and mods packages. The EMP is used by several mods and scripts and is part of xtended 0.72. I may have missed some and did not check other language threads for all mods. There could also be more in progress as well.
depends how much you want to mess your universe up,
I am trying to enhance it without changing the main rules too much, so I pick my scripts carefully
- escort missions
- pirate guilds
- yaki armada
- xenon migration
- and possibly 'race response'
I am trying to enhance it without changing the main rules too much, so I pick my scripts carefully
- escort missions
- pirate guilds
- yaki armada
- xenon migration
- and possibly 'race response'
Gimli wrote:Let the Orcs come as thick as summer-moths round a candle!
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- Posts: 230
- Joined: Tue, 18. Sep 07, 06:57
I'm the opposite to fiksal. I will try out as many scripts as possible - so long as im interested in them, of course - and make my game as diverse and involving as possible.
I'm not going to make a list of the scripts i use, but lets just say that i've tried most of the scripts which have been released for this game.
My advice would be to look through the script library and if there are any which catch your eye, then try them. If any turn out to be incompatible, big deal. What's the worst that can happen? You may have to re-install the game.
I have lost count of the number of re-installs i've made of this game, but i now know what works and exactly what i want to have in my 'X' experience.
I certainly would not install any script just because someone else had said it was good.
I'm sorry if this doesn't help you much, but i just feel that 'trial and error' is the only way to find out what will work for you.
I'm not going to make a list of the scripts i use, but lets just say that i've tried most of the scripts which have been released for this game.
My advice would be to look through the script library and if there are any which catch your eye, then try them. If any turn out to be incompatible, big deal. What's the worst that can happen? You may have to re-install the game.
I have lost count of the number of re-installs i've made of this game, but i now know what works and exactly what i want to have in my 'X' experience.
I certainly would not install any script just because someone else had said it was good.
I'm sorry if this doesn't help you much, but i just feel that 'trial and error' is the only way to find out what will work for you.
Right now I only use Ashley's Fabs. Cuts down on some of the insanity of complexes. There is also a small false patch mod that I made to lower the framerate hit of B/G PPCs.
Then I've gotten into a habbit of running a "kill rocks" script and get rid of every single little rock floating around X at the start of a new game, all of them. Mobile mineing isn't my thing.
Then I've gotten into a habbit of running a "kill rocks" script and get rid of every single little rock floating around X at the start of a new game, all of them. Mobile mineing isn't my thing.
*takes deep breath*
Current mod/script list:
Non-Plugin Manager files:
Jump Drive Kits (it's actually an .spk but for some reason doesn't like it ) (allows you to carry JDK's that you can then give to ships that will install as jumpdrives (comes with Nav. Software as well)
Fly Through Gate (pretty much what it sounds like, hoping this will be added if there's another official patch)
Beam Dock (stupidly useful for TL's/Carriers as it allows you to beam aboard any ship up to TS class from about 2K away)
Fight Command Software MK. 3 (improved AI in combat and the ability of your NPC's to use things like docking computers)
Plugin Manager files:
Adv. Jumpdrive with additional scripts (two in one sort of thing)
Autotrader Sector Lock
Bail Signal Extension (allows for or increases chances of capital class ships bailing)
BOF Drones Plus (lets you 'collect' other people's drones using your own and also lets you teleport them aboard to re-use)
Capital Ship Crews (whole slew of stuff but mainly the ability to repair your M6 and above ships while in space either with or without custom wares using crew members that you hire)
EMP (allows use of additional ware slots)
Kha'ak Capture (duh)
Low Poly 'Roids (lowers quality of asteroids for performance)
LV's Cheats (not really used anymore but still on file in case )
Nividium Mines (handy if you want to reverse engineer Kha'ak ships)
Player Friendly Equipment Docks (creates a neutral EQD that will reverse engineer any software/upgrade for ships it sees on a docked ship)
Salvage Claim Software (allows you to claim unmanned ship from 5K away)
Salvage Network (lets you scan any sector with a satellite in it for crates and ships to steal)
Satellite Deploy (software used for letting your NPC's deploy satellite networks for you)
Scrap Ship at Carrier (will also be getting the HQ version when I finally build the thing) (it breaks down ships into their component parts used in building them at your HQ, see thread for details)
Sector Scanner (auto exploring functions)
Remaining Missile Counter (exactly what it sounds like)
I'm currently debating whether or not I want to put Ashley's Factories and the Factory Complex Constructor back in as I may want a complex or two later on down the line near my HQ.
Current mod/script list:
Non-Plugin Manager files:
Jump Drive Kits (it's actually an .spk but for some reason doesn't like it ) (allows you to carry JDK's that you can then give to ships that will install as jumpdrives (comes with Nav. Software as well)
Fly Through Gate (pretty much what it sounds like, hoping this will be added if there's another official patch)
Beam Dock (stupidly useful for TL's/Carriers as it allows you to beam aboard any ship up to TS class from about 2K away)
Fight Command Software MK. 3 (improved AI in combat and the ability of your NPC's to use things like docking computers)
Plugin Manager files:
Adv. Jumpdrive with additional scripts (two in one sort of thing)
Autotrader Sector Lock
Bail Signal Extension (allows for or increases chances of capital class ships bailing)
BOF Drones Plus (lets you 'collect' other people's drones using your own and also lets you teleport them aboard to re-use)
Capital Ship Crews (whole slew of stuff but mainly the ability to repair your M6 and above ships while in space either with or without custom wares using crew members that you hire)
EMP (allows use of additional ware slots)
Kha'ak Capture (duh)
Low Poly 'Roids (lowers quality of asteroids for performance)
LV's Cheats (not really used anymore but still on file in case )
Nividium Mines (handy if you want to reverse engineer Kha'ak ships)
Player Friendly Equipment Docks (creates a neutral EQD that will reverse engineer any software/upgrade for ships it sees on a docked ship)
Salvage Claim Software (allows you to claim unmanned ship from 5K away)
Salvage Network (lets you scan any sector with a satellite in it for crates and ships to steal)
Satellite Deploy (software used for letting your NPC's deploy satellite networks for you)
Scrap Ship at Carrier (will also be getting the HQ version when I finally build the thing) (it breaks down ships into their component parts used in building them at your HQ, see thread for details)
Sector Scanner (auto exploring functions)
Remaining Missile Counter (exactly what it sounds like)
I'm currently debating whether or not I want to put Ashley's Factories and the Factory Complex Constructor back in as I may want a complex or two later on down the line near my HQ.
I don't know if you're still watching this, but I know for a fact that some of the scripts mentioned work with XTM, because I'm using them together myself. Those scripts are:BO_4 wrote:Are they conpatible with XTended?
* Jump Drive Kits (with XTM, this creates additional Jump Drive Kit factories in some of the new sectors, so you have even more stations to choose from)
* Salvage Claim Software
EMP is included with XTM, so you don't need to (and shouldn't) download it.
I recommend both of the ones I mentioned. Also, some of the ones he mentioned seem to be covered by the official Bonus Pack. Specifically, Fly Through Gate and Sector Scanner. Those seem to be the same functions as those supported by the Explorer Software included in the Bonus Pack. I also highly recommend the Bonus Pack and particularly the Explorer Software.
Additionally, I would recommend:
* Cycrow's Guild scripts (he has different ones for different tastes - I like the Mercenaries one the best)
* Software Command Packs
* Signal Targeted
* Deathmatch Arena
* Escort
* Dynamic Trading System (allows you to auction your unwanted stations, among other things)
* Shopping List
Those are the ones I'm using right now, and I find them all useful and fun. I haven't had any problems using them with XTM, either.
Windows Windows 7 Release Candidate (64-bit)
Intel Core 2 Duo E8400
ATI HD 4850 1024MB
8GB RAM
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Pirate Identification Guide
Intel Core 2 Duo E8400
ATI HD 4850 1024MB
8GB RAM
-----------------------------------------------------
Pirate Identification Guide
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- Posts: 3144
- Joined: Sun, 19. Dec 04, 02:41
Here is what I am going to tell you. None at all, to begin with. (exceptions - no trash BBS, no civ mo. they just clean up the game a bit)
Start playing the game, have some fun... Then, after you have played for a bit, think about what could be better about the game. Once you have an idea of that, come to the forums again, and download scripts/mods that enhance that section of gameplay.
Start playing the game, have some fun... Then, after you have played for a bit, think about what could be better about the game. Once you have an idea of that, come to the forums again, and download scripts/mods that enhance that section of gameplay.
- Sandalpocalypse
- Posts: 4447
- Joined: Tue, 2. Dec 03, 22:28
get the official bonus pack at least
there's a pretty wide variety of mods though, and the big ones are incompatible with eachother.
as for scripts, this post sums up my thoughts pretty well.
there's a pretty wide variety of mods though, and the big ones are incompatible with eachother.
as for scripts, this post sums up my thoughts pretty well.
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- Posts: 8
- Joined: Thu, 10. Nov 05, 02:32
- KilleRTidE
- Posts: 276
- Joined: Tue, 10. Apr 07, 18:47
Roguey's Mod is a good one.
http://roguey.freewha.com/gaming/pc/x3/x3mod/info/
It feel's quite balanced and stable. Adds new ships, missions and sectors.
http://roguey.freewha.com/gaming/pc/x3/x3mod/info/
It feel's quite balanced and stable. Adds new ships, missions and sectors.
- SymTec ltd.
- Posts: 5285
- Joined: Mon, 11. Apr 05, 21:11
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- Posts: 669
- Joined: Sun, 6. Jul 08, 20:16
i personally highly recommend XTM mod, adds loads of ships, and new sectors, and more pirates.. yar!! lol
plus combine that with the Race Response Fleet (RRF) AL plugin, plus improved Xenon and Improved Kha'ak,
and your universe should enter utter chaos. lol
or if you tweak the options abit (takes a while to set it right tho) you can just make it fairly dangerous in the pirate sectors and near them, and xenon/kha'ak sectors, but safe in the core sectors
plus combine that with the Race Response Fleet (RRF) AL plugin, plus improved Xenon and Improved Kha'ak,
and your universe should enter utter chaos. lol
or if you tweak the options abit (takes a while to set it right tho) you can just make it fairly dangerous in the pirate sectors and near them, and xenon/kha'ak sectors, but safe in the core sectors
Cosmic Spacehead
Twitch.tv/cosmic_spacehead
Twitch.tv/cosmic_spacehead
This has been asked before; here's two excellent threads that you might want to read though.
http://forum.egosoft.com/viewtopic.php?t=210063
http://forum.egosoft.com/viewtopic.php?t=207835
http://forum.egosoft.com/viewtopic.php?t=210063
http://forum.egosoft.com/viewtopic.php?t=207835