Which Mod/Script Should I Download Guide

The place to discuss scripting and game modifications for X³: Reunion.

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Cycrow
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Post by Cycrow » Mon, 9. Oct 06, 01:34

the main reason for the restart of XFP is the new universe map, but this will remain the same in future version, so you shouldn't need a restart to upgrade it

Syklon
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Post by Syklon » Mon, 9. Oct 06, 04:04

sepa wrote:those ship/missle trails were supposed to look nice, ya know...
which the majority of people think they do look nice, and are a major improvement over the stock game, as actually being able to see missiles and/or fighters is a major plus, especially if you are in a larger ship

theyre also a very small part of the mod's content, one which can be removed easily enough simply by overwriting the Tmissiles and Particles3 w/ the stock versions for those who just can't stand having a little bit of chaos in battle

i would recomend people looking at some of the battle screenshots on our websites and deciding for themselves

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vampirecosmonaut
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Post by vampirecosmonaut » Mon, 9. Oct 06, 04:07

Syklon wrote:
sepa wrote:those ship/missle trails were supposed to look nice, ya know...
which the majority of people think they do look nice, and are a major improvement over the stock game, as actually being able to see missiles and/or fighters is a major plus, especially if you are in a larger ship

theyre also a very small part of the mod's content, one which can be removed easily enough simply by overwriting the Tmissiles and Particles3 w/ the stock versions for those who just can't stand having a little bit of chaos in battle

i would recomend people looking at some of the battle screenshots on our websites and deciding for themselves
Start a topic with a Poll: "Do you like/hate the ship trails in X-tended?"
I'd do it, but I think more people would vote if it was posted by an XTM member. I bet you more people would vote "hate" than "like" though, but that's just my opinion. I like to use the trail 1 on all my ships, I like the trail of black smoke.
The first documented attempt in human history to use a rocket for spaceflight
was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.

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Observe
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Post by Observe » Mon, 9. Oct 06, 04:28

Just to confirm what Cycrow said that XFP won't require restart for any forseeable new releases since our huge Galaxy map allready has just about anything you could want. We are beginning a new beta test cycle for next release which will include lots of amazing new goodies as if the current version didn't already have plenty of exciting unique features. :)

Chivalryy
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What add ons for a newcomer?

Post by Chivalryy » Fri, 27. Oct 06, 22:14

Just installed X3 and done the first 2 missions... then saw this huge modding community have made lots of extras for the game :)

can anyone reccomend any "essential" mods i should get that will improve my gameing experiance first time through? or should u not use any mods, and the games fine as it is?..

thnx for any advice and opinions :)

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Graxster
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Post by Graxster » Sat, 28. Oct 06, 18:49

I asked this question myself when I first came to the forum. The best answer I can come up with is doing what I did: Play the game for a while, read the list of scripts in the sticky at the top of this forum, and after playing for a while you'll decide for yourself which scripts you'd like to have in your game.

Off the top of my head:
Bonus Pack
No Civilians
Remove Rocks
Salvage Insurance Contract

Those are the essential core of the scripts I'm currently using. I use others for game variety, such as Pirate Guild and AI Competitors.

Y Ddraig Goch
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Post by Y Ddraig Goch » Thu, 8. Feb 07, 21:00

Hi all. I've recently picked up X3, and its really neat. From what I've seen/read though, there are some things that really take away from the feel of a living world.

I'm looking for scripts and mods that will add more realism to the universe. What I mean is, an AI that creates stations to fill in economic gaps, races that respond to attacks on their borders, maybe even all out wars with species losing control of sectors, and stations being destroyed.

I've already scouted out a few add ons that look cool...

TerraCorp by Deltawolf looks like it adds in the station generation which creates an evolving economy.

Race Response fleets by LV will cause races to defend their borders which seems really cool.

There is a "race invasions" mod but I can't seem to get the specific details about it. The name sounds promising.

My question is, are there other mods of this type that I should be considering? I've read through the posts for most of the scripts posted in the "download library" thread, but I figured people would have some advice for me. I'm not opposed to mods that add content as well as AI stuff, but I'm not looking for TIE fighters or anything like that. The xtension mod looks really neat for example. Thanks in advance for any replies.
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PhantomDG1
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Post by PhantomDG1 » Thu, 10. May 07, 17:07

We'll assume that your game is a fully up-to-date version !

At the moment the MOD to have has to be XFP V4.1

It already has quite a few scripts included with it which are all good.

As for any extra scripts there are a few of us on these boards (me included) that have made lists of scripts they use and that seem to be trouble free !

(Thats not to say ALL scripts are compatible. Even 2 good scripts may cause trouble if they conflict)

Try looking through the STICKY at the top of the threads page. Most of these scripts are tried and tested !

(Personally I recommend anything by Cycrow)

All said its realy down to what you want out of your game ! so just Xperiment and always make lots of back up saves !

Enjoy

Phantom

EDIT

A 'must have' realy should be Cycrows script installer ! Makes life so much easier and helps with importing of any spk scripts !

HTH

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X2-Eliah
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Post by X2-Eliah » Mon, 21. May 07, 14:16

For fleet combat Xai corps scripts are great.
For general combat, Cycrows Mercenaries guild, Assasins guild and bounty hunters guild is a must.
Overall, nearly all of Cycrow's scripts are perfect for the combat-oriented persons.
Also, check every script with turret changes in it, there are some that add very neat commands, like attack capitals/only fighters, or a hotkey..

Basically, Al/Cycrow/Xai corp have made the most scripts, so fel free to explore those firsthand..

Hieronymos
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Post by Hieronymos » Tue, 22. May 07, 20:17

Airship,
if you're into really tough combat you might want to check out the Rebalanced version of the DDRS mod (where you have to complete missions to unlock new ships), and Deadly Da's Deadly Da Bounty Hunter (DDBH) script. There's also Brand-X's Universal Capture mk1 (UniCap1) script, which slightly ups capping rates, leaves more loot debris, and allows capping of BigShips (at present it seems to conflict with XFP mod, but works with DDRS mod). UniCap1 also links with DDBH to spawn Bounty Hunts when you attack freighters--gives you yet more combat options. There's also Deadly's version of StarTrekMarc's Race Attack script, updated for DDRS, provides fleet level combat.

Both DDBH, STM's RA, and UniCap1 will work as standalone plugins, but work best with the DDRS mod..

Serial Kicked's Yaki Armada and Pirate Guild greatly expand the role of those two factions if you're either for or against them. Great fun.

Cycrow's latest Repair Crews script is excellent, as is his BBS Extras. His other combat scripts are ok, but not terribly challenging, with the exception of his Xenon Invasion script, where you can set the difficulty level.

Regards,

Hieronymos

Cycrow
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Post by Cycrow » Thu, 31. May 07, 20:55

the bigger mods are not compatable with each other, so pick one of them to use, then add any of the smaller mods and scripts that you might want.

the are 4 of the main bigger mods, XFP, DDRS, Rougeys and XTM.

there is also a thread where players recommend what they use, the link iss nr the top of the community scripts sticky

Heretic666
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Post by Heretic666 » Fri, 1. Jun 07, 11:10

Station Freight Transporter
B-O'F: Enjoy whatever you are doing, if you decide to try real scripting one day..

Unserene
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Post by Unserene » Thu, 14. Jun 07, 19:23

Depends what you want really. There are three big mods currently doing the rounds.

Xtended

XFP

DDRS

Each bringing their own unique aspect to X3. I suggest trying the links and deciding for yourself as most people here will be biased towards their favourites.

..Like my signature for example ;)
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mossfootx
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Post by mossfootx » Thu, 14. Jun 07, 23:00

http://roguey.ueuo.com/gaming/pc/x3.php

Roguey's mod, which is what I'm playing now.

Also, I'm adding CyCrow's scripts to it.

http://forum.egosoft.com/viewtopic.php?t=110772


Nice combination so far.

Roguey's mod doesn't add a whole new storyline the way XTM does, but it does add more sectors, ships, and tries to speed up gameplay and improve visuals. Also, it removes the spam messages that get old REAL fast.

CyCrow's scripts, however, add more stuff for BBSs in a really cool way.
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Achatos
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Post by Achatos » Fri, 15. Jun 07, 22:44

Of course opinions are always personal, but I first started to play the DDRS mod and it took a very long time before I could see any new features. Whereas in the XTM mod you see immediately new objects, ships and stations. You'll find yourself in a vivid new universe from the start.
Besides, XTM has a lot of cool visual effects such as exhaust tales (as in X2, and so important for 3d immersion!) and new explosion graphics. One other brilliant feature of XTM is the improvement of the sound of lasers
and explosions. And countless other things (there are really not enough words...)

In my opinion XTM 0.7a is towering sky-high above all the other mods. It doubles X3's value! 8)
Find what you need in the X3-universe (with all XTM data, and X3 Music guide)
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x3hydrino
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Here are the rest that are easily found.

Post by x3hydrino » Fri, 13. Jul 07, 05:23

--edit LV--
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.

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fiksal
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Post by fiksal » Wed, 24. Oct 07, 23:23

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'
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Senator Vrax
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Post by Senator Vrax » Wed, 24. Oct 07, 23:55

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. :P

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' :evil: is the only way to find out what will work for you. :D

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Post by Kor'ah » Thu, 25. Oct 07, 00:06

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.

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fiksal
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Post by fiksal » Thu, 25. Oct 07, 00:13

Senator Vrax wrote: My advice would be to look through the script library and if there are any which catch your eye, then try them.
Agreed :)
Gimli wrote:Let the Orcs come as thick as summer-moths round a candle!

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