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The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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tatakau
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Post by tatakau » Sun, 12. Aug 18, 17:25

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Last edited by tatakau on Wed, 12. Jun 19, 12:25, edited 2 times in total.

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X2-Illuminatus
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Post by X2-Illuminatus » Sun, 12. Aug 18, 17:41

Only graphical, text or audio only mods do not mark your game as modified. There is an old and probably incomplete list covering some of these mods linked within the Community Scripts and Mods Download Library Sticky. The things you mentioned, however, are all defined in type\globals.txt, which is a signed file. Therefore changes to it cause a modified tag.
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ubuntufreakdragon
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Post by ubuntufreakdragon » Sun, 12. Aug 18, 17:48

All ranges are defined in Globals.txt this file is signed changing signed files causes modified.
without modified you can only modify unsigned files only scenes and bodies (the 3d models) are unsigned.
Possible mods:
extended Complex Hub
TS dockingbays on M1(you can only change what can dock not how much)
some cockpit mods(but Tships partially misses correct entries for cockpits so not possible for all ships)
any Model-replacement
greater jumpgates
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist

Raider480
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Post by Raider480 » Sun, 12. Aug 18, 21:46

I'm pretty sure there is some old topic around here describing how you can use any mod with achievements, provided you are on Windows. It involves replacing a DLL file that the game uses for validating digital signatures on the files in question.

Of course, that's pretty out there though, and more of a workaround than anything else.

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