[MOD] Unoffical Patch : V1.3.14 : 2024-02-28

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Cycrow
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[MOD] Unoffical Patch : V1.3.14 : 2024-02-28

Post by Cycrow » Sat, 6. Aug 22, 17:13

=============================================
Script: Unoffical Patch
Created: 2024/02/28
Version: 1.3.14
Author: Cycrow
Game: X3: Farnham's Legacy 1.3
Languages: English, German, Russian
=============================================

:arrow: Downloading
Install via the Plugin Manager
:arrow: If installing manually, make sure to check if you need to rename the fake patch cat/dat files.

NOTE: This will mark your game as modified as its not an official signed patch.

:arrow: Introduction:

This is an unofficial patch focusing on fixing/improving the built in features.
This patch is save game compatible with the bae game, future versions will attempt to remain save game compatible

New website for list of fixes
:!: Website: Here
Last edited by N8M4R3 on Sat, 8. Apr 23, 08:59, edited 1 time in total.

rudi_pioneer
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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by rudi_pioneer » Sat, 6. Aug 22, 19:35

Amazing, thank you!

Let us know if we can help in some ways (spread the word, donate, etc)

“ Fixed hidden wares in asteroids “ bug fix, or are asteroids hiding wares sometimes?

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by Cycrow » Sat, 6. Aug 22, 19:47

rudi_pioneer wrote:
Sat, 6. Aug 22, 19:35
“ Fixed hidden wares in asteroids “ bug fix, or are asteroids hiding wares sometimes?
its a fix to the script command that allows you to hide wares in asteroids. They were being spawned when hit rather than just when they were destroyed. It only effects scripts that use the command, the only asteroid that hides anything in the base game is from the plot (which is uneffected)

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by iXenon » Sat, 6. Aug 22, 20:01

Thanks for the patch, just want to ask is there a way it becomes official one day? Or the Egosoft completely stopped support for X3FL? I have got about 60% of Steam achievement, so **modified** isn't for me right now, that's why I'm asking.

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by Wanabe » Sun, 7. Aug 22, 03:03

Thanks for continuing to improve / fix things up and releasing this as an unofficial patch/mod. X3FL is a really great sandbox experience already in 1.3 but just has a few little "niggles" here and there.

Despite the useful range of fixes I'll be another user opting to keep X3FL in a vanilla state due to chasing the achievements that do work :D

I do have a reproducible game freeze bug that I'd like to mention and is hopefully within the scope of your patch. I have discovered that creating a custom wing, adding a ship to it and then deleting the custom wing without first removing the ship will reliably cause the game to freeze and not recover. If the custom wing is empty when you delete it though the freeze will not occur.

I have a save file available to make it more straight forward to check if that's necessary, found here: https://mega.nz/file/xlZhSCwa#5Bq0rcQ_o ... 8btudUfOVw I renamed the file to ensure it doesn't accidentally overwrite something unintended. Simply delete the custom wing to enjoy a nice freeze/crash when loading that savefile.

Actually thinking of it that save file might show off a second unrelated bug. I'm not 100% certain if it's a bug mind you. My Bofu station in Void Theta and Mosquito station in Ore Belt both seem to have a weird issue. Both of them have one of their required resources showing as not being available at their current settings (jumps: "none"). Changing the buy range or prices doesn't find anything for those resources but looking manually nearby I can see stations that I am positive should fit the criteria of price and range. They've both been in that state for probably a couple of in game days worth of time so it doesn't seem to be a self-resolving issue, if it is genuinely a bug. If it's not a bug and you decided to look into it sorry for wasting your time.

Cheers and have a good one.

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by Cycrow » Sun, 7. Aug 22, 20:51

the wing bug will be fixed in the next version.

for the station display, this is actually based on the ship you used to open the menu (or the player ship if you went directly there). As you are in an M7, its showing none as an M7 cant dock at factories. If you were to goto the menu via another ship like a TS it should display correctly.

its only a display issue however, and wont effect the function of the station

This should be fixed in the next version too

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by Wanabe » Mon, 8. Aug 22, 01:58

Fantastic, thanks for looking into those issues. Especially solving that freeze issue. It didn't cause me much grief due to liberal use of saving but bugs like that certainly have the potential to be a setback for some.

That station display "bug" is interesting. I didn't consider the ship I was currently piloting as being a factor, I had assumed maybe it had something to do with blacklists or something else instead that I didn't understand lol. That makes so much sense now. It sounds like your change to that menu will likely reduce some potential for future confusion.

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by DanKara » Mon, 8. Aug 22, 06:17

Your work is greatly appreciated !!!

Cycrow wrote:
Sat, 6. Aug 22, 17:13
  • Fixed Sneaky Achievement
  • Fixed illegal Scans
... so there was something wrong with my personal nemesis afterall
Cycrow wrote:
Sat, 6. Aug 22, 17:13
  • Fixed HephCorp jump beacon ship being captured
  • Fixed Jump Beacon price
... Don't like the first but can accept the second :P



... and what about "Duked"?
Is getting pirate mercenary really the only intended way for the Dukes Bucaneers to actually start a boarding operation? May I suggest to either expand those to CW-marines (through agent/station-hacking) - or reduce the required stats to get bought (and later selected for the BUC-M7M) ? In my two games with more than 400h each I still haven't seen a single marine/merc onboard a BUC-M7M... but would say 400h is enough of a 'build up'?
or is it the 'Fixed freeze in collect marines job"?

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by Cycrow » Mon, 8. Aug 22, 14:46

Wanabe wrote:
Mon, 8. Aug 22, 01:58
That station display "bug" is interesting. I didn't consider the ship I was currently piloting as being a factor, I had assumed maybe it had something to do with blacklists or something else instead that I didn't understand lol. That makes so much sense now. It sounds like your change to that menu will likely reduce some potential for future confusion.
This was actually a result of a bug fix in FL. The internal function used to search for the closest station was not correctly checking if the ship can dock, which was fixed in FL. It should now only use the race to check and not the actual player ship. The blacklist doesn't actually effect that, as its done at a higher level via scripts

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by Cycrow » Mon, 8. Aug 22, 14:49

DanKara wrote:
Mon, 8. Aug 22, 06:17

... and what about "Duked"?
Is getting pirate mercenary really the only intended way for the Dukes Bucaneers to actually start a boarding operation? May I suggest to either expand those to CW-marines (through agent/station-hacking) - or reduce the required stats to get bought (and later selected for the BUC-M7M) ? In my two games with more than 400h each I still haven't seen a single marine/merc onboard a BUC-M7M... but would say 400h is enough of a 'build up'?
or is it the 'Fixed freeze in collect marines job"?
The collect marines job is related to the dukes boarding but doesn't directly fix it. It should already pick CW marines using the cover state, i will have to investigate why its not fully working. One possible solution is to just buy any marine and artificially increase their stats, but i didn't want to resort to that if i can help it

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by DanKara » Mon, 8. Aug 22, 18:12

Cycrow wrote:
Mon, 8. Aug 22, 14:49
It should already pick CW marines using the cover state, i will have to investigate why its not fully working.
Interesting.
I only have the statement of the player Deathifier, who said the Buy-script exludes CW-marines (as I can't understand anything but one-liners).
Or... do the covert Dukes buy marines for the CW-factions? :mrgreen:
Is it possible to set up a few different scenarios or 'solutions' to do some testing (by us players)?

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by V-virus » Tue, 9. Aug 22, 21:14

Ok i start a new game... I found indestructible stations right away

My bug viewtopic.php?f=199&t=447529 is not fixed :cry: :cry: :cry: :cry:
V-virus wrote:
Tue, 9. Aug 22, 20:56
Here my script "Indestructible station finder" https://drive.google.com/file/d/1wI5r6q ... sp=sharing
find indestructible stations and write in game messages

autostart's on start game or save load
or you can run setup.indestructible.finder.xml to start

You must run my script multiple times. random stations becoming indestructible NOT RIGHT AWAY and their number is increasing on long time.

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X2-Illuminatus
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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by X2-Illuminatus » Sun, 14. Aug 22, 21:27

As always your work is much appreciated, Cycrow!

--------------------

German text files:
2022-08-14_inofficial patch_T_49.zip

I also created a topic in the German forum here.

Some English text corrections in the following lines:

Code: Select all

<page id="390017" title="Boardcomp. objects" descr="0" voice="yes">
 <t id="17092">Darkspace is a mafia-like organisation based in the Terran outer sectors. They have quite a lot of influence in the United Space Command and together with their superficially legal appearance, bases like these can exist without having too many problems from the authorities.</t>
 <t id="40914">The Pandora project was a Terran initiative to essentially supercharge their owns ships to give them advantage during the Terran Conflict, the project was later scrapped but the tunings can still be found scattered around the universe.</t>
</page>

<page id="390037" title="Encyclopedia Texts" descr="0" voice="no">
 <t id="10271">Darkspace is a relatively unknown and shadowy Terran organisation. They mainly specialise in mining operations in the dark space beyond the solar system, but its also believed they have ties to various pirate factions and often resort to illegal activities</t>
</page>

<page id="391900" title="Intro Menus" descr="0" voice="no">
 <t id="5302">After the reconnection of the Commonwealth gate in Neptune, you have been tasked to seek out any AGI presence and eliminate it with extreme prejudice.</t>
 <t id="5312">After barely surviving after loosing yet another ship you decided to switch to a safer trading life.</t>
 <t id="5322">Bored with being a weapons developer you quit your easy job and use your savings to buy a ship to explore what the galaxy has to offer.</t>
</page>
--------------------
V-virus wrote:
Tue, 9. Aug 22, 21:14
My bug viewtopic.php?f=199&t=447529 is not fixed
Not that surprising considering it's not mentioned in the list of fixes, is it? ;)
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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by alexalsp » Mon, 15. Aug 22, 00:20


Cycrow
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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by Cycrow » Mon, 15. Aug 22, 20:06

I have added the German and Russian files into the main package

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by X2-Illuminatus » Mon, 15. Aug 22, 22:35

Sorry, I made a mistake in changing the version number in {391910,10001} in 0002-L049.xml, too, resulting in a wrong file version warning when starting the game. Thanks to N8M4R3 for the heads-up.

Corrected file here:
2022-08-15_inofficial patch_T_49_corrected file.zip
You do not have the required permissions to view the files attached to this post.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by Cycrow » Mon, 15. Aug 22, 23:31

The corrected file is now included

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Re: [MOD] Unoffical Patch : V1.3.1 : 2022-08-06

Post by Scoob » Thu, 18. Aug 22, 19:05

Thanks for this unofficial patch, much appreciated. Just trying to get into FL after it being literal years since I last played an X3 title.

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New Update 1.3.2

Post by Cycrow » Sat, 3. Sep 22, 12:07

New update available, 1.3.2:
  • Fixed disbanding of wings
  • Fixed jumps display in factory trade menu
  • Fixed Station Manager when home sector is blacklisted
  • Fixed applying upgrades from HQ loadouts
  • Fixed Merchants using incorrect wares
  • Fixed pack station command when moving freight via drones
  • Fixed returning wares when deploying a packed station
  • Fixed custom object context, "ishidden" arguments
  • Improved station manager handling of blacklisted sectors
  • Improved custom object context menu handling
  • Added Transfer Freight menu to player stations (Split from Adjust Station Parameters)
  • Added option to Disable SETA Safeties
  • Added hired TL option to pack your stations
  • Added script command: Split string by width
  • Added additional sections for custom object context menu items
  • Added Notification - Ship Attacked
  • Added Notification - Ship Killed
  • Added Notification - Station Attacked
  • Added Notification - Station Killed
  • Added setting to disable HQ Notifications
  • Added setting to disable factory colouring
  • Sector Music Control - Change the music track of claimed sectors

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Re: [MOD] Unoffical Patch : V1.3.2 : 2022-09-03

Post by alexalsp » Sat, 3. Sep 22, 23:12


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