[MOD] TVM - TemetVince's Mod v1.2.6

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temetvince
Posts: 228
Joined: Fri, 29. Jul 11, 20:58
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[MOD] TVM - TemetVince's Mod v1.2.6

Post by temetvince » Tue, 2. May 23, 09:22

TemetVince's Mod for X3FL


Download: Features:
  • TVM Control Center: A new hotkey for turning features of the mod on or off
  • Collision Warning System: Severely reduced collisions during battles (Litcube's Bounce)
  • Improved Piloting: Ships rotate themselves so they are "upright" when flying around
  • Overachiever: Improved Piloting applies to the player's ship
  • Standardized Fleet Operations: Escorts attempt to match their leader's speed
  • Trade Embargo: Removes NPC ships docked at player stations when not set to trade externally
  • Remember Homebase: Homebase is remembered when transferring into a different ship
  • Map Gates: A Navigation Command to map gates in the current sector
  • Self Destruct: A Special Command that destroys an owned ship
  • Reshade Preset: temetvince.ini
Compatability:
  • Unmodified: Tested with the Steam version
  • Unofficial Patch: Highly recommended
  • FL XRM: Anticipated with a later release
  • TC/AP Plots for FL: Reported as working
  • Other Mods: Considered upon request
Installation:
  • Manual: Copy the mod's x3 terran conflict folder into your game's x3 terran conflict folder
Translations:
  • German: Provided by olsch
  • Russian: Provided by alexalsp
Note to anyone translating this mod: Every user facing string is defined in x3 terran conflict/addon2/t/8389-L044.xml
Last edited by temetvince on Wed, 17. May 23, 21:12, edited 11 times in total.

olsch
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x3ap

Re: [MOD] TVM - TemetVince's Mod v1.0.1

Post by olsch » Tue, 2. May 23, 21:13

Have you tried it with the old plots mod? I assume there should be no conflicts. What do you think?

temetvince
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Re: [MOD] TVM - TemetVince's Mod v1.0.1

Post by temetvince » Tue, 2. May 23, 21:19

olsch wrote:
Tue, 2. May 23, 21:13
Have you tried it with the old plots mod? I assume there should be no conflicts. What do you think?
I have not tried it yet! I just started playing FL. There are only two cases where it wouldn't be compatible with the plots mod:
1) If the plots mod modifies tships (usually if the mod adds any ships)
2) If, when installing TVM after installing the plots, it asks you to overwrite a file. This shouldn't happen

olsch
Posts: 60
Joined: Mon, 24. May 21, 19:37
x3ap

Re: [MOD] TVM - TemetVince's Mod v1.0.1

Post by olsch » Tue, 2. May 23, 23:51

I've tried it and it seems to work.
I also created a german translation. There should be a pull request at the repo now. (I'm a noob at Git/Github, hope I did it right).

Also, Reshade is great. Didn't know about it before. Thanks for pointing me to it.

temetvince
Posts: 228
Joined: Fri, 29. Jul 11, 20:58
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Re: [MOD] TVM - TemetVince's Mod v1.1.0

Post by temetvince » Wed, 3. May 23, 06:58

I've fixed some nasty bugs with Collision Warning System, so please update your version with the new verison of TVM. A new game may be required, but shouldn't be required after this update (I made it so scripts can easily be refreshed in the future when upgrading).

Also, there is now Asteroid Radar! This is a work in progress feature that needs more testing, but it should allow you to not lose ships to asteroid collisions as often.

I put English strings in the German file for now until they can be translated, that way the mod will still function for those who play the German version.

temetvince
Posts: 228
Joined: Fri, 29. Jul 11, 20:58
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Re: [MOD] TVM - TemetVince's Mod v1.0.1

Post by temetvince » Wed, 3. May 23, 07:17

olsch wrote:
Tue, 2. May 23, 23:51
I've tried it and it seems to work.
I also created a german translation. There should be a pull request at the repo now. (I'm a noob at Git/Github, hope I did it right).

Also, Reshade is great. Didn't know about it before. Thanks for pointing me to it.
Thanks so much for the translation! Sorry I pushed it out of date so quickly. And I'm glad you're enjoying reshade. It is pretty great, indeed.

olsch
Posts: 60
Joined: Mon, 24. May 21, 19:37
x3ap

Re: [MOD] TVM - TemetVince's Mod v1.1.2

Post by olsch » Wed, 3. May 23, 08:49

You are welcome.
I updated the translation, see pull request

olsch
Posts: 60
Joined: Mon, 24. May 21, 19:37
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Re: [MOD] TVM - TemetVince's Mod v1.1.2

Post by olsch » Wed, 3. May 23, 13:20

I found out, that you can assign a hotkey to open the control center for the mod. Maybe you could also write that in the first post. While visiting the control center I also noticed two typos, which have now been corrected.

With your permission, I could make a thread in the German part of this forum about this mod.

temetvince
Posts: 228
Joined: Fri, 29. Jul 11, 20:58
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Re: [MOD] TVM - TemetVince's Mod v1.1.2

Post by temetvince » Wed, 3. May 23, 19:31

olsch wrote:
Wed, 3. May 23, 13:20
I found out, that you can assign a hotkey to open the control center for the mod. Maybe you could also write that in the first post. While visiting the control center I also noticed two typos, which have now been corrected.

With your permission, I could make a thread in the German part of this forum about this mod.
Good idea to add the hotkey to the description! And you have my permission, of course! Consider any code I write to be owned by the Public Domain, or as much so as legally possible. You can take it and do whatever you want with it. I write it so that people can enjoy it, and I do not want any ownership over it other than the ability to continue development of what I made. Much of my code is built on the shoulders of giants, who were also open to sharing. My work would not be possible without their generosity.

Random_Tank
Posts: 10
Joined: Sat, 13. Feb 16, 19:56
x3tc

Re: [MOD] TVM - TemetVince's Mod v1.2.6

Post by Random_Tank » Sat, 7. Oct 23, 23:49

Does this mod recolour stations according to production level (M,L,XL)? One of my mods is doing it, but I'm not sure which, and this seems to change the most stuff.

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