[Mod] Combo Mod v1.3.10.5

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Deniskos
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[Mod] Combo Mod v1.3.10.5

Post by Deniskos » Wed, 21. Jun 23, 12:34

===================================================
Mod: Combo Mod
Version: V1.3.10.5
Author: XDNA78
Created: 2023/06/21
Game: X3: Farnhams Legacy 1.3
Languages: English, Russian
===================================================

:arrow: Downloading :arrow: Installation instructions
  • install the game
    if you have a steam version, then you need to copy the folder with the game somewhere to another place on the disk
    then download X³: Farnham's Legacy 1.3 NoSteam.exe from the official website of EGOSOFT and copy it with the replacement files to the game folder
  • after downloading the file, unpack the archive
    run X3 ComboMod v1.3.10.5.exe
    choose the correct directory, the mod will not install in the wrong directory
  • play


Version history:
X3 ComboMod v1.3.10.5
Show
- the sidebar has been returned to the standard interface and a new option has been added to remove the sidebar from all types of interfaces
- missing icons for achievements from missions of previous games have been added to the achievements menu
- fixed menu flashing in the shield and hull indicator
- improved asteroid icons
- fixed display of Jump Beacons on the sector map
- missions for buying used ships have been fixed
- fixed the Navigation Beacons not being destroyed in station construction missions
- fixed and completed Improved satellite MK1
- fixed Earth Gate (the size of the gate model did not match the size of the wormhole effect)
- mine models have been corrected (models of asteroids of the corresponding type have been added)
- XXL station upgrade kits added to sale
- prices for Station Upgrade Kits have been adjusted
- fixed missing models for the Freight Distribution Network and Production Modules
- at the stations of Production modules, the ability to store stations has been added
- fixed the model of the Fanon corporation headquarters that led to the crash of the game
- the Cheat Menu has been removed from public access; to return it you will need to activate the in-game script editor
- fixed missing asteroid debris after importing your empire into a new game
- fixed freezing when importing your empire into a new game
- corrected incorrect sale of a player's complex in the Universal Banking script
- fixed the incessant voice of the on-board computer when canceling a jump in the Advenced Jump Drive
- in the Advenced Jump Drive, the incorrect operation of the Energy generator has been fixed
- a section has been added to the main menu of the mod on the cartography tab: Search for objects in the Universe; a Ship Search Menu has been added to it
- fixed game freezing when using invalid goods in production at Yaki Multifunctional Factories
- the work of the Freight Distribution Network scripts has been fixed and improved (copying of product settings to other docks has been fixed, the display of some goods has been fixed, the display of products and resources in the complex has been fixed, the ability to rename factories in the complex has been added)
- fixed and improved Deadly Arena scripts (fixed Xtreme mode not working, fixed clusters, fixed negative rewards)
- the Research Station (Equipment Research and Development) script module has been added, its support for Export\Import has also been added
- added a story about the adventures of the droid R2-D2
- the option Quick dialogues has been added to the mod menu in the Settings tab (now those who don’t want to waste time reading dialogues (for now only in the droid mission) can simply click them)
- added the ability to Export\Import your droids
- ships that have the ability to use the Tractor Beam have now been given the ability to use the Repair Laser
- Unofficial Patch: V1.3.10 and TC/AP Plots for FL: v1.01 are integrated into the mod (now to install the mod you only need a clean game X3 Farnham's Legacy v.1.3)

:arrow: Description :!: Attention! The mod is not compatible with your previous saves.
Last edited by Deniskos on Mon, 6. Nov 23, 14:14, edited 7 times in total.

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Joubarbe
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Re: [Mod] Combo Mod v1.3.902

Post by Joubarbe » Wed, 21. Jun 23, 18:57

Hmm, how did you implement the unscripted version of Bounce exactly? If I may ask :)
Would be nice to have that independently if it works without big performance impact.

Thanks for your work :)

FriendlyFirePhoenix
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Re: [Mod] Combo Mod v1.3.902

Post by FriendlyFirePhoenix » Wed, 21. Jun 23, 20:29

Dammit you beat me to the punch with coloured sectors. But seriously, nice job!

Is it possible to use this mod without the new gates and asteroids?
I made a couple of X3 mods | Colour By Race | True Relations

Deniskos
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Joined: Wed, 11. Jun 08, 21:40
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Re: [Mod] Combo Mod v1.3.902

Post by Deniskos » Thu, 22. Jun 23, 06:00

Joubarbe wrote:
Wed, 21. Jun 23, 18:57
Hmm, how did you implement the unscripted version of Bounce exactly?
Learning the basics of programming in assembler. A lot of time and effort to learn the game engine, plus so much more time and effort to learn the engine from the Litcube's Universe mod. And you will be able to do not only transfer the banal Litcube Bounce function :)

Deniskos
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Re: [Mod] Combo Mod v1.3.902

Post by Deniskos » Thu, 22. Jun 23, 06:04

FriendlyFirePhoenix wrote:
Wed, 21. Jun 23, 20:29
Is it possible to use this mod without the new gates and asteroids?
You can return the original gate models. But with asteroids, everything is much more complicated.

FriendlyFirePhoenix
Posts: 90
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Re: [Mod] Combo Mod v1.3.902

Post by FriendlyFirePhoenix » Thu, 22. Jun 23, 13:59

Deniskos wrote:
Thu, 22. Jun 23, 06:04
You can return the original gate models. But with asteroids, everything is much more complicated.
Roger that, the gates are more of a problem for me than the asteroids so that could work. I'll take a proper look myself when I get time.
I made a couple of X3 mods | Colour By Race | True Relations

Deniskos
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Re: [Mod] Combo Mod v1.3.902

Post by Deniskos » Tue, 4. Jul 23, 09:35

The current version of the mod only works with Unofficial Patch : V1.3.9.
I have not yet decided whether I will update the mod to version 1.3.10 or whether I will wait for the next version of the unofficial update.

Cycrow
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Re: [Mod] Combo Mod v1.3.902

Post by Cycrow » Tue, 4. Jul 23, 12:31

Its unlikely a new version of the unofficial patch will be coming out anytime soon

Deniskos
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Re: [Mod] Combo Mod v1.3.902

Post by Deniskos » Thu, 6. Jul 23, 07:33

I'm working on it...

Deniskos
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Re: [Mod] Combo Mod v1.3.902

Post by Deniskos » Wed, 2. Aug 23, 06:45

Updated the mod to ComboMod v1.3.10.3
Version history:
- updated mod engine to version v1.3.10(Unofficial)
- fixed some textures
- fixed some backgrounds
- fixed mod map file 00749.bod
- fixed the location of the gates and stations in some sectors (there was a danger of entering the atmosphere)
- removed pipes connecting factories in the complex
- changed the model of the Complex Hub
- fixed Terran Plot freeze when TL couldn't fly to TOA construction site
- fixed display of added asteroids for import
- added "Cheat Collection" (modernized for ComboMod)!
- added "Advanced Jumpdrive"
- added "Advanced Navigation Software"
- added "Quantum Drive"
- added "Travel Drive"
- added "Phanon Corporation"
- added external map "X3GalaxyMap" on Unreal Engine 5. Located in the folder .../addon2/X3EGMap. The settings can be found in the main menu of the mod, in the Cartography section.
- fixed scripts of the installation package (it was not correct to restore the original files after removing the mod)

Deniskos
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Re: [Mod] Combo Mod v1.3.10.3

Post by Deniskos » Fri, 4. Aug 23, 20:12

Damn, who came up with the idea after passing the story to quarrel the player with the Barons .. :evil: :shock:
I spent 3 hours looking for the Baron Trading Station to restore my reputation, then I was killed by the gate and I need to fly again for 3 hours.
This is a brake on game development, beautifully developed, right on target, to block the Barons :evil: :x3:

Deniskos
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Re: [Mod] Combo Mod v1.3.10.3

Post by Deniskos » Sun, 13. Aug 23, 05:11

Updated the mod to ComboMod v1.3.10.4

Version history:
  • fixed operation of Navigation beacon
    • in this regard, Condense Asteroid did not work
  • fixed product search scripts for external map (now products with zero quantity will not be displayed)
  • automatic external map update can now be disabled
  • fixed Banking scripts
    • fixed broken percentage payout update
    • added the ability to delete all reports
  • fixed broken autojump command in Advanced Jumpdrive script
  • fixed work of Hyperspace Jump Complex scripts
  • added Builder Tools
  • fixed work of Deathmatch Arena scripts
  • fixed Trans-Orbital Accelerator (now when flying into them, a jump works across the entire area)
  • fixed gate positions in Xenon Hub
  • fixed gate model in Xenon Hub
  • removed inactive gates in some sectors

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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga » Sun, 13. Aug 23, 16:03

Hello I used the mods that you developed I noticed that there are cache problems in the loading of the sectors in the important stations which are the commercial station, shipyard, equipment dock :| apart from that you can indicate what the mod adds the links that you put does not work :?

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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga » Sun, 13. Aug 23, 16:10

I would like to ask you if -XeNoN- little added or resumed features of your for his FLXRM Mods please :)

Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos » Sun, 13. Aug 23, 16:16

Muwulafraga wrote:
Sun, 13. Aug 23, 16:03
Hello I used the mods that you developed I noticed that there are cache problems in the loading of the sectors in the important stations which are the commercial station, shipyard, equipment dock
What kind of cache, I don’t understand what you mean?
Muwulafraga wrote:
Sun, 13. Aug 23, 16:03
apart from that you can indicate what the mod adds the links that you put does not work :?
What links are you talking about?
Muwulafraga wrote:
Sun, 13. Aug 23, 16:10
I would like to ask you if -XeNoN- little added or resumed features of your for his FLXRM Mods please :)
What exactly do you mean?

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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga » Sun, 13. Aug 23, 16:22

Deniskos wrote:
Sun, 13. Aug 23, 16:16
Muwulafraga wrote:
Sun, 13. Aug 23, 16:03
Hello I used the mods that you developed I noticed that there are cache problems in the loading of the sectors in the important stations which are the commercial station, shipyard, equipment dock
What kind of cache, I don’t understand what you mean?
Muwulafraga wrote:
Sun, 13. Aug 23, 16:03
apart from that you can indicate what the mod adds the links that you put does not work :?
What links are you talking about?
I explained badly I apologize here is the problem that I encountered when I come to a populated area which has stations I have nothing or half of the elements available usually for example I go to buy stations well be it there's nothing or just a station alone at the shipyard

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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga » Sun, 13. Aug 23, 16:26

this mods where I was quoting viewtopic.php?f=201&t=439763&start=80

Deniskos
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Re: [Mod] Combo Mod v1.3.10.4

Post by Deniskos » Sun, 13. Aug 23, 16:27

I don't have such problems.
Have you installed the mod correctly?
Are you using any other mods or scripts?
This mod is not compatible with anything.

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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga » Sun, 13. Aug 23, 16:35

here is the list of mods i have that are active Trading System Extension MK2/MK3 , Automatic Ship Renamer ,Salvage Claim, Software Cargo, Tractor Beam, Shopping List , Ship/Factory ,Hijacker Deployable ,Orbital Weapons Platform, Colour By Race ,Diplomacy Extension ,Casino Games , FLXRM

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Muwulafraga
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Re: [Mod] Combo Mod v1.3.10.4

Post by Muwulafraga » Sun, 13. Aug 23, 16:37

Deniskos wrote:
Sun, 13. Aug 23, 16:27
I don't have such problems.
Have you installed the mod correctly?
Are you using any other mods or scripts?
This mod is not compatible with anything.
I followed the instructions to the letter, it seemed to work well, just the goods were not present in the NPC stations, which was annoying

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