It always depends on the complexity of the script. To be able to load the script in the script editor changing the scripts engine version as well as the name of the text files is the first step. If the script is simple enough, these steps can be enough to get the script working in TC. But the more complex it is, i.e. if it references certain ships, wares, objects or calls certain vanilla X3:R scripts or the like, the more likely it is that you would have to adjust the script itself (i.e. rewriting the script or parts of it).I got 0 experience with coding, but do you know what changes would have to be made to the script so it worked with TC?
All in all you might be better looking for a TC version of this script. Currently on page one of TC S&M Forum there is the Universal Explorers Continued 2.4.Beta2 by FalconGrey. I haven't tried it yet, but judging from its name and description it seems to be similar to the script here in this topic.