Enigma 2.5 for LxXRM 3.1

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SteelSirokos
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Enigma 2.5 for LxXRM 3.1

Post by SteelSirokos » Sat, 3. Apr 21, 16:39

It's been awhile, but I'm proud to say that Enigma has finally been updated for LxXRM 3.1! Below is an updated version of the original post:

What is Enigma?
Enigma is an expansion for the LxXRM modding package that integrates Monster Ship Pack 1.7 into the LxXRM universe and adds several new starting scenarios tailor made for LxXRM and MSP.

2500+ Ships!

With variants included, LxXRM + Enigma offers over 2500 ships to play with. The MSP job files have been integrated into the LxXRM ones, which means you'll see many new friends and foes in your travels.
This boost in ships offers many new ways to play the game, and introduces several elusive M0s for end-game players to work towards.

Play as a Kha'ak or Xenon!

The Xenon Rogue start (adapted from the original XRM start but heavily modified to suit LxXRM and Enigma) offers an opportunity to see the universe from a Xenon perspective. Their ships are readily available to you at Xenon shipyards, and a number of Xenon equipment docks have been added across the universe.

Screenshots:
https://media.discordapp.net/attachment ... height=456
https://media.discordapp.net/attachment ... height=456

The Kha'ak Maverick start allows you play as a Kha'ak detached from the hive mind. The existing Kha'ak sectors have been heavily improved with new stations, shipyards, and equipment docks offering Kha'ak ships and equipment, and a whole new heavily defended Kha'ak core sector exclusive to the Kha'ak start has been added.

Screenshots:
https://media.discordapp.net/attachment ... height=456
https://media.discordapp.net/attachment ... height=456

Other starts include a Sohnen Entity marooned in the X Universe, an Outsider agent, a Terran noble turned Commonwealth buccaneer, and more.

How to install

Download the mod: here

Installation instructions are included in the readme and MSP-readme files.

Remember to wait a little bit after starting a new game to the give the universe time to initiate!

The current version of the mod is 2.5, updated 4/10/2021.

Misc

Due to the sheer size of the mod and what it aims to achieve, it is very possible that you will encounter oddities or oversights in your travels. If you do, feel free to report:

- balancing issues
- lore breaking ships (MSP 1.7 contains a bunch of ships that don't fit in with the X universe. While I've manually stripped the Jobs and WareTemplate files of every instance I could find, there's a decent chance I've missed some.
- anything else that doesn't seem quite right

I hope you enjoy the mod!
Last edited by SteelSirokos on Sat, 24. Apr 21, 13:06, edited 8 times in total.

Taylor2008
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Re: Enigma 2.1 for LxXRM 3.1

Post by Taylor2008 » Tue, 6. Apr 21, 13:06

Amazing !!!

Thank you for that !!!

SteelSirokos
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Re: Enigma 2.1 for LxXRM 3.1

Post by SteelSirokos » Tue, 6. Apr 21, 17:08

Taylor2008 wrote:
Tue, 6. Apr 21, 13:06
Amazing !!!

Thank you for that !!!
Of course! Remember, the mod is still a WIP so let me know if you have any suggestions.

SteelSirokos
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Re: Enigma 2.2 for LxXRM 3.1

Post by SteelSirokos » Tue, 6. Apr 21, 19:50

Enigma 2.2 is out!
Changelog:

Code: Select all

 - Fixed a script giving the player 400,000 credits when they chose the Kha'ak or Xenon start (this was a debug feature I forgot to remove)
 - Improved ship list of Sohnen and Outsider shipyards
 - Added an alternate Jobs file for those who don't want Sohnen/Outsider invasion groups
 - Removed a backup file of one of my scripts from the main release

SteelSirokos
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Re: Enigma 2.3 for LxXRM 3.1

Post by SteelSirokos » Thu, 8. Apr 21, 18:06

Enigma 2.3 is released
Changelog:

Code: Select all

- Edited the Improved Kha'ak init script to automatically remove Sohnen ships from Kha'ak spawning pools (in existing saves, the same effect can be achieved by going into the
   Improved Kha'ak settings and removing the following ships: Lilith [M5], Oriax [M3], Manticore [M7], Scilla [M7], Exterminator [M2], Sonnen [M2] 

SteelSirokos
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Re: Enigma 2.4 for LxXRM 3.1

Post by SteelSirokos » Fri, 9. Apr 21, 03:24

Another small update: 2.4
Changelog:

Code: Select all

 - Added a script to destroy the unclaimed Kha'ak corvette that may or may not erroneously spawn near the player in some starts

SteelSirokos
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Re: Enigma 2.5 for LxXRM 3.1

Post by SteelSirokos » Sat, 10. Apr 21, 20:01

Update: 2.5
Changelog:

Code: Select all

 - Removed a lore-breaking OTAS M1 from the jobs file
 - Slightly increased speed of small ships

Mountain_Puncher
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Re: Enigma 2.5 for LxXRM 3.1

Post by Mountain_Puncher » Mon, 12. Apr 21, 00:48

Hey cool, it is back! I really like these ships being mixed in! Thanks for doing this! :D

P.S. Do eve ships count as "lore-breaking?" :lol:

SteelSirokos
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Re: Enigma 2.5 for LxXRM 3.1

Post by SteelSirokos » Mon, 12. Apr 21, 20:12

Mountain_Puncher wrote:
Mon, 12. Apr 21, 00:48
Hey cool, it is back! I really like these ships being mixed in! Thanks for doing this! :D

P.S. Do eve ships count as "lore-breaking?" :lol:
Yeah, EVE ships count. Honestly though, if there's enough demand for it I can always release an optional job file with those ships re-added for those who would take more cool ships over immersion.

Mountain_Puncher
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Re: Enigma 2.5 for LxXRM 3.1

Post by Mountain_Puncher » Wed, 14. Apr 21, 15:35

+1 from me. Those ships are nicely done and aesthetically match the factions they are attributed to, except for the Caldari. I think they look more Teladi but I digress.

ruyudu70
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Re: Enigma 2.5 for LxXRM 3.1

Post by ruyudu70 » Thu, 13. May 21, 05:52

Is it normal that the MSP ship has no description in the encyclopedia?

SteelSirokos
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Re: Enigma 2.5 for LxXRM 3.1

Post by SteelSirokos » Thu, 13. May 21, 09:39

ruyudu70 wrote:
Thu, 13. May 21, 05:52
Is it normal that the MSP ship has no description in the encyclopedia?
Yes. A lot of the MSP ship descriptions were in Russian, so many of them were removed.

ruyudu70
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Joined: Thu, 13. May 21, 05:48

Re: Enigma 2.5 for LxXRM 3.1

Post by ruyudu70 » Thu, 13. May 21, 19:08

ShadowOfNone2 wrote:
Thu, 13. May 21, 09:39
ruyudu70 wrote:
Thu, 13. May 21, 05:52
Is it normal that the MSP ship has no description in the encyclopedia?
Yes. A lot of the MSP ship descriptions were in Russian, so many of them were removed.
Would you like to add a short description for those ships?

SteelSirokos
Posts: 23
Joined: Sat, 7. Jan 17, 09:19
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Re: Enigma 2.5 for LxXRM 3.1

Post by SteelSirokos » Tue, 18. May 21, 23:02

ruyudu70 wrote:
Thu, 13. May 21, 19:08
ShadowOfNone2 wrote:
Thu, 13. May 21, 09:39
ruyudu70 wrote:
Thu, 13. May 21, 05:52
Is it normal that the MSP ship has no description in the encyclopedia?
Yes. A lot of the MSP ship descriptions were in Russian, so many of them were removed.
Would you like to add a short description for those ships?
I'd have to find a translator first. Honestly, this mod is currently indefinitely on hold, since more or less everything I wanted to add has been added, and the sheer scope of it (and the fact that it works with several other enormous mods) makes troubleshooting, balancing, etc very hard.

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