SWLU must be installed on top of an installation of LU. SWLU is incompatible with Mayhem and other large LU mods, and LU by its nature is largely incompatible with most of X3's mods. Do not use the plugin manager for LU or LU mods.
* If you don't chose to start a new game (which is perfectly fine) upon updating, make sure you see a new SWLU welcome message in your in-game message log when you load it. If you don't, you need to go to Options\Gameplay\Artificial Life Settings\SWLU Test Scripts, and set it to "yes". It will proceed to initialize my scripts and then turn itself off. You are then free to play the update! This happens automatically for new gamestarts.
------| SWLU Install Instructions |------
* Note that SWLU is unstable with Windows 7. It will likely freeze and crash on the loading screen. Windows 10 yields the best results.
1. Backup your X3AP saves located in documents\Egosoft. Ensure that there is no folder in there called "X3AP". If there already is, re-name it to something else because those are your old saves. SWLU will generate a new one upon first time startup.
2. Start with a base installation of Litcube's Universe 1.7.2.
- You can get LU here: Litcube.xtimelines.net
- Follow all of his install instructions carefully and launch LU to verify once you install it to X3
- You will need to install LU's core, 1.7.2 patch, soundtrack, and a GUI of your choosing
3. Locate your Litcube installation that you want to convert into SWLU and find its root folder called "x3 terran conflict".
4. Move the contents of Star Wars LU's terran conflict folder to your LU terran conflict folder and override all files when asked.
5. When you launch the game, the main menu should show a Federal Argon Shipyard and star wars ships. If it shows a Goner Temple, then you did not install correctly and are still running regular LU.
6. I highly recommend installing Joubarbe's Satellites Monitoring script, which is invaluable during the early-game and mid-game when you need to scavenge for ships.
- You can get it here: Forum.egosoft.com
- I also recommend looking at his "Internal Distribution Network" script if you don't like to use Saturn Complex Hubs
- If you want to create a separate game installation outside of Steam for SWLU or any other X3AP configuration, you can get the non-steam .exe launcher from Egosoft here: Egosoft.com
------| How to Update |------
For any SWLU update, you can either install it again onto a base LU, or you can just dump it into your SWLU "x3 terran conflict" folder and override the old files. Your saves should still be compatible but I would advise making backups just in case. You can always revert to an older version if you don't like the changes. I will always upload an updated full release rather than a mod "patch", to keep things simple. Your old "X3AP" save file located in documents\Egosoft will work just fine if it is from a previous version of SWLU.
------ | How to Disable Windows Defender for Litcube E/I | ------
is the rebel cell leader start broken whenever i start it up i only have a advanced satalite and nothing else
No, that one just needs you to wait for a minute. There are a lot of scripts and things going on in the background that take some time. I had to really hack the game into submission, as it was never designed for the player to start with anything more than one or a few ships.
welp, guess im **** outa luck for playing this version of the mod for a while. -_- potato internet is potato.
Will this be made compatible for Win7 or are you politely telling us to upgrade to Win10?.
It's not something I understand or have control of. Of course I would prefer if it worked on Windows 7, but I don't know why it is broken and I have no means to test or fix it.
something i should mention about the Lucrehulk is that people tend to oversize it, i do feel with your size limit for ships you could make 3 ship varients of the lucrehulk, a FL, M1, and an M2 varient seing as the ship's actual size is only at most similar to an ISD1. still slow as balls but hey liberties can be taken where needed. and as for the Subjugator, if you manage to put it in without too much trouble i think you coud feasibly add in the preator battlecruiser since it is smaller than the Subjugator. few things you can think about if you want.
managed to get this downloaded finally, and i have a few requests for the old republic when you get around to it. first is the centurian class "dreadnought" (you can easily fit this as it is only 2/3 the sise of an ISD) and the invincible class "dreadnought" (same situation as the centurion though i dont know about the exact scaling compared to an ISD but should still be smaller) pretty much anything the eternal empire had, the fighters and bombers of the sith empire (like the MK6 supremasy fighter and the oh so creativly named sith fighter), i cant remember the name of it but the old republic's version of the Z95 (not a Z95 but most likely what inspired the Z95) and that friggate from SWTOR that is seen escorting the harower.
i forgot to mention but there are several fighteres that are missclasses/missplaced. first the dunelizard probably shouldnt be purchaseable in mandalorian space as it is a hut design (therefore should be a pirate exclusive) and the starviper should be primarally purchaseable in mandalorian space as the starviper is a mandalorian design. as for misclassed fighters there are several, the starviper, r41, and the auric. with exeption of the auric these fighters should be M4s with M4 stats as that is technically what role they were used in (also with the r41 the two guns at the front are not conected to the frame and just float alongside) and the auric should be a M3 as it is an interseptor tecnically speaking. i think there were other space superiorety fighters you had clasified as heavy fighters but if there are i cannot remember their names right now.
great. -_- so now not only can i not download this, i just lost access to discord for who knows how long. FML. guess i will just have to tell you here Xenon, im not sure if this patch here fixed it or not cause i cannot check but the nebula has an issue with launching any docked ships, it always destroys 1 to 3 of them without fail due to them trying to undock like you were captaining a valhalla. i think this could be fixed (if it hasnt already) by having the fighters/freighter/corvettes undock from the hangar bay looking hole in the rear of the ship via a catapult system like in the hayabusa. also i feel the flack guns of the argon and the terran designs are a tad too powerfull, seing as they are supposed to be capital class anti fighter guns i feel they could do with loosing say 100 or 150 damage while keeping the same fire rates. would keep them viable but not so sutable as a replacement for the dedicated anti capital ship gunls like the PALC. and sorry again for posting this here but as i stated earlyer i cannot access discord at the moment so i have no other way of letting you know.
Hey Xenon I've tried downloading this mod with no success currently. I have got litcubes universe working properly but when I launch x3 it doesnt load most of the game, only parts e.g. loading screens and some ship names and races are there however models, music and some other loading screens are missing entirely
same problem
EDIT: Figured out my issue. Sorry for the notification. :(