SWLU is a mod for X3AP Litcube's Universe 1.7.2 built from the ground-up using ship assets from Mikhail Skatchkav's Star Wars Reborn Mod for X3AP. All ships have had their thruster effects, camera positions, and gun placements fixed or tweaked in addition to the many gameplay changes that come with LU. 294 total Star Wars ships (counting variants) are added in addition to all ~400 vanilla/LU ships, and can be bought in special sectors. With LU, you can finally have the massive X3AP star wars space battles you have always dreamed of! Credit for the original ship models goes to Warb Null, Jeroenimo, Dinoff, and MikSka's team behind Star Wars Reborn. Also thanks to Litcube for making LU and his extremely useful Excel editors. Cockpit assets originally by PSCO1, Swefan Italia, and Klaus11.

Description

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.

Preview
(Old) SWLU 1.2.4
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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

The Xenon apocalypse is finally over! Those random Xenon ships appearing literally everywhere are MUCH more tame now. For those of you that enjoyed it, I can make little plugins for SWLU that make it crazy again if that is something people want.

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umad41
umad41 - - 392 comments

Crazy Xenon was fun, but kinda made a bunch of 20 minute runs where they'd ambush you as you ran freight through a gate, and it was juuuusssstt long enough in where it was somewhat demotivating lol. Was the game just pulling those Xenon ships out of it's *** or did they actually start somewhere?

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

Yeah, they totally came out of nowhere lol.

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Cameron_Parris1
Cameron_Parris1 - - 34 comments

Hey Xenon, would you be able to, in the next version, make it so we can Claim, Manage, Name, a Sector for ourselves? I heard theres something like that in your Mayhem Mod and in another mod called LazCorp Calim Sector mod. Mind checking into it?

Forum.egosoft.com

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

That would absolutely be possible, and would be extremely easy to do because Mayhem's mod author has made a two-part video tutorial on how to write the scripts to do exactly that. However, I am not sure that function is really needed in SWLU since you aren't running your own faction like in Mayhem.
And no, I did not make Mayhem. That honor goes to Joubarbe.

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Cameron_Parris1
Cameron_Parris1 - - 34 comments

Well, i can only guess at your reasoning. I know it wouldn't make much sense so hopefully i can explain it in a way that does.

If the player were to own a sector, they could compete with the Phanon Corporation on a whole new level. We could set it up so that each faction attempts to invade, take control of, and wipe out other factions. It'd be a new Theatre, where your options for your goals are quite literally limitless. You could stay small and strike at them as a small cell, or grow large as an empire or corporation and challenge them through either Trade, or Conquest.

And with other factions being able to do the same, you'd be up against many a wall. Maybe even forge Alliances, Trade Deals, and so much more! It could present me, and others with a challenge of a lifetime! In the setting of a great, quality, and fantastic game. Unlike todays games which don't even amount to a 3rd of todays boring non-original boring so called strategy games. So, please consider it. IT would SERIOUSLY improve the Qaulity of Life of X3 and SWLU?

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

Someone clearly hasn't heard of Mayhem lol. That mod is literally everything you just described, but way better than you could possibly imagine. Litcube is more of a sandbox and dumbed-down casual experience, and I am not going to turn it into Mayhem. Go play Mayhem, it is so much more than LU or SWLU could ever offer and literally the best X3 mod of all time. More of a 4X strategy game like Stellaris, actually, when you get to late-game.

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Cameron_Parris1
Cameron_Parris1 - - 34 comments

Well i'm disappointed to hear that. I was hoping to have a somewhat similar Star Wars The Clone Wars-esque experience with your mod. Very well. Still looking forward to the next update. Though i do still hope you'll still consider adding in being able to claim Sectors though.

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Cameron_Parris1
Cameron_Parris1 - - 34 comments

So far i love the new Cockpit Desgins on certain ships and thankful that some ship turrets no longer float! Thanks for all your hard work fellas! Look forward to the next version.

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dartkon
dartkon - - 4 comments

Hey Xennon, have you checked the cockpit on the remant strike carrier yet? It's kinda submerged into the ship's texture/ I tried to fix camera postion using x3 editor myself, but failed. Have you looked into that ship yet? Also had to fix 1 mj shields on some of ts class (cant recall nemaes but I think it was cr 20s and some class of lamnda (Hauler? tanker?). Also, woulkd be nice to see more shields on xg-1 starwings (Imperial gunboat).

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tormox
tormox - - 5 comments

Ok dartkon, thanks for letting us know. I'll take a look at that.

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Guest
Guest - - 688,627 comments

im wondering will swlu work without x3ap and just x2tc because i bought both but my internet sucks a** im talking 60 to 70kb/s average and x3tc is already done so can i play or do i have to wait till x3ap is done its fine if i have to wait im just wondering

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tormox
tormox - - 5 comments

No, you must have AP to run Litcube's mod and in turn SWLU. It's worth the wait though, stick with it.

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Guest
Guest - - 688,627 comments

thx ill wait

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pattmaster
pattmaster - - 22 comments

Savegames from 1.2.3 wont be compatible with this version, or are they?

Edit: Nevermind read the changelog

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biggie1447
biggie1447 - - 36 comments

Xenon, I was wondering if you were taking requests on ships to add to different factions? The resistance and First order are obviously limited since they are fairly new to SW canon but it would be neat to have a few more medium weight capitol ships for the Rebel, Old Republic and Republic factions. The New Republic and various Empire factions have multiple medium weight vessels that the other factions just don't have an answer to.

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

I am well aware of the imbalances across factions and their available ships. With Tormox on the team, we can finally start to address this. I think the separatists need the most immediate attention because they don't have a TM, TP, TL, M4, M3, M8, or M6 and are currently using Paranid ships. If you know of any good star wars ships from other mods from games like EAW, Sins, or anything, let us know and we will start contacting the mod authors about letting us use them. And if anyone knows any game/mod that had models for Yuuzhan Vong ships, we would love to have those so we can replace the OCV with the Vong and write a better story for them.

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biggie1447
biggie1447 - - 36 comments

Well in game I noticed that the Rebels have Assault frigate Mk2 instead of the Mk1. which were modified for the rebel's because of the shortcomings of Dreadnought heavy cruisers (slow speed, high crew compliment, aging systems).

The New Republic would have access to both due to absorbing all the existing ones in the rebellion (according to legends canon).

Of other ships to potentially add:

New Republic:
Bothan Assault cruiser
Corona Class Frigate
Hapan Battle Dragon
Hapan Nova Battle Cruiser
Liberator Class Cruiser/Carrier

CIS:
Bulwark

Old Republic:
Foray Class Blockade Runner

Republic:
Carrack Class light cruiser

Mandalorian:
Interceptor IV Frigate
Keldabe Battleship

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

I generally gave the Legends ships to the New Republic/Imperial Remnant and the Canon ships to Rebels/Empire in the case that the factions shared the same ships. Even though the rebels sell the assault frigate MK.2, it is a ship belonging to the New Republic. That is why only Boron NPCs have them. OTAS in legends home is an exception. Both factions kinda use them, because they are basically the same faction in the first place. I don't think its a big deal for a faction so sell ships that are also sold by other factions. It gives the player more options.

Foray is already in the game. The Carrack Cruiser already has an X3 model from MikSka's mod, but it needs a TON of work to be usable by my standards (as did most of the ships already ported to SWLU). We have also been looking at Keldabe models from other games (I love that ship).

Thanks for the list! I don't know half of those NewRep ships, I will look into them. Perhaps we can find models in other mods. Do you happen to know games/mods that have models that look good enough to put into X3? We just need the hull. Animated turrets, glowing engines are added by us for X3.

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biggie1447
biggie1447 - - 36 comments

I know most of them can be found in the Sins of a Solar Empire Star Wars: Interregnum mod. The Corona (in legends cannon now) was actually the "New Class Program" replacement for the Nebulon B. The New Class Program is also what gave us the Nebula Class SD and Endurance class Fleet Carrier among about a half dozen other ships.

I don't mind the factions having the same ships, it is a quite common occurrence in the Star Wars Universe, I was just pointing out that the Mk1 version is not available to the Rebels when it was their design in the first place.

As an additional note Perhaps the CIS TL could be the Separatist Supply Ship? It is also in the Interregnum mod.

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ShadowSSG
ShadowSSG - - 1 comments

Had a question whether or not the LU version of M.A.R.S. (link below) is functional in conjunction with your mod? Perhaps I am uninformed and it is already a part of either LU or SWLU but I was curious. Regardless you guys are doing amazing work!

Forum.egosoft.com

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

Not 100% sure, I have not ever used it. But if it was made for LU I would assume it works just fine.

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RaioVerusia
RaioVerusia - - 32 comments

I started a new game for 1.2.4 so I wouldn't have to deal with fighter re-equipping and missing new wares and, holy bologna my pirates are getting their sectors kicked in. "FBI OPEN UP!" style!

Maybe they're a little to passive? Old Republic got bored and sent a fleet to desecrated skies lol

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Guest
Guest - - 688,627 comments

This is nice work guys..

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Guest
Guest - - 688,627 comments

Followed all directions for both mods to a T. Been modding this game for a decade and wanted to load it up again. LU runs just fine. But when I install your mod and run the game it crashes immediately at the xwing blueprint screen.

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

Windows 7? I think I need to put a disclaimer at the top of the page at this point. Windows 7 does not work due to reasons I don't understand.

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DoctorHooves
DoctorHooves - - 34 comments

Hmm maybe i messed something up when upgrading from 1.2.3 to 1.2.4 but instead of the turbo boost i get "unnamed" (2 times so imagines its mark 1 and 2) in the faction base.

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

The files that contain the correct names are in x3 terran conflict\addon\t. Try copying the "t" folder again from the update files into your install. Does the actual Turbo booster work in the game?

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DoctorHooves
DoctorHooves - - 34 comments

It works fine. Maybe its because i run the game through the plugin manager (though i dont use any plugins other then some of the LU ones and installed all directly in the folder and not through the manager)

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

It says clearly on this website to NOT use the plugin manager because Litcube's Universe is a stand-alone mod that doesn't work with most normal scripts and mods. Whatever I guess. Glad it works.

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DoctorHooves
DoctorHooves - - 34 comments

Maybe its the bonus package then? i got the steam version so eh, ill just disable it and uninstall the plugin manager.

As said though, dont use any (or have installed) any scripts other then LU ones. and those not through the mannager but directly in folders.

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Guest
Guest - - 688,627 comments

So renaming Quantum Tubes made it so that we cannot move asteroids with the "Plutarch Tractor System". I'm not sure what they were renamed to but I can't get any wares to move asteroids at the moment.

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Guest
Guest - - 688,627 comments

Found them, thermal regulators

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

Yes, I will fix that in the next version. PTS is script-based, so it uses different rules than the rest of the wares in the game. My bad.

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Guest
Guest - - 688,627 comments

You're good, I'm just glad something worked. Enjoying your work!

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Guest
Guest - - 688,627 comments

hi first off all i love the work you doing on this stil !!
i was wondering where i can change something. cause the plutarch tractor system stil needs quantum tubes and i no longer can find that factory so i now cannot build new complex hubs at my desired system or go big enough if there are not enough ores/silicon rocks in a system. so was wandering where in the files i need to rename something so it requires something else then quantum tubes ?
thnx for anybody that knows.

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biggie1447
biggie1447 - - 36 comments

Another user had the same issue. The were renamed in the game to reflect common items in the Star Wars Universe. Quantum tubes are now called thermal regulators. The game still recognizes them as quantum tubes so as long as you have some available in your ship the tractor system will work like normal.

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Guest
Guest - - 688,627 comments

ah TY very much ! kinda stupid of me not to test out all the new materials . time to have some fun again and start playing .

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biggie1447
biggie1447 - - 36 comments

Not a problem. Threw me off for a couple minutes myself until i remembered that whenever you buy products that have been re-named "Betty" still calls out the original name, that how I figured out what Quantum tubes were changed too.

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Cameron_Parris1
Cameron_Parris1 - - 34 comments

When are you going to port over SWLU X3 to X4? Most of the ships, models, and textures are already there.

What is stopping it from being done?

Sorry if this sounds ignorant but thats because i'm not versed in how porting mods, or in this case an entire mod/game to another.

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

Visit MikSka, the author of the original X3 Star Wars Reborn, at Moddb.com. He is working on it. I am not even considering X4 because of what an unpolished mess that game is compared to Litcube's universe. If anything, I want to port SWLU over to Mayhem (another mod for X3) in the distant future. But for now, development is 100% focused on SWLU.

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SigmaGames
SigmaGames - - 3 comments

Just wanted to make sure it was known that the Hammerhead-class cruiser does have a hanger in the main frame so as to launch up to 14 (maybe, no exact number since there are shuttles to account for) craft from, between the port and starboard engines. There is no middle engine. Not sure if you rely on MikSka for the models or if you get them done yourself/independently, but it is important to note

Otherwise, love the mod, keep up the awesome work!

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

Thanks for pointing it out. I will add it to the list. Models are originally from MikSka, but they all get fixed and tweaked by me and Tormox. The Old Republic, however, is my least favorite factions so I ended up putting less effort into bringing them up to standard from MikSka's original versions, so a lot of them are still original quality (like the hammerhead).

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SigmaGames
SigmaGames - - 3 comments

No problem! Love the Hammerhead Cruiser and Foray Blockade Runner, but I can understand the dislike for most of the other Old Republic ships. Half of the non-capital ships are just copies of the Hammerhead, and copying previous ships that much is not good sci-fi ship design for a faction like the Old Republic

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GalaxyCrusher101
GalaxyCrusher101 - - 11 comments

Hi. I am loving the mod but I have a question. I would like to add some custom ships
I found on the Egosoft forums to use in addition the the ships this mod adds. All the methods suggested there have not worked for me and the ships are not showing up ingame. How would I go about adding those ships to the game on top of this mod an LU? Thanks in advance for any help you can give.

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

Are they star wars ships? If so, then I can simply add them to SWLU itself. For learning how to mod, i suggest starting by replacing the model files for an existing ship, such as the Argon Discoverer, since you can still get those in SWLU. You need a bit more experience to add entirely new ships like SWLU does. Too much information for me to write out.

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ThePuppetMari
ThePuppetMari - - 2 comments

Litcube's site seems to be down at the moment as I have not been able to access it for a week.

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Guest
Guest - - 688,627 comments

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ladiefromhell
ladiefromhell - - 1,080 comments

So Question - Why can't the Player Buy Weapon Platforms In SWLU?

Being New to the X games and all that, Is it possible to make so or dose the core game not let player do such things?

Thanks for such a Great Mod. I am having a hard enough time stopping play just to post this question/request.

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XenonArchitect7 Author
XenonArchitect7 - - 322 comments

Weapons platforms are M1 ships with zero speed stats. So they don't work like stations and can't be deployed from cargo like lasertowers or factories. This is because the base game doesn't suppoer armed stations, thus Egosoft made them ships that don't move.

Modders can (and have) made them deployable through the use of scripts in other X3 mods, but I haven't implemented something like this because I never thought anyone would want it (I still don't understand why people want them). But I will do it if we get our hands on star wars defense platform models one day.

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