[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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BlackArchon
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Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon » Tue, 17. Apr 18, 18:00

Your XRM installation is broken if these ships don't have a body. Reinstall it and follow the instructions on the first post carefully.

azzadawg
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Joined: Sun, 4. Mar 18, 01:28

Post by azzadawg » Sun, 22. Apr 18, 00:08

FINALLY! Tried for the umpteenth time to clean install the TC version, followed the instructions to the letter... still no on those same ships. Tried something a bit different this time though, I also installed the AP version (to the letter), and opened the VFS with Cycrow's Package Creator (had tried that with the TC version with no luck) and voila! All the missing ships were there. Made .xspS out of the missing ships, installed them to TC via Plugin Manager... WORKING!

Just thought I'd share that for anyone else that comes across the problem :D

keo
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Post by keo » Thu, 26. Apr 18, 02:00

HELLO ALL, come to play x3 after some year brake and look into this fantastic mod but now after some day gameplay i have performance issue, what could be? anyone have same problem and know ho to ride off?

Pr0wler
Posts: 134
Joined: Sun, 16. Nov 08, 15:14
x4

Post by Pr0wler » Thu, 26. Apr 18, 08:55

keo wrote:HELLO ALL, come to play x3 after some year brake and look into this fantastic mod but now after some day gameplay i have performance issue, what could be? anyone have same problem and know ho to ride off?
What other mods are you using? XRM itself does have impact on game performance after a while, but it shouldn't be that bad. Some other mods and scripts can make it much worse though.
E.g. I had problems with Improved Races, Marine Training and Repairs (when I had marines on many ships), Trade Overview and some trading scripts (when I had 25-30+ traders).

keo
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Post by keo » Thu, 26. Apr 18, 14:49

Pr0wler wrote:
keo wrote:HELLO ALL, come to play x3 after some year brake and look into this fantastic mod but now after some day gameplay i have performance issue, what could be? anyone have same problem and know ho to ride off?
What other mods are you using? XRM itself does have impact on game performance after a while, but it shouldn't be that bad. Some other mods and scripts can make it much worse though.
E.g. I had problems with Improved Races, Marine Training and Repairs (when I had marines on many ships), Trade Overview and some trading scripts (when I had 25-30+ traders).
Yes you right, i'm using mars on some ship then marine repairs and codea too

this is my full list of scripts:

Mars
ComunityPluginConfiguration v1.51
Ware Manager v1.10
factory complex constructor 4.02 plus
Logain industries Cseg v2 12.9.2010
Marine Repairs v214 2015-01-01
Super Tractor
Detector v1.18
Mobile Mining mk2 1.05
X3ap Bonus pack
Explorer command extension v1.22+deploy sat
Global Friend Foe
NPC bailed colored
JSONparserlibrary
SalvageCommandNPC v1.5
SalvageClaimSoftware
codea+military transport+libraries+personal salaries

sure there is something that required alot of cpu and i dont need, wich ? =D

Lone Machete
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Joined: Sun, 3. Dec 17, 06:01
x3ap

Post by Lone Machete » Sun, 6. May 18, 21:50

The problem with XRM is you can do whatever you want (remove engine trails, stop faction wars, reduce enemy spawn, clean the AI director, change light effects and so on) and XRM will still have massive lag spikes. Especially in sinza. The only method to get a lag free game when it comes to fleet fights is to install Litcubes Universe. I liked XRM alot, loved the eye candy and the love put into balancing and giving each ship a role... but performance wise it is still as bad as vanilla AP, if you don't remove engine trails, flying in some ships like the Thor is even worse.

BlackArchon
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Post by BlackArchon » Mon, 7. May 18, 18:13

According to my tests, removing the engine trails hasn't caused a notable performance impact. Just changing the fire rate and bullet speed of weapons, like in LU, yields an exceptionally big performance gain for me.

Lone Machete
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x3ap

Post by Lone Machete » Mon, 7. May 18, 21:48

Litcube did also a ton of other stuff to improve the performance. And the engine traill part was particularly for some special ships like the Thor which without would make Sinza stutter because of graphical power need while everything else needs just CPU, so this just may say you have the much more powerful GPU than me.

vellarain
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Post by vellarain » Thu, 31. May 18, 17:17

Got back into X3 after a disastrous attempt at Rebirth.

Having this strange issue that Aldrin... is stupidly large and auto pilot seems to be broken.

Also ATF stations are just numbers in brackets.

BlackArchon
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Post by BlackArchon » Thu, 31. May 18, 19:09

Do you see a giant asteroid in the center of Aldrin?

If you got ReadText errors like with the ATF stations, you haven't installed XRM correctly. Please follow the instructions for all three parts exactly.

vellarain
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Post by vellarain » Fri, 1. Jun 18, 04:30

MAN!

I never actually installed the scripts properly. I just dumped them into the addon folder as Script_AP.


So... yeah, thats a problem.

Yet, even after all this, The ATF shipyard is readtext and now a bunch of my sectors are listed as unknown... I might have to do a clean install of X3 and give this more careful installation.

(Update!)

BOOM, solved everything, XRM is working 100% for me now!


vellarain
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Post by vellarain » Sat, 2. Jun 18, 10:09

Good gravy, those AGI drones are no joke!

Also, the Terren don't know how to build satellites?

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Quinch
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Post by Quinch » Mon, 4. Jun 18, 05:42

Welp, I'm not surprised to see this thread is still active.

Imma reinstalling X3 right now and installing the mod afterwards. Anything I should know, any new versions since a few years ago, that sort of stuff?
I wasn't banished to the moon yesterday.

BlackArchon
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Post by BlackArchon » Mon, 4. Jun 18, 18:16

The version linked in the first post is still recent and working fine with the newest X3 version. :)

cuisinart8
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Joined: Tue, 3. Jul 18, 03:53

Post by cuisinart8 » Wed, 4. Jul 18, 02:13

Hi, folks. I'm having a bit of trouble installing this mod on the Steam version of AP. I got it working fine in TC, but it just doesn't want to work in AP. I followed the instructions on the first page, but no parts of the mod are working for me, and indeed I get no message at the beginning of a game informing me that XRM is active. I'm not entirely sure what I'm doing wrong, as the few places I could find where people had a similar problem were either extremely vague on what they did to fix the issue or had made mistakes that I hadn't. If anyone can try and help me out, I'd really appreciate it!

SirNukes
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Post by SirNukes » Thu, 5. Jul 18, 19:36

Just a wild guess, but did you only follow the TC instructions and then expect XRM to be applied to AP as well? Though both games are installed in the same directory, most modifications to TC (the base game folder) won't carry over to AP, which mostly uses stuff in the addon folder.

cuisinart8
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Joined: Tue, 3. Jul 18, 03:53

Post by cuisinart8 » Thu, 5. Jul 18, 21:52

Oh, that must be it. I must have misread the instructions. I applied the mod to the base folder. Thanks for correcting me, I probably should have read a bit more closely.

michtoen
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Joined: Mon, 22. May 06, 20:09
x3

Post by michtoen » Wed, 11. Jul 18, 22:08

I created an advanced modding package based on XRM.

Its AP only but it comes with an automated installation and selected fixes and extensions - alot problems people have will be solved with it.

It also fixes the performance problems by adding performance fixed and the X3 Customizer stuff, which fixes a real bug in the script system described some weeks ago.

Give it a try:

https://forum.egosoft.com/viewtopic.php?t=399184

Lenient
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Joined: Sun, 12. Aug 12, 10:52
x3tc

Post by Lenient » Tue, 31. Jul 18, 16:09

I'm pretty sure I installed the mod correctly, but there's this one type of NPC that keep flying Mammoths, despite belonging to factions that aren't Argon. They're called "Boron Military Supply Transporter", for example. They are very common and easy to spot, due to flying mammoths...

What can I do? Do I change around the numbering of the .cats and .dats? I read something about "generating wall file"... what the heck does that mean? Why is that not included in installation instructions?

Thanks in advance.
If you wear the same clothes two days in a row, you can pretend you're a time traveler from yesterday.

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