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

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Viliae
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Post by Viliae » Sat, 10. Jan 15, 16:21

Hello

I always play at stock levels. It's good for all races except Borons, they ships are rather weak; to counter this effect I'm using DrBullwinkles Organic Boron Hulls. I have tested increased threshold for hulls of huge ships for their better survivability, they retreat faster, but it also increased time needed to destroy them by me, so I always ends up on stock levels.

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DrBullwinkle
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Post by DrBullwinkle » Sat, 10. Jan 15, 16:25

Viliae wrote:I'm using DrBullwinkles Organic Boron Hulls.
I get so little feedback on that script; I am glad you like it.

Do you use the default settings? Or do you adjust them in the language file?

Viliae
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Post by Viliae » Sat, 10. Jan 15, 16:52

DrBullwinkle wrote:(..)
Do you use the default settings? Or do you adjust them in the language file?
Default, in the past I try speed up repairing of my ships but it was too cheaty. I'm also use, adjusted a little bit, your version of "Marine repair script" and few others. All works fine.

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DrBullwinkle
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Post by DrBullwinkle » Sat, 10. Jan 15, 16:55

Excellent.

Thank you, Viliae.

Master of the Blade
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Post by Master of the Blade » Sun, 11. Jan 15, 18:06

Hey, still loving the crap out of XRM. I've seen a small issue with the Split Heavy Dragon though, which because I'm a sucker for looks has prevented me from using it every time I'm looking for a corvette. Its forward weapons are floating some distance off its hull. It's the only ship in the game which has this problem, and I've observed it across two separate reinstalls of the game and XRM.

http://imgur.com/a3hj9kX
Allergic to work.

If at first you don't succeed, delegate the job to a minion.

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Sorkvild
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Post by Sorkvild » Sun, 11. Jan 15, 22:45

I don't think this is XRM related issue, has to do more with your game settings / hardware.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!

dedadu
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Post by dedadu » Tue, 13. Jan 15, 07:16

I'm having an issue with building in terrans sectors. Some of them are targetable but not there. A water factory in Heretic's End and all Transorbial gate in Asteroid Belt. I don't know if there are any other missing as I can't get any further. If I try to fly through the target square my ship gets collision damage. The only way I can get through them is OOS. When In-Sector all Npc ship trying to go through them end up flying around the gates non stop. I tried to look for this bug but I could not find anything about it.

paulwheeler
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Post by paulwheeler » Tue, 13. Jan 15, 19:56

That would indicate that you have missing station models. Check that part 1 of the xrm is correctly installed.

You may need to restart once you fix this.

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Sorkvild
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Post by Sorkvild » Wed, 14. Jan 15, 13:09

[ external image ]

I've found an unused Boron M4 ship model. Any chance to put this ship into game with forthcoming update?
Why wasting a good model, this one for example could share weapons with other race, plenty of choices for it's use :)
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!

dedadu
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Post by dedadu » Wed, 14. Jan 15, 23:07

I finally got it working for the terrans model but I had to reinstall everything (the game and the mod)

Eidolan
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Post by Eidolan » Sun, 18. Jan 15, 06:21

Having an odd issue, I keep seeing combat drones "firing" at their own ships after combat is finished. Almost like they are attempting to repair the ship but they are using their impulse emitters and not repair lasers. They never seen to harm their parent ship but maybe that is because their weapons are so weak. I do have MARS installed but I followed in instructions and didn't install MAR's goblin files and used the repacked MARS as told to by XRM's 1st post.

Also had some problems on an escort mission where I used my TL (AI controlled) to help protect the convoy, after a while the OTAS ships in the sector would turn hostile, the only thing I noticed is my TL had lunched a TON of fighter drones as had the OTAS ships. Maybe they started shooting each other or my ships attacked the drones who where shooting at their own ship in an attempt to fulfill their order to protect the convoy?

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DrBullwinkle
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Post by DrBullwinkle » Sun, 18. Jan 15, 06:32

Eidolan wrote: I keep seeing combat drones ... attempting to repair the ship but they are using their impulse emitters and not repair lasers.

I do have MARS installed
MARS goblins will do repair work whether or not you install the goblins mod (which is built into XRM anyway, I believe).

So those are *repair lasers*, not IRE's. (And, even if they *are* IRE's, they will work like repair lasers).

Eidolan
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Post by Eidolan » Mon, 19. Jan 15, 08:20

DrBullwinkle wrote:
Eidolan wrote: I keep seeing combat drones ... attempting to repair the ship but they are using their impulse emitters and not repair lasers.

I do have MARS installed
MARS goblins will do repair work whether or not you install the goblins mod (which is built into XRM anyway, I believe).

So those are *repair lasers*, not IRE's. (And, even if they *are* IRE's, they will work like repair lasers).
Will "goblins" be listed a s so or as fighter drones? And the ships never seem to actually get fixed. Argon 1 has been at 80% hull my whole game despite a swarm of drones shooting at it. What the hell damaged it I have no idea.

GDI-BOSS
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Post by GDI-BOSS » Mon, 19. Jan 15, 13:46

Is IR(Improved Races) complatible compatible qith this mod?

BlackArchon
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Post by BlackArchon » Mon, 19. Jan 15, 18:04

I'm using IR 15.31 with XRM 1.30d and it seems to be working fine. :)

GDI-BOSS
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Post by GDI-BOSS » Mon, 19. Jan 15, 18:17

thanks for information hehe

Elsin
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Post by Elsin » Tue, 20. Jan 15, 13:15

Hallo guys
I have a little problem with XRM{prabably}.My exchange menu,just above trade in station is inactive{grey}.This happens when i start quests in NMMC Teladi company,they whant me do bring 75 Nvidium to them.I dont know is XRm or other mod i listed below,is matter of reputation or somthing else i dont know.I check this in all stations possible all around universe and evrywhere is the same:grey exchange goods menu.Meaby this have nothing to do with NMMC,meaby game just bugged.
All my older saves ,few days back is working,new game same working ,all in same instalation of AP and XRM.
Mods/scripts i use:
XRM
LostColony 2.2
cockpit mod for xrm
IE
IEX
Improved Races 2.0

Advice me somthing because i dont whant start from older saves.

Thank you
Regards

KRM398
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Post by KRM398 » Tue, 20. Jan 15, 14:05

tried adding modded bombers, and the Terran mission failed and froze as well as every convoy mission in game, threw it out they work again, added some ships from the approved ship list in the modding section, froze again. using TC 3.2 and your mod...does that make any more ships or mods unusable?

tried speeding bombers up to 200 for escorts for corvettes and added some medium missiles, but then things start freezing. doesn't matter if I use exact specs from generic ships without modding them, any changes freezes the convoy missions forever. :cry:

thats all I'm doing TC 3.2 and Rebalance mod..oh and marine repairs and bailing extension.

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DrBullwinkle
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Post by DrBullwinkle » Tue, 20. Jan 15, 19:10

I have never seen a success report that explains how to install .xsp ships into XRM.

There *are* some known issues.

For AP, some players have had better success when they install the .xsp into both TC and AP.

For XRM, there was a bug in XRM's dummies file a couple of years ago that created trouble for the Plugin Manager. Don't know whether this has been fixed in XRM.

However, there is a "beta" patch for the Plugin Manager that may work around the dummies bug. So far, nobody has reported a clear description of whether it solves the problem with dummies.

Here are some related threads:

Ships (XSP) may have trouble with XRM

Ships (Adding to XRM) - Combining XSP ships into mods (with beta patch for PM)

Question: how to extract .xsp file and merge it into XRM

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TL,DNR Version: XSP ships may not be fully compatible with XRM.

I am *certain* that it could be done by someone sufficiently familiar with modding and XSP's. If anyone *has* done it, then they have not explained "how" they did it (to the best of my knowledge).

KRM398
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Post by KRM398 » Tue, 20. Jan 15, 20:06

ty for the input, decided that since I had troubles will make my own custom game, deleted all and started with a clean install of TC from disk, upgraded to 3.2 and now getting all the little stuff I want to add, so ty for the info but will drop the mod for now and go it alone for once. :wink:

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