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





Joined: 04 Feb 2004
Posts: 936 on topic
Location: Germany
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PostPosted: Tue, 31. Oct 17, 22:26    Post subject: Reply with quote Print

onslow77 wrote:
Hello!

I have X3AP with XRM installed and am wondering where I put the script from the "Hull Addon Pack"?

in:

.../X3 Terran Conflict/scripts

or:

.../X3 Terran Conflict/addon/scripts

Regards
Martin
If you just wanted to start a new game with the hull pack, you don't need this script at all. Otherwise to AP's directory: .../X3 Terran Conflict/addon/scripts


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All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
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JSalzbrunn





Joined: 21 Dec 2005
Posts: 30 on topic
Location: Langen
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PostPosted: Sun, 5. Nov 17, 19:53    Post subject: Reply with quote Print

Still enjoying this mod. Best Mod ever! Very Happy

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Hektos





Joined: 27 Aug 2010
Posts: 413 on topic
Location: South Carolina, USA
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PostPosted: Fri, 17. Nov 17, 04:31    Post subject: Reply with quote Print

I bundled together a bunch of scripts/mods that I'm using for my latest XRM playthrough. The idea behind this was to have a quick and easy drag/drop installation for XRM including a bunch of helpful scripts/mods.

Feel free to message me if you have any feedback for this (I've done minimal testing) or you feel I left something out.

Also, Paul if you don't want this posted here let me know and I will remove it.

Here is a list of mods/scripts included

Download Here (Google Drive)


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Raistlain





Joined: 21 Nov 2017



PostPosted: Tue, 21. Nov 17, 07:29    Post subject: Reply with quote Print

Loving this mod but having an issue with the PHQ. I tried searching the thread for the info but it is too long and I can not seem to find the right keywords for the search.

I am trying to produce ships in the PHQ and have noticed that even Commonwealth ships require Terran goods before they can be built but Terran ships do not require Commonwealth goods. Does anyone know if this ever got patched/know what I need to do to fix this? I am currently at war with the Terrans and have no desire to end it to get factories to build non-Terran ships.

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NighTragE





Joined: 06 Mar 2012
Posts: 257 on topic
Location: Zagreb, Croatia
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PostPosted: Fri, 24. Nov 17, 13:46    Post subject: Reply with quote Print

Hey all is this version of XRM compatible with the latest AP version. Thanks Smile


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BlackArchon





Joined: 04 Feb 2004
Posts: 936 on topic
Location: Germany
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PostPosted: Fri, 24. Nov 17, 17:22    Post subject: Reply with quote Print

NighTragE wrote:
Hey all is this version of XRM compatible with the latest AP version. Thanks Smile
No problems here. Smile


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All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
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joelR





Joined: 09 Jul 2007
Posts: 1984 on topic
Location: Seattle
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PostPosted: Fri, 24. Nov 17, 20:18    Post subject: Reply with quote Print

NighTragE wrote:
Hey all is this version of XRM compatible with the latest AP version. Thanks Smile


It works just fine


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Khaakbuster





Joined: 08 Jan 2006
Posts: 377 on topic

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PostPosted: Mon, 4. Dec 17, 12:00    Post subject: Reply with quote Print

Raistlain wrote:
Loving this mod but having an issue with the PHQ. I tried searching the thread for the info but it is too long and I can not seem to find the right keywords for the search.

I am trying to produce ships in the PHQ and have noticed that even Commonwealth ships require Terran goods before they can be built but Terran ships do not require Commonwealth goods. Does anyone know if this ever got patched/know what I need to do to fix this? I am currently at war with the Terrans and have no desire to end it to get factories to build non-Terran ships.

My guess is that this is defined in "types\hq.pck". If you compare the vanilla hq.pck with the XRM hq.pck you will notice that XRM has a lot more data in it.

What puzzles me most are the "<factor racemask="0"..." entries for Water, Terran MRE and Hull Plating. I guess "racemask=0" means "all races". My suggestion is to mod this file with X3 Editor 2 and remove these lines (after making a backup of the original file of course). This way only Terran and ATF ships should require these resources.

edit: I was curious so I tested the change myself. It works. Just remove the "racemask=0" lines from the three Terran resource types. For testing I tried to build a Nova.

No more incorrect resource requirements:



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Lone Machete





Joined: 03 Dec 2017
Posts: 27 on topic

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PostPosted: Fri, 8. Dec 17, 06:18    Post subject: Reply with quote Print

Anybody else having issues with XRM now after the update? Different Races lost their corporations (ex. MMNC Showrooms are now Argon ship yards and they only sell torpados), some ships went missing entirely in the universe...

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BlackArchon





Joined: 04 Feb 2004
Posts: 936 on topic
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PostPosted: Fri, 8. Dec 17, 22:57    Post subject: Reply with quote Print

Lone Machete wrote:
Anybody else having issues with XRM now after the update? Different Races lost their corporations (ex. MMNC Showrooms are now Argon ship yards and they only sell torpados), some ships went missing entirely in the universe...
I just did a fresh install of X3:AP 3.3, followed by XRM 1.30d. Starting in Kingdom's End (as Boring Boron), I flew to Antigone Memorial and the Showroom there seems normal. Maybe you should consider a clean fresh install?


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All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
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Staja Bepon





Joined: 25 Feb 2006
Posts: 26 on topic

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PostPosted: Sat, 9. Dec 17, 22:22    Post subject: Reply with quote Print

Hektos wrote:
I bundled together a bunch of scripts/mods that I'm using for my latest XRM playthrough. The idea behind this was to have a quick and easy drag/drop installation for XRM including a bunch of helpful scripts/mods.

Feel free to message me if you have any feedback for this (I've done minimal testing) or you feel I left something out.

Also, Paul if you don't want this posted here let me know and I will remove it.

Here is a list of mods/scripts included

Download Here (Google Drive)


never played XRM mod, saw this and thought "Hey i will give it a go" thanks for the compiled package.

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Voker57





Joined: 18 Dec 2017



PostPosted: Mon, 18. Dec 17, 05:35    Post subject: Reply with quote Print

There appears to be a problem with Corporation Troubles quest. I've received notification about its start right at game beginning, approached the quest giver, done the first part (go to stock exchange and consult a clerk). When I get back to quest giver, he gives me directions to the next part of quest, but in Missions window I can still see "talk to <quest giver>" and navigation is still pointing to him.

Maybe that happens because I've started as Yaki Ronin and target wouldn't give me the time of day.

I'm using only XRM 1.30d and MARS 5.25, here's my save: http://dump.bitcheese.net/files/nuwataj/X13.sav

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Mizuchi





Joined: 10 Feb 2011

Location: Tokyo, Japan

PostPosted: Thu, 21. Dec 17, 15:06    Post subject: Reply with quote Print

paulwheeler wrote:
Can't believe there are people still playing this mod 6 years after we released it.


Has it only been six years? We were tinkering with this while I was still in the U.K., and that was more than six years ago.

Litcube's been busy, it seems. Surprised

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BlackArchon





Joined: 04 Feb 2004
Posts: 936 on topic
Location: Germany
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PostPosted: Thu, 21. Dec 17, 20:02    Post subject: Reply with quote Print

Mizuchi wrote:
paulwheeler wrote:
Can't believe there are people still playing this mod 6 years after we released it.


Has it only been six years? We were tinkering with this while I was still in the U.K., and that was more than six years ago.

Litcube's been busy, it seems. Surprised
The creators of XRM are here! While you are here, do you got any plans or ideas for a further development of XRM? Smile


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All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
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Mizuchi





Joined: 10 Feb 2011

Location: Tokyo, Japan

PostPosted: Fri, 22. Dec 17, 10:48    Post subject: Reply with quote Print

BlackArchon wrote:
While you are here, do you got any plans or ideas for a further development of XRM? Smile


I've been out of the X3 game (literally!) for the better part of a decade, and Paul said that that was heavily into his music these days.

I think whatever the most "recent" version was is probably the final version.

My input had mostly stopped before that version, too (I moved to Japan).

It is what it is, and I'm just amazed (and happy) that people are still getting enjoyment from it.

The only reason I even dropped by was because I just finished Starpoint Gemini: Warlords (which is great until you reach end-game and there's nothing left to progress to), happen to be a bit excited about the prospect of X4, and was like "do I want to play X3TC again?" because there isn't a lot to scratch that itch.

Starpoint Gemini 2 and Warlords come close but, again, most of that game is a progression-to-the-next-big-ship game. They lack the end-game "what do I want to do now that I have a big ship?" content that X3TC has.

Rebel Galaxy has that same issue. It's great until there's not much point in continuing to play it.

I absolutely love Elite: Dangerous, too, but that's very much a seasonal kind of game for me.


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