[MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

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-XeNoN-
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[MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Mon, 7. Jun 21, 20:46

FLXRM - X Rebalance mod for Farnham's Legacy v 1.1

After i've released a small shippack mod i've decided for the partial port of the XRM to FL so here's the result:

Notices and updates:

*FLXRM 1.0 is built on FL 1.1 version, so make sure you dont update / opt in to beta
*FLXRM 1.1 will be updated after the official release of 1.2 patch (non beta)
*Play FLXRM in offline mode to avoid updating to 1.2 Beta release

Current FLXRM 1.0:
  • Currently ported features and changes:

    * New Weapons (XRM + CPP)
    * Rebalanced Missiles (XRM)
    * Some XTC ships/ XRM/ Cadius ships that were already in the XRM TC/AP
    * Semi rationalized loadouts ( since this is FL there's no need to rational restrictions )
    * Added some entries to the JOBS files
    * Edited 000044.xml file for custom voices
    * Custom X3Universe.xml/ WareTemplate.xml files
    * Some of the scripted events/ features of the XRM werent ported over because FL already has same/ similar or more advanced features
  • Missile and weapon changes:

    * All missiles are twice as fast, but some heavy damage ones deal half the damage but they have increased AOE explosion effect
    * Missiles in FLXRM unlike in XRM are extremely deadly so Missile Defence and good turret mods like Smart are a must have
    * All weapons are rebalanced, bullet speeds are fast but rate of fire is slower, the battles should last longer
    * Weapon hit effects shouldnt cause lagss

    Ship Changes:

    * Ported XRM engine effects for capital ships
    * Capital ships have slightly increased speeds, but also heavily increased shielding and hull
    *** Unlike XRM AP, this customized version for FLXRM makes Xenon way more lethal, ergo harder to clear the sectors because of their loadouts and ship variety ( M7M/M8 added including Strike-Frigate QX (previously named C in XRMAP))

This is initial release, some of the features may or may not be fully ported later on and current rebalance may change in future updates


Installation:
  • Download:

    XRM PART 3

    Backup your 00044.pck, 00144.dat and 00244.dat found in addon2/mov folder then delete 000044.pck
    Extract 00144.dat, 00244.dat from XRM_Part3 mov folder to the addon2/mov folder

    It should look like this:

    Image

    Do not install soundtrack part from the XRM_Part 3 archive, the soundtrack and sectors that use them arent yet ported over

    After you've done with XRM_part3 download:

    FLXRM

    Extract the archive from FLXRM.rar to your addon2 folder

    Fire up Plugin Manager, eneble modified mode, exit and play

    Note that you need to create a new game for the changes to take effect.

Technical stuff:

t file used - 9950


Credits:
  • * Paulwheeler/ Mizuchi (original XRM devs)
    * Cadius (Xtra shippack)
    * Ship Expansion by Killjaiden
    * XTC team
    * SRM Exclusive trails by Killerog and Paul Wheeler
    * Ship Showcase by Expnobody
    * Xenon IX by -XeNoN-
Last edited by -XeNoN- on Fri, 11. Jun 21, 12:38, edited 4 times in total.

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Thu, 10. Jun 21, 12:05

Is the sound folder also in the addon2 folder or copy it to the root folder of the game?

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Thu, 10. Jun 21, 12:46

alexalsp wrote:
Thu, 10. Jun 21, 12:05
Is the sound folder also in the addon2 folder or copy it to the root folder of the game?
S folder is in cat/dat
The 00144/00244.dat files from XRM_part3 should go into addon2/mov folder just make sure to backup those and 00044.pck then all those 3 files you should move to your backup folder, then install 00144.dat/00244.dat
When you install FLXRM it should look like this:

Image

Since youre installing it for FL all files should go to addon2 folder

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Thu, 10. Jun 21, 15:32

alexalsp wrote:
Thu, 10. Jun 21, 12:05
Is the sound folder also in the addon2 folder or copy it to the root folder of the game?
I mean the folder - soundtrack

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Thu, 10. Jun 21, 15:39

Soundtrack should be already in vanilla fl/tc/ap i havent added any soundtracks

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Thu, 10. Jun 21, 16:10

-XeNoN- wrote:
Thu, 10. Jun 21, 15:39
Soundtrack should be already in vanilla fl/tc/ap i havent added any soundtracks
XRM1.29_PART_3.zip archive contains mov and soundtrack folders

Mov - to addon2
soundtrack - to addon2 or root games ?

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Thu, 10. Jun 21, 16:59

alexalsp wrote:
Thu, 10. Jun 21, 16:10
-XeNoN- wrote:
Thu, 10. Jun 21, 15:39
Soundtrack should be already in vanilla fl/tc/ap i havent added any soundtracks
XRM1.29_PART_3.zip archive contains mov and soundtrack folders

Mov - to addon2
soundtrack - to addon2 or root games ?
In the install section its mentioned only mov folder :), soundtrack isnt yet ported over for sectors
But thanks for the question ill update the Installation section

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Thu, 10. Jun 21, 17:17

OK. Thank you.

One more question
Fire up Plugin Manager, eneble modified mode, exit and play
Why do this?

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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Thu, 10. Jun 21, 19:39

Precaution cause we dont have yet no steam fl, and you will most likely install other mods that require this too :)

Without this it will also mark your game modified but i strongly suggest you run the plugin manager

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