After i've released a small shippack mod i've decided for the partial port of the XRM and some other mods, basically this is XRM version that i use for personal use, with the permission of the original authors i've added some features of the original mods, the rebalances in FLXRM somewhat differ from the original
Notices and Updates:
***Join official FLXRM Discord server for updates FLXRM ***
*** Small update for 1.3.5 is ready for download, if you happen to find any bugs or balance issues post them thanks, please download previous patches located in the spoiler before applying latest versions if you don't have it ***
Installation:
Extract maps folder to x3 terran conflict/ addon2 folder
Extract Types folder to x3 terran conflict/ addon2 folder
If asks for overwrite do so
If you have X3Editor2 you can also add with cat manager to the main cat/dat file update files if you dont want loose files
FLXRM Update 1.1a
Extract to your addon2/types folder
Run Plugin Manager and exit it to create new ware lists, if you dont see ingame change of Ore to XL value start a new game.
FLXRM Update1.1b
Extract to your addon2/ types folder,overwrite if asked
***Major Update!***
Requires new game, to install you can find in archive Loose and Cat/Dat files (set highest number if youre installing as fake patch which i recommand), you can also find Global file without Dynamic Relations and some edits which is optional
Refer to changelog what's new
FLXRM Update1.2a
To install either extract to addon2/types folder or merge it to cat file ( FLXRM ) with X3 Editor 2
FLXRM Update 1.2b for TC/AP Plots and 1.3.6
NOTE: If you're planning to use movies for TC/AP plots, download TC/AP mov folder for TC/AP XRM available on Egosoft forums
Compatibility patch for 1.3.6 with TC/AP plots
FLXRM Update 1.2c for TC/AP Plots 0.7
Small update
Patches and Fixes
* FLXRM is currently designed to work on FL v 1.3.6 TC/AP (UP by Cycrow) so make sure you use no steam exe if you want to keep previous versions ( 1.3.4 or 1.3.3)which you can download on Egosoft site, until FLXRM is updated further for future FL Unofficial versions -> FL No steam exe
Optional And Test Files:
XRM System Override:
XRM System Override
*This is the port of the original System Override from the XRM mod
To use the script you must have System Override Software onboard your ship to use it, you will need hackerchips and energy cells to hack other ships, instead of just boarding
To install just extract the t folder to addon2 folder and scripts folder to addon2 also
***NEEDS MORE TESTING*** XRM Bounties System (AL Plugin) and Military Network:
* You need to have installed on your ship police licenses for specific bounties from each race, if you have all licenses you can access all races network and recieve bounties, if you have only Argon Police license you can only get bounties from Argon and only access Argon Military Network
XRM Bounty System
*This is the part of the XRM military network and galactic news but since FL has some sort of galactic news the network and galactic news is not included
Seems that bounty system works well but i encourage the users to test it further thanks
To install extract the t file and scripts to addon2 folder
If you already installed XRM System Override DO not install the t file
XRM Military Network
*Military network seems to be working on initial testing, for any issues please report
To install just extract the scripts to addon2/scripts folder
Changelogs:
- FLXRM 1.0:
* 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))
- FLXRM 1.1:
* Updated FLXRM for version 1.3.2 Unoficial Patch
* Fixed inconsistencies in TShips file between the M4-M3-M5 ships, adjusted balances
* Fixed Materials file to be compatible with 1.3.2
* Updated Jobs file for version 1.3.2
* Updated X3Universe and WareTemplate files for 1.3.2
- FLXRM 1.1a:
*Fixed some bugs
*Updated Warelists
*Readjusted TShips file
- FLXRM 1.1b:
*Fixed some instances in TShips file to adress with issues on some ships like Acinonyx Prototype, rebalanced and adjusted abit other ships
*In 1.1c there will be some rebalance to M3 classes
*Added 100km comm range
- FLXRM 1.2:
Before starting the game make sure you create new TwareT with Plugin manager ( open and exit )
***You must start a new game for changes to take effect***
Fixes:
* Unable to purchase FLXRM ships has been fixed*
* Some rebalances to some ships
* Fixed some issues that some people were having during testing
New stuff:
* Reworked Explorer Guild Rewards and Crates, now you can get with higher chance FLXRM Xenon weapons as Explorer Guild rewards or crates, including Terran weapons
* New gamestart "Xenon Rogue" from XRM, other gamestarts will be featured soon ( Challange Sandbox only )
**Added Optional files XRM System Override Software and XRM Bounties ( needs more testing )
- 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:
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:
- * Cycrow for scripting help
* 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-