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

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

Post by Mythrantar » Thu, 8. Apr 21, 16:19

Khaakbuster wrote:
Thu, 8. Apr 21, 11:23

[*]OOS Combat Rebalance 0.32 - OOS combat doesn't properly work without this, especially for OWPs
Just FYI - According to Paul, in the OOS Combat Rebalance thread, you should not be using this with XRM-AP.

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

Post by Vheissu » Thu, 8. Apr 21, 18:57

Khaakbuster wrote:
Thu, 8. Apr 21, 11:23
Here is some stuff that I used with XRM: All of the above have been modified by me, to fix bugs and implement new features, but the defaults are already quite good.
Thanks! How uhh, spammy is SEWN? Great idea but will it go bonkers with warnings once I have satellites in most sectors?

And two more to add to the list:
Teladi Information Service - a purchaseable ware for looking up buy/sell locations of stuff in a lore-friendly way
Operation Loki, from the Terran Revitalization Project - claims to stop GOD from deleting factories in Terran space. Haven't tried this one before, but if it works it might stop the Terran economy from crashing without player intervention.

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

Post by Khaakbuster » Fri, 9. Apr 21, 10:32

Mythrantar wrote:
Thu, 8. Apr 21, 16:19
Just FYI - According to Paul, in the OOS Combat Rebalance thread, you should not be using this with XRM-AP.
Yes, I know. AP has built-in some form of OOS Combat Rebalance v2, which works by using different weapons IS and OOS. OOS Combat Rebalance v1 and v2 are only for X3TC and v2 only works with the vanilla version, unless someone modifies it to work with a specific mod.

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

Post by banzai_travis » Fri, 9. Apr 21, 17:57

Any chance of XRM getting updated to work with the upcoming Farnhams Legacy expansion?

It'd be a real shame if it didn't. I don't think I've played a vanilla game since shortly after AP was released.

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

Post by alexalsp » Wed, 14. Apr 21, 16:12

Can you please tell me if it is possible to use Bonus Pack Mefos and CODEO with this mod? Thank you.

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

Post by Vheissu » Thu, 15. Apr 21, 12:39

alexalsp wrote:
Wed, 14. Apr 21, 16:12
Can you please tell me if it is possible to use Bonus Pack Mefos and CODEO with this mod? Thank you.
Don't know about MEFOS but the bonus pack works fine, and I'm pretty sure CODEA is compatible (haven't used it much in my XRM game yet).

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

Post by -XeNoN- » Wed, 21. Apr 21, 16:21

After long pause from X3 i've seen X3 Farnhams Legacy trailer so i wonder if there will be some compatibility issues with XRM and FL new DLC? Or are the devs aware or this project is abandoned?

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

Post by alexalsp » Wed, 21. Apr 21, 17:25

It's like AP. Mods are not compatible.

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

Post by -XeNoN- » Wed, 21. Apr 21, 22:29

You do realize that Shady Business works with XRM right its also a DLC that was added by Egosoft from mod developers as official dlc just like Farnham's Legacy that will be released soon

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

Post by Cycrow » Wed, 21. Apr 21, 22:52

Shady Buisness was just an update to AP, not a DLC

its nothing like Farnham's Legacy.
most mods will not be compatibility without changes. It'll be more TC mods not working with AP

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

Post by MegaBurn » Fri, 23. Apr 21, 08:02

I'm willing to work with a group of people to update XRM for FL.

Anyone else thinking about this?

Anyone talk to Paul lately? (last active 21 August 2018)
"Only the dead have seen the end of war." -Plato

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

Post by -XeNoN- » Fri, 30. Apr 21, 17:36

Im actually up for it since i made few new ships as replacements for XRM in 2018, one is already released on Nexus

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

Post by Vheissu » Tue, 4. May 21, 01:10

I was told to move this to scripting and modding, so I'm posting it here as I think it's most likely an interaction with XRM:
Issue: entering the sector Pyramid Income, there is a noticeable drop in fps. There's a Teladi battlegroup to the East in a skirmish with some khah. if I approach them, fps plunges down to single digits and the game becomes unresponsive. Jumping to another sector does not fix the issue. FPS is noticeably worse than before, regardless of where I am (almost empty sector, core sector, not a big difference).

Fixes attempted:
Flying to a relatively empty sector and leaving the game running for a while, no improvement
Force deleting the ships in the laggy area (They had a flight time of 100+ hours, I was thinking maybe they had a bunch of OOS combat scripts queued or something). Didn't help, the area where the ships were still creates crippling lag.

I'm on patch 3.4 of Terran Conflict.
This save is modded:
XRM
OOS combat balance v1
NPC bailout
Salvage Claim Suite
IEX
MARS
CODEA

System is an i5 10300h, RTX 2060 and 16gb ram. Have had a bit of slowdown in large scale combat (there's only so much a single core can do haha) but otherwise no issues until this happened.
I've actually noticed this occur in one other system since then. Both were systems I had never entered until late-game. The lag only really starts once all hostiles have been killed. My guess is the sectors have been stuck in a permanent OOS hellwar since the very start and there's a massive backlog of queued scripts to work through once the fight is at last finished. After more testing, performance does seem to improve gradually, but it takes quite a long time.

My cpu while not top of the line, is still a new 10th gen so I don't see many gains to be made in that department in regards to single-core performance. I suspect I would still see the same issue to a lesser extent with an overclocked i7. So I'm wondering if there's a clever way to kill some of the scripts for the ships in these sectors.

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

Post by Inras » Sun, 9. May 21, 23:35

MegaBurn wrote:
Fri, 23. Apr 21, 08:02
I'm willing to work with a group of people to update XRM for FL.

Anyone else thinking about this?

Anyone talk to Paul lately? (last active 21 August 2018)
It would definitely be cool if this mod was updated for X3: FL. So much work has gone into this modification.

@paulwheeler:
Thank you again paul for the great work. It's my favorite X3: TC and AP mod.

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

Post by MegaBurn » Wed, 12. May 21, 08:25

NighTragE, Inras,
No reply from Paul. Without him, or a designated project maintainer, or some usage license, or similar, all we can do directly is compatibility patches. I'm still playing through vanilla FL and hoping the modding tools will be updated. Rest of this week and most of next week I won't have free time, after that I'd like to work on a XRM-FL patch. After that, if Paul doesn't return, maybe look at starting a successor project.

Vheissu,
From my experience this is not a XRM problem. Check the script editor for script tasks, that'll show what's causing excessive ship scripts. From what I recall of TC with OOS CR1, that was a problem, removing it helped, but that was a bit of a headache too (sorry I can't help much there, been a decade). SCS is also known to spawn excessive spacefly swarms which do cause long games to slow to a crawl, see X3 Customizer for "transforms" to first remove (kill) existing spaceflies then prevent excessive swarms from forming, but be sure to read the X3C docs and backup your saved games. Don't worry about your processor, its the game engine, I ran the same scripts plus a couple dozen more on a i7-920, ran fine early to mid game, in late game scripts slowed it to an unplayable crawl. Keep in mind you can run the same setup on AP (excluding OOS CR1) with better performance, and add "TC Plots on AP" for most of the same content.
"Only the dead have seen the end of war." -Plato

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

Post by Vheissu » Wed, 12. May 21, 11:58

MegaBurn wrote:
Wed, 12. May 21, 08:25
Vheissu,
From my experience this is not a XRM problem. Check the script editor for script tasks, that'll show what's causing excessive ship scripts. From what I recall of TC with OOS CR1, that was a problem, removing it helped, but that was a bit of a headache too (sorry I can't help much there, been a decade). SCS is also known to spawn excessive spacefly swarms which do cause long games to slow to a crawl, see X3 Customizer for "transforms" to first remove (kill) existing spaceflies then prevent excessive swarms from forming, but be sure to read the X3C docs and backup your saved games. Don't worry about your processor, its the game engine, I ran the same scripts plus a couple dozen more on a i7-920, ran fine early to mid game, in late game scripts slowed it to an unplayable crawl. Keep in mind you can run the same setup on AP (excluding OOS CR1) with better performance, and add "TC Plots on AP" for most of the same content.
Thank you, that's good to know! I'll keep an eye on the script tasks and see if anything looks out of the ordinary.

I actually started a new game since my last post and significantly reduced the number of Khaac cluster jobs XRM spawns. Performance is fine so far, so at least I have a baseline of what number ship scripts are running now, should the slowdowns turn up again. If nothing else, now I don't have to do as much fly swatting as before and can concentrate on the fun fights.

Haven't figured out how to get X3 customizer to work yet, but I'll keep that option in mind.

Snowtiger2.0
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Snowtiger2.0 » Fri, 14. May 21, 02:26

Khaakbuster wrote:
Thu, 8. Apr 21, 11:23
Here is some stuff that I used with XRM: All of the above have been modified by me, to fix bugs and implement new features, but the defaults are already quite good.
Can you give me some pointers for what you did to make the NPC Bailing work?
I've got the menu cooperating with Satelite Early Warning and Turbo Booster, but Bail just outputs a blank menu.

Bail thread says, the JSON plugin is required. Is that true?
If it is, would you mind helping me out with an unpacked version? spktools says the file is already in the new format, but still won't unpack it for me

Code: Select all

* Opening SPK File, JSONparserlibrary-V1.2-25.09.2011.spk...
Failed to open the spk files, JSONparserlibrary-V1.2-25.09.2011.spk

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

Post by MegaBurn » Sat, 15. May 21, 08:47

Yes the JSON Parser Library is required. Download LxXRM 3.1 release package, I got it as a curiosity, haven't used the installer (don't recommend it either), but I keep mining it for zip versions of SPK's, patches, and some hard to find files, its an impressive resource.

~\LxXRM31\LxXRM\500 - Libs\!ZIP\JSONparserlibrary-V1.2-25.09.2011.zip

Also see ~\LxXRM31\LxXRM\520 - Scripts\!ORIG\NPCBail180Expanded.zip
I don't remember what the expanded version does but I used it in my last AP setup and remember it being good, check later posts in the NPC Bailing thread for details.
"Only the dead have seen the end of war." -Plato

Snowtiger2.0
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Snowtiger2.0 » Sat, 15. May 21, 09:26

MegaBurn wrote:
Sat, 15. May 21, 08:47
Yes the JSON Parser Library is required. Download LxXRM 3.1 release package, I got it as a curiosity, haven't used the installer (don't recommend it either), but I keep mining it for zip versions of SPK's, patches, and some hard to find files, its an impressive resource.

~\LxXRM31\LxXRM\500 - Libs\!ZIP\JSONparserlibrary-V1.2-25.09.2011.zip

Also see ~\LxXRM31\LxXRM\520 - Scripts\!ORIG\NPCBail180Expanded.zip
I don't remember what the expanded version does but I used it in my last AP setup and remember it being good, check later posts in the NPC Bailing thread for details.
Thank you, this is an excellent collection of mods.
Bail config popped right open with the expected content. (it still works without the JSON lib, but with the default settings for what can bail, chances and leftover equipment)

Some of the stuff i heaped onto my X3AP version appears to be in conflict, as I've run across ReadText items in a shipyard. Oh well. Probably have to buckle down and learn how to mod in order to unscrew the combined things.

Taylor2008
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Taylor2008 » Sat, 15. May 21, 09:35

One way to handle "Read-Text" is to write down the message , for example "Read-Text 2010-1".

Then look in your t-directory , search for 2010 and look , if it is available in your language : 201044 for english.
If it is only 201049 then make a copy , rname to 201044 , open it , chnange Text-ID from 49 to 44 , save.

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