[X3LU] X-Missions Reloaded (XM-R) v1.59b

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ahddib
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by ahddib » Sun, 14. Oct 18, 08:38

Szynszyl wrote:
Sat, 13. Oct 18, 08:01
@ahddid I have unlocked hard level (i forgot to write), but i have mostly easy and very easy mission
What's your reputation with them?
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Szynszyl
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Szynszyl » Thu, 18. Oct 18, 14:27

Like i said 6 or 7 lvl of notoriety

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ahddib
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by ahddib » Sat, 3. Nov 18, 05:30

Szynszyl wrote:
Thu, 18. Oct 18, 14:27
Like i said 6 or 7 lvl of notoriety
Well, you should be getting hard if you have level 6 and up with them, the perk unlocked, and the right mission types unlocked. I don't have everything unlocked, but it seems some mission types never get more difficult ratings. The only ones I have that go hard are surgical strike, the station defense ones (hunting machines?) and the weapon/missile hawk missions.
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ntweedie2007
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Re:

Post by ntweedie2007 » Tue, 11. Dec 18, 00:10

Joubarbe wrote:
Sat, 6. Jan 18, 20:38
Just look at the post above yours.
How does the color coded loot work? I have it enabled (the loot mod) but don't see any special loot. No colors?? Does it only kick-in after a certain level or something? After you have put points into it?

Tibbsnak
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Tibbsnak » Sat, 15. Dec 18, 07:07

Tried the hacker scenario start and started without a hacking console or a workshop. Am I missing how to proceed?

Ageansnowfly
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Ageansnowfly » Wed, 25. Mar 20, 06:54

Hello,
does this work without Litcube's Universe.
thanks

jhony95
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by jhony95 » Wed, 16. Dec 20, 01:23

I may be quite dumb, but I'm not managing to find a way to cancel missions through the PMA. I've taken a couple that I just can't do (one will damage my rep, the other is too difficult), and if was not for the fact that these missions take slots I would not care.

So, is there a way to cancel/remove accepted missions from the PMA?

Ageansnowfly
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Ageansnowfly » Tue, 13. Apr 21, 06:52

Hello I installed the script and happy so far, but I miss bailing.
İf I install NPC Bailing Addon on top of this script would it work or mess it up
thanks for any replies

Ageansnowfly
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Ageansnowfly » Tue, 13. Apr 21, 13:54

Ageansnowfly wrote:
Tue, 13. Apr 21, 06:52
Hello I installed the script and happy so far, but I miss bailing.
İf I install NPC Bailing Addon on top of this script would it work or mess it up
thanks for any replies plus I experienced some normal missions through the normal mission built in ap, one bring back ship and one cargo delivery and one military transport .

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Joubarbe
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Joubarbe » Tue, 13. Apr 21, 15:38

I don't know. Try it yourself.

Ageansnowfly
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Ageansnowfly » Sun, 18. Apr 21, 10:25

NPC Bail addon works fine but Heavy Convoy is broken enemy dont show up and you still get the Reputation gain.
Also the loot module dont change anything.
Does this still work with XRM because it is said LU only.
found my answer in previous posts wont work with xrm

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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by vanguardian1 » Tue, 24. Aug 21, 23:26

I don't suppose the author would be interested in a tweaked version to work better with Star Wars Litcube Universe, perchance? It's currently limited to LU ships for spawning/selling, pirates don't have missions, and non-generated missions don't seem to work barely or not at all (yaki / old republic 3 fighters to a certain homeworld for patrols, and mod's company missions don't start when you dock?) for examples. Generated delivery/combat/building missions all work great. :)

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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by XenonArchitect7 » Thu, 26. Aug 21, 17:42

vanguardian1 wrote:
Tue, 24. Aug 21, 23:26
I don't suppose the author would be interested in a tweaked version to work better with Star Wars Litcube Universe, perchance? It's currently limited to LU ships for spawning/selling, pirates don't have missions, and non-generated missions don't seem to work barely or not at all (yaki / old republic 3 fighters to a certain homeworld for patrols, and mod's company missions don't start when you dock?) for examples. Generated delivery/combat/building missions all work great. :)
This sounds like the ships used by the scripts must be defined in a script somewhere. All you would have to do is look through the scripts and find where the usable ships are defined, and change them to the ships you want to appear in this mod's missions.

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Edna
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Edna » Sat, 28. Aug 21, 21:16

"The Bridge" was a very fun plot and it's working quite well in X³. It's actually surprising we don't have an actual mod purely based on the MOBA genre. I know Jouby isn't touching this anymore, but I'd love to see more stuff like that. I wish the Counterforces would grow strong enough to actually counter the rather easily spammable weapon platforms, but then again, there is a huge randomizing factor to the entire plot, given that there are Xenon fleets, Pirate raiding fleets and on the other hand also Task Forces moving through the five sectors.

I really enjoyed it and will now take a look at the four mini-plots. Image
Image

Corsec
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Corsec » Mon, 22. Nov 21, 23:45

XenonArchitect7 wrote:
Thu, 26. Aug 21, 17:42
vanguardian1 wrote:
Tue, 24. Aug 21, 23:26
I don't suppose the author would be interested in a tweaked version to work better with Star Wars Litcube Universe, perchance? It's currently limited to LU ships for spawning/selling, pirates don't have missions, and non-generated missions don't seem to work barely or not at all (yaki / old republic 3 fighters to a certain homeworld for patrols, and mod's company missions don't start when you dock?) for examples. Generated delivery/combat/building missions all work great. :)
This sounds like the ships used by the scripts must be defined in a script somewhere. All you would have to do is look through the scripts and find where the usable ships are defined, and change them to the ships you want to appear in this mod's missions.

Thanks for the advice, that was helpful. I've used the ingame script editor to change the following files, these are where the scripts decide which ships to spawn-

lib.joubarbe.randomshipbyrace.xml
lib.joubarbe.randomshipbyraceLU.xml

I swapped out all vanilla ships for SWLU ones. This should cause the mod to spawn SWLU ships rather than vanilla ships during it's random missions, except for Xenon which will spawn as usual. I have also swapped out the randomized xenon ships for pirate ships. some xenon ships can't be changed this way and will always be xenon but others will be changed to pirate ships.

The 'Stuck in Space' mission isn't starting for me but I'm not sure if that happens without my patch. The 'Heavy Convoy' mission spawns a Q for the player to escort but all the attacking/defending ships are SWLU. The 'Deadly Skirmish' missions spawns only SWLU ships and no xenons. I'm still in the process of testing and may upload updated files.

You can find the download here, copy and paste them over the original XMR files-
https://www.mediafire.com/file/p2p45k8k ... 21.7z/file

EDIT: I have uploaded a 2nd version on 23_11_2021 with a bugfix and the xenon->pirate edit. Changed the URL for the new version.

EDIT2: With further testing I have found that all missions are broken. For example the Golden Opportunity mission will offer an SWLU ship, but you can't actually buy it and the sell price is zero. The Heavy Convoy mission won't spawn defenders for the Xenon Q. I should specify that I'm testing on the Galaxy in Chaos version of SWLU, but maybe this mod is just fundamentally incompatible with it? Perhaps my modified files might work with the basic version of SWLU? Either way, I don't recommend using my uploaded files but maybe someone more skilled can fix the issues?

Finaltwist
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Finaltwist » Sat, 20. May 23, 03:25

Hi all, I looked far and wide through this thread for a new download link, but can't see to see one... where the downloads would typically be, i see [external image] and when clicked, i get to see the download jpg image. I also clicked on all the mediafires for the updates but none of them work... anyone have a copy of this mod handy?

edit: i dont have the star wars mod, this would need to be for vanilla LU

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alexalsp
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by alexalsp » Sat, 20. May 23, 10:33

http://www.mediafire.com/download/b88xe ... v1.59b.rar

The QUOTE button does wonders... :D
Joubarbe wrote:
Mon, 23. Jun 14, 12:11

Version 1.59b (Litcube's Universe only)
25/11/2014

You must re-install XM-R every time you update LU in order to overwrite some files.

Image

Finaltwist
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Finaltwist » Mon, 22. May 23, 01:12

alexalsp wrote:
Sat, 20. May 23, 10:33
http://www.mediafire.com/download/b88xe ... v1.59b.rar

The QUOTE button does wonders... :D
Joubarbe wrote:
Mon, 23. Jun 14, 12:11

Version 1.59b (Litcube's Universe only)
25/11/2014

You must re-install XM-R every time you update LU in order to overwrite some files.

Image
Thanks, believe it or not, that download button was showing [external image] and i couldn't download! Thanks, installed the mod.

I flew around wondering why i wasnt getting any missions but finally got one... i guess the mission spawning rate is pretty low? Is there a way to incrase it? spend 5-10 mins in a sector and MAYBE get ONE mission is a bit low for me....

Kyoto
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Re: [X3LU] X-Missions Reloaded (XM-R) v1.59b

Post by Kyoto » Sun, 23. Jul 23, 12:11

Reward for late battle mission is very low. Very hard xenon mission which spawns few M7 or big battle mission with 2 M2 and few M7 rewards you with 3kk creds, it's is very underwhelming. It doesn't even cover cost of torpedoes and if you get any casualties it's relatively big loss.

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