[MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

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unknown1
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by unknown1 » Tue, 27. Oct 20, 23:51

I get an '' *internal* '' laser name in the ships info page for certain capital ships. In the colossus for example, it's the laser for back turrets, colour code light gray , same as tractor beam . Does this mean my install is broken ? What is the correct name for that laser ?

Rothank
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Rothank » Tue, 6. Apr 21, 13:40

What are the chances LxXRM will be compatible with X3: Farnham's Legacy?
Image Image
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Mythrantar
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Mythrantar » Wed, 7. Apr 21, 16:34

We don't know much, but given that at least some things that will be added (e.g drone carriers, sector ownership) overlap either with XRM or mods included in this package it seems unlikely that it will work out of the door.

EDIT: A post by CBJ indicated that no new content is coming directly to X3AP so maybe we'll be fine. Either way, I'd suggest making a copy of your current game folder to some other location if you are on Steam so that it wont be affected come patch day.

SteelSirokos
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by SteelSirokos » Fri, 9. Apr 21, 18:41

I'm sure some of you have already seen this, but for those who haven't - Enigma 2.4 is currently available for LxXRM.
It's an expansion that integrates MSP 1.7 ships along with a plethora of new starts and tweaks into LxXRM.
You can find the thread here

Namyboy
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Namyboy » Wed, 14. Apr 21, 02:56

So i was trying to reduce the Build Time/recourses of the HQ. I usualy do it whit the Script Blueprint Manager. It allows me to Configure its Types/hq file to adjust the Produktion.

Someone knows where i can adjust those settings ? Because for some unkown reason it wont work like it did in the OLD XRM mod ?

Chuckycharm
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Chuckycharm » Thu, 15. Apr 21, 02:19

Hey guys,

I tried installing the mod, but unfortunately the website of Resurrection's creator is down, so there is no way to download the 3.3 patch of resurrection. Is there a way around this?


vladimirsrebnik
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by vladimirsrebnik » Fri, 30. Apr 21, 07:07

I have 2 questions 1st is it possible to add XRM backgrounds by maybe adding XRM Backgrounds to the XRM AP Copy me folder found within this mod and changing all the fake patch numbers that come below to one higher??? and Second what part of this mod removes XRM engine effects and trails? I would love to delete that file to get them back, I don't mind the fire rate but I want the trails. Thanks in advance for a response.

Ageansnowfly
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Ageansnowfly » Fri, 30. Apr 21, 13:38

Hi all,
I want to ask if this mod is compatible with the following scripts and mods

X-Missions_V2_09062014
500km_Comm_Range_AP
auto-aim
Factory_Complex_Constructor_4.02_LIGHT
marine.training.manager.v3
Ausrüstung Forschung Entwicklung
gz_msl_display_tc
numeric_ranks_tc
RanganzeigeXKPY
JKA_Kampfrang_senken_V1.4
TheMarauderShipyard-v0.5-23.01.2009
Repair_Laser_10x-V1-19.1.2012
cockpit mod

thanks in advance

and can I update lucikes scripts there are newer versions
Last edited by Ageansnowfly on Fri, 30. Apr 21, 17:31, edited 2 times in total.

tanaka42
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Joined: Fri, 30. Apr 21, 14:05
x3ap

Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by tanaka42 » Sat, 8. May 21, 16:39

Thank you this mod is huge !
Last edited by tanaka42 on Sat, 8. May 21, 18:09, edited 1 time in total.

tanaka42
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x3ap

Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by tanaka42 » Sat, 8. May 21, 17:54

Ageansnowfly wrote:
Fri, 30. Apr 21, 13:38
Hi all,
I want to ask if this mod is compatible with the following scripts and mods...
Hi Ageansnowfly,

what I know for sure is that at least these three mods are included in LxXRM :
gz_msl_display_tc
numeric_ranks_tc
RanganzeigeXKPY

I can't tell for sure for the other ones.


AcidB
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by AcidB » Wed, 12. May 21, 11:06

Short question:
are all plots playable with every starting character or are there restrictions?

Do have someone got an overview of all possible story plots?

-XeNoN-
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by -XeNoN- » Tue, 25. May 21, 14:51

Anyone knows if Smart Turrets are compatible with this?
I always used them with XRM rather than mars

EDIT: Nvm i see that its already implemented

ericsche21
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by ericsche21 » Thu, 10. Jun 21, 15:59

Hey all,

Has anyone had issues with shields not recharged while docked at carriers? My two specific examples are M3's docked at an Advanced Chokoro, as well as a handful of M6's docked at a Cerberus. Will recharge fine when in space, but not when docked.

I was only able to find a brief reddit mention for Litcubes Universe where there might be compatability issues with Advanced Marine Repairs.

Let me know if anyone has something similar, has a fix, or if I need to clean re-install

-XeNoN-
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by -XeNoN- » Mon, 14. Jun 21, 09:54

After playing awhile with LxXRM, i've noticed alot of stutters while exploring, there's no real difference during fights in normal XRM and this one
The customisable package for installation isnt working properly, so whatever you do dont use SETUP.bat
Wish this is more customisable though but i guess thread is dead

O'Shavah
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x3ap

Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by O'Shavah » Sat, 31. Jul 21, 21:00

anyone know how to get this to work along side cycrow's advance jumpdrive mod? also, has anyone else noticed shield damage when undocking M3's from M6's or M6's/TP's from M1's/M2's/M7's... external docking ports.

any help or suggestions would be much appreciated.

Nazeth
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Nazeth » Fri, 29. Oct 21, 22:54

I noticed, that Terran-Argon war is somehow bugged. I tried to play with and without TCAP and still they dont want to fight against themselves. There are invasions around, but ships just flying around the sector.

ruyudu70
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by ruyudu70 » Tue, 11. Jan 22, 12:44

How can i use the maintenance repair tender to repair the ship?

Geckomeister
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Geckomeister » Tue, 12. Apr 22, 04:55

Guys,

I reinstalled this to play again.
I basically run 4 universal traders while I sit a ship about 50 clicks from a gate in an Argon sector, and let SETA speed things up to make money.

One thing I have noticed is Xenon have come in the hundreds of ships from M1 to M4 and started systematically destroying the Argon sectors.
I dont see any response to push them back.
Is this normal?

Just to rephrase, there is a response, but it isnt anywhere near what would be needed to defeat them.

Its LxXRM 3.1 with all the normal setting at install.
I would have thought the Argon would have sent a fleet to push them back like RRF mod or something?
I am now wondering if the mods that have come with this package are actually working or not.

Any thoughts?
Cheers
Gecks

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