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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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

Post by Zaknafein » Sat, 7. Dec 19, 21:03

MLCC is Litcube's Universe. Has nothing to do with XRM and not in this pack.
Ofc ***modified***, modders doing what Egosoft cant.

NRG41
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by NRG41 » Sat, 7. Dec 19, 21:12

Zaknafein wrote:
Sat, 7. Dec 19, 21:03
MLCC is Litcube's Universe. Has nothing to do with XRM and not in this pack.
Okay, so I am idiot. Thought so, but then got confused again from talking to someone else who plays and figured I would ask non-idiots. Thank you for fast response!
yUT

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

Post by Rothank » Sat, 7. Dec 19, 22:11

I'm a bit torn between various weapon system mods (SMART / MARS). What do you guys recommend I use for personal M7C?
MARS seems to be a bit better at swapping weapons and overall accuracy, but it may be my imagination.
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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 » Sun, 8. Dec 19, 13:38

Hi there. Been reading the front page of this mod, but can't seem to figure out what exactly the mods is about ?

Is it an updated XRM mod for Albion Prelude, togheter with Terran Conflict plots in AP ? DOes it also have MARS fire system included?

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

Post by Rothank » Sun, 8. Dec 19, 14:22

unknown1 wrote:
Sun, 8. Dec 19, 13:38
Hi there. Been reading the front page of this mod, but can't seem to figure out what exactly the mods is about ?

Is it an updated XRM mod for Albion Prelude, togheter with Terran Conflict plots in AP ? DOes it also have MARS fire system included?
It's an updated X3AP XRM with TC & AP plots and a bundle of other usefull, quality of life + additional content mods.
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drowningfly
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by drowningfly » Tue, 10. Dec 19, 21:39

Is there a mirror for this? The download link is dead.

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

Post by alexalsp » Wed, 11. Dec 19, 20:25

The link is not working.

LINKS_234
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by LINKS_234 » Wed, 11. Dec 19, 20:27

I join the previous question. Can anyone give working link to download ?

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

Post by snarfies » Thu, 12. Dec 19, 23:23

https://drive.google.com/open?id=1_xwYY ... P4bZwm-_-y

Also, should the original maintainer show back up, could you please either look into or explain why we have to cheat to cap M6 and above? I spent the money on the signature scrambler and the system override software, but I have to cheat to actually USE it. Since I did pay I don't mind too much, its just kinda immersion-breaking.


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

Post by Rothank » Fri, 13. Dec 19, 19:43

snarfies wrote:
Thu, 12. Dec 19, 23:23
Also, should the original maintainer show back up, could you please either look into or explain why we have to cheat to cap M6 and above? I spent the money on the signature scrambler and the system override software, but I have to cheat to actually USE it. Since I did pay I don't mind too much, its just kinda immersion-breaking.
No need to cheat. You need to select the ship you want to capture, access salvage commands (I'd advise having a keyboard shortcut set up) and choose the option to claim (works within 5km).
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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 » Sat, 14. Dec 19, 00:56

The download link is not dead. You have to right click the link and select save as ...

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

Post by unknown1 » Sat, 14. Dec 19, 01:49

The repair laser stations is missing from the AI menu. Also how can I revert to the original Jump Gate model ?

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

Post by Rothank » Thu, 19. Dec 19, 16:50

unknown1 wrote:
Sat, 14. Dec 19, 01:49
The repair laser stations is missing from the AI menu. Also how can I revert to the original Jump Gate model ?
Repair lasers have been removed.
Regarding Jump Gates - a few pages back somebody described a way to revert them, might be worth a look
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Mountain_Puncher
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Mountain_Puncher » Sun, 22. Dec 19, 20:36

The Devil's Knock wrote:
Mon, 28. Oct 19, 21:39
Are there any recommendations for increasing performance as the game goes on? I'm kind of stuck to around 56-30 fps without SETA and 20 fps (with seta/large combat) with an I7 8700k (single core is 4.4 mhz) 16 GB RAM and 1080 TI (not that graphics card matters alot for this game). SETA will stop getting the speedup after about 10 seconds time (says it's running but the game cancels the speedup) and sometimes the game kind of runs like in slow motion when going through a jump gate/large combat (besides just being 20 fp). I ran script editor to see if something could be causing an issue and I noticed !turret.killenemies.std is running for about 35k times and scs.npc.salvager is running 8.5k times. Is that normal for those? I'm guessing the first script is what lets AI turrets attack but the NPC one seems high from the salvage command menu. I even turned the npc salvager option off and did the kill all ship options yet the number stays the same. Kind of confused why that script is so high despite nothing should be running it right now (I have no ships salvaging). I do own several hundred ships and probably 150 total stations (spread out in different sectors) but the only scripts that really stood out for number of times currently running was those two I listed. If that is normal, is there something I can do to increase performance at this point of the game? Maybe a script that kills all ships besides my own galaxy wide in case there's a couple that are stuck doing something repeatedly?
I have the same specs and question. I thought battles shouldn't lag with the CPP for lasers and beams.

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

Post by snarfies » Fri, 27. Dec 19, 20:24

Eh, got a broken quest for the Terran mission "Rendezvous." I'm to dock at "object.name@L2M003.NV Trade" to talk to Capt. Robert Pearle. The marker points to "Orbital Defense Station" in Heretic's End, but docking there does nothing. Capt. Pearle is nowhere to be found.

EDIT: Well, found the problem. I guess I'm to dock at a station in Nathan's Voyage, and found the sector had been largely destroyed in a massive Kha'ak invasion. I guess I made the mistake of activating the "Improved Kha'ak" mod packaged with LxXRM. I've shut it down, guess we'll see if things ever recover...

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

Post by SparvieroGed » Mon, 30. Dec 19, 05:47

Hi guys!
I have really bad performance, actually worse than x4...is this normal?

15-33 fps

gtx 1060 6 gb
16 gb ram
I7 8750h

Just started the game in omicron lyrae. During installation I selected the performance friendly options.

I'm using afterburn to set the FPS to 36.
Looking the stats looks like the game doesn't really use the graphic card. I mean...with x4 temperature go up to 80 degrees....here doesn't get to 60 degrees.

I have only this graphic card on board.

Thank!

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

Post by unknown1 » Mon, 30. Dec 19, 12:14

Did you by any chance remove the free claimable ships like the TS in Menelaus Frontier behind the far out asteroid ?

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

Post by snarfies » Sun, 12. Jan 20, 20:04

unknown1 wrote:
Mon, 30. Dec 19, 12:14
Did you by any chance remove the free claimable ships like the TS in Menelaus Frontier behind the far out asteroid ?
I think XRM does that. More free ships will spawn over time though.

bloodright21
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by bloodright21 » Thu, 16. Jan 20, 06:01

so for people having problems i found its the AI race i started to have problems and looked around. I found over 1800 ships in grand exchange i killed the sector and it helped. i am guessing some combo of mods is making the game spam AI faction

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