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

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

Post by lighters » Mon, 4. Nov 19, 14:57

What do you need to claim abandoned M6s? The regular claim option is not available for M6, I assume is was removed by one of the mods. Do they need to be boarded or something else?

JunTheGoon
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Joined: Sun, 27. Jan 19, 08:53

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

Post by JunTheGoon » Tue, 5. Nov 19, 04:55

Question. Since can't buy any repair lasers anymore anywhere. So there's no other way to repair ships fully other than have it repaired in a shipyard? Great mod btw. Thanks.

djmidex
Posts: 92
Joined: Wed, 22. Sep 10, 07:41
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by djmidex » Tue, 5. Nov 19, 05:40

JunTheGoon wrote:
Tue, 5. Nov 19, 04:55
Question. Since can't buy any repair lasers anymore anywhere. So there's no other way to repair ships fully other than have it repaired in a shipyard? Great mod btw. Thanks.
You still have built-in repair laser in your space suit. Just leave the ship and repair manually (very slow). More balanced to buy some marines in military outpost and move them to the damaged ship, they will repair. It costs money but still much cheaper than repairing at shipyard. There is also a hotkey for marines to repair ship in space, but it is buggy for some reason.

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

Post by djmidex » Tue, 5. Nov 19, 05:43

lighters wrote:
Mon, 4. Nov 19, 14:57
What do you need to claim abandoned M6s? The regular claim option is not available for M6, I assume is was removed by one of the mods. Do they need to be boarded or something else?
Had the same issue. tried boarding - no luck. My solution: ship commands:Piracy:Sector Salvager. You will need Special Command Software or Remote Override Software (This is configurable through Plugin Configuration menu)

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

Post by lighters » Tue, 5. Nov 19, 13:15

What settings are you guys using for race relations (Military Base Response, Pirate Guild, etc.) and how does that work in the game?

So far in my game pirates are being bodied left and right by commonwealth races, and commonwealth races don't seem to fight each other much, if at all. Pirate guild is set to Hard difficulty with all options enabled, like in an example video here.

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

Post by feygan » Sun, 10. Nov 19, 15:49

With regards to 3.0/3.1 I take it if I have a pre 3.0 save then I have to do a fresh clean install as if I have never had LXRM, and in addition loose my current save progress?

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

Post by pref » Sun, 10. Nov 19, 18:37

lighters wrote:
Mon, 4. Nov 19, 14:57
What do you need to claim abandoned M6s? The regular claim option is not available for M6, I assume is was removed by one of the mods. Do they need to be boarded or something else?
Normal boarding doesn't really work due to the turret mods (in case you have smart or mars enabled for npc ships). They will always prioritise pods so there is a really low chance for getting any amount of marines on a ship in the old fashioned way.
There is a marine transporter to overcome this, and also you can buy the system override software at certain docks which lets you claim anything from your ship without marines (M1/M2 included).

But i just disabled smart for npcs and boarding works well again. Both launch all marines and board ship work for me (using a Taipan for boarding usually, don't even need an M7M).

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

Post by JunTheGoon » Fri, 22. Nov 19, 11:30

Hi folks. I'm getting a massive rep loss everytime I get to fight or destroy ships from rival Phanon Corp (Tanditech) . Fought a rival Tanditech Demeter and lost a rep from the Boron and I became an enemy. I made sure I was far away from stations to avoid any accidental hits from my ship. This always happens if I came into a conflict with Phanon Corp ships and gets a rep loss in a faction space. Any ideas why this happens and is there a fix for it? Appreciate any help thanks.

Zaknafein
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xr

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

Post by Zaknafein » Sun, 24. Nov 19, 12:52

Hey,

I just started playing again an older Version of LxXRM I had installed about a year ago. I cant upgrade it because I want to continue playing my save and not start again. Also I've checked the changelogs and I'm fine with playing the older version.

The only thing I would like to update are the scripts Lucike updated a few months ago (Codea, SRM, etc.).
So my question is: can I just copy & paste the new Lucike scripts (from his website) into the addon/scripts/ folder?

/edit: adding a second question: Can I somehow permanently end the Argon/Terran war? I did not chose the "no war" option at the start of the game and it's driving me nuts :/

Greetings
Ofc ***modified***, modders doing what Egosoft cant.

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

Post by maxolina » Wed, 27. Nov 19, 00:15

Hello,

I followed the installation instructions to the letter and everything worked perfectly, except I don't have the "Auto prep: add repair laser fabs to universe" setting in the AI configuration menu...
Everything else was exactly as in your setup video.

I did this on a fresh install of X3AP, what could the cause be? Is it a big problem?

EDIT: Ok it was not an issue, I didn't read the changelog where it says that the feature was removed. So no problem!
lol

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

Post by maxolina » Thu, 28. Nov 19, 22:44

Here's a map of the universe with lxXRM fully installed for anyone interested: https://i.imgur.com/VNdb9KH.png

Download: http://s000.tinyupload.com/index.php?fi ... 8197060516
lol

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

Post by ganjanoof » Sun, 1. Dec 19, 15:49

maxolina wrote:
Thu, 28. Nov 19, 22:44
Here's a map of the universe with lxXRM fully installed for anyone interested: https://i.imgur.com/VNdb9KH.png

Download: http://s000.tinyupload.com/index.php?fi ... 8197060516
Thanks for this map !

maxolina
Posts: 105
Joined: Sun, 17. Jul 11, 16:02
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by maxolina » Sun, 1. Dec 19, 22:34

I have a question:

Why is it that if I personally want to claim a ship size M6 or bigger I need to have a very expensive "system override software" (5mill+), but any of the "explorer" type M5s can claim M6 ships without needing any additional software?

Can I somehow set the game so that the explorers would need the system override software in order to claim bigger ships in the universe, just like the player would? Otherwise I'll probably have to turn off the "claim ships" option in the universe explorers configuration menu, as it seems a little broken this way..
lol

Betelgeuse97
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Betelgeuse97 » Mon, 2. Dec 19, 03:15

I noticed that the boarding transporter extension doesn't automatically teleport your marines to the enemy ship. How do you get it to work?

NRG41
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Joined: Mon, 9. Jul 18, 22:33
x3ap

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

Post by NRG41 » Sat, 7. Dec 19, 20:42

Dumb question, but is the MLCC supposed to be available in this pack? It seems to not be available in my install.
yUT

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