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

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ShadowSSG
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Joined: Fri, 29. Jan 16, 19:02
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by ShadowSSG »

Has anyone else tested the Phanon Corporation Plugin built into this mod? Because it works perfectly other than the fact that Phanon doesn't appear neutral to other races (i.e. Argon, Paranid, etc) and whenever one of my ships engage in combat with them I lose tons of reputation with whichever race's space the combat occurs in.
flightschooldropout
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Joined: Fri, 30. Nov 18, 21:38
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by flightschooldropout »

I tested it on a new save and I have the same problem. I also have an issue on my main save where I am a yaki +7 relations. In yaki sectors if I spend enough time in there 1+ hours salvaging after battles entire squadrons of yaki go red and attack me. Not sure if its newly spawned ships or what? same with pirates. I have +7 relations and pirates will attack every now and then. I play it off as pirates just being greedy but when the yaki do it it breaks immersion for me :(
arbarbonif
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by arbarbonif »

flightschooldropout wrote: Mon, 22. Jul 19, 21:12 I tested it on a new save and I have the same problem. I also have an issue on my main save where I am a yaki +7 relations. In yaki sectors if I spend enough time in there 1+ hours salvaging after battles entire squadrons of yaki go red and attack me. Not sure if its newly spawned ships or what? same with pirates. I have +7 relations and pirates will attack every now and then. I play it off as pirates just being greedy but when the yaki do it it breaks immersion for me :(
I think that is tied to the Yaki being paranoid about the ship you salvaged. They seem to not forget that they hated that ship and attack it once you salvage it. That then makes you attack them back and the whole thing goes pear shaped. It helps some to salvage with a ship that doesn't have weapons and has "set as enemy if enemy to me" turned off. You will still occasionally lose the salvaged ship, but it prevents the sector from exploding. You can also manually salvage with a ship from a carrier and move the carrier over the ship to salvage (OOS) first, so they don't have time to kill the ship before it docks. It seems like the Yaki hate goner ships, I end up doing that with most of them to get my collection of Truelight Seekers and Crusaders for trading...
ShadowSSG
Posts: 2
Joined: Fri, 29. Jan 16, 19:02
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by ShadowSSG »

flightschooldropout wrote: Mon, 22. Jul 19, 21:12 I tested it on a new save and I have the same problem. I also have an issue on my main save where I am a yaki +7 relations. In yaki sectors if I spend enough time in there 1+ hours salvaging after battles entire squadrons of yaki go red and attack me. Not sure if its newly spawned ships or what? same with pirates. I have +7 relations and pirates will attack every now and then. I play it off as pirates just being greedy but when the yaki do it it breaks immersion for me :(
I've had the same experience before but once it happened with a Teladi ship turning hostile after I salvaged an abandoned Xenon ship in their space. As far as the reputation loss with races due to combat with Phanon Cooperation ships I'm still not sure what the cause is. I'm assuming there must be another mod in this package that messes with Race 1 relations (which is the slot which Phanon occupies) however I am not familiar enough with the additional mods to wager a guess as to which one might be interfering. Anyone else have any thoughts?
craftomega
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Joined: Wed, 24. Jul 19, 19:49
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by craftomega »

If this mod is still being worked on I would highly recommend adding this mod to it.

[SCR] Missile Data Display
viewtopic.php?f=94&t=306400&start=15

Its a very underappreciated mod that makes using missiles much easier for new players.
lpsalce
Posts: 1
Joined: Thu, 25. Jul 19, 05:28

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by lpsalce »

So, I was trying to find a way to add cockpits to LxXRM, and in some ways just dropping the PSCO1's CockpitMod for XRM worked, but it was doing some weird things, and some of the ships (those added by LU and some of the Terran ships) were without cockpits. I then replaced the cockpits from PSCO's version with some cockpits from Cockpit Mod for Litcube's Universe and merged both of them. The thing is, XRM's version have custom TShip and Components files so I just replaced them with the files from LxXRM.

To use it just drop the cat/dat files on your addon folder after installing LxXRM using the fake patch method

COCKPIT MOD V0.5 FOR LxXRM
note that I'm using the TShip files from LxXRM 2.0 [Updated 28.04.2019] and any other version will only be compatible if michtoen uses this in his installer or updates the TShip files on it if he changes the original files located on the 09.cat of LxXRM.

There is one small problem tho, one of the mods lights up the cockpits when accelerating or at max speed, this causes some flickering with this light, it's annoying but I don't know what mod or file does this so I can't turn it off. It's not on every ship though (both Nova Prototype and Blastclaw Prototype uses the same base model, but it's more noticeable on the Blastclaw), and it happens without the cockpits too, just less visible.

Keep in mind that I'm no modder and this was done for personal use, feel free to use it or modify it.
In any case, if someone wants to give feedback it would be greatly appreciated.
craftomega
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by craftomega »

I am trying to change the amounts the hub costs since its using the TC hub plot. I went in and changed the amounts in the .xml file and then advanced the quest. But the amounts stayed the same. How do I change the amounts?
Even when I used the plot manager they did not update. I changed all the values in the xml file to this.

Code: Select all

<set_value exact="1" name="L2M007.WareMultiplier" />
<set_value exact="1" name="L2M007.CrystalMultiplier" />
<set_value exact="3" name="L2M007.ChipMultiplier" />
*Edit Fixed it but I don't understand

Ok I managed to fix it, but I still dont understand why it was being a pain.
No matter what I did the

Code: Select all

 <set_value exact="1" name="L2M007.WareMultiplier" />
Stayed the same in game, even though I changed the number. (100 instead of 1)

In the end I had to remove all instances of

Code: Select all

[Number]*{value@L2M007.WareModifier}
Then it finally worked. (To be clear I didnt remove the number, just the value multiplier)
craftomega
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by craftomega »

Ok. Here is a partial fix to allow for searching on the Universe. Simply it removes the color from the first 3 letters to allow the find sector function to work. Just place the files in \addon\t\.

http://www.mediafire.com/file/juvwho1x9 ... x.rar/file

There are issues I am not comfortable dealing with as I am completely ignorant of the references that are being made. Currently there are a bunch of sectors that I cannot find to fix. I am guessing they are in a dat or are being made by a script. But this will have to do for now.

More complex explanation.
Spoiler
Show
80% or so of the colors are coming from 0001-L044.xml. 10% are coming from 7027-L044.xml, and the 0ther 10% are magic.

So firstly I found a pattern to 70% of them, so I made a simple console script to fix it for me. Most of the ones in 0001-L044.xml were the same.

EX:
<t id="1020101">\033GKingdom End\033X</t>
<t id="1020101">Kin\033Ggdom End\033X</t>

Code:

Code: Select all

 class Program
    {
        static void Main(string[] args)
        {
            Write();
        }

        static void Write()
        {
            int counter = 0;
            string line;
            bool replace = false;

            StreamReader file = new StreamReader(@"c:\0001-L044-O.xml");
            StreamWriter sw = new StreamWriter(@"c:\0001-L044.xml");
            while ((line = file.ReadLine()) != null)
            {
                System.Console.WriteLine(line);

                if (line.Contains("Sectornames"))
                {
                    replace = true;
                }
                if (line.Contains("</page>"))
                {
                    replace = false;
                }

                if (replace)
                {
                    if (!line.Contains("{") && !line.Contains("Sectornames") && line.Contains("033"))
                    {
                        string color = line.Remove(22);
                        color = color.Substring(17);

                        string front = line.Remove(17);
                        string end = line.Substring(22); 
                        line = front + end;
                        line = line.Insert(20, color);
                        
                    }
                }
                counter++;
                sw.WriteLine(line);
            }

            file.Close();
            Console.WriteLine("There were {0} lines.", counter);
            Console.ReadLine();
        }
    }
The next part was a bloody nightmare. I had to do a bunch of them manually, whether its single references, multi-references references, and even multi-file references. Frankly the entire 0001-L044.xml needs to be rewritten, and I don't understand the code well enough to do it.
Image
flightschooldropout
Posts: 50
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by flightschooldropout »

craftomega, thanks for working on lxxrm. much appreciated!
craftomega
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by craftomega »

Ok. So I managed to fix the rest of the sectors colors without breaking things. I did not add color to sectors that did not have any.
Install \x3 terran conflict\addon\t\
Overwrite as needed.
http://www.mediafire.com/file/jf1zrzdoh ... 1.rar/file

I also made a change to the CAG/CLS1/CLS2 to not require navigators to use your own navigation beacons. They will now use ANY including hostile ones, they will use whatever gate or beacon is closest to there destination. (I think)
Install \x3 terran conflict\addon\scripts\
http://www.mediafire.com/file/0fzduovtd ... n.xml/file


Note: I really hate the Military Transporter script. It would be far better if you could hire directly from military outposts.
Dimasia
Posts: 2
Joined: Wed, 7. Aug 19, 10:48
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by Dimasia »

Good day! Im really enjoying the whole thing, saved me lots of time compiling the mods myself. Also loving the graphic changes! One small bug of sorts, The jump gates are increased in size, but the gate frame is still visibly there, which bothers me more than it probably should (the gate frame size is normal and the internal glow is twice as big and overflowing the frame). Is there a way to fix that? Im playing on Win10, its a steam copy, and i followed all instructions when installing. Thanks!
i_a_p_e_t_u_s
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Joined: Sat, 26. Aug 06, 03:31
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by i_a_p_e_t_u_s »

craftomega wrote: Thu, 1. Aug 19, 21:14 Ok. So I managed to fix the rest of the sectors colors without breaking things. I did not add color to sectors that did not have any.
Install \x3 terran conflict\addon\t\
Overwrite as needed.
http://www.mediafire.com/file/jf1zrzdoh ... 1.rar/file

I also made a change to the CAG/CLS1/CLS2 to not require navigators to use your own navigation beacons. They will now use ANY including hostile ones, they will use whatever gate or beacon is closest to there destination. (I think)
Install \x3 terran conflict\addon\scripts\
http://www.mediafire.com/file/0fzduovtd ... n.xml/file


Note: I really hate the Military Transporter script. It would be far better if you could hire directly from military outposts.

Thanks craftomega those were literally the two main things that were bothering me. Loving this mod-bundle otherwise so thanks to all involved!
Gothixa
Posts: 3
Joined: Sat, 10. Aug 19, 19:21

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by Gothixa »

None of the download links for the LxXRM 2.0 files are working. Does anybody have or know of a working download link? there was a dropbox link in this thread but this also does not work.
pref
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by pref »

Gothixa wrote: Sat, 10. Aug 19, 19:23 None of the download links for the LxXRM 2.0 files are working. Does anybody have or know of a working download link? there was a dropbox link in this thread but this also does not work.
I had to use incognito browser (chrome) for the xrm links to work.
pref
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by pref »

I killed a couple kha'ak ships and i got an encrypted message which has kha'ak signature, but i cannot decode it.
Also my kha'ak rep increased..

Anyone knows what that might be? Is there some way to decrypt that?

Or should i just play on and it will unfold on its own?
Perhaps just a flavor thing..
Gothixa
Posts: 3
Joined: Sat, 10. Aug 19, 19:21

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by Gothixa »

pref wrote: Sat, 10. Aug 19, 20:43
Gothixa wrote: Sat, 10. Aug 19, 19:23 None of the download links for the LxXRM 2.0 files are working. Does anybody have or know of a working download link? there was a dropbox link in this thread but this also does not work.
I had to use incognito browser (chrome) for the xrm links to work.
I got the 3 XRM ones, it's just the LxXRM link. The connection times out saying the server took too long to respond. I did try Incognito mode though on Chrome and on Firefox anyway but it's the same. the dropbox link someone posted on page 8 says the file is no longer there.
pref
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by pref »

Gothixa wrote: Sat, 10. Aug 19, 20:53 I got the 3 XRM ones, it's just the LxXRM link. The connection times out saying the server took too long to respond. I did try Incognito mode though on Chrome and on Firefox anyway but it's the same. the dropbox link someone posted on page 8 says the file is no longer there.
Uploaded to dropbox
LxXRM 2.0
Gothixa
Posts: 3
Joined: Sat, 10. Aug 19, 19:21

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by Gothixa »

pref wrote: Sun, 11. Aug 19, 01:59
Gothixa wrote: Sat, 10. Aug 19, 20:53 I got the 3 XRM ones, it's just the LxXRM link. The connection times out saying the server took too long to respond. I did try Incognito mode though on Chrome and on Firefox anyway but it's the same. the dropbox link someone posted on page 8 says the file is no longer there.
Uploaded to dropbox
LxXRM 2.0
Thank you so much for that, I was able to download the files :) greatly appreciated.
medwed
Posts: 53
Joined: Sat, 13. Jul 13, 01:52
xr

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by medwed »

Hey Guys. Does anyone else have the "problem" that some sectors can´t be found trough unisverse map with the search bar (like for me the xenon and khaak sector´s for example). Also legend home.
craftomega
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Joined: Wed, 24. Jul 19, 19:49
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by craftomega »

You cant search sectors that have colored named, see my self quote to remove the color from the first 3 letters on each sector.

medwed wrote: Sun, 11. Aug 19, 13:50 Hey Guys. Does anyone else have the "problem" that some sectors can´t be found trough unisverse map with the search bar (like for me the xenon and khaak sector´s for example). Also legend home.
craftomega wrote: Thu, 1. Aug 19, 21:14 Ok. So I managed to fix the rest of the sectors colors without breaking things. I did not add color to sectors that did not have any.
Install \x3 terran conflict\addon\t\
Overwrite as needed.
http://www.mediafire.com/file/jf1zrzdoh ... 1.rar/file

I also made a change to the CAG/CLS1/CLS2 to not require navigators to use your own navigation beacons. They will now use ANY including hostile ones, they will use whatever gate or beacon is closest to there destination. (I think)
Install \x3 terran conflict\addon\scripts\
http://www.mediafire.com/file/0fzduovtd ... n.xml/file


Note: I really hate the Military Transporter script. It would be far better if you could hire directly from military outposts.

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