[Mod/Patch] X3-Unleashed [RC2] [Aug-06-2010] - X3 Performance gains up to 38%
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 1
- Joined: Fri, 24. Sep 10, 13:26
just one question, i installed ur mod with the no civil version but wen i ran the game the civilian ships are still there, i did read that it takes a while for them to disappear but exactly how long? because iv ben monitering a sector with civlian ships and the numbers are still high or maybe iv installed it the wrong way? i copied the files in the x3tc folder and changed thier numbers after the ones that my plugin manager had in there and also changed the text file number.
Thanks =]
Thanks =]
-
- Posts: 240
- Joined: Mon, 17. May 10, 08:53
is this compatable?
Noob question, I suppose, but this edits flights for npcs correct? I am using ship mod rebalanced, cmod4, pirate guild, and improved races. Is there any compatibility issues?
Or does this only trim "vanilla" flights?
Or does this only trim "vanilla" flights?
-
- Posts: 2035
- Joined: Wed, 18. Aug 10, 14:28
-
- Posts: 2
- Joined: Mon, 15. Nov 10, 07:06
-
- Posts: 597
- Joined: Thu, 7. Jan 10, 22:58
Jumping in mid stream here, I read over how taxi and other things tracked by the engine puts a load on the cpu.
I have not downloaded any of this yet, but wondered will this have options like XTM where the player can turn on and off things like corps, terran mission, pirate bases. So I am asking will this venture allow players to turn on and off or reduce( TAXI, CIVILIANS, FOG, etc... or whatever.)
This way they can reduce some cpu load, or increase it back when they upgrade their computer or move their save game files to another computer.
I have three computer at diffrent locations, each one performs diffrently, So with the same game I could/would be able to modify the backgroud demands and NOT the needed savegame data.
I have not downloaded any of this yet, but wondered will this have options like XTM where the player can turn on and off things like corps, terran mission, pirate bases. So I am asking will this venture allow players to turn on and off or reduce( TAXI, CIVILIANS, FOG, etc... or whatever.)
This way they can reduce some cpu load, or increase it back when they upgrade their computer or move their save game files to another computer.
I have three computer at diffrent locations, each one performs diffrently, So with the same game I could/would be able to modify the backgroud demands and NOT the needed savegame data.
Oh the fun of restarting x3tc all over again!
"Never confuse education with intelligence." - unknown
"Never confuse education with intelligence." - unknown
-
- Posts: 472
- Joined: Sun, 3. Jan 10, 22:15
There are different Jobs files depending on how you want to configure NPC spawning. There are no in-game options to change anything; you have to pick a file to use. Pre-existing NPCs not supported by the new file will have blank names and eventually disappear when they reach their destinations, or you can run the included script to remove them. If you use the same save on multiple installs with different versions of Jobs.txt, then you'll just see blank names every time you change installs. They're harmless, and you can run the script each time to remove them if they bother you.mangar wrote:Jumping in mid stream here, I read over how taxi and other things tracked by the engine puts a load on the cpu.
I have not downloaded any of this yet, but wondered will this have options like XTM where the player can turn on and off things like corps, terran mission, pirate bases. So I am asking will this venture allow players to turn on and off or reduce( TAXI, CIVILIANS, FOG, etc... or whatever.)
This way they can reduce some cpu load, or increase it back when they upgrade their computer or move their save game files to another computer.
I have three computer at diffrent locations, each one performs diffrently, So with the same game I could/would be able to modify the backgroud demands and NOT the needed savegame data.
-
- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
Cool mod, I'm trying it out in my saved game right now. But one thing I'm not clear on, and therefore I'm not sure if it's actually working for me.
I renamed the cat and dat to 13 (since my highest was 12), and I'm not sure if I did it right. Then I stuck em in the X3 Terran Conflict directory with all the other cats and dats. I assume this is what I'm supposed to do anyway.
However, you say this
"Rename Unleashed's .cat and .dat files so they are now either the highest number" (this is what I did), "or 1 less than the Plugin Manager's (if used)"
(italics and bold added)
in your install instructions. I'm not sure what you mean by the bolded part... I'm not even sure what 'number' my Plug In Manager uses, if it's even using one at all. I'm new to this stuff.
I do know that I am using the Plug In Manager, I just don't know how to find its cat and dat numbers... Furthermore, if I just assume the Plug In Manager number is the highest one, and go one number lower than that, I"ll be using a number that's already used...
Sorry if this is a stupid question but could you maybe walk me through that part a little more? I'm very new to installing mods on this game, in fact new to this game at all, having just discovered it about 2 weeks ago. I'd really like to make sure I install this correctly because I'd love to see some better framerates.
Thanks in advance if you can clarify for my thick skull.
Update to the above: I've now had this running for about 2 hours before posting this question, and I'm almost sure I haven't installed it correctly. I went with the "No Civilians" option, yet I still see "Argon Civilian Ships" docking and undocking. If I understand correctly, with the "No Civilians version," once a civilian has completed whatever mission it was on in a saved game, it should disappear... shouldn't it?
I renamed the cat and dat to 13 (since my highest was 12), and I'm not sure if I did it right. Then I stuck em in the X3 Terran Conflict directory with all the other cats and dats. I assume this is what I'm supposed to do anyway.
However, you say this
"Rename Unleashed's .cat and .dat files so they are now either the highest number" (this is what I did), "or 1 less than the Plugin Manager's (if used)"
(italics and bold added)
in your install instructions. I'm not sure what you mean by the bolded part... I'm not even sure what 'number' my Plug In Manager uses, if it's even using one at all. I'm new to this stuff.
I do know that I am using the Plug In Manager, I just don't know how to find its cat and dat numbers... Furthermore, if I just assume the Plug In Manager number is the highest one, and go one number lower than that, I"ll be using a number that's already used...
Sorry if this is a stupid question but could you maybe walk me through that part a little more? I'm very new to installing mods on this game, in fact new to this game at all, having just discovered it about 2 weeks ago. I'd really like to make sure I install this correctly because I'd love to see some better framerates.
Thanks in advance if you can clarify for my thick skull.

Update to the above: I've now had this running for about 2 hours before posting this question, and I'm almost sure I haven't installed it correctly. I went with the "No Civilians" option, yet I still see "Argon Civilian Ships" docking and undocking. If I understand correctly, with the "No Civilians version," once a civilian has completed whatever mission it was on in a saved game, it should disappear... shouldn't it?
-
- Posts: 632
- Joined: Sun, 11. Apr 10, 21:38
Plugin Manager doesn't use a cat/dat pair anymore. So if you did as you said and installed Unleashed as cat/dat 13, then it should be working just fine(There are twelve cat/dat pairs as of X3TC 3.0).
It'll take some time for all the civilian ships to disappear. If you want a quick check to make sure that everything is working, try starting a new game and flying to a busy core sector. There should always be civilians around in a vanilla game.
It'll take some time for all the civilian ships to disappear. If you want a quick check to make sure that everything is working, try starting a new game and flying to a busy core sector. There should always be civilians around in a vanilla game.
-
- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
Ah ok, ty for the info about Plug In Manager. By "taking some time for them to disappear," I assume you mean it will take more than a couple of hours?vkerinav wrote:Plugin Manager doesn't use a cat/dat pair anymore. So if you did as you said and installed Unleashed as cat/dat 13, then it should be working just fine(There are twelve cat/dat pairs as of X3TC 3.0).
It'll take some time for all the civilian ships to disappear. If you want a quick check to make sure that everything is working, try starting a new game and flying to a busy core sector. There should always be civilians around in a vanilla game.
Also, about testing in a new game... do you mean that if I start a new game with the "No Civilians" version, and fly to a busy sector because it normally has a lot of civilians... that I shouldn't see any civilians because it's a new game?
-
- Posts: 632
- Joined: Sun, 11. Apr 10, 21:38
Yes. There are a lot of civilian ship in an unmodified universe, so it may take an in-game day or more for them to all disappear.builder680 wrote:Ah ok, ty for the info about Plug In Manager. By "taking some time for them to disappear," I assume you mean it will take more than a couple of hours?
Also, about testing in a new game... do you mean that if I start a new game with the "No Civilians" version, and fly to a busy sector because it normally has a lot of civilians... that I shouldn't see any civilians because it's a new game?
Again, yes.
-
- Posts: 2035
- Joined: Sat, 14. Jun 08, 20:40
-
- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
Well, I've been watching sectors (with satellites and by actually flying there) for the last couple of (real life) days, and I still seem to have anywhere from 0-15 Civilian ships in any sector I visit. It's been about 3-4 in game days.
I'm running the "No Civilians" version... I am wondering if I did something wrong or if this is normal. I can't really tell if it's working for my saved game or not.
A new game startup at Argon Prime showed 0 Civilian ships, so at least that part seems to be working. Although to be honest, I can't remember if Argon Prime had any civilian ships at the beginning of the game or not.
EDIT: Just noticed there was a recent update to 3.1...
So I'm wondering if that makes this mod unworkable, or if I simply have to wait for it to phase out Civilian ships again. Civilian ships seemed to go way down for about a day, then back up over the last day or two.
I'm running the "No Civilians" version... I am wondering if I did something wrong or if this is normal. I can't really tell if it's working for my saved game or not.
A new game startup at Argon Prime showed 0 Civilian ships, so at least that part seems to be working. Although to be honest, I can't remember if Argon Prime had any civilian ships at the beginning of the game or not.
EDIT: Just noticed there was a recent update to 3.1...
So I'm wondering if that makes this mod unworkable, or if I simply have to wait for it to phase out Civilian ships again. Civilian ships seemed to go way down for about a day, then back up over the last day or two.
-
- Posts: 632
- Joined: Sun, 11. Apr 10, 21:38
-
- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
-
- Posts: 472
- Joined: Sun, 3. Jan 10, 22:15
-
- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
-
- Posts: 632
- Joined: Sun, 11. Apr 10, 21:38
-
- Posts: 179
- Joined: Mon, 27. Dec 10, 00:42
-
- Posts: 632
- Joined: Sun, 11. Apr 10, 21:38
-
- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
It took my game something like 30ish hours of real-life played time (some Seta, some not) for civilians to disappear, using the No Civilians version.mim525 wrote:ive put the cat and dat files at the highest number in the x3tc folder yet theres still no blank named ships
It may not look like it's doing anything at first, but it is
