[AP] Performance mods
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[AP] Performance mods
I'm looking for ways to remove any fluff in the game for me.
So like removing nebula, fog, even don't to background picks.
Is there any mods that could be any good for ap?
Also I don't play any of the random missions really except for fighting ones. any ways of getting rid of the rest?
Thanks in advance
Seeker
off topic, I'm also looking for a nividium mine mod that works with ap. the search doesn't really like me. Thanks
So like removing nebula, fog, even don't to background picks.
Is there any mods that could be any good for ap?
Also I don't play any of the random missions really except for fighting ones. any ways of getting rid of the rest?
Thanks in advance
Seeker
off topic, I'm also looking for a nividium mine mod that works with ap. the search doesn't really like me. Thanks
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EDIT: You may be interested in the alternative way of fixing the slowdown: using the MD reset and then re-enabling the Main plot
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A crude workaround I also used to completely "reboot" my FPS from the assorted MD/generic missions bug is to load a save game up with a "director\3.01 Generic Missions.xml" where either all the chances for a mission to be offered is 0 or both the <set value....etc, and the corresponding cue have been commented out. This will completely (or at least as far as is noticeable) remove all of the slowdown from the current bugged mission offering system (my FPS jumped from average 12 to 32). You can then replace the file with a vanilla one to have missions again. Best of both worlds
Pop the second file into addon\director, load your game and save. You can then delete it, and vanilla will run again. Alternatively, I use the first file all the time as a half-way-house between the bugged vanilla and unbugged missionless.
The file I use normally
And the file I use temporarily to completely reboot my bugged FPS
To break down what those two files are, precisely:
1) The second file has most, but not all, mission <set_value=....> under the cue\action, and corresponding cue triggers sections commented out. I did not comment out a few missions set_value bits as I did not want to introduce any issues that may - or may not - arise with empty action or empty cue sections. The ones left in seem to have low impact and besides, this is a temporary file to 'reboot'.
2) The first file, the one I run normally, does not comment out any sections but instead uses a chance multiplier to make the chance of all but a few missions I find useful (Hacking, Assassinations, Defence, XI and a few others) zero (these missions seem to be acceptably mild in any side effect).
I used commenting out for the reboot, as I did not investigate whether a chance of 0 would be sufficient for the engine to retroactively remove the references or whatever is going on on the stack that are causing the slowdowns. Commenting out certainly seems to work.
I used a chance multiplier of 0 for the file I use normally as it enables me to easily reenable a mission if I want to do a few of them and then disable it afterwards. E.g. If I wanted to find a station rep hacking mission I could enable it, do the mission, and then disable it. Again, it seems to work in preventing the slowdown.
The MD file tells the engine what missions to offer when entering a sector, and what missions are generated over time. I believe that when the engine loads a savegame it tries to reference the current stack of missions with the MD file. Because the commented out modified version has no reference to the missions on the stack I posit that the engine culls the 'orphans' from the stack, thus removing the old references.
Installation: In you TC directory there is a folder called "Addon". Inside Addon, create a folder called Director. Place the second file called "3.01 Generic Missions.xml.bak" into it, a remove the .bak extension. Load your savegame, save and quit back to the menu (you, and for many other game changes, don't actually need to exit the game - just to the menu), replace the file with the first less restrictive file and enjoy. MD files are signed, and as such this replacer file will mark your savegame as modified.
To uninstall the fixes, just delete the 3.01 Generic Missions.xml and the game will automagically load the vanilla file from the cat\dats.
Regarding compatibility with a future fix: I personally think it is unlikely that the above method will cause problems with a future patch, provided you delete the modified MD files. Caveat Emptor (utilitor?).
___
A crude workaround I also used to completely "reboot" my FPS from the assorted MD/generic missions bug is to load a save game up with a "director\3.01 Generic Missions.xml" where either all the chances for a mission to be offered is 0 or both the <set value....etc, and the corresponding cue have been commented out. This will completely (or at least as far as is noticeable) remove all of the slowdown from the current bugged mission offering system (my FPS jumped from average 12 to 32). You can then replace the file with a vanilla one to have missions again. Best of both worlds

Pop the second file into addon\director, load your game and save. You can then delete it, and vanilla will run again. Alternatively, I use the first file all the time as a half-way-house between the bugged vanilla and unbugged missionless.
The file I use normally
And the file I use temporarily to completely reboot my bugged FPS
To break down what those two files are, precisely:
1) The second file has most, but not all, mission <set_value=....> under the cue\action, and corresponding cue triggers sections commented out. I did not comment out a few missions set_value bits as I did not want to introduce any issues that may - or may not - arise with empty action or empty cue sections. The ones left in seem to have low impact and besides, this is a temporary file to 'reboot'.
2) The first file, the one I run normally, does not comment out any sections but instead uses a chance multiplier to make the chance of all but a few missions I find useful (Hacking, Assassinations, Defence, XI and a few others) zero (these missions seem to be acceptably mild in any side effect).
I used commenting out for the reboot, as I did not investigate whether a chance of 0 would be sufficient for the engine to retroactively remove the references or whatever is going on on the stack that are causing the slowdowns. Commenting out certainly seems to work.
I used a chance multiplier of 0 for the file I use normally as it enables me to easily reenable a mission if I want to do a few of them and then disable it afterwards. E.g. If I wanted to find a station rep hacking mission I could enable it, do the mission, and then disable it. Again, it seems to work in preventing the slowdown.
The MD file tells the engine what missions to offer when entering a sector, and what missions are generated over time. I believe that when the engine loads a savegame it tries to reference the current stack of missions with the MD file. Because the commented out modified version has no reference to the missions on the stack I posit that the engine culls the 'orphans' from the stack, thus removing the old references.
Installation: In you TC directory there is a folder called "Addon". Inside Addon, create a folder called Director. Place the second file called "3.01 Generic Missions.xml.bak" into it, a remove the .bak extension. Load your savegame, save and quit back to the menu (you, and for many other game changes, don't actually need to exit the game - just to the menu), replace the file with the first less restrictive file and enjoy. MD files are signed, and as such this replacer file will mark your savegame as modified.
To uninstall the fixes, just delete the 3.01 Generic Missions.xml and the game will automagically load the vanilla file from the cat\dats.
Regarding compatibility with a future fix: I personally think it is unlikely that the above method will cause problems with a future patch, provided you delete the modified MD files. Caveat Emptor (utilitor?).
Last edited by Coruskane on Wed, 11. Jan 12, 23:44, edited 3 times in total.
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Amazing! I tried your method and fps went inmediatly back to "new game" status, I didn't even have to save and reload. I had "overheard" something about this bug, but I didn't know it had such a quick workaround.Coruskane wrote:Copied from another post I made. I would suggest you use the same file I use all the time:
A crude workaround I also used to completely "reboot" my FPS from the assorted MD/generic missions bug is to load a save game up with a "director\3.01 Generic Missions.xml" where either all the chances for a mission to be offered is 0 or both the <set value....etc, and the corresponding cue have been commented out. This will completely (or at least as far as is noticeable) remove all of the slowdown from the current bugged mission offering system (my FPS jumped from average 12 to 32). You can then replace the file with a vanilla one to have missions again. Best of both worlds
Pop the second file into addons\director, load your game and save. You can then delete it, and vanilla will run again. Alternatively, I use the first file all the time as a half-way-house between the bugged vanilla and unbugged missionless.
The file I use normally
And the file I use temporarily to completely reboot my bugged FPS
Do you by any chance remember why this bug happens exactly? I'd like to know the details or a thread detailing it, and if possible to know why it hasnt been fixed.
Thanks
PS: Are devs aware of this?
PS: If this was finally fixed forever, it would have been fixed the most annoying game stopper of this game by far since x3:tc was released.
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the file you use normaly is not availableCopied from another post I made. I would suggest you use the same file I use all the time:
A crude workaround I also used to completely "reboot" my FPS from the assorted MD/generic missions bug is to load a save game up with a "director\3.01 Generic Missions.xml" where either all the chances for a mission to be offered is 0 or both the <set value....etc, and the corresponding cue have been commented out. This will completely (or at least as far as is noticeable) remove all of the slowdown from the current bugged mission offering system (my FPS jumped from average 12 to 32). You can then replace the file with a vanilla one to have missions again. Best of both worlds Smile
Pop the second file into addons\director, load your game and save. You can then delete it, and vanilla will run again. Alternatively, I use the first file all the time as a half-way-house between the bugged vanilla and unbugged missionless.
The file I use normally
And the file I use temporarily to completely reboot my bugged FPS
Code: Select all
Fehler beim Laden des Stylesheets: Beim Laden eines XSLT-Stylesheets ist ein Netzwerkfehler aufgetreten:
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From 19fps to 110fps and no more weapon impact slowdown.Coruskane wrote:Copied from another post I made. I would suggest you use the same file I use all the time:
A crude workaround I also used to completely "reboot" my FPS from the assorted MD/generic missions bug is to load a save game up with a "director\3.01 Generic Missions.xml" where either all the chances for a mission to be offered is 0 or both the <set value....etc, and the corresponding cue have been commented out. This will completely (or at least as far as is noticeable) remove all of the slowdown from the current bugged mission offering system (my FPS jumped from average 12 to 32). You can then replace the file with a vanilla one to have missions again. Best of both worlds
Pop the second file into addons\director, load your game and save. You can then delete it, and vanilla will run again. Alternatively, I use the first file all the time as a half-way-house between the bugged vanilla and unbugged missionless.
The file I use normally
And the file I use temporarily to completely reboot my bugged FPS

Thanks for that, works perfectly for me.
Is this the fix that was discovered and then removed/hidden due to concerns about its compatibility with Egosoft's january patch?
If so, I really wish this had been left available for those of us who aren't afraid to take the chance. Very irritating to be forced to give up playing X3AP for a week or two when the problem could be fixed temporarily so easily while waiting for the January patch.
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Yes, this is the same fix that I posted for TC on 11th June 2011 which included completely mission-less, a compromise patch which removed the worst offenders (convoy), and a "reverse" one that made every mission one of the two "worst offenders" and induced lag at some number of times faster than vanilla did. The thread detailing my original analysis of a major fps bottleneck in TC is still there, download links still work and hasn't seen a new post in over six months. I emailed Egosoft early in 2011 encouraging in every way I could think of (including volunteering my time in any way I could be helpful) to bring about a fix for the bottleneck. Suddenly, Egosoft stopped replying to my contact and from what we've all seen in AP, have done nothing at all about this problem except put even more pressure on the bottleneck, resulting in performance which goes beyond (negatively) what many players are prepared to put up with.Zurechial wrote:Is this the fix that was discovered and then removed/hidden due to concerns about its compatibility with Egosoft's january patch?
If so, I really wish this had been left available for those of us who aren't afraid to take the chance. Very irritating to be forced to give up playing X3AP for a week or two when the problem could be fixed temporarily so easily while waiting for the January patch.
The taxi missions connection: Taxi missions will definately require you to change sector. Changing sector triggers extra generic missions. The generation of generic missions add to the missions bottleneck. Flying into another sector just because you want to does 100% the same thing, due purely to generating more generic mission offers in the next sector.
I'd have far greater respect for Egosoft and higher expectations for any of their future products if they'd just swallow their ego, admit their mistakes of the past and both publicly and privately recognise the work of those (XenonSlayer included!!) that cumulatively is expected to result in the massive performance boost that we are told will arrive in January 2012.
>PS: Are devs aware of this?
The Egosoft #1 generic missions developer (forum handle "XenonSlayer") has been aware of this since at least June 2011. I know this first hand. Please don't complain to him about this as I know for a fact that he was extremely eager to fix the bottleneck. He is paid to do what his upstream considers is best for the product, which isn't necessarily what he himself considers is best for the product in long term.
>PS: If this was finally fixed forever, it would have been fixed the most annoying game stopper of this game by far since x3:tc was released.
In AP definately, in TC it depended on how many times you changed sector per hour as to how bad it got. For the way I have always played, it's been unacceptable. I like my Kestrel and I like my M7 with jumpdrive. Before TC I have no idea as I only played like 250 hours for X3 and maybe 200 for everything before.
After January:
For reasons that get rather technical and that I've already covered in other threads, I'm expecting that Januarys fix to open up new possibilities in regard to the X3 engine. It's kinda weird that this is happening at a time that Rebirth (a totally new engine) has been announced and thus any future for X3 releases in highly in doubt. On the plus side though whatever Egosoft learn in implementing the fixes to AP and TC (yes to TC also) will likely be of some benefit in Rebirth. At the very least it should guarantee that the same issue will not be coded into the new Engine.
The fix on download link above:
It's in the form of an .xml file meant to go into addon\director\ folder. Does it work for you? Are you using the latest Steam AP? Or are you using a false patch or edit to existing official patch? From my tests, the .xml file doesn't work in the current AP version (latest patch distributed a few hours after the January fix announced by CBJ). But the same code installed as a false patch or edited into 01.dat does work as described above, and as described in my post that included the graphs in this page. As I noted elsewhere if you're using a high end PC and getting upwards of 700 fps with the (zero missions) patch as well as some CTDs, there may be a connection. I've had some and while I'm thinking maybe AP can't handle really high fps it's still just conjecture. Just keep it in mind in case you do get unexpected CTDs. CBJ elsewhere suggested that high fps can lead to GPU overheating and this itself can cause problems. Makes sense to me. A GPU temp sensor might assist (yeah I need to do this too).
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Amazing post glencmd, thank you.
In my case what I did was to create a false patch 03.dat/cat
Created addon/director directrory in it (including images subdirectory as it is in 01.dat/cat)
copy the exact same missions in 01.dat/cat and change the 3.01GenericMissions.xml for the one "Coruskane" mentions that is "the file he uses temporarily to reboot his bugged FPS"
http://dl.dropbox.com/u/54132241/3.01%2 ... ns.xml.bak
Upon loading my game again the FPS was already fixed in the an instant it was loaded, as you know the technical details you more or less will know what happens, but I can't really explain it.
I saved my game and exited.
What I have done next "knowing" that the culprit is in the generic missions is to take a default version from AP generic missions file and modify it to "comment" the missions I never do (badly implemented, boring, etc.) those include convoys, deliver goods missions,etc and for now fps seems stable and fast as the beginning (maybe slightly slower) but I get a decent framerate and playing the game is something I can do now no worrying about crappy performance. (The moment I fixed this sh*t I started massively building factories and going fighting against the terrans, it has been fun again).
So guys thank you. What a great community we have.
PS: I don't really understand Egosoft priority for bug fixing specially with outstanding bugs such as this. How long since TC has been released? Years.. and still with this one.
In my case what I did was to create a false patch 03.dat/cat
Created addon/director directrory in it (including images subdirectory as it is in 01.dat/cat)
copy the exact same missions in 01.dat/cat and change the 3.01GenericMissions.xml for the one "Coruskane" mentions that is "the file he uses temporarily to reboot his bugged FPS"
http://dl.dropbox.com/u/54132241/3.01%2 ... ns.xml.bak
Upon loading my game again the FPS was already fixed in the an instant it was loaded, as you know the technical details you more or less will know what happens, but I can't really explain it.
I saved my game and exited.
What I have done next "knowing" that the culprit is in the generic missions is to take a default version from AP generic missions file and modify it to "comment" the missions I never do (badly implemented, boring, etc.) those include convoys, deliver goods missions,etc and for now fps seems stable and fast as the beginning (maybe slightly slower) but I get a decent framerate and playing the game is something I can do now no worrying about crappy performance. (The moment I fixed this sh*t I started massively building factories and going fighting against the terrans, it has been fun again).
So guys thank you. What a great community we have.
PS: I don't really understand Egosoft priority for bug fixing specially with outstanding bugs such as this. How long since TC has been released? Years.. and still with this one.
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It takes an obscene amount of FPS to cause a potential overheat. Keep in mind that GPUs are already made to work at max capacity. The thing is that "max capacity" also includes a number of unavoidable idle states that come with handling large amounts of memory. Get rid of the memory management (like everything fits in cache) and then those idle states go away, which causes things to overheat.CBJ elsewhere suggested that high fps can lead to GPU overheating and this itself can cause problems.
X3 may be an old engine, but it's not THAT simple! It takes painfully simple things like rendering a single unit (for the DoW army painter) or only a menu screen. And it's easy enough to fix with a framerate cap.
Besides, X3 can't make heavy use of the GPU. Feeding the GPU with instructions is extremely taxing on a CPU and will likely max it out. This won't happen when that same CPU is being pulled a hundred different ways by tasks, UI, AI, and pathing from a complex universe!
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To break down what those two files are, precisely:
1) The second file has most, but not all, mission <set_value=....> under the cue\action, and corresponding cue triggers sections commented out. I did not comment out a few missions set_value bits as I did not want to introduce any issues that may - or may not - arise with empty action or empty cue sections. The ones left in seem to have low impact and besides, this is a temporary file to 'reboot'.
2) The first file, the one I run normally, does not comment out any sections but instead uses a chance multiplier to make the chance of all but a few missions I find useful (Hacking, Assassinations, Defence, XI and a few others) zero (these missions seem to be acceptably mild in any side effect).
I used commenting out for the reboot, as I did not investigate whether a chance of 0 would be sufficient for the engine to retroactively remove the references or whatever is going on on the stack that are causing the slowdowns. Commenting out certainly seems to work.
I used a chance multiplier of 0 for the file I use normally as it enables me to easily reenable a mission if I want to do a few of them and then disable it afterwards. E.g. If I wanted to find a station rep hacking mission I could enable it, do the mission, and then disable it. Again, it seems to work in preventing the slowdown.
The MD file tells the engine what missions to offer when entering a sector, and what missions are generated over time. I believe that when the engine loads a savegame it tries to reference the current stack of missions with the MD file. Because the commented out modified version has no reference to the missions on the stack I posit that the engine culls the 'orphans' from the stack, thus removing the old references.
Installation: In you TC directory there is a folder called "Addon". Inside Addon, create a folder called Director. Place the second file called "3.01 Generic Missions.xml.bak" into it, a remove the .bak extension. Load your savegame, save and quit back to the menu (you, and for many other game changes, don't actually need to exit the game - just to the menu), replace the file with the first less restrictive file and enjoy. MD files are signed, and as such this replacer file will mark your savegame as modified.
To uninstall the fixes, just delete the 3.01 Generic Missions.xml and the game will automagically load the vanilla file from the cat\dats.
Regarding compatibility with a future fix: I personally think it is unlikely that the above method will cause problems with a future patch, provided you delete the modified MD files. Caveat Emptor (utilitor?).
1) The second file has most, but not all, mission <set_value=....> under the cue\action, and corresponding cue triggers sections commented out. I did not comment out a few missions set_value bits as I did not want to introduce any issues that may - or may not - arise with empty action or empty cue sections. The ones left in seem to have low impact and besides, this is a temporary file to 'reboot'.
2) The first file, the one I run normally, does not comment out any sections but instead uses a chance multiplier to make the chance of all but a few missions I find useful (Hacking, Assassinations, Defence, XI and a few others) zero (these missions seem to be acceptably mild in any side effect).
I used commenting out for the reboot, as I did not investigate whether a chance of 0 would be sufficient for the engine to retroactively remove the references or whatever is going on on the stack that are causing the slowdowns. Commenting out certainly seems to work.
I used a chance multiplier of 0 for the file I use normally as it enables me to easily reenable a mission if I want to do a few of them and then disable it afterwards. E.g. If I wanted to find a station rep hacking mission I could enable it, do the mission, and then disable it. Again, it seems to work in preventing the slowdown.
The MD file tells the engine what missions to offer when entering a sector, and what missions are generated over time. I believe that when the engine loads a savegame it tries to reference the current stack of missions with the MD file. Because the commented out modified version has no reference to the missions on the stack I posit that the engine culls the 'orphans' from the stack, thus removing the old references.
Installation: In you TC directory there is a folder called "Addon". Inside Addon, create a folder called Director. Place the second file called "3.01 Generic Missions.xml.bak" into it, a remove the .bak extension. Load your savegame, save and quit back to the menu (you, and for many other game changes, don't actually need to exit the game - just to the menu), replace the file with the first less restrictive file and enjoy. MD files are signed, and as such this replacer file will mark your savegame as modified.
To uninstall the fixes, just delete the 3.01 Generic Missions.xml and the game will automagically load the vanilla file from the cat\dats.
Regarding compatibility with a future fix: I personally think it is unlikely that the above method will cause problems with a future patch, provided you delete the modified MD files. Caveat Emptor (utilitor?).
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I don't have an addons/director folder, but I simply created director in the addon folder and put it there. Works absolutely gloriously.Coruskane wrote:Pop the second file into addons\director, load your game and save. You can then delete it, and vanilla will run again. Alternatively, I use the first file all the time as a half-way-house between the bugged vanilla and unbugged missionless.
The file I use normally
And the file I use temporarily to completely reboot my bugged FPS
I'd complain my character now has *modified* status, but then I tried it without the file (without having saved it) and it turns out I was *modified* anyway. Bah!
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hey omik
here is the fixer file (it disables all missions) this will bring back full performance from X3:AP, at least it did for me.
http://dl.dropbox.com/u/27359602/x3tc/3 ... .xml.fixer
here is the fixer file (it disables all missions) this will bring back full performance from X3:AP, at least it did for me.
http://dl.dropbox.com/u/27359602/x3tc/3 ... .xml.fixer
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If I save the game with that file, delete the director file, and re-load, will the missions come back?ezra-r wrote:hey omik
here is the fixer file (it disables all missions) this will bring back full performance from X3:AP, at least it did for me.
http://dl.dropbox.com/u/27359602/x3tc/3 ... .xml.fixer
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Confirmed this works great. My X3: AP was really crawling slow on an otherwise high-performance gaming Desktop.
Kudos to Coruskane for finding this.
Hopefully Egosoft patches this up. Major, major bummer otherwise...
TZ
[Yes, this ads modified tag to your game - sucks this is necessary // Looks at Egosoft... ]
[I'm not sure, but I *think* I no longer see random ships flying around offering to sell you their damaged ship or not? -- not sure yet.. but regardless, acceptable tradeoff]
Kudos to Coruskane for finding this.
Hopefully Egosoft patches this up. Major, major bummer otherwise...
TZ
[Yes, this ads modified tag to your game - sucks this is necessary // Looks at Egosoft... ]
[I'm not sure, but I *think* I no longer see random ships flying around offering to sell you their damaged ship or not? -- not sure yet.. but regardless, acceptable tradeoff]
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