[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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

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eggthief
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Post by eggthief »

Jack08 wrote:
paulwheeler wrote:Also are you running missile defence mk2? It may be the suspected conflict between this and litcubes missile boat script which is included with the xrm.

If so, have you tried the fix i posted yesterday?
There is a high probability that if its the MDMK2 script, that a file called "X3Crash.log" will have been created in the games root directory, look for it, check its creation date and see if it references under the story call stack dump "ShootMissileSECBOID"
You're right, the crash log mentions "ShootMissileSECBOID" under stack dump. But I never bothererd installing MDMK2.
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Jack08
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Post by Jack08 »

eggthief wrote: You're right, the crash log mentions "ShootMissileSECBOID" under stack dump. But I never bothererd installing MDMK2.
There have been instances where Litcubes missile scripts have caused this crash even without a conflicting script, Both Litcube and i have tired to find a reason for it but couldn't.
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paulwheeler
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Post by paulwheeler »

When you reinstalled TC did you delete the old install folder? Maybe the mdmk2 scripts were left over from the previous install. Have a look in your scripts folder for anything with "gazz" in the name.

If you have a copy of the vanilla scripts folder you could drop the vanilla turret.missiledefence (its called something like that - cant remember...) script into your scripts folder.

Or upgrade to AP and all your troubles will go away.
Last edited by paulwheeler on Sun, 1. Apr 12, 21:47, edited 1 time in total.
eggthief
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Post by eggthief »

I did delete all remaining files and detect no files with the name gazz in it right now.

So Jack, can I solve this by removing a script from the folder?
paulwheeler wrote: If you have a copy of the vanilla scripts folder you could drop the vanilla turret.missiledefence (its called something like that - cant remember...) script into your scripts folder.
It's still in the script folder, your mod didn't bring a new one so it wasnt overwritten or anything.
paulwheeler wrote: Or upgrade to AP and all your troubles will go away.
Some strong up-selling you there my friend, but I feel that I haven't seen enough yet of TC and its mods and I always squish all the juice out of every game I've got. :wink:
Last edited by eggthief on Sun, 1. Apr 12, 21:52, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

I think i should probably just remove litcubes script from the xrm completely - it just causes too many headaches.

XRM:AP doesnt use it and there are no reported crash issues.
eggthief
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Post by eggthief »

That would be the "Lib.Cmd.Turret.Barrage" script right?
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Jack08
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Post by Jack08 »

eggthief wrote:That would be the "Lib.Cmd.Turret.Barrage" script right?
It would be an extremely bad idea to remove that without first removing the script thats attempting to call it.

http://download.xtimelines.net/turret.missileattack.rar
Replace the existing file with the one inside that rar
Delete the file "setup.DisableMissileBarrage.xml"

This *should* disable litcubes missile addon

edit:
If you try to load a save game that was crashing upon load, it will likely still crash, you will need to go back to a save game that isn't crashing.
Last edited by Jack08 on Sun, 1. Apr 12, 22:07, edited 1 time in total.
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eggthief
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Post by eggthief »

Alright, let me launch a game and I'll report back asap.
d_ka
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Post by d_ka »

@paul: as i wrote on this forums a while ago, my ctd´s in TC XRM started even before i´ve installed Gazz´s Missile Defence Scripts. Then i was advised to install Gazz´s scripts, since they were more fitting for XRM, and delete specific lines in it ( particullary the "Kill All Enemies" command lines ). I did as i was told, but the crashes kept happening. It must be Litcubes script that causes problem ( i pm´d Gazz, and he had no idea what could have caused the crashes through his scripts at all, but mentioned that it´s another script which is notified in the Crash.log, which seems to be that from Litcube ).
After i switched to AP XRM i´ve not experienced any crashes. But, as i said, the requirements for the hardware seem a bit higher using AP ( and especieally + XRM! ).
I was allways keen to complete the Final Fury missions ( haven´t played vanilla long enough to do so, and after i´ve found and installed XRM i simply can´t return to playing the original game ). After i had to switch to AP i have to burry that idea, but nontheless, playing a stabile XRM game means more to me than completing a mission in X 3 :D
paulwheeler
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Post by paulwheeler »

eggthief wrote:That would be the "Lib.Cmd.Turret.Barrage" script right?
No thats not the script.

I cant remember the name, but its got missiledefence in the name.

Simply dropping the vanilla one in is sufficient.



edit - when i get time tomorrow i will upload part 2 again with the vanilla script in place and just get rid of litcubes script.


edit 2 - sorry didnt spot that jack had posted the file - yes i think thats the one.
d_ka
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Post by d_ka »

One should never prise the stability of the game/system publicly, because every time one does that, the engine tends to crash, if only to just prove you wrong! :lol:

Now to the actual case: I´ve just got a crash ( two times in a raw ), while entering a Boron sector ( i´ll edit the exact name, but right now i know only its German name "Stiller Strom", which in vanilla is next to "Nebula of Elysium", if that´s its english translation ) - entering the sector from the Unknown sector 4-15, it takes a short while before the game freezes ( i can see the Boron Royal Trading Station in the background.. )
During my first entering i was observing a Boron capship attacking a Khaak Scout, iirc, while the second time i haven´t seen anything, the game freezes, and i have to switch it off through the "task manager".

I´ve recently installed the following scripts/addons:
1. Marin Repairs ( this one shouldn´t cause any problems, i think ),
2. The script for revealing Yaki and Pirate ranks ( http://forum.egosoft.com/viewtopic.php? ... sc&start=0 )
3. The Logain Industries FDNL ( for maintaining the tubeles connection to the bases, though i haven´t used it, since i don´t have any bases built yet ), the one suggested on the first page of XRM thread.
4. Oh, and i also installed the spk. version of a "Loot collector" using the transporter device to pick up the containers in space.

I´ve read the descriptions of all of those "addons", but couldn´t find any conflict with XRM ( none of the files were overwritten ), also Marine Repairs and FDNL are running through the Plugin Manager as spk. versions ).

Any idea what might cause the error?

Thanks in advance.

P.S: I´ll disable both spk. in the PM and see if the crashes still occure, and then get back to you.

Edit1: i can´t find the "Crash.log" file, does anyone know where it´s deployed in the "Steam" folder?

Edit2: I´ve disabled the following spk. in the PM:
-Marine Repairs
-FDNL
- Loot Transporter
But as soon as i can see the first space station in the distance ( too far away to mark it, though ), the game freezes, just like before.
The only script that is enabled right now is the Reputation showing for Yaki and Pirates.
Last edited by d_ka on Mon, 2. Apr 12, 01:36, edited 4 times in total.
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Jack08
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Post by Jack08 »

Edit1: i can´t find the "Crash.log" file, does anyone know where it´s deployed in the "Steam" folder?
It is only created under very specific circumstances, it wont happen for a general engine crash.
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eggthief
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Post by eggthief »

Ok I've been playing for some hours now and haven't encountered any ctd as of yet. I'd say that the issue I've had has been resolved. Thanks a lot guys!
swatti
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Post by swatti »

QUESTION: was left un-answered
Where can i find the file that modifies "orbital shipyard" build times? 2-3 hours for M3+ might be decent but considoring i need 50 the "fun factor" is far away.

Using X3editor2, where do i find the file and can i just drop the file once extracted and modified in the "types" folder to make it work?
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jack775544
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Post by jack775544 »

hq.pck in 04.cat. Simply drag it out and modify it using notepad or you favorite xml editor. Then save it as hq.xml in the types directory (if it's not there make it :) ) All the options are in there.

EDIT: Some aditional info on editing the hq file is found here.
It uses the vanilla hq file as an example but the concepts are the same for XRM (it is just a bit more complicated)
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
feygan
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Post by feygan »

Just a note that all Docks/stations listed in the HQ file you alter will need to be respawned for them to make use of the new time settings.
swatti
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Post by swatti »

Hmm... Ok... How do i edit orbital shipyard build-times, as its different from PHQ, or is it? Its supposed to be different in XRM, faster building etc, hoping ot further that a bit. PHQ i'd prefer to leave as it is.

EDIT:

PROBLEM!

I edited HQ.pck in my liking, just removed one zero to test it first. Changed it into HQ.xml and put it in the types-folder. When i load my save -> AP crash

EDIT 2:

Found a different HQ-file, this one seems to have Orbital Shipyard in it and some stats... Changed those. Do it need to clone my shipyeard for the times to take effect?

EDIT 3:

JEAH! Got it working! Me smart!.. Or not, but anyways, seems to work.
darkelfsin
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Post by darkelfsin »

great as always man....... :lol: 8)
dougeye
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Post by dougeye »

this thread almost dipped below the top third of the first page in script and modding so i thought i better post this and tell you just in case ;) :P lol
I used to list PC parts here, but "the best" will suffice!
paulwheeler
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Post by paulwheeler »

dougeye wrote:this thread almost dipped below the top third of the first page in script and modding so i thought i better post this and tell you just in case ;) :P lol
Phew! Good catch! :wink:

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