[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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paulwheeler
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Post by paulwheeler »

Terrachova wrote:Any idea why the Terran Conflict version might be crashing upon loading the cutscene that occurs near the start of the Terran story (when you first encounter the AGI ships at Neptune)?
No idea. I can't think of any reason the xrm would cause any issues with that. No one else has reported any problems like this.
paulwheeler
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Post by paulwheeler »

El_Coronel wrote:Hello,

I've been away from X for a long time, decided to reinstall the whole thing + mod. Just wondering if the new Terran plots work on the ATF (my preferred) start? Haven't checked out the Terran plot and would like to, but I couldn't find any info on this other than official Terran/Aldrin starts required.

Many thanks.

___

XRM 1.28 + AP 2.5
Yes, the AP Terran plot is available from all starts.
El_Coronel
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Post by El_Coronel »

paulwheeler wrote:
Yes, the AP Terran plot is available from all starts.
Great. Thanks for the reply!
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darkelf1
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Post by darkelf1 »

nice............ :lol:
Munger
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Post by Munger »

I am currently using the XRM mod (with AP) in conjunction with Scorp's X3 Map tool. It seems to work fine except that the Terran sectors are in the wrong places on the map tool compared to where they are in game.

Is it possible to get the tool to rearrange the sectors so they accurately reflect the sector positions in XRM?
paulwheeler
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Post by paulwheeler »

The map tool displays them where they actually are in the main universe file. The in-game map has been "doctored" to make them appear far north of the commonwealth sectors, but that is not physically where they are.

There is no way to get the map tool to represent this. For the XRM maps linked in the main XRM post, I manually edited the maps after creating them.

Its a consequence of adding Terran sectors after the initial design of the universe. Egosoft left no space for them so they have had to squeeze them in around the existing commonwealth sectors (why they didn't redesign the map for X3 is beyond me - its built upon the X2 map).
Munger
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Post by Munger »

That's a shame, but certainly not the end of the world.

Thank you Paul for the quick reply. :-)
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PromX
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Post by PromX »

What the Hell is with that performance? :D At the Start i did get around 80fps, but now i have most of the time under measly 30 x)
oddgit
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Post by oddgit »

Ok without going through all of the pages. I had a quick question, What is the ship that flys by when the game is at the launch menu. The big capitol class one. ?
d_ka
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Post by d_ka »

@oddgit:
That´s a "Tempest"
Spoiler
Show
OTAS M2+, available in "Home of Legend" sector for just about 130 mio. bucks. It´s a Split/Argon coop design - just read the description once you´ve found it.
@PromX:
More ships, more "jobs", more scripts beeing used, perhaps?

@paul:
Concerning Expnobody ships: is it the cpu or the gpu beeing tourchered by their presence? Or both?

Also, one thing i´ve "noticed" while playing the mod: the incoursions become a bit way to repetedive. Xenon will just intrude and intrude - and there seems to be no sence or meaning, except purely chaotic destruction. And Pirates just keep spawning, and spawning, and it´s just the same formation/composition of ships, depending on sector.
I know, there are game limitations, but after a while it´s getting quite boring, to be honest ( it starts feeling like the "Groundhog Day" movie experience ^^ )
Isn´t it possible to make Patrol, Sector defence, Fabs protection etc. missions to count smth. to "stop" the attacks for a while? Just asking :)
Libertine
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Post by Libertine »

having a bit of an issue with docking ...

just installed the mod on a fresh X3AP install.
Install works fine and I get the message when starting a game that XRM is installed.

problem i have now is that i cant dock anything bigger then an M3 at any station.

TP wont even dock at a trading station.
when i pilot the TP the option to request landing doesnt show up in the comms menu, using shift + d just gets me a denied ... the only place I can dock with a TP now is a shipyard or equipment ...

anyone got any ideas what the problem might ?

mods other then XRM:
AP Bonus Pack
Galaxy Explorer(SPK)
MARS(Archive)
500k comm range(Archive)
Cycrows Cheat Collection(SPK)
XRM Cockpit Pack
paulwheeler
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Post by paulwheeler »

@d_ka

Unfortunately, egosoft's missions spawn their enemies when you start the mission so are completely independent of what's going on around the universe. The only way to make them count would be to rewrite the mission scripts - that's a lot of md coding and way over my head.

Expnobody's ships kill the gpu. They have a massive memory footprint and way too many polys.
paulwheeler
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Post by paulwheeler »

Libertine wrote:having a bit of an issue with docking ...

just installed the mod on a fresh X3AP install.
Install works fine and I get the message when starting a game that XRM is installed.

problem i have now is that i cant dock anything bigger then an M3 at any station.

TP wont even dock at a trading station.
when i pilot the TP the option to request landing doesnt show up in the comms menu, using shift + d just gets me a denied ... the only place I can dock with a TP now is a shipyard or equipment ...

anyone got any ideas what the problem might ?

mods other then XRM:
AP Bonus Pack
Galaxy Explorer(SPK)
MARS(Archive)
500k comm range(Archive)
Cycrows Cheat Collection(SPK)
XRM Cockpit Pack
No idea - I don't even know if that's possible without messing with the dock's scene files. Are you sure its not just your rep is too low to allow you to dock? Certain docks require higher reps than factories.
Libertine
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Post by Libertine »

paulwheeler wrote: No idea - I don't even know if that's possible without messing with the dock's scene files. Are you sure its not just your rep is too low to allow you to dock? Certain docks require higher reps than factories.
reputation was my first guess but thats not it.
as i said, i can dock a say, M4, just fine at a trading station where a TP wont dock at the very same station.

i also tried various start scenarios and its the same in all of them.

EDIT: solved it ... i missed that I had an addon ship installed(Nebulon B - XSP), after uninstalling that and starting a new game the docking works fine now ...
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PromX
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Post by PromX »

Hm, you cant dock M4 or M3 fighters for example on a Skiron(m6)? In encyclopaedia is the Docking capacity described as a 1x Fighter Class, but i can dock there only M5 fighters.
Terrachova
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Post by Terrachova »

Well, I tried again, and it works fine. I think it might have been the Hull pack screwing things up somehow, as without it, things work just fine. Might try throwing the hull pack in to see if it works.

In any case, I do have another strange thing... in the initial sector for the ATF start, ATF Forseti, there are 5 stations without names, listed as:

{1000, 122}

All have a second or third series of numbers after that initial string. Any idea what this means?
paulwheeler
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Post by paulwheeler »

Terrachova wrote:Well, I tried again, and it works fine. I think it might have been the Hull pack screwing things up somehow, as without it, things work just fine. Might try throwing the hull pack in to see if it works.

In any case, I do have another strange thing... in the initial sector for the ATF start, ATF Forseti, there are 5 stations without names, listed as:

{1000, 122}

All have a second or third series of numbers after that initial string. Any idea what this means?
That indicates that you have not correctly installed the xrm scripts. Copy all files in the "scripts_AP" folder in part 2 into your "addon/scripts" folder and restart your game. (The scripts correct the names of those stations)
paulwheeler
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Post by paulwheeler »

PromX wrote:Hm, you cant dock M4 or M3 fighters for example on a Skiron(m6)? In encyclopaedia is the Docking capacity described as a 1x Fighter Class, but i can dock there only M5 fighters.
That is deliberate. In x2, m6s could only dock m5s. I like this balance.
Terrachova
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Post by Terrachova »

paulwheeler wrote:
Terrachova wrote:Well, I tried again, and it works fine. I think it might have been the Hull pack screwing things up somehow, as without it, things work just fine. Might try throwing the hull pack in to see if it works.

In any case, I do have another strange thing... in the initial sector for the ATF start, ATF Forseti, there are 5 stations without names, listed as:

{1000, 122}

All have a second or third series of numbers after that initial string. Any idea what this means?
That indicates that you have not correctly installed the xrm scripts. Copy all files in the "scripts_AP" folder in part 2 into your "addon/scripts" folder and restart your game. (The scripts correct the names of those stations)
Oh, derp. I know what I did. I went and copied the scripts_TC folder in, instead of moving the files within into the scripts folder. Since I'm using TC, I shouldn't need the AP ones (though I stuck 'em in there anyway; the whole install is separate from my vanilla stuff anyway). Thanks for the quick reply.
paulwheeler
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Post by paulwheeler »

Yeah you want the scripts_tc ones for tc.

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