[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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sdfg
Posts: 23
Joined: Mon, 14. Oct 13, 22:40

Post by sdfg »

paulwheeler wrote:List them here and I'll have a quick look and see if there is anything obvious.
See, I thought that's what it might be. I have lots of scripts installed, but only the following mods, in this order:

05 - IE
06 - IEX
07 - XRM 1
08 - XRM 2
09 - XRMi
10 - No ring gate mod (http://forum.egosoft.com/viewtopic.php?t=307215)
11 - Gate effects (http://forum.egosoft.com/viewtopic.php?t=296383)

I removed 11 and 10 first, tried it, same thing. I then removed IE, IEX, XRMi, shifted XRM 1 and 2 down to 05 and 06 (so that's all there was), started mod manager, closed mod manager, checked task manager to make sure mod manager was shut, started the game, the menu said XRM (no mention of IEX), started a new game (Humble Merchant), and it's still showing as XXL.
paulwheeler wrote:The only other way is to use the X3Editor2 to inspect each cat/dat and see if there is a TWareT in there.
Yeah, I did that, there aren't any twarets other than XRM.

There's no way a script can interfere with twaret?

[edit] Ok, I just did a fresh install, installed XRM only, no scripts, started and closed mod manager, started AP, still showing XXL. :-(

(Although when it started I saw a Khaak fleet taking out Herron's Nebula - did you incorporate the Awesome Beam Weapons stuff or roll your own? It's very impressive!)

[edit2] I just used X3Editor and poked around in the twaret file in XRM2.cat. SS_WARE_SCANNER3 is listed as Size = Extra Large Containers XL. - is that the right scanner? I tried editting twaret and adding it back to the cat, but it didn't work (mind you I don't really know what I'm doing heh)
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Sairaf
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Post by Sairaf »

Does anyone have a link for a "Clone Station" script? Many stations I come across either are invisible, or have only some sections visible (ware tube in forges, docking ring in most, that tower in equipment docks) and one time I somehow cloned one, the issue was fixed.

Mods:

14 - Immersive Enviroments
15 - Immersive Enviroments XRM
16 - Bounce
17 - XRM Hull
18 - XRM pt1
19 - XRM pt2
20 - XRMi Patch

Plugin Manager:

Adv. Jumpdrive
Adv. Jumpdrive Overrides
Auto-Rename Player Property
Cheat Collection Package
Improved Boarding
Marine Repairs
NPC Bailing (In-game menu is a solid window, I guess it's broken)
NPC Boarding
Universal Best Buy/Sell Locator

Scripts:

Release Passengers
Jump Fix by Gazz (I guess it's him)
Ranking Player Reputation by (I don't recall the author)
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Yacek
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Post by Yacek »

Sairaf wrote: NPC Bailing (In-game menu is a solid window, I guess it's broken)
No. I just lack the required JSON parser library.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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InFlamesForEver
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Post by InFlamesForEver »

Sairaf wrote:Does anyone have a link for a "Clone Station" script? Many stations I come across either are invisible, or have only some sections visible (ware tube in forges, docking ring in most, that tower in equipment docks) and one time I somehow cloned one, the issue was fixed.
Its part of the cheat script collection package as far as I am aware.
In Flames We Trust
Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

sdfg wrote:
paulwheeler wrote:List them here and I'll have a quick look and see if there is anything obvious.
See, I thought that's what it might be. I have lots of scripts installed, but only the following mods, in this order:

05 - IE
06 - IEX
07 - XRM 1
08 - XRM 2
09 - XRMi
10 - No ring gate mod (http://forum.egosoft.com/viewtopic.php?t=307215)
11 - Gate effects (http://forum.egosoft.com/viewtopic.php?t=296383)

I removed 11 and 10 first, tried it, same thing. I then removed IE, IEX, XRMi, shifted XRM 1 and 2 down to 05 and 06 (so that's all there was), started mod manager, closed mod manager, checked task manager to make sure mod manager was shut, started the game, the menu said XRM (no mention of IEX), started a new game (Humble Merchant), and it's still showing as XXL.
paulwheeler wrote:The only other way is to use the X3Editor2 to inspect each cat/dat and see if there is a TWareT in there.
Yeah, I did that, there aren't any twarets other than XRM.

There's no way a script can interfere with twaret?

[edit] Ok, I just did a fresh install, installed XRM only, no scripts, started and closed mod manager, started AP, still showing XXL. :-(

(Although when it started I saw a Khaak fleet taking out Herron's Nebula - did you incorporate the Awesome Beam Weapons stuff or roll your own? It's very impressive!)

[edit2] I just used X3Editor and poked around in the twaret file in XRM2.cat. SS_WARE_SCANNER3 is listed as Size = Extra Large Containers XL. - is that the right scanner? I tried editting twaret and adding it back to the cat, but it didn't work (mind you I don't really know what I'm doing heh)
Actually I think we've got our wires crossed. The Military Scanner should be XXL in size - its the Advanced Scanner that should be M size.

But your Buster should not have come with a Military Scanner - it should have come with an Advanced Scanner...

BTW - the beams are my own... released before the Awesome Beam Weapons mod...
sdfg
Posts: 23
Joined: Mon, 14. Oct 13, 22:40

Post by sdfg »

paulwheeler wrote:
Actually I think we've got our wires crossed. The Military Scanner should be XXL in size - its the Advanced Scanner that should be M size.

But your Buster should not have come with a Military Scanner - it should have come with an Advanced Scanner...

BTW - the beams are my own... released before the Awesome Beam Weapons mod...
Hahaha yes that would explain things. Why is it so big? Does it just replace the Triplex scanner? If so, is there a way to make it smaller?

They really are very very good beams, have other beam weapons been improved?

Something that I realised when playing with the scripts and stuff - is this compatible with the increase sector size mod? I always find the sectors very claustrophobic so would like to use it.
Viliae
Posts: 140
Joined: Tue, 12. Apr 11, 22:12
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Post by Viliae »

Welcome
Sairaf wrote:Does anyone have a link for a "Clone Station" script?
(...)
Mods:

14 - Immersive Enviroments
15 - Immersive Enviroments XRM
16 - Bounce
17 - XRM Hull
18 - XRM pt1
19 - XRM pt2
20 - XRMi Patch
(...)
Remove what I color in your quote. You don't need bounce cat\dat!. Bounce coflict with tfactory AND it's only needed to create bounce file.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

sdfg wrote:
paulwheeler wrote:
Actually I think we've got our wires crossed. The Military Scanner should be XXL in size - its the Advanced Scanner that should be M size.

But your Buster should not have come with a Military Scanner - it should have come with an Advanced Scanner...

BTW - the beams are my own... released before the Awesome Beam Weapons mod...
Hahaha yes that would explain things. Why is it so big? Does it just replace the Triplex scanner? If so, is there a way to make it smaller?

They really are very very good beams, have other beam weapons been improved?

Something that I realised when playing with the scripts and stuff - is this compatible with the increase sector size mod? I always find the sectors very claustrophobic so would like to use it.
The Advanced Scanner effectively replaces the Triplex. The Military Scanner is a new capital class scanner.

All beams have been overhauled.

The increase sector size mod is not compatible.
sdfg
Posts: 23
Joined: Mon, 14. Oct 13, 22:40

Post by sdfg »

Haha I was just about to edit my post.

Thanks for clarifying the scanner issue - that seems balanced :-)

I tried the change sector size mod, and the script does work, expanding the sector sizes. The only thing that doesn't work is editing the canvases, but that's because it's looking for X3TC. I put something on the forum thread asking the author about it, if there's no response I might hack away at the source a bit.

There is one strange thing, and I'm sure I saw something in this thread about it, but I can't find it again - the Engine Tuning/Cargo Bay Extension/Rudder Optimization - the prices for these are inversed. Is there any way to fix/change that?

I just went into a Boron system - wow. I'm going to have so much fun just wandering around looking at all the prettyshiny things! I am so very impressed with this overhaul :-D Thank you so much for your work!
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Are you sure the sector size mod doesnt add its own universe file? If it does, its not compatible - youll be in the vanilla universe and much of the xrm will not work.
sdfg
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Joined: Mon, 14. Oct 13, 22:40

Post by sdfg »

Well the script in the game is what moves the stuff around. Fairly easy to do, just figuring out the vectors and then applying the percentage to them.

The universe file seems only to be needed to edit the canvas size of the sectors, and it specifically asks for one to edit, by extracting it from a cat. I knew that XRM would have its own universe, so I extracted that universe file and told it to use that. But all of this is moot anyway, as the program hasn't been written for AP, only TC, and it can't actually apply the changes to the canvas file - but everything still works in the game.


...ish. I just entered Family Nyj and -everything- exploded. He did mention another system where that happened, I might just drop back down to 100% and forget the experiment XD
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Sairaf
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Post by Sairaf »

Viliae wrote:Welcome
Sairaf wrote:Does anyone have a link for a "Clone Station" script?
(...)
Mods:

14 - Immersive Enviroments
15 - Immersive Enviroments XRM
16 - Bounce
17 - XRM Hull
18 - XRM pt1
19 - XRM pt2
20 - XRMi Patch
(...)
Remove what I color in your quote. You don't need bounce cat\dat!. Bounce coflict with tfactory AND it's only needed to create bounce file.
I removed the .cat and .dat files, leaving only the scripts... And the game did not crash. I guess it worked, as I saw some station models I never saw before. Thank you, that pleased my sights greatly!

Also, paul, did this last update do something to reduce slowdowns? I played for a straight three hours, and only experienced a slowdowns during a missile spam.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Sairaf wrote: Also, paul, did this last update do something to reduce slowdowns? I played for a straight three hours, and only experienced a slowdowns during a missile spam.
Nope - i suspect your slowdowns were not caused by the XRM. The XRM requires more resources than vanilla, but there is no underlying issue causing a massive slowdown - there's a few unoptimized ships, higher res textures, and there's a lot more going on than in vanilla, but that's about it - and nothing has significantly changed for quite a while now.
blattgeist
Posts: 12
Joined: Tue, 12. Sep 06, 21:23
x3

Post by blattgeist »

Can I/should I use Lucikes script collection with XRM AP + Bonus Pack?
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Sairaf
Posts: 196
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Post by Sairaf »

Does the fact of me being unable to see more than the guns of the Blackbird and Mantis has something to do with me not having Albion Prelude installed? Some big Argon ship is invisible too, I can't remember which one. I guess it's the command ship that hangs around Black Hole Sun.

EDIT: Oh...
paulwheeler wrote: AP 3.1 - IMPORTANT NOTE!

The latest AP update adds a new cat/dat at 04. Renumber your cat/dats to make a space at 04 BEFORE you allow steam to update your game.
Maybe that's the problem...?
Deeparth
Posts: 451
Joined: Fri, 30. Apr 10, 00:35
x4

Post by Deeparth »

I'm getting the slowdown that comes from the MD bug that was supposedly patched sometime in February. could it be XRM?
paulwheeler
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Post by paulwheeler »

Sairaf wrote:Does the fact of me being unable to see more than the guns of the Blackbird and Mantis has something to do with me not having Albion Prelude installed? Some big Argon ship is invisible too, I can't remember which one. I guess it's the command ship that hangs around Black Hole Sun.

EDIT: Oh...
paulwheeler wrote: AP 3.1 - IMPORTANT NOTE!

The latest AP update adds a new cat/dat at 04. Renumber your cat/dats to make a space at 04 BEFORE you allow steam to update your game.
Maybe that's the problem...?
That sounds like you have lost your part 1 cat/dat - probably when steam updated. Shift all your cat/dats from 05 upwards by one, then reinsert part 1 at 05. I recommend a restart to avoid any long term effects.
paulwheeler
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Post by paulwheeler »

Deeparth wrote:I'm getting the slowdown that comes from the MD bug that was supposedly patched sometime in February. could it be XRM?
Nope - xrm does very little in MD.
paulwheeler
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Post by paulwheeler »

blattgeist wrote:Can I/should I use Lucikes script collection with XRM AP + Bonus Pack?
I recommend using the stand alone versions of the scripts rather than the bonus pack - its very out of date. It should all be compatible though.
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Quinch
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xr

Post by Quinch »

I played around a bit with the bounty scripts and made an adjustment or two - the military network menu has two more options, to turn in and out-of-sector bounty messages on or off.

It seems to be working so far, but if anyone else feels like field-testing it, I could always use the feedback.

https://dl.dropboxusercontent.com/u/335 ... ations.rar
I wasn't banished to the moon yesterday.

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