[MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Ah LT, I just kept refreshing the personnel page until I had 4 LT's, however I do plan to train my pilots myself once I get more than a few TM's as I like the added depth.
One question though that this is the wrong thread for but I think you will be able to answer, so I put 4 LT's in the 4 ships that I have on my TM,s but I was wondering how do I put a pilot in the TM itself? an option for that never comes up.
Also do my LT's rise in rank as they shoot pirates? I have not seen any rise so far but it is still early days.
One question though that this is the wrong thread for but I think you will be able to answer, so I put 4 LT's in the 4 ships that I have on my TM,s but I was wondering how do I put a pilot in the TM itself? an option for that never comes up.
Also do my LT's rise in rank as they shoot pirates? I have not seen any rise so far but it is still early days.
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
For Training Codea Pilots :
A TM or any other carrier with active Codea .
So you can you use Personal->Tansfer Pilots from / to cockpits.
4 or more M3,M4 or M5 ships with :
Fight Command Software MK1
Fight Command Software MK2
Navigation Command Software MK1
( Patrol Command Software )
At least one weapon installed
In these Fighter you put your Recruits , Ensign or Petty-Officers .
With Patrol CS you can use Security Service to set up a save Patrol in a save Core Sector, this will level
the Pilots much faster than standard Codea.
You can save the settings for easy use.
When they become LT , dock the ship , use Personal->Tranfer from Cockpit into the cargohold of the TM.
You need of course fresh Pilots to transfer them into the fighters and start again the Security Service.
For the LT `s you need M6 , TM or TP ships with the right equipment to FOLLOW the TM , than you can
transfer them into the Cockpits.
A TP with a LT can be used to get Personal from various Docks , as Technicans,Mechaniker, Gunners and so on.
Shure you can put a LT also in that first Basis TM , but hen you must let do him some sort of job , i usually
let the first TM without Pilot.
Pro-Tipp : If you also want to train civil Pilots as CLS, HVT and so on, use a second TM with Codea and name him different.
When your CLS Pilots become Logistiker you can store them on that TM , cause once they are not in Cockpit , they are just
Recruits , so you don`t confuse yourself with the Fight-Recruits...
After you had transfer them you have to send that civil ship to a station to get a newbee Pilot...
See :viewtopic.php?t=324136.
A TM or any other carrier with active Codea .
So you can you use Personal->Tansfer Pilots from / to cockpits.
4 or more M3,M4 or M5 ships with :
Fight Command Software MK1
Fight Command Software MK2
Navigation Command Software MK1
( Patrol Command Software )
At least one weapon installed
In these Fighter you put your Recruits , Ensign or Petty-Officers .
With Patrol CS you can use Security Service to set up a save Patrol in a save Core Sector, this will level
the Pilots much faster than standard Codea.
You can save the settings for easy use.
When they become LT , dock the ship , use Personal->Tranfer from Cockpit into the cargohold of the TM.
You need of course fresh Pilots to transfer them into the fighters and start again the Security Service.
For the LT `s you need M6 , TM or TP ships with the right equipment to FOLLOW the TM , than you can
transfer them into the Cockpits.
A TP with a LT can be used to get Personal from various Docks , as Technicans,Mechaniker, Gunners and so on.
Shure you can put a LT also in that first Basis TM , but hen you must let do him some sort of job , i usually
let the first TM without Pilot.
Pro-Tipp : If you also want to train civil Pilots as CLS, HVT and so on, use a second TM with Codea and name him different.
When your CLS Pilots become Logistiker you can store them on that TM , cause once they are not in Cockpit , they are just
Recruits , so you don`t confuse yourself with the Fight-Recruits...
After you had transfer them you have to send that civil ship to a station to get a newbee Pilot...
See :viewtopic.php?t=324136.
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
I managed to capture an Argon Express with a few technicians and mechanics.
I have transferred him over to the M1's cargo hold but that doesn't seem to do anything.
What is the proper way to get the mechanic to start work on my M1 carrier ?
I have transferred him over to the M1's cargo hold but that doesn't seem to do anything.
What is the proper way to get the mechanic to start work on my M1 carrier ?
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
viewtopic.php?f=94&t=259730CODEA Bomber
A M8 class ship
Pilot of the rank Lieutenant
Fight Command Software MK1
Fight Command Software MK2
Landing Computer
Cargo Life support System
Navigation Command Software MK1
Technician (ship crews require the Military Transport script to be installed)
Mechanic (ship crews require the Military Transport script to be installed)
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Yes you are right Taylor all of a sudden I started seeing the dreaded ZZZ warez again, oh well it was worth a shot.
Thanks for the tips, I am going to train up some pilots now and try out what you have suggested.
One thing, about the military transport script you mention, is that already installed in this pack, or must it be added?
I have my settings adjusted to make everything difficult so creditz are hard to come by atm. I only allow small ships to bail as I wish to capture bigger ships manually.
Every time I earn a few creditz the marines in my cargo bay use them up repairing the damage from all the combat encounters my TM's are getting into, I am loving it.
I have a new annoying issue with those Boron couriers, salvagers and rescue ships.......they are making a beeline toward all my satellites and blowing them up.......the messages are non stop about losing satellites, betty is driving me crazy.
Thanks for the tips, I am going to train up some pilots now and try out what you have suggested.
One thing, about the military transport script you mention, is that already installed in this pack, or must it be added?
I have my settings adjusted to make everything difficult so creditz are hard to come by atm. I only allow small ships to bail as I wish to capture bigger ships manually.
Every time I earn a few creditz the marines in my cargo bay use them up repairing the damage from all the combat encounters my TM's are getting into, I am loving it.
I have a new annoying issue with those Boron couriers, salvagers and rescue ships.......they are making a beeline toward all my satellites and blowing them up.......the messages are non stop about losing satellites, betty is driving me crazy.

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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

It is a hard life.
Yes the scripts are all included.
Go conquer the universe...
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
when I click on the download link on the main post I get error loading page, is the link dead?
ed: i have no clue how to install shame this mod looks amazing. i edit bat file to point to my X3AP Folder but it keeps telling me it can't find the X3AP_n exe
ed: i have no clue how to install shame this mod looks amazing. i edit bat file to point to my X3AP Folder but it keeps telling me it can't find the X3AP_n exe
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
On Page 7 is another DL-Link.
Have you renamed your Original X3AP.exe to X3AP_n.exe and copy the No-Steam X3AP.exe in
the game-directory ?
Have you renamed your Original X3AP.exe to X3AP_n.exe and copy the No-Steam X3AP.exe in
the game-directory ?
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
I got it working thanks, the problem was somehow I had it on drive G but it wouldn't work so I moved a fresh install to drive CTaylor2008 wrote: ↑Thu, 10. Jan 19, 04:01 On Page 7 is another DL-Link.
Have you renamed your Original X3AP.exe to X3AP_n.exe and copy the No-Steam X3AP.exe in the game-directory?
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
X3 AP-XRM Universe Colored Map 3.1 MOD SEEMS TO WORK WITH THIS MOD TO if anyone was wondering
ed: Anyone know how to work the travel drive? I installed one and have energy cells on board but have no idea how to use it.
ed: Anyone know how to work the travel drive? I installed one and have energy cells on board but have no idea how to use it.
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

I have additional :
Life from sush viewtopic.php?f=94&t=354571 with the latest tech-hacks from TechSY730 https://drive.google.com/open?id=1Ze-O1 ... zhrA7gG_pJ
and https://drive.google.com/open?id=1t006K ... OaEor8SP6s.
The Galactic News System (BBS 2.0) (V.105) viewtopic.php?f=94&t=260555.
[X3AP] X-Achievements - [01/01/2014] viewtopic.php?t=359740.
The new MBRR from TechSY730 https://drive.google.com/open?id=1xnIRX ... uJFbztk3dm.
Pandora-Ejector http://forum.egosoft.com/viewtopic.php? ... 24#4064224.
Universe Explorers v2.4.2 b5 - now with Mk3 Blacklist integration viewtopic.php?t=370081.
And an exelent script from german community MK3-Kommandomenü (original UTProfit) from Nightmare86 viewtopic.php?f=96&t=398959.
It is ingame english too and a super easy way to control all of your MK3 traders!!!
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
what are these? is this mods that are compatible with the resurrection?Taylor2008 wrote: ↑Thu, 10. Jan 19, 12:42Glad you get it.
I have additional :
Life from sush viewtopic.php?f=94&t=354571 with the latest tech-hacks from TechSY730 https://drive.google.com/open?id=1Ze-O1 ... zhrA7gG_pJ
and https://drive.google.com/open?id=1t006K ... OaEor8SP6s.
The Galactic News System (BBS 2.0) (V.105) viewtopic.php?f=94&t=260555.
[X3AP] X-Achievements - [01/01/2014] viewtopic.php?t=359740.
The new MBRR from TechSY730 https://drive.google.com/open?id=1xnIRX ... uJFbztk3dm.
Pandora-Ejector http://forum.egosoft.com/viewtopic.php? ... 24#4064224.
Universe Explorers v2.4.2 b5 - now with Mk3 Blacklist integration viewtopic.php?t=370081.
And an exelent script from german community MK3-Kommandomenü (original UTProfit) from Nightmare86 viewtopic.php?f=96&t=398959.
It is ingame english too and a super easy way to control all of your MK3 traders!!!
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
These are compatible with the LxXRM mod.
Or what do you mean with resurrection ?
Or what do you mean with resurrection ?
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Yes the travel drive had me trying to figure it out for ages as well.
If you install the travel drive, activate it and have energy cells on board and then click on a distant gate in the system (for instance) and select 'autopilot fly through gate' the drive should activate, it is great I loved using it on my M3, I much prefer it over SETA. (you can select places several systems away to auto pilot to and the drive will get you there activating on its own.)
However I bought a Dragon and the drive still works as above but when it gets to 20km from a gate it slows to 100ms (less than half the Dragons speed) and slow boats the rest of the way, really annoying as I had gotten used to using it.
If anyone knows how to stop the Dragon behaving this way I would appreciate a tip.
Actually it is a Dragon Sentinel with a whole heap of turrets which I filled with PBE's I think theres like 16 or more and 4 Ion railguns in the main frontal set. This thing is dying to every m6 I try to take on, maybe having only 4 front guns makes a massive difference, i even tried pbe's in the front 4 it is the same. There are no other weapons that can be used unless i want pacs or ire's. It isnt living up to its 'wage ware' description atm.
If you install the travel drive, activate it and have energy cells on board and then click on a distant gate in the system (for instance) and select 'autopilot fly through gate' the drive should activate, it is great I loved using it on my M3, I much prefer it over SETA. (you can select places several systems away to auto pilot to and the drive will get you there activating on its own.)
However I bought a Dragon and the drive still works as above but when it gets to 20km from a gate it slows to 100ms (less than half the Dragons speed) and slow boats the rest of the way, really annoying as I had gotten used to using it.
If anyone knows how to stop the Dragon behaving this way I would appreciate a tip.
Actually it is a Dragon Sentinel with a whole heap of turrets which I filled with PBE's I think theres like 16 or more and 4 Ion railguns in the main frontal set. This thing is dying to every m6 I try to take on, maybe having only 4 front guns makes a massive difference, i even tried pbe's in the front 4 it is the same. There are no other weapons that can be used unless i want pacs or ire's. It isnt living up to its 'wage ware' description atm.
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
I have been playing this modpack for a few days now and one thing that stands out to me is the weapon effects, in normal XRM mod the weapon effects are much much better and brighter and they also fire at a much faster rate. the weapon fire rate and effects in this mod just look so boring. To the point where i can hardly see them in space. is there a way to restore them to the default effects and fire rate of XRM or is it not possible with this mod?
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Really? the weapon effects are different to XRM, I was sure this mod pack was mainly XRM, any idea which mod changes it? I personally think it all looks great but its a long time since I tried any others to compare against.
Have you tried installing it the other way that is mentioned in the first post (by not using ALL) where you can select the parts you want only? just a thought.
I have a question, I am still loving this pack and wish to try boarding......the hard way ejecting marines into space.....but could someone suggest a ship to board, or class of ship that I would have the best chance with for learning and get my marines combat experience??
I am currently thinking of a TL although I have noticed the ships rarely run out of weapon energy which I think is going to make this a challenge.
What are you guys capping and any tips?? thank you
Have you tried installing it the other way that is mentioned in the first post (by not using ALL) where you can select the parts you want only? just a thought.
I have a question, I am still loving this pack and wish to try boarding......the hard way ejecting marines into space.....but could someone suggest a ship to board, or class of ship that I would have the best chance with for learning and get my marines combat experience??
I am currently thinking of a TL although I have noticed the ships rarely run out of weapon energy which I think is going to make this a challenge.
What are you guys capping and any tips?? thank you
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
I can not follow you , i think they are beautiful.I have been playing this modpack for a few days now and one thing that stands out to me is the weapon effects
And you have to consider , that the original weapon effect from XRM are notorius for very bad perfomance later in Game.
Look into the LxXRM directory , there are two subfolders 1. 420 - CPP weapon performance and 2. 300 - Awesomefied Weapons
Try to delete all those files in your game/addon directory.
Then copy the original XRM over the LxXRM directory , but i do not give any guaranty that this will work as you wish.
A M7 which can launch Pods is a good start , then you should assign hotkeys for the boarding operations.I have a question, I am still loving this pack and wish to try boarding......the hard way ejecting marines into space.....but could someone suggest a ship to board, or class of ship that I would have the best chance with for learning and get my marines combat experience??
I am currently thinking of a TL although I have noticed the ships rarely run out of weapon energy which I think is going to make this a challenge.
Maybe also have a TP with additional Marines in Range , so you could launch more waves of marines.
Do not forget to max train your marines , before you try boarding.
You can see their stats with an Bio-Scanner installed.
A very good and cheap possibilty to train them to max level , is to let them repair ships.
Maybe you want to edit the T-files from Marine Repair Script , to allow them to get fight training aswell.
There are two of this T-files in the addon/t directory.
Good luck!
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Cheers Taylor, I will try as you suggest however I am asking which ships are a good start to try and capture in this mod rather than which ship should I use to try and capture.
I also agree I think weapon effects are great, but again I have not compared them with any others recently.
EDIT.... I was just watching a capital ship firing beams in the distance and thought to myself......hell yeah these weapon effects are drop dead gorgeous.
Lastly I never cheat in games, I am a glutton for punishment, I do everything the hard way to get maximum play-time out of the games I play. I have 3 TM's on pirate patrols which all have 15 marines on board and the constant ship repairs they are doing is training them up nicely. All I need now is a ship to attempt to capture, I just can not make up my mind what will be best there are just so many ships to choose from in this pack and as I only have 50ish sectors revealed I expect there are way more than I have even seen. I do not wish to board anything special, my 1st boarding attempts will be solely to aid in marine fight training. I know I am going to have to lose a lot of men in my boarding endeavours.
I have also set up the hotkeys I think that I will need.
regards
I also agree I think weapon effects are great, but again I have not compared them with any others recently.
EDIT.... I was just watching a capital ship firing beams in the distance and thought to myself......hell yeah these weapon effects are drop dead gorgeous.


Lastly I never cheat in games, I am a glutton for punishment, I do everything the hard way to get maximum play-time out of the games I play. I have 3 TM's on pirate patrols which all have 15 marines on board and the constant ship repairs they are doing is training them up nicely. All I need now is a ship to attempt to capture, I just can not make up my mind what will be best there are just so many ships to choose from in this pack and as I only have 50ish sectors revealed I expect there are way more than I have even seen. I do not wish to board anything special, my 1st boarding attempts will be solely to aid in marine fight training. I know I am going to have to lose a lot of men in my boarding endeavours.



I have also set up the hotkeys I think that I will need.
regards

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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
I tried to install the mod again without those 2 folders but as soon as my lasers fire the game CTD.Taylor2008 wrote: ↑Sat, 12. Jan 19, 18:27I can not follow you , i think they are beautiful.I have been playing this modpack for a few days now and one thing that stands out to me is the weapon effects
And you have to consider , that the original weapon effect from XRM are notorius for very bad perfomance later in Game.
Look into the LxXRM directory , there are two subfolders 1. 420 - CPP weapon performance and 2. 300 - Awesomefied Weapons
Try to delete all those files in your game/addon directory.
Then copy the original XRM over the LxXRM directory , but i do not give any guaranty that this will work as you wish.
A M7 which can launch Pods is a good start , then you should assign hotkeys for the boarding operations.I have a question, I am still loving this pack and wish to try boarding......the hard way ejecting marines into space.....but could someone suggest a ship to board, or class of ship that I would have the best chance with for learning and get my marines combat experience??
I am currently thinking of a TL although I have noticed the ships rarely run out of weapon energy which I think is going to make this a challenge.
Maybe also have a TP with additional Marines in Range , so you could launch more waves of marines.
Do not forget to max train your marines , before you try boarding.
You can see their stats with an Bio-Scanner installed.
A very good and cheap possibilty to train them to max level , is to let them repair ships.
Maybe you want to edit the T-files from Marine Repair Script , to allow them to get fight training aswell.
There are two of this T-files in the addon/t directory.
Good luck!

I know it might not be a problem for people who have not played the original XRM but the laser show in XRM is just way too pretty compared to what's in this mod and i miss that. i know if has a performance hit but its something i can deal with.
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
I do not know either.I just can not make up my mind what will be best there are just so many ships to choose from in this pack and as I only have 50ish sectors revealed I expect there are way more than I have even seen. I do not wish to board anything special, my 1st boarding attempts will be solely to aid in marine fight training. I know I am going to have to lose a lot of men in my boarding endeavours.
I have just explore Argon and Paranid Prime ,so about 40 Sectors.
There is a Ship-List Browser in the mod,which need a hotky but i do not think that will show a good ship for boarding.
There is also a guy in this forums , who have a XRM-shiplist website in his signature.
But i have forgot to bookmark that site , so you have to read a some pages of XRM and /or Litcubes Forumpages to find.
I also do not cheat as it ruins the feeling of archieving a great expirience.

I have done 4 IngameDays only trading via hand , not automate and collecting missiles.
I love watching Pirates against Argonen in Elena , it is just a show...
So, if you find out , which ship is good for boarding , let us all know,please...
