[MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

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

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Zaknafein
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Joined: Thu, 31. Mar 11, 20:48
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Zaknafein » Sat, 7. Dec 19, 22:03

MLCC is Litcube's Universe. Has nothing to do with XRM and not in this pack.
Ofc ***modified***, modders doing what Egosoft cant.

NRG41
Posts: 2
Joined: Mon, 9. Jul 18, 22:33
x3ap

Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by NRG41 » Sat, 7. Dec 19, 22:12

Zaknafein wrote:
Sat, 7. Dec 19, 22:03
MLCC is Litcube's Universe. Has nothing to do with XRM and not in this pack.
Okay, so I am idiot. Thought so, but then got confused again from talking to someone else who plays and figured I would ask non-idiots. Thank you for fast response!
yUT

Rothank
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Rothank » Sat, 7. Dec 19, 23:11

I'm a bit torn between various weapon system mods (SMART / MARS). What do you guys recommend I use for personal M7C?
MARS seems to be a bit better at swapping weapons and overall accuracy, but it may be my imagination.

unknown1
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by unknown1 » Sun, 8. Dec 19, 14:38

Hi there. Been reading the front page of this mod, but can't seem to figure out what exactly the mods is about ?

Is it an updated XRM mod for Albion Prelude, togheter with Terran Conflict plots in AP ? DOes it also have MARS fire system included?

Rothank
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Rothank » Sun, 8. Dec 19, 15:22

unknown1 wrote:
Sun, 8. Dec 19, 14:38
Hi there. Been reading the front page of this mod, but can't seem to figure out what exactly the mods is about ?

Is it an updated XRM mod for Albion Prelude, togheter with Terran Conflict plots in AP ? DOes it also have MARS fire system included?
It's an updated X3AP XRM with TC & AP plots and a bundle of other usefull, quality of life + additional content mods.

drowningfly
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Joined: Sun, 21. Apr 13, 21:44
x4

Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by drowningfly » Tue, 10. Dec 19, 22:39

Is there a mirror for this? The download link is dead.

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alexalsp
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by alexalsp » Wed, 11. Dec 19, 21:25

The link is not working.

LINKS_234
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by LINKS_234 » Wed, 11. Dec 19, 21:27

I join the previous question. Can anyone give working link to download ?

snarfies
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x3

Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by snarfies » Fri, 13. Dec 19, 00:23

https://drive.google.com/open?id=1_xwYY ... P4bZwm-_-y

Also, should the original maintainer show back up, could you please either look into or explain why we have to cheat to cap M6 and above? I spent the money on the signature scrambler and the system override software, but I have to cheat to actually USE it. Since I did pay I don't mind too much, its just kinda immersion-breaking.


Rothank
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Rothank » Fri, 13. Dec 19, 20:43

snarfies wrote:
Fri, 13. Dec 19, 00:23
Also, should the original maintainer show back up, could you please either look into or explain why we have to cheat to cap M6 and above? I spent the money on the signature scrambler and the system override software, but I have to cheat to actually USE it. Since I did pay I don't mind too much, its just kinda immersion-breaking.
No need to cheat. You need to select the ship you want to capture, access salvage commands (I'd advise having a keyboard shortcut set up) and choose the option to claim (works within 5km).

unknown1
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by unknown1 » Sat, 14. Dec 19, 01:56

The download link is not dead. You have to right click the link and select save as ...

unknown1
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by unknown1 » Sat, 14. Dec 19, 02:49

The repair laser stations is missing from the AI menu. Also how can I revert to the original Jump Gate model ?

Rothank
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Rothank » Thu, 19. Dec 19, 17:50

unknown1 wrote:
Sat, 14. Dec 19, 02:49
The repair laser stations is missing from the AI menu. Also how can I revert to the original Jump Gate model ?
Repair lasers have been removed.
Regarding Jump Gates - a few pages back somebody described a way to revert them, might be worth a look

Mountain_Puncher
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Mountain_Puncher » Sun, 22. Dec 19, 21:36

The Devil's Knock wrote:
Mon, 28. Oct 19, 22:39
Are there any recommendations for increasing performance as the game goes on? I'm kind of stuck to around 56-30 fps without SETA and 20 fps (with seta/large combat) with an I7 8700k (single core is 4.4 mhz) 16 GB RAM and 1080 TI (not that graphics card matters alot for this game). SETA will stop getting the speedup after about 10 seconds time (says it's running but the game cancels the speedup) and sometimes the game kind of runs like in slow motion when going through a jump gate/large combat (besides just being 20 fp). I ran script editor to see if something could be causing an issue and I noticed !turret.killenemies.std is running for about 35k times and scs.npc.salvager is running 8.5k times. Is that normal for those? I'm guessing the first script is what lets AI turrets attack but the NPC one seems high from the salvage command menu. I even turned the npc salvager option off and did the kill all ship options yet the number stays the same. Kind of confused why that script is so high despite nothing should be running it right now (I have no ships salvaging). I do own several hundred ships and probably 150 total stations (spread out in different sectors) but the only scripts that really stood out for number of times currently running was those two I listed. If that is normal, is there something I can do to increase performance at this point of the game? Maybe a script that kills all ships besides my own galaxy wide in case there's a couple that are stuck doing something repeatedly?
I have the same specs and question. I thought battles shouldn't lag with the CPP for lasers and beams.

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