[Mod/Patch] X3-Unleashed [RC2] [Aug-06-2010] - X3 Performance gains up to 38%

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

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x3d
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Joined: Fri, 24. Sep 10, 13:26

Post by x3d »

just one question, i installed ur mod with the no civil version but wen i ran the game the civilian ships are still there, i did read that it takes a while for them to disappear but exactly how long? because iv ben monitering a sector with civlian ships and the numbers are still high or maybe iv installed it the wrong way? i copied the files in the x3tc folder and changed thier numbers after the ones that my plugin manager had in there and also changed the text file number.

Thanks =]
Ragemaster9999
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is this compatable?

Post by Ragemaster9999 »

Noob question, I suppose, but this edits flights for npcs correct? I am using ship mod rebalanced, cmod4, pirate guild, and improved races. Is there any compatibility issues?

Or does this only trim "vanilla" flights?
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TrixX
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Post by TrixX »

Use the version that's available in the first post of the SRM thread. It adds and alters ships therefore making this one redundant.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
m4a1rifle
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Post by m4a1rifle »

This is very great mod, Thanks alot! :)

1 question, could you tell me how long does it take for the game engine to slowly remove the flight to the intended level when running this mod in a saved game?
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mangar
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Post by mangar »

Jumping in mid stream here, I read over how taxi and other things tracked by the engine puts a load on the cpu.

I have not downloaded any of this yet, but wondered will this have options like XTM where the player can turn on and off things like corps, terran mission, pirate bases. So I am asking will this venture allow players to turn on and off or reduce( TAXI, CIVILIANS, FOG, etc... or whatever.)

This way they can reduce some cpu load, or increase it back when they upgrade their computer or move their save game files to another computer.

I have three computer at diffrent locations, each one performs diffrently, So with the same game I could/would be able to modify the backgroud demands and NOT the needed savegame data.
Oh the fun of restarting x3tc all over again!

"Never confuse education with intelligence." - unknown
HotSake
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Post by HotSake »

mangar wrote:Jumping in mid stream here, I read over how taxi and other things tracked by the engine puts a load on the cpu.

I have not downloaded any of this yet, but wondered will this have options like XTM where the player can turn on and off things like corps, terran mission, pirate bases. So I am asking will this venture allow players to turn on and off or reduce( TAXI, CIVILIANS, FOG, etc... or whatever.)

This way they can reduce some cpu load, or increase it back when they upgrade their computer or move their save game files to another computer.

I have three computer at diffrent locations, each one performs diffrently, So with the same game I could/would be able to modify the backgroud demands and NOT the needed savegame data.
There are different Jobs files depending on how you want to configure NPC spawning. There are no in-game options to change anything; you have to pick a file to use. Pre-existing NPCs not supported by the new file will have blank names and eventually disappear when they reach their destinations, or you can run the included script to remove them. If you use the same save on multiple installs with different versions of Jobs.txt, then you'll just see blank names every time you change installs. They're harmless, and you can run the script each time to remove them if they bother you.
builder680
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Post by builder680 »

Cool mod, I'm trying it out in my saved game right now. But one thing I'm not clear on, and therefore I'm not sure if it's actually working for me.

I renamed the cat and dat to 13 (since my highest was 12), and I'm not sure if I did it right. Then I stuck em in the X3 Terran Conflict directory with all the other cats and dats. I assume this is what I'm supposed to do anyway.

However, you say this

"Rename Unleashed's .cat and .dat files so they are now either the highest number" (this is what I did), "or 1 less than the Plugin Manager's (if used)"
(italics and bold added)

in your install instructions. I'm not sure what you mean by the bolded part... I'm not even sure what 'number' my Plug In Manager uses, if it's even using one at all. I'm new to this stuff.

I do know that I am using the Plug In Manager, I just don't know how to find its cat and dat numbers... Furthermore, if I just assume the Plug In Manager number is the highest one, and go one number lower than that, I"ll be using a number that's already used...

Sorry if this is a stupid question but could you maybe walk me through that part a little more? I'm very new to installing mods on this game, in fact new to this game at all, having just discovered it about 2 weeks ago. I'd really like to make sure I install this correctly because I'd love to see some better framerates.

Thanks in advance if you can clarify for my thick skull. :)

Update to the above: I've now had this running for about 2 hours before posting this question, and I'm almost sure I haven't installed it correctly. I went with the "No Civilians" option, yet I still see "Argon Civilian Ships" docking and undocking. If I understand correctly, with the "No Civilians version," once a civilian has completed whatever mission it was on in a saved game, it should disappear... shouldn't it?
vkerinav
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x3ap

Post by vkerinav »

Plugin Manager doesn't use a cat/dat pair anymore. So if you did as you said and installed Unleashed as cat/dat 13, then it should be working just fine(There are twelve cat/dat pairs as of X3TC 3.0).

It'll take some time for all the civilian ships to disappear. If you want a quick check to make sure that everything is working, try starting a new game and flying to a busy core sector. There should always be civilians around in a vanilla game.
builder680
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Post by builder680 »

vkerinav wrote:Plugin Manager doesn't use a cat/dat pair anymore. So if you did as you said and installed Unleashed as cat/dat 13, then it should be working just fine(There are twelve cat/dat pairs as of X3TC 3.0).

It'll take some time for all the civilian ships to disappear. If you want a quick check to make sure that everything is working, try starting a new game and flying to a busy core sector. There should always be civilians around in a vanilla game.
Ah ok, ty for the info about Plug In Manager. By "taking some time for them to disappear," I assume you mean it will take more than a couple of hours?

Also, about testing in a new game... do you mean that if I start a new game with the "No Civilians" version, and fly to a busy sector because it normally has a lot of civilians... that I shouldn't see any civilians because it's a new game?
vkerinav
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x3ap

Post by vkerinav »

builder680 wrote:Ah ok, ty for the info about Plug In Manager. By "taking some time for them to disappear," I assume you mean it will take more than a couple of hours?

Also, about testing in a new game... do you mean that if I start a new game with the "No Civilians" version, and fly to a busy sector because it normally has a lot of civilians... that I shouldn't see any civilians because it's a new game?
Yes. There are a lot of civilian ship in an unmodified universe, so it may take an in-game day or more for them to all disappear.

Again, yes.
Virtualaughing
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Post by Virtualaughing »

Yeah thanks a lot man. That is terrible if you explore all the game slowes down to quarter than it's original performance :D
builder680
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Post by builder680 »

Well, I've been watching sectors (with satellites and by actually flying there) for the last couple of (real life) days, and I still seem to have anywhere from 0-15 Civilian ships in any sector I visit. It's been about 3-4 in game days.

I'm running the "No Civilians" version... I am wondering if I did something wrong or if this is normal. I can't really tell if it's working for my saved game or not.

A new game startup at Argon Prime showed 0 Civilian ships, so at least that part seems to be working. Although to be honest, I can't remember if Argon Prime had any civilian ships at the beginning of the game or not.

EDIT: Just noticed there was a recent update to 3.1...

So I'm wondering if that makes this mod unworkable, or if I simply have to wait for it to phase out Civilian ships again. Civilian ships seemed to go way down for about a day, then back up over the last day or two.
vkerinav
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x3ap

Post by vkerinav »

The patch added a thirteenth cat/dat pair, which overwrote Unleashed. Just reinstall it as the next pair. Patch notes don't mention any Jobs update, it'll work just fine.
builder680
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Post by builder680 »

Wow... so simple I didn't even notice it. You're a genius, thank you for your help :)
HotSake
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x3tc

Post by HotSake »

There is a new Jobs file in the 3.1 patch, but I haven't gone over it to see what the changes are.
builder680
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Post by builder680 »

HotSake wrote:There is a new Jobs file in the 3.1 patch, but I haven't gone over it to see what the changes are.
Well, I installed this as the 14th cat/dat pair and reloaded the game, so if there are any problems I suppose I'll see soon.
vkerinav
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x3ap

Post by vkerinav »

3.1 changed the name of a single entry from OTAS Escort to OTAS High-Tech Trader. Its a simple cosmetic change, nothing to worry anyone.
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mim525
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x3tc

Post by mim525 »

ive put the cat and dat files at the highest number in the x3tc folder yet theres still no blank named ships :cry:
vkerinav
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Post by vkerinav »

mim525 wrote:ive put the cat and dat files at the highest number in the x3tc folder yet theres still no blank named ships :cry:
Unleashed doesn't delete any entries from Jobs, so you don't get blank names, even from ones that no longer spawn ships.
builder680
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Post by builder680 »

mim525 wrote:ive put the cat and dat files at the highest number in the x3tc folder yet theres still no blank named ships :cry:
It took my game something like 30ish hours of real-life played time (some Seta, some not) for civilians to disappear, using the No Civilians version.

It may not look like it's doing anything at first, but it is :P

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