[XTM - TECH. SUPPORT] Technical support for Xtended Mod
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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XTM reduces the numbers of npc ship because of large universe. With every game started there wont be many ships doing their jobs but continue your game and you will notice a increase of npc ships.
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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There is no "XTM forum" within egosoft.com. Only two dedicated threads (XTM Gameplay and Tech). Links to those threads are even in the X3R S&M Forum Posting Rules.Aliens62 wrote:Maybe I should have asked this in XTM S&M forum, perhaps a mod would be kind enough to shift it?
XTM does have its own website, mentioned in those threads. Now this thread -- where-ever it did came from -- will merge into one of those threads.
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Maybe not the best place to post this, but here goes.
I installed MM federation ships (trekkie anyone?), they integrated nicely, and look really very,very good, but not even a m5 can dock inside?
Im about to try the SW ships from the same author and see what happens, can it be something from XTM? i made a fresh install and they were working before (no XTM).
Thanks for any help, kinda annoying when we need to keep a second ship close by so we can transport--> dock with smaller ship--> undock--> fly to main ship--> transport over again....
ps. XTM forums say MM ships are compatible...
I installed MM federation ships (trekkie anyone?), they integrated nicely, and look really very,very good, but not even a m5 can dock inside?
Im about to try the SW ships from the same author and see what happens, can it be something from XTM? i made a fresh install and they were working before (no XTM).
Thanks for any help, kinda annoying when we need to keep a second ship close by so we can transport--> dock with smaller ship--> undock--> fly to main ship--> transport over again....
ps. XTM forums say MM ships are compatible...
Strength through Unity
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All right, here goes:
this has been asked in the XTM forums but no solution was actually posted. There is a bug with the Argon M0 which doesn't correctly allow you to construct ships from a template if they are stock Egosoft ships. The script is written in such a way that the check for blueprints returns null if it's an ego ship (buster, nova, etc.) so that you're told you don't have the required blueprints for the job even when you do. Here is the links to the XTM thread:
http://www.thexuniverse.com/forum/showt ... hp?t=16533
What I need is someone who is familiar with X3 scripting who can fix the bug. The problem has been located in the script and others have been able to fix the script although no one has posted it yet (and it seems unlikely that they will).
Here is the post by Sartori pinpointing the issue:
while I can point out the problem more clearly I cannot write a fix for it because I am not familiar with the XTM scripts any longer (the scripts in questions are not from me and I have no clear idea where they are used offhand) but I do not even have a X3:R / XTM install for over a year, cannot edit / test any XTM scripts on TC and even worse the SE has changed considerable so I cannot even recall how exactly certain things worked in X3:R .
plugin.XTM.Cmd.Blueprints.CheckAvailable.xml
this has been asked in the XTM forums but no solution was actually posted. There is a bug with the Argon M0 which doesn't correctly allow you to construct ships from a template if they are stock Egosoft ships. The script is written in such a way that the check for blueprints returns null if it's an ego ship (buster, nova, etc.) so that you're told you don't have the required blueprints for the job even when you do. Here is the links to the XTM thread:
http://www.thexuniverse.com/forum/showt ... hp?t=16533
What I need is someone who is familiar with X3 scripting who can fix the bug. The problem has been located in the script and others have been able to fix the script although no one has posted it yet (and it seems unlikely that they will).
Here is the post by Sartori pinpointing the issue:
while I can point out the problem more clearly I cannot write a fix for it because I am not familiar with the XTM scripts any longer (the scripts in questions are not from me and I have no clear idea where they are used offhand) but I do not even have a X3:R / XTM install for over a year, cannot edit / test any XTM scripts on TC and even worse the SE has changed considerable so I cannot even recall how exactly certain things worked in X3:R .
plugin.XTM.Cmd.Blueprints.CheckAvailable.xml
without the Ship parameter the called plugin.XTM.Lib.GetShipVariables returns null for ES ships008 @ $vararr = $nul -> call script 'plugin.XTM.Lib.GetShipVariables' : Shiptype (optional)=$ShipType Ship (optional)=null
009 $strClass = $vararr[0]
010 $globalstring = sprintf: fmt='XTMOD.SBL.%s.%s', $strSY, $strClass, null, null, null
011 $blueprintarr = get global variable: name=$globalstring
012 if $blueprintarr
013 |$index = get index of $ShipType in array $blueprintarr offset=-1 + 1
014 |skip if $index == -1
015 ||return [TRUE]
016 end
Fingers crossed!011 $Index = get index of $Shiptype in array $NewShips offset=-1 + 1
012 if $Index != -1
013 |$VarArrT = $NewShipsVars[$Index]
014 |$VarArr = clone array $VarArrT : index 0 ... null
015 |
016 else if $Ship
017 * ES Only ships from this point
018 |$IsRevEngable = [TRUE]
019 |$objclass = $Ship -> get object class
020 |if $Ship -> is of class Fighter
021 ||if $objclass == M5
022 |||$Class = 'M5'
023 |||$Combat.Size = 1
024 |||$Defence.Level = 4
025 ||else if $objclass == M4
026 |||$Class = 'M4'
027 |||$Combat.Size = 1
028 |||$Defence.Level = 8
029 ||else if $objclass == Kha'ak Cluster M3
030 |||$Class = 'M3'
031 |||$Combat.Size = 2
032 |||$Defence.Level = 62
033 |||$IsRevEngable = [FALSE]
034 ||else if $objclass == M3
035 |||$Class = 'M3'
036 |||$Combat.Size = 2
037 |||$Defence.Level = 12
038 ||end
039 |else if $Ship -> is of class Little Ship
040 ||if $objclass == TS OR $objclass == TS
041 |||$Class = 'TS'
042 |||$Combat.Size = 7
043 |||$Defence.Level = 10
044 ||else if $objclass == TP
045 |||$Class = 'TP'
046 |||$Combat.Size = 9
047 |||$Defence.Level = 12
048 ||end
049 |else
050 ||if $objclass == TL
051 |||$Class = 'TL'
052 |||$Combat.Size = 35
053 |||$Defence.Level = 135
054 ||else if $objclass == M6
055 |||$Class = 'M6'
056 |||$Combat.Size = 7
057 |||$Defence.Level = 98
058 ||else if $objclass == M2
059 |||$Class = 'M2'
060 |||$Combat.Size = 46
061 |||$Defence.Level = 1380
062 ||else if $objclass == M1
063 |||$Class = 'M1'
064 |||$Combat.Size = 52
065 |||$Defence.Level = 1242
066 ||else if $objclass == M7
067 |||$Class = 'M7'
068 |||$Combat.Size = 25
069 |||$Defence.Level = 190
070 ||end
071 |end
072 @ |$strRace = $nul -> call script 'plugin.XTM.Lib.GetShipRace' : ship to determine=$Shiptype Type of return required=2 Pirate Ship Treatment=0
073 |if $strRace == $str.Race.Paranid
074 ||$Defence.Level = $Defence.Level * 105 / 100
075 |else if $strRace == $str.Race.Boron
076 ||$Defence.Level = $Defence.Level * 92 / 100
077 |else if $strRace == $str.Race.Teladi
078 ||$Defence.Level = $Defence.Level * 110 / 100
079 |else if $strRace == $str.Race.Xenon
080 ||$Defence.Level = $Defence.Level * 137 / 100
081 |end
082 * 0 = Class
083 * 1 = Can rev eng
084 * 2 = Race code
085 * 3 = Ship Combat size (for capping)
086 * 4 = Ship Defence Level (for capping)
087 |$VarArr = array alloc: size=5
088 |$VarArr[0] = $Class
089 |$VarArr[1] = $IsRevEngable
090 |$VarArr[2] = $strRace
091 |$VarArr[3] = $Combat.Size
092 |$VarArr[4] = $Defence.Level
093 else
094 |return null
095 end
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Corrupted save with XTM
I played the vanilla x3reunion 2,5 with the bonus pack, and everything worked.
The I wanted to try the xTended mod, but then I got an error when loading an old savegame. The game crashes and up comes a message saying "error loading savegame, may be corrupt!"
Is there someway to fix this? Or do I have to start a new game with the Xtended mod? I really want to use the mod, but don't feel like starting all over again.
{merged - Carlo}
The I wanted to try the xTended mod, but then I got an error when loading an old savegame. The game crashes and up comes a message saying "error loading savegame, may be corrupt!"
Is there someway to fix this? Or do I have to start a new game with the Xtended mod? I really want to use the mod, but don't feel like starting all over again.
{merged - Carlo}
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methinks this will have to get shifted to the XTM discussion thread.
but....
If you have just installed XTM, you will have to start a fresh game I'm afraid. However I was in the same boat as you. Had played one X3R game for ages and did not want to give up on it.
So i made 2 installs. I.E 1 vanilla and another with XTM installed. Just remember to keep saves seperate. I use slots 1 2 and 3 for XTM and 17 18 and 19 for vanilla. You my want to switch off autosave aswell.
but....
If you have just installed XTM, you will have to start a fresh game I'm afraid. However I was in the same boat as you. Had played one X3R game for ages and did not want to give up on it.
So i made 2 installs. I.E 1 vanilla and another with XTM installed. Just remember to keep saves seperate. I use slots 1 2 and 3 for XTM and 17 18 and 19 for vanilla. You my want to switch off autosave aswell.
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HELP!
I am on a plot mission on where you have to construct a mine and get the "seed" out of the asteroid, but when I get the message "Your mine is now operating... etc" and when I dock to the Ore Mine I do not get any sort of cutscene like the walkthroughs say....
I have X3 Reunion 2.5 XTM MOD 7.5 (I think) with Capital ship crews, crystal free SSP, Nividium mines, Nividium as second resource, point defense, satelite limited trader and sector takeover scripts installed...
How do I solve this problem??? They said patch 2.0 solves it but it is still broken for me!
I am on a plot mission on where you have to construct a mine and get the "seed" out of the asteroid, but when I get the message "Your mine is now operating... etc" and when I dock to the Ore Mine I do not get any sort of cutscene like the walkthroughs say....
I have X3 Reunion 2.5 XTM MOD 7.5 (I think) with Capital ship crews, crystal free SSP, Nividium mines, Nividium as second resource, point defense, satelite limited trader and sector takeover scripts installed...
How do I solve this problem??? They said patch 2.0 solves it but it is still broken for me!
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X3R+XTM .7.3 > patch to XTM .7.5 = Restart new game required?
Edit: Lame peep deleted!

{merged; please read the [url=http://forum.egosoft.com/viewtopic.php?t=96292][b]X3R[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] - Carlo

{merged; please read the [url=http://forum.egosoft.com/viewtopic.php?t=96292][b]X3R[/b] [b]S[/b]&M Posting [b]R[/b]ules[/url] - Carlo
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@SVB - did you ever solve this problem?
I was stuck on it a little bit myself. Its part of the Main Plot of X3R.
I got the right cut scene (about the mutation of Paranid genitals, snark) by just loitering around close to the station for a while.
Actually docking with it is not the trigger. I got the crystal while flying nearby the station.
I also have X3R 2.5 and XTM and all those other scripts you mention should have no effect on the Main Plot afaIk.
I was stuck on it a little bit myself. Its part of the Main Plot of X3R.
I got the right cut scene (about the mutation of Paranid genitals, snark) by just loitering around close to the station for a while.
Actually docking with it is not the trigger. I got the crystal while flying nearby the station.
I also have X3R 2.5 and XTM and all those other scripts you mention should have no effect on the Main Plot afaIk.
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XTM 0.75 file '10 and 11.dat' broken during extracting
bit of a noob question here and i've trawled through the forums and cant find a thread
am trying to get the XTended mod for X3:R ive already got Cycrows
scripts on their plus his plugin manager
Once ive downloaded the XTM 0.75 full (self extrating) i get to about 23% extracction to my temp folder and it comes up with a diagnostic message
saying : data error in '10.dat' file is broken
data error in '11.dat' file is broken
any1 got ay ideas? ive looked at manuals downloaded from diff sources and reinstalled
peace
{... and Forum Rules. Merge. jlehtone}
am trying to get the XTended mod for X3:R ive already got Cycrows
scripts on their plus his plugin manager
Once ive downloaded the XTM 0.75 full (self extrating) i get to about 23% extracction to my temp folder and it comes up with a diagnostic message
saying : data error in '10.dat' file is broken
data error in '11.dat' file is broken
any1 got ay ideas? ive looked at manuals downloaded from diff sources and reinstalled
peace
{... and Forum Rules. Merge. jlehtone}
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It isn't the crystal ones, it is the one where you extract the seed...
I sort of had it on SETA x10 for a long time (About 5 minutes and then 5 minutes and then 5 minutes so I do not get ranked down for being idle)
And it is strange... if I com (c) the station - the mining manager responds with a video but no sound..
I sort of had it on SETA x10 for a long time (About 5 minutes and then 5 minutes and then 5 minutes so I do not get ranked down for being idle)
And it is strange... if I com (c) the station - the mining manager responds with a video but no sound..
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- Joined: Mon, 16. Feb 09, 09:20
SVB, MarkusXL was correct, just used crystal instead of seed. I just finished that mission last week. I just happened to be flying back to the station with some e-cells, and when I got within 5-10k I got the cut scene. So basically kill a bit of time and fly close to the station.
PostPosted: Sat, 13. Feb 10, 12:00 Post subject:
It isn't the crystal ones, it is the one where you extract the seed...
I sort of had it on SETA x10 for a long time (About 5 minutes and then 5 minutes and then 5 minutes so I do not get ranked down for being idle)
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Just thought I mention something here, since it's been a problem I've had for a while - (and never had much help with it before):
I've played x3 (+XTM) on and off for quite a while, but the one problem I always had, was with the custom ships I liked to add - (mainly star wars orientated - (though am missing a lot of ship models to have a complete set)).
It always seemed very hit and miss - (very random) - as to whether or not it would actually load the extra ships in or not when starting a game, and it was always really annoying - no-one else I know even had the problem, let alone knew how to fix it...
But just in case anyone else does have the same problem, I know now exactly what seems to have been the problem:
The plugin.XTM.Setup.RemoveAllSYShips.xml file seems to have been the one causing problems. Having left it out of the installation, (after trying most of the files that way after running into the same problem again), it works fully and consistently...
Now, if only someone could make a proper random map generator for X3TC, (now that the custom ships are possible at last)...
I've played x3 (+XTM) on and off for quite a while, but the one problem I always had, was with the custom ships I liked to add - (mainly star wars orientated - (though am missing a lot of ship models to have a complete set)).
It always seemed very hit and miss - (very random) - as to whether or not it would actually load the extra ships in or not when starting a game, and it was always really annoying - no-one else I know even had the problem, let alone knew how to fix it...
But just in case anyone else does have the same problem, I know now exactly what seems to have been the problem:
The plugin.XTM.Setup.RemoveAllSYShips.xml file seems to have been the one causing problems. Having left it out of the installation, (after trying most of the files that way after running into the same problem again), it works fully and consistently...
Now, if only someone could make a proper random map generator for X3TC, (now that the custom ships are possible at last)...
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- Joined: Thu, 15. Oct 09, 20:51
Using the Galaxy Editor and the xtended Mod
I was wonder how do you add everything that was used in the Xtended mod and place it into the galaxy editor when your trying to create a new map?
Also I was wondering how do you create new sectors, I've tried doing it but i can get it to work?
{Essentially a XTM question. Merge. jlehtone}
Also I was wondering how do you create new sectors, I've tried doing it but i can get it to work?
{Essentially a XTM question. Merge. jlehtone}
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- Joined: Thu, 5. Nov 09, 19:44
@DarrenTomlyn:
Glad you found a fix for your problem, although I think that solution is unique!
Adding ships to XTM is a strange thing. To all newbies out there, I recommend finishing the X3R Main Plot and the Bala Gi Missions before venturing into this tricky setup. Don't invest huge amounts of time developing a massive trade empire - you may have to re-start if you want that one certain "cool" ship XPS download to play with.
Once you finish all those missions, you have a good sense of the X Universe and are now in the realm of fine tuning your "sandbox".
The setup I have came about after a lot of time wasted on crashings, corruptions, re-starts and re-installs.
But I now seem to be able to install any ship XSP file into my game without any problems. Those ships will not show up in any shipyards for sale, however. I have to use LV Cheat "Create Ship" to bring them into my game.
Mods XTM .7.5 and Ashley's Fabs work together fine with this, but adding any other mod-type components (notably, Complex Cleaner by Gazz) will cause problems and/or not work.
All scripts are happy but I just now ran into a small issue - Race Response Fleets seems to mess up Advanced Jump Drive - where if you try to use an Energy Free Jump it strips out all your goodies from your cargo hold. Yikes. Easy to workaround though...
So, if you have a fresh install, there should be no issues with adding any correctly written XPS files out there.
With this new setup, I can now pursue the several cool mission trees in XTM, and use whatever cool downloaded ships to do it. I re-started with "Economic Enthusiast" Custom Start in XTM, and it was perfect - it was just about the right amount of stuff I had prior to my re-start.

Glad you found a fix for your problem, although I think that solution is unique!
Adding ships to XTM is a strange thing. To all newbies out there, I recommend finishing the X3R Main Plot and the Bala Gi Missions before venturing into this tricky setup. Don't invest huge amounts of time developing a massive trade empire - you may have to re-start if you want that one certain "cool" ship XPS download to play with.
Once you finish all those missions, you have a good sense of the X Universe and are now in the realm of fine tuning your "sandbox".
The setup I have came about after a lot of time wasted on crashings, corruptions, re-starts and re-installs.
But I now seem to be able to install any ship XSP file into my game without any problems. Those ships will not show up in any shipyards for sale, however. I have to use LV Cheat "Create Ship" to bring them into my game.
Mods XTM .7.5 and Ashley's Fabs work together fine with this, but adding any other mod-type components (notably, Complex Cleaner by Gazz) will cause problems and/or not work.
All scripts are happy but I just now ran into a small issue - Race Response Fleets seems to mess up Advanced Jump Drive - where if you try to use an Energy Free Jump it strips out all your goodies from your cargo hold. Yikes. Easy to workaround though...
So, if you have a fresh install, there should be no issues with adding any correctly written XPS files out there.
With this new setup, I can now pursue the several cool mission trees in XTM, and use whatever cool downloaded ships to do it. I re-started with "Economic Enthusiast" Custom Start in XTM, and it was perfect - it was just about the right amount of stuff I had prior to my re-start.

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There is a script on thexuniverse.com, which will create a shipyard with all the XTM ships for sale in it.
However I have used it to add ships I want to be able to purchase in game, rather than script them in. Granted I've only added the derelicts to it, but I'm sure it would work for other ships to.
However I have used it to add ships I want to be able to purchase in game, rather than script them in. Granted I've only added the derelicts to it, but I'm sure it would work for other ships to.
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- Joined: Sun, 28. Feb 10, 13:27
Model viewer and XTM
3D Model Viewer crashes with the XTM installed. The 3d model viewer worken untill i installed XTM. I read a post that it should work with the latest versions but i got the latest version of Model Viewer and XTM installed. I looked for a post on this topic but can't find any. Any help on this??
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- Joined: Thu, 15. Oct 09, 20:51
I'm having touble with the xtended mod with my custom map. It saids that the job files cannot be loaded, also the whole universe is missing all the ships. but all the other maps that came with the xtended mod, plus the x_universe is fine though.
Is there anything that i'm missing or is there anything that i can do to fix it?
Is there anything that i'm missing or is there anything that i can do to fix it?