[XTM - TECH. SUPPORT] Technical support for Xtended Mod

The place to discuss scripting and game modifications for X³: Reunion.

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gibsonles
Posts: 10
Joined: Wed, 19. Jan 05, 12:18
x4

x tended installation

Post by gibsonles »

hi all

installed x tended mod over a clean x3 R install

load up the game and it has all the logos and what not
what I get though is a message saying intall may be corrupted

I did install the latest patches for X3
I also installed the DDR ship mod!!!

Am I missing some thing

Cheers in advance


XP sp3

8800GTX

duel core 3gh

Maudio 2496

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Russell Hobbs kettle


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Deadbeat_Spinn
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Post by Deadbeat_Spinn »

Try removing the DDR ship mod, the two mods may be conflicting and might be incompatible with each other.
gibsonles
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Joined: Wed, 19. Jan 05, 12:18
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Post by gibsonles »

That's cool I'll try that!!!

There seems to be a lot of stations and gates in each sector
ie all the jumpgates in Herrons Nebula seem to be doubled up with different id's.......is this correct or a bug or just the fact that I've installed incorrectly???

Alot of the staions double up aswell??

any advice welcome


Cheers
gibsonles
Posts: 10
Joined: Wed, 19. Jan 05, 12:18
x4

readtext issue

Post by gibsonles »

Hi all


using the Xtended mod and really liking it.

Thing is I get various ships, stations and even sectors that are labeled 'read text XXXXXX'. Bug/known issue or what.
I've seen posts for the Steam downloadable version of X3 but can't see any for the boxed version I have?

Is there something I've done whilst installing the mod(it was a clean install as my PC was gutted out) and the game patched to the latest version.

It doesn't seem to have a n effect other than it looks bad and staions with this label are undockable (maybe they're meant to be like that?)

Is there a link to a page/thread that may give assistance/guidance on how to resolve the issue?

Cheers in advance
Aydan
Posts: 238
Joined: Sat, 8. Sep 07, 20:56

Post by Aydan »

You're using an old savegame, which was used together wih the DDR mod you deleted, or you're missing the correct language pack, because the game isn't set to english. I can only assume what's happening without informations about the things that are labeled as ReadText. As you're posting in the english forum, i'd assume that you use an old savegame, as it seems like your installation is running, and XTM doesn't give a negative feedback on missing files. To be sure, run the mod integrity test under AL plugins. If it says "PASSED", everything is fine. In this case, stations and ships will respawn with the correct name, when they were destroyed. You may need to destroy them manually, but they will work, even if they're labeled ReadText.
Arucard
Posts: 28
Joined: Tue, 12. Feb 08, 23:51
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Attempting simple view distance mod, but crashing on startup.

Post by Arucard »

OK, I'm playing X3 with XTM. I'm trying a simple mod to increase the view distance in all sectors. Using Doubleshadow's X3 Editor, I've opened up TBackgrounds through the VFS, and it seems it's found it in 10.cat. For each of the 62 backgrounds, I change the fade distance to 100000m - 110000m, except for backgrounds where it's already greater or equal to that, then save. When I run the game after that, it displayes the XTended loading screen, then crashes before getting to the menu.

Is there something fundamental I'm missing here?


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superbattletank
Posts: 8
Joined: Thu, 15. Jul 10, 11:28

Post by superbattletank »

i guess this goes here. i'm just trying to edit the terran valhalla to be able to mount beta flak arrays. i found the weapon entries for it in tcockpits (11.cat/dat) and simply added them to the list. save with the new guns added to the weapon list and i see the xtm loading screen followed by a crash. i backed up the original 11.cat/dat and restored them, game works fine. i tried making my own 13.cat/dat and putting my modded tcockpits in there (under types\tcockpits.pck), same result. am i missing something how to edit mountable weapons for ships like this? thanks.

edit: fixed it by using the old x3 editor (.24) rather than the new one. :)
zombie-uk
Posts: 182
Joined: Tue, 4. Nov 08, 02:54

Solution to empty Universe Bug

Post by zombie-uk »

Hello, im back playing X3 Reunion on the side now and Im currently seeing a lack of ships in general.

Military Patrols are only one or two ships and I only ever see 3 TS and TP ships ever 3 sectors.

I do know of a Cat and Dat file I used before to fix that which I think used data from x2.

Does this mod still exist? I am playing XTM 7.5 and have a few scripts like Improved Xenon and Khaak, Xenon Migration and Sector Monitoring. I dont really use any new wears or turret scrips just general AI ones to improve or make the Enermy Races more Agressive. Hell I even managed to get the Terrans in Xtm to Conqer 65% of the X Universe, controlling the sectors from Xenon sector 598 all the way down to MaelStrom to Split Fire to Menaleaus's frontier. Its a Terran Universe for sure and Im friendly with them.

Anyhoo, is there a Mod/script to get more traffic in general because I have well of 70 hours of gameplay on this save and the Universal market is devoid of those much needed Products like Arnu Beef and Slaves.

I also know x3 reunion is obsolete to most people and this thread mite go without an answer like many others but i hope ya respond (:

......hehe Improved Terrans taking over the universe....


{A XTM question? Now what do the Forum Posting Rules say? ... Merging anyway, jlehtone}
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X3 Reunion i love it.
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Pesanur
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Post by Pesanur »

As long as I know this is a bug of the XTM :(
Tolmos
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Joined: Thu, 23. Feb 06, 03:37
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Post by Tolmos »

Hmm I haven't quite run into that problem yet. Seems interesting, though. I would say that you may need to start a trade empire to make up for whatever is missing in the universe. =D
Googly
Posts: 14
Joined: Sat, 11. Sep 10, 05:20

Post by Googly »

THe XTM forums link in the OP is broken.

http://www.thexuniverse.com/viewforum.php?f=18

Basically, what I would like to know is: Is this mod 'completed', or still in development? When was it last updated?
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X2-Illuminatus
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Post by X2-Illuminatus »

But the site and the forums are still there.

http://www.thexuniverse.com/
Googly wrote:Basically, what I would like to know is: Is this mod 'completed', or still in development?
Although it might not be finished, I doubt that the mod is still in development.
Googly wrote:When was it last updated?
From what you can read on the xtm page, the last update with version 0.7.5 was on 21st Sep 2008.
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Mac3309
Posts: 4
Joined: Sat, 2. Oct 10, 21:20

No Traffic

Post by Mac3309 »

I got about 80 hours in game, No civie traffic in my game either, the nice hostile galaxy kicked everyone. Im only on 4th misison, still trying to build up everything, cant get enough credits in, cant capture anything, cnat really do much but earn rep. my universe traders get hit and run and hide for hours on end, or I might make some money. At the moment I am trying to find BBS missions to wipe out pirate bases, or hammer Kha'ak bases.
Aydan
Posts: 238
Joined: Sat, 8. Sep 07, 20:56

Post by Aydan »

That's not a technical question, but a tactical. Try to get some money by doing a Xenon Invasion, assasination, or grab yourself a freighter and trade some Rastar Oil. If you have enough money to afford a silicon mine, this could be a low, but steady income, and you're able to run that things with a single CAG. Place it in Antigone Memorial or Orebelt... just a suggestion, there are hundreds of other opportunities ;). Build up money to buy a M2, and let it patrol between the northern and southern gate in Elenas Fortune. This will reduce the pirate traffic around Elenas Fortune significantly. If you have build up enough money, get a M7 to close the other end of that pirate route in Aladnas Hill. After a while, there wil be only occasionally pirates coming through.

Other critical sectors which should be blocked are Scale Plate Green, Getsu Fune and the boron sector east to it. Depending on your personal preferences, you can block other sectors too. If you have done this, you will notice that your UTs are much safer. Also, the normal NPC freighters can cross the almost empty pirate sectors between Elenas Fortune and Aldanas Hill.
Dark Kyro
Posts: 19
Joined: Tue, 6. Mar 07, 21:30

Post by Dark Kyro »

I have a problem with safe undocking in XTM - it can't be disabled in AL menu. SUre, it shows that it had been dibsbled, but when i enter any gate or undock from any station, I still end up far away from it.

Right now it basically ruins my chances of completing the X3 plot, so is there any way of manually disabling the safe undocking?
Aydan
Posts: 238
Joined: Sat, 8. Sep 07, 20:56

Post by Aydan »

Sounds more than you have an issue with the ships you're using. Did you add any custom ships? XSP? Or did you use, or have used a mod like Gaius/FCS MK3, or any mod that is changing stations?

If you end up far away from the docking clamp/Gate, it's normally a reaction on collision avoidance, which is caused by ES files, not XTM ones. You can redroduce this issue, when parking a M7 or up near a docking pathway of a station, and try to undock in a M6. This will get you somewhere around 10 km away from your original docking pathway. Try to undock with a different command, like docking at a different station, it may improve your situation. I suspect that some ship models have been messed up.

/edit: Also, if you have any Cockpit mod installed, it'd be incompatible with XTM.
Dark Kyro
Posts: 19
Joined: Tue, 6. Mar 07, 21:30

Post by Dark Kyro »

I didn't add any custom ships apart from XTM, don't have Gaius or FCS MK3
installed.
The only mod that changes station models I can think of is Ashley's Fabs - but the collision avoidance still works on undocking even with this mod being disabled (checked in the new custom start game).
Since my problem doesn't seem to be related to XTM, I'll try asking in another thread.
Akula87
Posts: 435
Joined: Sat, 23. Dec 06, 03:42

XTM's HMG effects

Post by Akula87 »

Does anyone know what the Trail Effect values, etc, were for the Heavy Missle Gun back in X3's Xtended?

I'm playing around with the Tbullets, Tlasers now and am curious!

Thanks,
Akula
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Ketraar
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EGOSOFT
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Post by Ketraar »

Asking in the appropriate Topic enhances chances of a reply severely and at same time decreases chances of getting topics locked. ;-)

Moved and merged this time.

MFG

Ketraar
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Aydan
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Joined: Sat, 8. Sep 07, 20:56

Post by Aydan »

Just open the TBullets with the X3 Editor. The trails used should be listed in the HMG gun bullet. If you can't identify the bullet ID, open TLasers from the last cat/dat, look for the bullet ID used, open TBullets and look at the bullet ID mentioned in TLasers. The value you're searching for is named "Trail".

Note the number, which is given in this field, and open up the "effects.txt" There you'll find the entry which is defining the trail. If you want to change that, you need to play around with the settings in there. If you just want to add this effect to a different bullet, just put in the same value in TBullets. However, this will only work with Reunion. For TC, you need to do a separate entry in particles and effects.

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