[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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paulwheeler
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Post by paulwheeler »

Yacek wrote:
Sorkvild wrote:I started doing this plot like two xrms versions ago, can't go any further with this bug present :/
If the current version is the correct code XRM mission, you have to go back to the save before the mission. Yes Dial MD code, otherwise you do not have the capacity to perform again this cue MD code. Unless you write the code that MD freshening appropriate cue.

I have just checked and there is no problems with the current 1.28 conversations, so you must have activated that MD cue before I fixed it a few versions ago.

You will need to revert to a save from before you accepted the mission in order for it to correctly initialize.
-XeNoN-
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Post by -XeNoN- »

Paulwheeler@
Hi mate, im trying to import Dark Matter Beam Cannon to the AP (without XRM), can you give me some pointers pls?
I followed the tutorial here on this forum but in game some weapons perticulary beam weapons have bugged damage, do i need perhaps (if i want to add it) replace existing weapon?
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Sorkvild
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Post by Sorkvild »

paulwheeler wrote:
Yacek wrote:
Sorkvild wrote:I started doing this plot like two xrms versions ago, can't go any further with this bug present :/
If the current version is the correct code XRM mission, you have to go back to the save before the mission. Yes Dial MD code, otherwise you do not have the capacity to perform again this cue MD code. Unless you write the code that MD freshening appropriate cue.

I have just checked and there is no problems with the current 1.28 conversations, so you must have activated that MD cue before I fixed it a few versions ago.

You will need to revert to a save from before you accepted the mission in order for it to correctly initialize.
Don't have this savepoint anymore. Goodbye plot, yeah?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
paulwheeler
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Post by paulwheeler »

Sorkvild wrote:
paulwheeler wrote:
Yacek wrote:
Sorkvild wrote:I started doing this plot like two xrms versions ago, can't go any further with this bug present :/
If the current version is the correct code XRM mission, you have to go back to the save before the mission. Yes Dial MD code, otherwise you do not have the capacity to perform again this cue MD code. Unless you write the code that MD freshening appropriate cue.

I have just checked and there is no problems with the current 1.28 conversations, so you must have activated that MD cue before I fixed it a few versions ago.

You will need to revert to a save from before you accepted the mission in order for it to correctly initialize.
Don't have this savepoint anymore. Goodbye plot, yeah?
There is a way of reseting plot cues, but I don't know how. Ask someone like Dillpickle - he's well versed in these things.
paulwheeler
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Post by paulwheeler »

NighTragE wrote:Paulwheeler@
Hi mate, im trying to import Dark Matter Beam Cannon to the AP (without XRM), can you give me some pointers pls?
I followed the tutorial here on this forum but in game some weapons perticulary beam weapons have bugged damage, do i need perhaps (if i want to add it) replace existing weapon?
If you start a new game, then you should be able to simply add the weapon to the end of the relevant files.

You need to copy the XRM Tlasers entry to the bottom of the vanilla Tlasers, increasing the number at the top of the file by one, then do the same for TBullets. You'll also need to open your edited TLasers in the X3 editor 2 to move the DMBC onto a Subtype that makes sense - there are two spare in vanilla AP. Then you need to edit either Tcockpits or TShips to give ships this subtype.

Then you need to put the modded files into a cat/dat with the DMBC model, making sure the path of the model matches that set in TBullets. Install the cat/dat and fire up X3.
Last edited by paulwheeler on Mon, 24. Dec 12, 15:33, edited 1 time in total.
DarkCrawler
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Post by DarkCrawler »

It's some time i don't play X3, so i updated from 1.22 to 1.28 and after some days of game i found out i have the unfocused jumpdrive no more.. I had it before the update, since i made both the hub and the HQ plots.. The hub and the HQ are both ok, but no trace of unfocused jumpdrive.. Any suggestion about that? Thanks!
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-XeNoN-
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Post by -XeNoN- »

paulwheeler wrote:
NighTragE wrote:Paulwheeler@
Hi mate, im trying to import Dark Matter Beam Cannon to the AP (without XRM), can you give me some pointers pls?
I followed the tutorial here on this forum but in game some weapons perticulary beam weapons have bugged damage, do i need perhaps (if i want to add it) replace existing weapon?
If you start a new game, then you should be able to simply add the weapon to the end of the relevant files.

You need to copy the XRM Tlasers entry to the bottom of the vanilla Tlasers, increasing the number at the top of the file by one, then do the same for TBullets. You'll also need to open your edited TLasers in the X3 editor 2 to move the DMBC onto a Subtype that makes sense - there are two spare in vanilla AP. Then you need to edit either Tcockpits or TShips to give ships this subtype.

Then you need to put the modded files into a cat/dat with the DMBC model, making sure the path of the model matches that set in TBullets. Install the cat/dat and fire up X3.
Hm im little confused hehe, if i got this right (maybe) i need to extract basically XRM TLasers/TBullets to the vanilla cat then edit it in the X3Editor? About spare you ment Spare Laser1/2?
Can you be more specific i just started modding hehe, do you have some instant messaging program so you can guide me step by step if you dont mind :), or if you ment this: I need to extract vanilla TLasers/Tbullets and copy/paste XRM TLasers (DMBC) and TBullets (DMBC) to the end of each T file then edit the newly/Extracted vanilla Tlasers/Tbullets? Btw when i extract vanilla TLasers which cat do i need to extract? Because Cat 1 has all the Type files there ,but 02 and recent 03 (Not sure about 02 and 03 but for 01 im certain it has the needed Type files).
And what subtype is best to put in? Ive noticed you put DMBC in the SS_ARGON_AF or smth like that.
paulwheeler
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Post by paulwheeler »

The XRM version of this gun will not simply drop into vanilla due to the huge amount of changes I made to weapons.

You need to copy the entries for the DMBC from both the XRM TLasers and TBullets into copies of the vanilla TLasers and TBullets (use notepad - extract the versions from the highest numbered cat/dat you find them in). You need to increase the number at the top of each file by one otherwise the game wont read the extra line. Then put these modded files into a cat/dat or drop them into a local types folder. You then need to put the DMBC onto an appropriate subtype in TLasers (you can't use what I used for XRM as I have completely rearranged all the subtypes) and give that subtype to whatever ship you want to have the DMBC. Use one of the two spare subtypes is probably easiest.

You also need the model for the DMBC bullet. The path it is read from is defined in TBullets.

I suggest you thoroughly go through the tutorials on this forum as you really need to understand how the X3 weapon system works and the file structures. It would take far too long to explain it all here (plus its christmas eve and I'm too busy to write a tutorial).
Last edited by paulwheeler on Mon, 24. Dec 12, 16:54, edited 2 times in total.
paulwheeler
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Post by paulwheeler »

DarkCrawler wrote:It's some time i don't play X3, so i updated from 1.22 to 1.28 and after some days of game i found out i have the unfocused jumpdrive no more.. I had it before the update, since i made both the hub and the HQ plots.. The hub and the HQ are both ok, but no trace of unfocused jumpdrive.. Any suggestion about that? Thanks!
No idea. I can't think of anything in any update that would remove it. Just cheat it back in.
DarkCrawler
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Post by DarkCrawler »

paulwheeler wrote:
DarkCrawler wrote:It's some time i don't play X3, so i updated from 1.22 to 1.28 and after some days of game i found out i have the unfocused jumpdrive no more.. I had it before the update, since i made both the hub and the HQ plots.. The hub and the HQ are both ok, but no trace of unfocused jumpdrive.. Any suggestion about that? Thanks!
No idea. I can't think of anything in any update that would remove it. Just cheat it back in.
How can i cheat it back?
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paulwheeler
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Post by paulwheeler »

DarkCrawler wrote:
paulwheeler wrote:
DarkCrawler wrote:It's some time i don't play X3, so i updated from 1.22 to 1.28 and after some days of game i found out i have the unfocused jumpdrive no more.. I had it before the update, since i made both the hub and the HQ plots.. The hub and the HQ are both ok, but no trace of unfocused jumpdrive.. Any suggestion about that? Thanks!
No idea. I can't think of anything in any update that would remove it. Just cheat it back in.
How can i cheat it back?
Using Cycrows cheat scripts.
DarkCrawler
Posts: 58
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Post by DarkCrawler »

paulwheeler wrote:
DarkCrawler wrote:
paulwheeler wrote:
DarkCrawler wrote:It's some time i don't play X3, so i updated from 1.22 to 1.28 and after some days of game i found out i have the unfocused jumpdrive no more.. I had it before the update, since i made both the hub and the HQ plots.. The hub and the HQ are both ok, but no trace of unfocused jumpdrive.. Any suggestion about that? Thanks!
No idea. I can't think of anything in any update that would remove it. Just cheat it back in.
How can i cheat it back?
Using Cycrows cheat scripts.
I installed it but honestly can't find out a command to replace the unfocused jd... :?
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paulwheeler
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Post by paulwheeler »

Use the add any ware command.
-XeNoN-
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Post by -XeNoN- »

paulwheeler@
After some playing around with the files ive done it, accually it was quite easy since you cleared away some doubts i had when i first attempted to add the laser =), again ty very much!
All seem to be in order now!
Ofc on XRM the damage is good, but on vanilla type game is rather low, i tought to increase it abit so it can be between Plasma Beam Cannon and Gamma Kyon Emmiter but with lower fire rate, what accually counts as total damage and how to set it up?
Personally i would like it to have:
17k Shield Damage and 9 k Hull damage, but with lower fire rate lets say 20-25, one more question if you dont mind =):

What does it mean Rapid Box? Width, Hight and Length?

DarkCrawler@
To use command addanyware in the Cycrows cheat menu, open up the menu (hotkey which you assigned it), the target should be on your ship then click on Add Wares,Upgrades and Equipment, you will see small menu, click on Add Any Ware, choose Tech and search for the Unfocussed Jumpdrive it should be added.
DarkCrawler
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Post by DarkCrawler »

paulwheeler wrote:Use the add any ware command.
Great! Thank You!! And great work with this Mod! ;)
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fisher 2000
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Post by fisher 2000 »

Hi, I found this thread for people who don't know/ understand how to install this mod or the compatibles :p

http://forum.egosoft.com/viewtopic.php?t=292291
paulwheeler
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Post by paulwheeler »

NighTragE wrote:paulwheeler@
After some playing around with the files ive done it, accually it was quite easy since you cleared away some doubts i had when i first attempted to add the laser =), again ty very much!
All seem to be in order now!
Ofc on XRM the damage is good, but on vanilla type game is rather low, i tought to increase it abit so it can be between Plasma Beam Cannon and Gamma Kyon Emmiter but with lower fire rate, what accually counts as total damage and how to set it up?
Personally i would like it to have:
17k Shield Damage and 9 k Hull damage, but with lower fire rate lets say 20-25, one more question if you dont mind =):

What does it mean Rapid Box? Width, Hight and Length?

DarkCrawler@
To use command addanyware in the Cycrows cheat menu, open up the menu (hotkey which you assigned it), the target should be on your ship then click on Add Wares,Upgrades and Equipment, you will see small menu, click on Add Any Ware, choose Tech and search for the Unfocussed Jumpdrive it should be added.
Damage is dependent on the shield and hull damage values set in TBullets and the rate of fire set in TLasers. The actual damage is also dependent on the speed of the bullet as slower bullets often miss. Beams are instant hit so rarely miss.

Rapid box defines a box drawn around the bullet which causes the bullet to hit. The lower these values, the smaller the box and thus the more often the bullet misses.
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mulahey
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Post by mulahey »

Hey Paul!

So I gave XRM another go. I had to. As nvidium stock exchange exploit ruined my vanilla game for me I decided to start afresh. A new game it is! This time around I will make sure not to mine any nvidium, save for quest purposes only. Well, maybe occasionally, but I will definitely act as if stock exchanges were there for decor only. What better opportunity could I ask for? The situation basically screamed "Install XRM dude, right now!" So I listened to the voice. :) I avoided all the extras that made my first experience with XRM a bad one. Namely I left out cockpits and sector backgrounds, but maybe if the current game performance will stay solid, I may add the backgrounds to my game later. So no screen (or cockpit) shaking on acceleration now! Anyhow, I´m enjoying the game so far, started Aldran adventurer start. Ok, here is an annoying question. Shouldn't it read Aldrin instead of Aldran? :P Oh, and I wanted to say GOOD JOB!!! 8)
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robalexhall
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Post by robalexhall »

Do we need (for those of us that use it) to regenerate the bounce wall file for 1.28?

I'm not sure since only part 2 is updated.
paulwheeler
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Post by paulwheeler »

robalexhall wrote:Do we need (for those of us that use it) to regenerate the bounce wall file for 1.28?

I'm not sure since only part 2 is updated.
I don't think its necessary - the changes were fairly minor.

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