[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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That wouldn't be necessary- I'd be encoding OGGs from my master WAV files. Actually, I should explore the possibility of using only OGGs. If it works for Windows and Linux, it may make life easier.adrianx wrote:Oh, by the way, let me know if you would like them tested on Linux before release (assuming that is even necessary) in case Paul does decide to include them.
As an alternative I could supply a shell script to be run from the main directory that would convert them using ffmpeg and overwrite the WMAs after XRM install.
Edit: nvm I just realised what you're saying. Having the end user run the script, eliminating the need for an OGG to be posted?
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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I've seen few a those myself. Are you certain that it isn't some back luck?InFlamesForEver wrote:Paul I have just noticed that none of the new missions that came with 3.0 are available anywhere, is this on purpose, should they be or have I installed something wrong? I'd like to do a tourist mission tbh.
Thanks, Flames.
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Perhaps but they must be very infrequent then because I have 2 days on this save atm and not a single mission I've seen.Huillam wrote:I've seen few a those myself. Are you certain that it isn't some back luck?InFlamesForEver wrote:Paul I have just noticed that none of the new missions that came with 3.0 are available anywhere, is this on purpose, should they be or have I installed something wrong? I'd like to do a tourist mission tbh.
Thanks, Flames.
In Flames We Trust
Listening to Whitechapel soothes the soul!!
¹ ¤ ¹ But, the nuns are watching...
Listening to Whitechapel soothes the soul!!

XRM Trailer - XRM Installation Guide VideoSamuel Creshal wrote:Keyboards: What separates the men from the boys.
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Re: 3.0 plots
I can confirm that during testing for xrm1.29, both plots appeared at both target stations and I was able to accept the first mission.
Please note - these plots do not use the standard blue book plot icon, but rather use the combat mission icon.
If you do not see the missions and meet the starting requirements - what other mods are you using? Anything that alters mdfiles or conversations?
From the code I looked at, I didn't see any sign of a popup message to signal the plot availability - the missions just appear at the stations.
I will double check this tomorrow.
I can confirm that during testing for xrm1.29, both plots appeared at both target stations and I was able to accept the first mission.
Please note - these plots do not use the standard blue book plot icon, but rather use the combat mission icon.
If you do not see the missions and meet the starting requirements - what other mods are you using? Anything that alters mdfiles or conversations?
From the code I looked at, I didn't see any sign of a popup message to signal the plot availability - the missions just appear at the stations.
I will double check this tomorrow.
Last edited by paulwheeler on Tue, 28. May 13, 00:45, edited 1 time in total.
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I did a clean install, the only thing installed was the cheat package and a fresh install of X3AP. I don't know what the problem could be. Who were the people you spoke to at each station?
I had blitzed the Terran Plot, was level 16 for each thing top ranks with Terran and Split. Do I need rank with another faction?
I had blitzed the Terran Plot, was level 16 for each thing top ranks with Terran and Split. Do I need rank with another faction?
I'm your worst nightmare....
Apocalypse Incorporated; destroying a planet near you!
Apocalypse Incorporated; destroying a planet near you!
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Only a generic mission and a Strong-Arms one offered at their HQ.paulwheeler wrote:If you do not see the missions and meet the starting requirements - what other mods are you using? From the code I looked at, I didn't see any sign of a popup message - the missions just appear at the stations.
I'm in the process of building my first complex, I'll see if the corporate plot is buggy aswell.
Regarding our issue The Cuban Nightmare and I are both playing terran. Maybe an issue affecting Operation Loose Ends?
And finally the (many) mods I use:
Cheat Collection Package AP
Chem String Function Library
Enhanced Briefings
JSON parser library
Logain Industries CSecG
MarCon Main Menu
Marine Repairs and Training
Memia AutoScan Asteroids
NPC Bailing Addon
Salvage Command Suite
Salvage Commands and NPC
Universal Banking
Blacklist manager for Trader Mk3
Dock lockup fix
enhanced blueprints
follow_me
marine training manager
Mk3 Optimised
PhanonCorp
Release Passenger
Smart
Mars
Many scripts by lucike
Bounce
EEQ
IEX
And of course XRM
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I don't remember their names.
You only need top rep with the split. The missions should appear one to two hours later.
I have not altered the plots in any way. They do not check for any status of the main argon plot and all required sectors and stations are present. I can see no reason why there would be a problem due to the xrm.
The plot starts look like generic combat missions - its not obvious that they are plots.
Have you checked
You only need top rep with the split. The missions should appear one to two hours later.
I have not altered the plots in any way. They do not check for any status of the main argon plot and all required sectors and stations are present. I can see no reason why there would be a problem due to the xrm.
The plot starts look like generic combat missions - its not obvious that they are plots.
Have you checked
Spoiler
Show
the trading station in freedoms reach?
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Hi Paul, nice update with 1.29.....
Just been playing with the new cheetah comparing it against the Dragon Mk1 Prototype and Heavy Dragon....suddenly hit me the Cheetah, Dragon, and Heavy Dragon are all at a disadvantage now in XRM rules as you made all other M6 ships side turrets turn in forwards....but of course in these 3 split M6 they have up/down instead of left/right turrets but they do the same role.....so really shouldn't these split ships have there up/down turrets be allowed to fire slightly forward to even it out?...other all other races heavy M6's can have up to 18 forward facing weapons now!
Just as a side point, the Hyp and Appollox do seem very light in now forward facing weapons compared to the standard Heavy M6 class which generally have 18 forward facing turrets.....they have 8 forward heavy weapons and only 4 light forward facing turrets....anyway something i thought i would just point out
Just been playing with the new cheetah comparing it against the Dragon Mk1 Prototype and Heavy Dragon....suddenly hit me the Cheetah, Dragon, and Heavy Dragon are all at a disadvantage now in XRM rules as you made all other M6 ships side turrets turn in forwards....but of course in these 3 split M6 they have up/down instead of left/right turrets but they do the same role.....so really shouldn't these split ships have there up/down turrets be allowed to fire slightly forward to even it out?...other all other races heavy M6's can have up to 18 forward facing weapons now!
Just as a side point, the Hyp and Appollox do seem very light in now forward facing weapons compared to the standard Heavy M6 class which generally have 18 forward facing turrets.....they have 8 forward heavy weapons and only 4 light forward facing turrets....anyway something i thought i would just point out

Last edited by Sn4kemaster on Tue, 28. May 13, 01:08, edited 2 times in total.
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http://www.deviantpics.com/44ppaulwheeler wrote:Can you get me a screenshot?vukica wrote:might be a bug on bounty check.
if targeted ship is goner or abandoned then i get readtext errors.
everytime i check the numbers are different and sometimes there is one hyphen and sometimes there are two.
p.s. i've disabled the xrm war
Last edited by vukica on Tue, 28. May 13, 02:54, edited 1 time in total.
Split say NEED MORE FIREPOWER!!
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It looks like I had the wrong Non-Steam exe, but that's the only thing that seems off to me. Would that really screw things up? I am still getting two combat mission offers at Strong Arms and nothing at the trading station for corporate troubles. At Strong Arms, I get two combat missions that ask me to talk to a contact and kill someone, nothing like the first mission of the plot. What do you think the problem is? I am utterly baffled now, though that Non Steam Exe thing could have been an issue too. I tried a fresh installation again, but no dice.paulwheeler wrote:I don't remember their names.
You only need top rep with the split. The missions should appear one to two hours later.
I have not altered the plots in any way. They do not check for any status of the main argon plot and all required sectors and stations are present. I can see no reason why there would be a problem due to the xrm.
The plot starts look like generic combat missions - its not obvious that they are plots.
Have you checkedSpoilerShowthe trading station in freedoms reach?
Can you tell me very clearly who you are talking to at each location and what they are saying? There is no reason why this should be acting up as far as I can tell. At this point, I've tried literally everything. I don't supposed there is a script I could run that would just jump me to the first mission?
Last edited by The Cuban Nightmare on Tue, 28. May 13, 06:19, edited 2 times in total.
I'm your worst nightmare....
Apocalypse Incorporated; destroying a planet near you!
Apocalypse Incorporated; destroying a planet near you!
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i wanted to send out a thank-you to paulwheeler and anybody else who helped put this mod out. it is great. i managed to hack a khaak advanced m6. what a little beast. it has been my personal ship for most of the game. another great aspect is the station bartering. i now use a TL (orca) for my barter ship. there are just too many good deals to be found.
i had a question about an m6 that just flew past me. i was listed as Unknown Object. it was piloted by a goner! it had 8x200 shields and mounted 8+1 lasertower beam cannons. i can not find it in the encyclopedia and an advanced google search was negative. it kind of makes my little khaak m6 look weak. what did i just see? TIA. tr
i had a question about an m6 that just flew past me. i was listed as Unknown Object. it was piloted by a goner! it had 8x200 shields and mounted 8+1 lasertower beam cannons. i can not find it in the encyclopedia and an advanced google search was negative. it kind of makes my little khaak m6 look weak. what did i just see? TIA. tr
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You last visited on Thu, 13. Nov 08, 02:31
The time now is Mon, 27. May 13, 20:36

First, let me say I love XRM. I was blown away by its quality and there was so much of it I took for granted when I tried a vanilla game. I quickly learned the mistake of my ways and have been extremely thankful for the author's hard work.
Now down to business: I'm also unable to receive any 3.0 plots (or missions, as far as I can tell). My start was as a Xenon Rogue and I've met all the requirements (loose ends) for at least a day now. No mails have been sent and neither location has any unique missions.
I occasionally get completely blank messages from an unknown sender, but I think that's unrelated (maybe due to one of the salvage mods I'm running).
I'm looking forward to a fix to these stuck missions (and hopefully one that does not require a restart

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Moved from the Complex Cleaner thread as suggested by DrBullwinkle.
Just build my very first complex:
The container is invisible.
I can't link factories using complex construction kit.
Followed the readme: I did a manual install and did not include the .cat/.dat.
Check reported no error:
Complex Cleaner v409 : Installation / Upgrade successful.
Text files: Detected
Station object: Detected at index 476
Just build my very first complex:
The container is invisible.
I can't link factories using complex construction kit.
Followed the readme: I did a manual install and did not include the .cat/.dat.
Check reported no error:
Complex Cleaner v409 : Installation / Upgrade successful.
Text files: Detected
Station object: Detected at index 476