[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Yes, sorry, should have been clearer. timon (the Linux dev) mentioned possible problems with ffmeg versions not converting with the same byte offsets, obiviously not what we want.Maj. Tom wrote: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?adrianx wrote: 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.
Having a script that could somehow convert then check the resulting file against the "index" (was that what is was called, the text to sound file ?) would be ideal but I'm not sure how, if its possible at all (are there "breaks" between samples, which could be checked for ?).
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Can you please check if you have any other mods that changes conversations? This file was updated to include the 3.0 text, but if you have an old version somewhere that would cause this.joelR wrote:I just cheated my notoriety to 4 with terran and got an incoming message which I am assuming was plot related. It just says this:
=TextIDNotFound=
Ive never seen that kind of error before. I just checked and all the correct t files are in the game for 3.0.
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Did you follow the instructions on the first page of this thread for installing the complex cleaner?Huillam wrote: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
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Re: 3.0 plots.
I will run some tests today or tomorrow - please bear with me - I don't have a lot of time this week.
EDIT - Right I think I've worked out what the problem is. I will need a little time to fix the problem - don't worry about continuing your game, the plot will fire just fine once I sort this out.
I will also see if I can set the plot to fire regardless of which HUB plot you have done (if its possible, and I don't see why not).
I'll try and get an update out this week.
NOTE - this does not affect the added missions in 3.0 - they should be there. I think they must just be rare.
I will run some tests today or tomorrow - please bear with me - I don't have a lot of time this week.
EDIT - Right I think I've worked out what the problem is. I will need a little time to fix the problem - don't worry about continuing your game, the plot will fire just fine once I sort this out.
I will also see if I can set the plot to fire regardless of which HUB plot you have done (if its possible, and I don't see why not).
I'll try and get an update out this week.
NOTE - this does not affect the added missions in 3.0 - they should be there. I think they must just be rare.
Last edited by paulwheeler on Tue, 28. May 13, 13:20, edited 3 times in total.
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Actually reading up on vorbis it would seem that converting is inherently dodgy in this case given it is VBR, ie. different offsets are presumably guaranteed. Given that the original 00044 file is deleted during installation I assume that you create a new index file for use by XRM (ah, yes, in the second cat file). I assume this is somehow created when the sound files are created, is that correct - presumably not manually ?adrianx wrote:Yes, sorry, should have been clearer. timon (the Linux dev) mentioned possible problems with ffmeg versions not converting with the same byte offsets, obiviously not what we want.Maj. Tom wrote: 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?
At any rate, unless you've beaten me to it I'll copy my current X3TC setup to Windows and see if the ogg/vorbis files work there.
Thanks for your patience so far.
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A question about weapon ammo: I want to restore the ammunition to weapons that were using it, just to make them different. I understand that you had your vision when you were doing the balancing, but Im doing this only for myself.
So the question: If I re-enable the ammo will I have to edit anything to add the ammo to the ships in the universe, so they can use ammo weapons? Im not sure as I enabled ammo in midgame before and NPC's were shooting at me with MD's.
So the question: If I re-enable the ammo will I have to edit anything to add the ammo to the ships in the universe, so they can use ammo weapons? Im not sure as I enabled ammo in midgame before and NPC's were shooting at me with MD's.
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Hello!
I'm a bit of an X3 newbie myself, and a bit more of an XRM newb. I'm having an issue with both of the pirate starts for XRM (Formidable Freebooter and Surreptitious Smuggler). In whatever sector I start in (has always been Pirate-controlled thus far), I'm friendly with the Pirate trading posts and Pirate ships, but only sometimes the Privateer trading posts and Privateer ships. I've also always been hostile with every other building, which includes both factories and orbital weapons platforms. Now, the OWPs are a real problem because they fire missiles as soon as I'm in range to try and destroy my ship, and they are usually guarding trading posts.
Also, any Pirate-controlled adjacent sector is completely hostile save for some trading posts. All ships and orbital weapons platforms will attack me on sight.
IFF in all situations has "Pirates" listed as "Friendly".
Now, I'm wondering if this is a bug, if it's some issue with mod installation, or if this is simple working as intended. Right now it seems like the Pirate starts are impossible to play because you may not be able to trade with any of the stations (Depends on if Privateer stations are friendly and if Pirate stations aren't defended by Orbital Weapons Platforms) and you'll inevitably drop your Pirate relations from trying to do anything in Pirate-controlled adjacent sectors.
Let me know if this is an issue with the game/mod or if it's working as intended and maybe some pointers to overcome the difficulty.
Thanks!
I'm a bit of an X3 newbie myself, and a bit more of an XRM newb. I'm having an issue with both of the pirate starts for XRM (Formidable Freebooter and Surreptitious Smuggler). In whatever sector I start in (has always been Pirate-controlled thus far), I'm friendly with the Pirate trading posts and Pirate ships, but only sometimes the Privateer trading posts and Privateer ships. I've also always been hostile with every other building, which includes both factories and orbital weapons platforms. Now, the OWPs are a real problem because they fire missiles as soon as I'm in range to try and destroy my ship, and they are usually guarding trading posts.
Also, any Pirate-controlled adjacent sector is completely hostile save for some trading posts. All ships and orbital weapons platforms will attack me on sight.
IFF in all situations has "Pirates" listed as "Friendly".
Now, I'm wondering if this is a bug, if it's some issue with mod installation, or if this is simple working as intended. Right now it seems like the Pirate starts are impossible to play because you may not be able to trade with any of the stations (Depends on if Privateer stations are friendly and if Pirate stations aren't defended by Orbital Weapons Platforms) and you'll inevitably drop your Pirate relations from trying to do anything in Pirate-controlled adjacent sectors.
Let me know if this is an issue with the game/mod or if it's working as intended and maybe some pointers to overcome the difficulty.
Thanks!
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paul?vukica wrote: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
Split say NEED MORE FIREPOWER!!
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If I recall correctly it's a problem with the game and has nothing to do with XRM. The game always seems intent, no matter how friendly you're with the pirates, on spawning hostile pirates every now and again.Chaoswizkid wrote:Let me know if this is an issue with the game/mod or if it's working as intended and maybe some pointers to overcome the difficulty.
I usually just fix that using the cheat package. Fix Notoriety in Current sector or something (can't recall exactly what it's called, but you'll know it when you see it).
Also, not having a go because you're new, keep in mind that the pirate starts are not intended for the inexperienced players. They represent difficulties that aren't typical to the 'usual' play-through.
I think of the two pirate starts, the Formidable Freebooter is the most difficult. It has to do with the fact that an M7 is a tricky piece of ship to be flying around without a fighter because of the docking problem (it being an M7 and all) -- would've rather that start begin with a Marauder with some mercenaries aboard (far more fun in my opinion).
However, having said that, don't let that stop you - being a pirate is fun!

Cheers,
M.
Last edited by morikaane on Tue, 28. May 13, 16:42, edited 1 time in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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There is a mod somewhere that will do this for you, yaki guild or something like that.morikaane wrote:If I recall correctly it's a problem with the game and has nothing to do with XRM. The game always seems intent, no matter how friendly you're with the pirates, on spawning hostile pirates every now and again.Chaoswizkid wrote:Let me know if this is an issue with the game/mod or if it's working as intended and maybe some pointers to overcome the difficulty.
I usually just fix that using the cheat package. Fix Notoriety in Current sector or something (can't recall exactly what it's called, but you'll know it when you see it).
Also, not having a go because you're new, keep in mind that the pirate starts are not intended for the inexperienced players. They represent difficulties that aren't typical to the 'usual' play-through.
I think of the two pirate starts, the Formidable Freebooter is the most difficult. It has to do with the fact that an M7 is a tricky piece of ship to be flying around without a fighter because of the docking problem (it being an M7 and all) -- would've rather that start begin with a Marauder with some mercenaries aboard (far more fun in my opinion).
Cheers,
M.
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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Figured there would be.InFlamesForEver wrote:There is a mod somewhere that will do this for you, yaki guild or something like that.
Isn't that the Yaki Armada? I read in a previous post that there's a few question marks over its compatibility with AP3 (think Scoob said it a while back).
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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i am getting missiles repeatedly fired at my from large distances away about every 3 sectors i enter i cant even see the ship there coming from but everytime a blow one up theirs another launched and it makes getting though the sector a pain
is this normal and something im going to have to deal with the whole game?
im editing this post because everytime i click the post reply button it takes me back to the forum index??????? i have a question and cant ask it
is this normal and something im going to have to deal with the whole game?
im editing this post because everytime i click the post reply button it takes me back to the forum index??????? i have a question and cant ask it
Last edited by jbrookins3 on Tue, 28. May 13, 17:44, edited 1 time in total.
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It might be that one, I know there is one but I've never used it myself because I haven't ever wanted to be a pirate for more against more than one race at a time.morikaane wrote:Figured there would be.InFlamesForEver wrote:There is a mod somewhere that will do this for you, yaki guild or something like that.
Isn't that the Yaki Armada? I read in a previous post that there's a few question marks over its compatibility with AP3 (think Scoob said it a while back).
M.
That's normal, usually a Xenon G or a Pirate ship. Just get a ship with some turrets or some mosquito missile defence.jbrookins3 wrote:i am getting missiles repeatedly fired at my from large distances away about every 3 sectors i enter i cant even see the ship there coming from but everytime a blow one up theirs another launched and it makes getting though the sector a pain
is this normal and something im going to have to deal with the whole game?
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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I assume other races are OK?vukica wrote:paul?vukica wrote: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
I will look into this. Thanks for the heads up.
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On the pirate issue that's the game itself.Some pirate ships always spawn hostile,AP helps a bit where you can jump in and out of system and if your rep is ok some will change back to friendly or neutral (blue) instead of red,it helps to have another ship in the system you just left so you can examine/look at it in the map to see if they changed,BUT this doesn't work on the pirate orbital weapons platforms that I have seen,even the cheat package doesn't seem to be able to change the notoriety on them,only option I have found is to clone it close to where its placed then destroy the original with the cheat package.Annoying if you didn't find it manually first and lose a few ships to the platform even though you can dock at the base/shipyard.
I run PG and Yaki armada doesn't matter the settings some always spawn hostile from the getgo.
I run PG and Yaki armada doesn't matter the settings some always spawn hostile from the getgo.