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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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joelR
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Post by joelR »

paulwheeler wrote:
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.
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.
I dont have any mods that are before or after XRM that touch conversations. I also checked the director folder and nothing there would change anything. Im at a loss. What is the name of the file in question anyhow?
jbrookins3
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Post by jbrookins3 »

in the instructions it say i should install Gazz's Missile Defence Mk2 and Gazz's Missile Safety script

it was easy to install the XRM but im not sure how to install the others and if i have to have the plugin manager to do it?
paulwheeler
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Post by paulwheeler »

joelR wrote:
paulwheeler wrote:
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.
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.
I dont have any mods that are before or after XRM that touch conversations. I also checked the director folder and nothing there would change anything. Im at a loss. What is the name of the file in question anyhow?
The file is called "conversations". Its in the t folder.

The only plot that checks for Terran Rep is loose ends and that plot works just fine in the xrm, so the problem must be at your end.
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joelR
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Post by joelR »

paulwheeler wrote:The file is called "conversations". Its in the t folder.

The only plot that checks for Terran Rep is loose ends and that plot works just fine in the xrm, so the problem must be at your end.
As an experiment I extracted the conversations file from the 03.cat and dropped it into my addon/t folder and still get the same error. Its the only conversations file in my tc folder anywhere.

EDIT: I reinstalled XRM as well. No luck.

Can someone else test if operation loose ends starts for them?
Huillam
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Post by Huillam »

It worked for me with version 1.28. Did it again with v1.29 (not 1.29b).
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joelR
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Post by joelR »

Huillam wrote:It worked for me with version 1.28. Did it again with v1.29 (not 1.29b).
What could possibly mess that up for me? I cant see anything I have that could possibly mess it up.
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Maj. Tom
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Post by Maj. Tom »

adrianx wrote:
adrianx wrote:
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?
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.
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 ?

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.
I don't expect offsets to affect it that much. I would think that, worst case, if it's off by a few ms then the ogg can be corrected as such. Creating whole new index files for the ogg version would be (I think) an astronomical amount of work. You'd have to find out the exact time point, in ms, where each word/piece of dialog appears in the dat files.
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swatti
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Post by swatti »

UPDATE-IDEA: TP, TS and TM ships OOS-combat

Right, I dont know how much OOS-combat XRM changes but theres something that could use some testing:

Transport-ships are slow and often get attacked by those random pirate-groups, i've spent quite some time "optimizing" my transport-ships to perfect configuration to counter those as they are the only "issue" im having.

Problem is, my transports do NO DAMAGE, at all even if they are armed. I believe the problem is the OOS-combat being "melee-range" and i set my transports with no fight-software so they dont stay and fight.
Also a single pirate M3 can take out two SENTINEL-class transports in OOS while IS they devour few M3s with ease...

The idea came from Lasertowers that are the only "ranged weapon" in OOS-combat. Give different transports some ranged-ability in OOS. Not much, just a little. This way they actually use their weapons WHILE running away and do some tests too about their OOS-damage as some simply get annihilated in OOS-combat.
(I may have mentioned this before but the Blastclaw does HUGE damage in OOS sometimes, intended?)

Since even Sentinel-class transports suck as assault-craft it would keep the balance and give the poor transports some teeth.
cjm3fl
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Post by cjm3fl »

joelR wrote:
Huillam wrote:It worked for me with version 1.28. Did it again with v1.29 (not 1.29b).
What could possibly mess that up for me? I cant see anything I have that could possibly mess it up.
I've had issues with some added stuff staying in my computer's 'directory'.
I check, and clear, that anytime I do a "clean" re-install of any game.

Check yours. Maybe there's something there that needs to be removed.

(running XP and playing TC here)
--I know how you can make this Mod play like vanilla..
--Play vanilla!
Huillam
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Post by Huillam »

joelR wrote:What could possibly mess that up for me? I cant see anything I have that could possibly mess it up.
Larxyz has the same issue. You may want to check with him wich mods you share.
Chase842
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Post by Chase842 »

Thank you for your reply. I was wondering what side of the Argon-Terran war does/can the Yaki Ronnin side with/how do you start the plot?

I appreciate how helpful the people on this forum have been, thank you.
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InFlamesForEver
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Post by InFlamesForEver »

Chase842 wrote:Thank you for your reply. I was wondering what side of the Argon-Terran war does/can the Yaki Ronnin side with/how do you start the plot?

I appreciate how helpful the people on this forum have been, thank you.
You can play all plots apart from the main Argon one. That's disabled in the XRM.
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XRM Trailer - XRM Installation Guide Video
Chase842
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Post by Chase842 »

wait, so to clarify, no matter the character I chose, even if it is an Argon character, the main Argon(Argon-Terran War)plot is disabled??

Also, what if as the hunted hero I chose to side with the Argon, is there a way to "win" the war(although without a plot) Like by destroying stations and whatnot?

Again, thanks for all the help =)
jbrookins3
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Post by jbrookins3 »

ive got xrm, Gazz's Missile Defence Mk2, and Gazz's Missile Safety installed on TC
ive got a nova with 2 Particle accelerator cannons installed in the turrets and it doesnt seem to be destroying missiles in a dog fight
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InFlamesForEver
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Post by InFlamesForEver »

Chase842 wrote:wait, so to clarify, no matter the character I chose, even if it is an Argon character, the main Argon(Argon-Terran War)plot is disabled??

Also, what if as the hunted hero I chose to side with the Argon, is there a way to "win" the war(although without a plot) Like by destroying stations and whatnot?

Again, thanks for all the help =)
Yes to win the war by siding with the Argon's you need to destroy the
Spoiler
Show
Stations in Mcallum Relay
I think that's it.
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Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video
adrianx
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Post by adrianx »

Maj. Tom wrote: I don't expect offsets to affect it that much. I would think that, worst case, if it's off by a few ms then the ogg can be corrected as such. Creating whole new index files for the ogg version would be (I think) an astronomical amount of work. You'd have to find out the exact time point, in ms, where each word/piece of dialog appears in the dat files.
The reason I became concerned with this was the file sizes :-

00144.dat :-
- 237405604 as ogg
- 269753914 as WAV

which if the offsets are in bytes, whoops ! This is obviously due to the VBR; even setting it to 48k leaves the actual ogg bitrate at 42k after conversion. Whether setting to 52k or 56k would give a more accurate result I haven't tested yet. I presume that the most important thing (given byte offsets) is having the 2 files being as similar size as possible.

I'm hoping timon will have some method for doing this as he did it for the original index file.
Chase842
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Post by Chase842 »

OK thanks, but are you sure about that? You didn't sound very assuring lol!
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Yacek
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Post by Yacek »

Chase842 wrote:wait, so to clarify, no matter the character I chose, even if it is an Argon character, the main Argon(Argon-Terran War)plot is disabled??

Also, what if as the hunted hero I chose to side with the Argon, is there a way to "win" the war(although without a plot) Like by destroying stations and whatnot?

Again, thanks for all the help =)
Read the first post in this topic.
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
REPLACEMENT WAR FOR ALBION PRELUDE – (Albion Prelude only) A replacement for the vanilla AP war has been created. The player can fight on either side and is given objectives to complete in order to "win" the war.
PLOTS - For Terran Conflict all the plots are available. For Albion Prelude, the main Argon plot is disabled as it is not compatible with the XRM replacement "war". However, all other plots are available. Also, the Corporation and Treasure Hunt plots from TC are playable in AP.
Win war - destroy Mcallum Station or Farpoint Station.
War is discontinued, but after some time again to begin.
You can use XRM No War Pack (first post intopic), but it requires starting a new game.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Chase842
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Post by Chase842 »

ok cool thanks. So basiclly I can destory that station to "win the war" and then can I install the No Argon-Terran War pack Mid-game? So it would be like I really did win the war...
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InFlamesForEver
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Post by InFlamesForEver »

Chase842 wrote:ok cool thanks. So basiclly I can destory that station to "win the war" and then can I install the No Argon-Terran War pack Mid-game? So it would be like I really did win the war...
No you have to either start with it installed or not at all.
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Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video

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