[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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Ender_Xenocide
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Joined: Tue, 21. Aug 12, 22:11
x3ap

Post by Ender_Xenocide »

Thanks. I know about the Forseti shipyard, but it's PAR, and only sells crummy little fighters. :P Will try the police licence though. How can I tell if a given station is "ATF", and not just regular Terran? If it's in the ATF dominated sectors, i.e. The Moon or ATF Forseti?
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
paulwheeler
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Post by paulwheeler »

The will be prefixed "ATF". There should be an ATF Flightschool in ATF Forceti that sells normal ATF fighters.

If youre not seeing ATF stations then something is wrong with your installation.
Ender_Xenocide
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Post by Ender_Xenocide »

You're right, it's "ATF Flightschool", not a PAR shipyard. :oops: When you said "trading with the few ATF stations in the universe", it made me think there might be more elsewhere, but the ones in Forseti are correctly prefixed. Thanks for the help.
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
rmazurek
Posts: 87
Joined: Tue, 13. Aug 13, 04:04
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Post by rmazurek »

This mod is great :)
I was holding with this upgrade because it needs to restart game but installed linux version recently and it occurs that windows saves are all messed up. So my problem - install it or not, resolved itself ;)

I have one question, not about game itself. What is the format of soundtrack files?
It looks like it is not mp3. Tried to play it in moc and amarok - doesn't work. Can play any other mp3 files.

Thanks in advance for help and thanks for this great mod.
IceExplosive
Posts: 50
Joined: Sun, 13. Jul 14, 22:40
x3ap

Post by IceExplosive »

Hi, i love this mod but I have a little problem.
Facilities for terran missiles (Delta, Tau, Sigma, Zeta, Omega) are all producing Mosquito missiles when i buy them from shipyard.

I have installed on clean installation of AP XRM mod, then Improved Races v15.31, Hull Multiplying Pack and two mods of bonus packs v5.1.0 (Dockware manager, Missile Defence Mosquito)... also just to write all changes I made: I updated that MDM mod so he's able to use Terran's Delta Missiles instead of Mosquitos and I changed in XRM catalog subtype of Mosquitos back to Light Missile from Counter (I think that it's not native in XRM but it was changed by MDM so all ships can use that script with Mosquitos, but not sure about it) so Terran's ships are not able to use Mosquitos anymore... but somewhere in these changes pop up a problem that all of these facilities Delta, Tau, Sigma, Omega and Zeta missile are producing Mosquitos... I have no idea how i manage it or how to fix/rewrite it back...

Can someone help me out please?
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

IceExplosive wrote:Hi, i love this mod but I have a little problem.
Facilities for terran missiles (Delta, Tau, Sigma, Zeta, Omega) are all producing Mosquito missiles when i buy them from shipyard.

I have installed on clean installation of AP XRM mod, then Improved Races v15.31, Hull Multiplying Pack and two mods of bonus packs v5.1.0 (Dockware manager, Missile Defence Mosquito)... also just to write all changes I made: I updated that MDM mod so he's able to use Terran's Delta Missiles instead of Mosquitos and I changed in XRM catalog subtype of Mosquitos back to Light Missile from Counter (I think that it's not native in XRM but it was changed by MDM so all ships can use that script with Mosquitos, but not sure about it) so Terran's ships are not able to use Mosquitos anymore... but somewhere in these changes pop up a problem that all of these facilities Delta, Tau, Sigma, Omega and Zeta missile are producing Mosquitos... I have no idea how i manage it or how to fix/rewrite it back...

Can someone help me out please?
That would indicate that the game is using the vanilla tmissiles rather than the xrm one. You must have broken the xrm tmissiles when editing, so the game is using the vanilla one.

Youll need to restart your game once you fix this file.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

rmazurek wrote:This mod is great :)
I was holding with this upgrade because it needs to restart game but installed linux version recently and it occurs that windows saves are all messed up. So my problem - install it or not, resolved itself ;)

I have one question, not about game itself. What is the format of soundtrack files?
It looks like it is not mp3. Tried to play it in moc and amarok - doesn't work. Can play any other mp3 files.

Thanks in advance for help and thanks for this great mod.
Im not certain of the exact format - Maj Tom encoded them. But they can be converted to standard mp3s which should make them playable under Linux.
IceExplosive
Posts: 50
Joined: Sun, 13. Jul 14, 22:40
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Post by IceExplosive »

paulwheeler wrote:That would indicate that the game is using the vanilla tmissiles rather than the xrm one. You must have broken the xrm tmissiles when editing, so the game is using the vanilla one.

Youll need to restart your game once you fix this file.
But all of other missiles are using XRM properties... Isn't there a way how to programe/script stations... I know I can script them after I build them but don't know how before... I don't really want to start a new game. :-D

In TFacories are some properties and if I am right it uses Relativ Value to calculate cycle time... but don't see there production type or resources.
paulwheeler
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Post by paulwheeler »

IceExplosive wrote:
paulwheeler wrote:That would indicate that the game is using the vanilla tmissiles rather than the xrm one. You must have broken the xrm tmissiles when editing, so the game is using the vanilla one.

Youll need to restart your game once you fix this file.
But all of other missiles are using XRM properties... Isn't there a way how to programe/script stations... I know I can script them after I build them but don't know how before... I don't really want to start a new game. :-D

In TFacories are some properties and if I am right it uses Relative Value to calculate cycle time... but don't see there production type or resources.
The wares produced by factories is set by a file called warestemplate - and factories are only initialised when they are spawned, i.e. at the start of a new game or when spawned by GOD.

If its only missile fabs that are incorrect, then warestemplate is fine - so it can only mean that the XRM missiles did not exist in the game when the universe was initialised due to a corrupt tmissiles, or tmissiles became corrupt at a later stage so the factories lost their products and you saved the game. Obviously, you must have now fixed tmissiles so the missiles are now appearing in-game, but the factories will not be correct.

You can script the products of all existing factories if you wish - there are plenty of resources in this forum to help you with that, but its likely that there are other issues, such as AI ships not being loaded with any of the new XRM missiles, none of these missiles being for sale in docks and weapon dealers, etc.

By far the easiest way (and the only way to ensure that everything is correct) is to restart your game.
IceExplosive
Posts: 50
Joined: Sun, 13. Jul 14, 22:40
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Post by IceExplosive »

paulwheeler wrote: The wares produced by factories is set by a file called warestemplate - and factories are only initialised when they are spawned, i.e. at the start of a new game or when spawned by GOD.

If its only missile fabs that are incorrect, then warestemplate is fine - so it can only mean that the XRM missiles did not exist in the game when the universe was initialised due to a corrupt tmissiles, or tmissiles became corrupt at a later stage so the factories lost their products and you saved the game. Obviously, you must have now fixed tmissiles so the missiles are now appearing in-game, but the factories will not be correct.

You can script the products of all existing factories if you wish - there are plenty of resources in this forum to help you with that, but its likely that there are other issues, such as AI ships not being loaded with any of the new XRM missiles, none of these missiles being for sale in docks and weapon dealers, etc.

By far the easiest way (and the only way to ensure that everything is correct) is to restart your game.
Ok thanks a lot... I understand it much better now :) Also there are no other known issues to me... these missile are for sale in docs and weapons dealers and NPCs are loaded with them a uses them. Anyway new game will be a certainty since NPCs/GOD can also build stations with IR mod and I would have to script them all and hope there are no other hidden problems :)
Thanks and bye.
sillyhat
Posts: 15
Joined: Mon, 14. Jul 14, 13:09
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Post by sillyhat »

I just did a fresh install of XRM onto AP and i just realized that the game is acting like i have the advanced universe mod installed (can only jump onto jump beacons) and for me this is pretty game breaking, is there a reason why i cant just jump into sectors like normal with base XRM?

Also, is it normal that betty doesnt read the full descriptions of custom wares (XRM wares)?
Inzann
Posts: 19
Joined: Tue, 6. Nov 12, 01:41

Post by Inzann »

Really enojying this mod, but I wonder if the development has stopped for good with new features?
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

sillyhat wrote:I just did a fresh install of XRM onto AP and i just realized that the game is acting like i have the advanced universe mod installed (can only jump onto jump beacons) and for me this is pretty game breaking, is there a reason why i cant just jump into sectors like normal with base XRM?

Also, is it normal that betty doesnt read the full descriptions of custom wares (XRM wares)?
The only way you would only be able to jump to jump beacons is if you had the Advanced Universe installed. Have you installed it in the past? You must have a remnant somewhere.

Betty does not read descriptions of XRM added content. However, she should say all the names.
paulwheeler
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Post by paulwheeler »

Inzann wrote:Really enojying this mod, but I wonder if the development has stopped for good with new features?
No development has not stopped. I'm just struggling to find time to finish off the to-do list, which has grown quite long. I had hoped life would have calmed down a bit in July, but alas I'm still very busy at work. Things should start to calm down once the summer is out of the way, so hopefully I can get the update out september time.

That said, I expect the next update will be the last for a while. I've not actually played X3 for a while now and with new games like Elite: Dangerous on the near horizon, I doubt I'll venture back into it again any time soon.
sillyhat
Posts: 15
Joined: Mon, 14. Jul 14, 13:09
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Post by sillyhat »

paulwheeler wrote:The only way you would only be able to jump to jump beacons is if you had the Advanced Universe installed. Have you installed it in the past? You must have a remnant somewhere.
I had a pretty heavily modded build of x3 ap & XRM and i got to the point where i could get an m6 and a jumpdrive and discovered i was only able to jump to jump beacons so i did a completely fresh reinstall of x3 AP & XRM with no extra mods except plugin manager & cycrows AP cheat package, started a new game and gave myself an m6 and jumpdrive and tried to do a jump - again i could only jump to jump beacons

^ this is with NO EXTRA MODS added to XRM (aside from cycrows cheat package which shouldnt make any difference right..?)
paulwheeler
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Post by paulwheeler »

You do have energy cells on board dont you?
sillyhat
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Post by sillyhat »

paulwheeler wrote:You do have energy cells on board dont you?
of course

attempting to jump to any random sector (like normal..) would just play the error beep, and then it would highlight the sectors that had jump beacons - if i go to those sectors and press enter to jump, it would zoom into that sector and select the jump beacon - then give me the opportunity to jump to said beacon

i assume thats exactly how it works in advanced universe mod? if so, why is it working like that in my stand-alone installation of XRM? :?
paulwheeler
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Post by paulwheeler »

sillyhat wrote:
paulwheeler wrote:You do have energy cells on board dont you?
of course

attempting to jump to any random sector (like normal..) would just play the error beep, and then it would highlight the sectors that had jump beacons - if i go to those sectors and press enter to jump, it would zoom into that sector and select the jump beacon - then give me the opportunity to jump to said beacon

i assume thats exactly how it works in advanced universe mod? if so, why is it working like that in my stand-alone installation of XRM? :?
That is impossible unless the AU is installed - double check your cat/dats. Jump beacons as you describe do not exist in vanilla or the XRM - only in the AU. The AP jump beacons behave differently.
ltgriffin
Posts: 10
Joined: Thu, 16. Jun 11, 00:51
x4

X3 Rebalance Mod Just will not work

Post by ltgriffin »

Well after 6 hrs of trying to get this mod to work, I really want to play it , but it just will not load. I follow the directions, watch the Vid, of witch does not match my folders. he loads it into a a addon folder that is not in my dir. I have uninstalled it 8 times, re download from steam, noting.

After I do everything, I load the game get no message, noting looks any different then when I played the for the passed 3 yrs. Wish I knew why this was not working. Frustrated... time to kill Pirates tell I feel better.. :evil:
Last edited by ltgriffin on Tue, 15. Jul 14, 04:18, edited 2 times in total.
Nanook
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Moderator (English)
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x4

Re: X3 Rebalance Mod Just will not work

Post by Nanook »

ltgriffin wrote:Well after 6 hrs of trying to get this mod to work, I really want to play it , but it just will not load. I follow the directions, watch the Vid, of witch does not match my folders. he loads it into a a addon folder that is not in my dir....
The addon folder is for the AP expansion. If you're not trying to load it for AP, don't follow that example. If you are trying to load it for AP, you have to have that addon folder, since that's where AP is loaded.
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