[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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Otterbear
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Post by Otterbear »

Fantastic! *(I don't know where I read that I had to install XRM first...but I swear it WAS there somewhere.) :oops: :? Thanks Paul. :thumb_up:
PSCO1
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Post by PSCO1 »

Hi Paul,

if Iam right, your XRM main files seems to need to be installed on main X3TC folder isnt it ?

My cat/dat merge a few cp_positions of some important scene files:
- argon_TP_S_scene.bod (added 3th view for the lounge + Express modified body 3d)
- Argon_m4p_pirate_scene.bod
- Argon_m4p_scene.bod
- Otas_M4_scene.bod
- xenon_m5_scene.bod
- xenon_M6M_scene.bod

Components.txt (cp_positions):
- argon M5's all version
- teladi M5's all version
- xenon M4

and add modified glasses mat6 parameters of those ships:
- argon_M5.bob
- argon_M5_var1.bob
- argon_M5_var2.bob
- argon_M5_var3.bob
- argon_TP_L.bob
- argon_TP_S.bob
- argon_TS_liquid_M.bob
- argon_TS_liquid_S.bob
- argon_TS_liquidstorage_L.bob
- argon_TS_liquidstorage_M.bob
- argon_TS_storage_M.bob
- argon_TS_storage_S.bob
- argon_m4p.bob
- argon_m4p_pirate.bob
- teladi_M4.bob
- teladi_M4_var1.bob
- teladi_M4_var2.bob
- teladi_M4_var3.bob
- teladi_M5p.bob
- teladi_M5p_pirate.bob
- xenon_m4.bob

It seems you havent modified those 3d files so it should be OK :)
track1044
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Post by track1044 »

Hello!

I have a question, Why is the PAR stations in my game empty?
It only has a mammoth, for some weird reason.

EDIT: If I start a new game the PAR stations have ships. Anyway to flush out a station to make it requip?

Thanks
Last edited by track1044 on Sat, 13. Sep 14, 22:28, edited 1 time in total.
BlackArchon
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Post by BlackArchon »

I didn't found a question about this in the FAQ, so I'm asking this here: Currently I'm using the german version of X3: AP and I have some ReadText entries in the game. Are they gone if I switch to the english version?
paulwheeler
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Post by paulwheeler »

track1044 wrote:Hello!

I have a question, Why is the PAR stations in my game empty?
It only has a mammoth, for some weird reason.

EDIT: If I start a new game the PAR stations have ships. Anyway to flush out a station to make it requip?

Thanks
That means the xrm wasnt correctly installed when your universe was initialised. There will be a loy more wrong with your universe than that. Youll need to restart your game.
paulwheeler
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Post by paulwheeler »

BlackArchon wrote:I didn't found a question about this in the FAQ, so I'm asking this here: Currently I'm using the german version of X3: AP and I have some ReadText entries in the game. Are they gone if I switch to the english version?
No - if you have readtext errors either part 2 is not installed correctly, or you have not copied the scripts into your local scripts folder.
jccpsc
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Post by jccpsc »

BSG v3.1.8 on XRM V1.30
Hi dear felows

I'm one of the authors of the Battlestar galáctica mod. and with the authorisation of "paulwheeler" I'm releasing my BSG mod converted to be installed over the X3 Albion Prelude with the XRM v1.30 installed

Our thread is here:
http://forum.egosoft.com/viewtopic.php? ... sc&start=0

The BSG v3.1.8 for XRM v1.30 is very similar to the original BSG mod that we all know but is ment to be instaled over a X3 Albion prelude game with the XRM installed as a fake patche. After you have the Albion Prelude game with the XRM installed as a fake patche all you have to do is to copy all files from the BSG v3.1.8 for XRM v1.30 to your game's folder as they are and then start the game and on the first window hit the "Select Mod Package" botton and select the "Killerog, JCC, MilesRS BSG AP" mod and then hit OK and only then you can hit start botton.

The rest is the same as the stand allone vertion but...

With FIGHT, FIGHT, FIGHT, Some trading and no time to think!

All the features of XRM are available but I changed some plots sequences to better serve the BSG story. (BSG starts only). The other starts are as it is but with the BSG ships available on Scorpion lost colony.

Known Bugs:

So far the only bug I Know is the textures on BSG ships (only) are in gray scale (Black & White) and I still don't know why.
Hope it's the only one.
I eaven solved the Ka'hak corvet problem in the begining.

As usual you can download it from my signature.
The first download link is for the stand allone vertion and the Second is for the XRM vertion.


hoppe you like it

Cheers

JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11

Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
gilboa
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Joined: Sat, 28. Apr 07, 10:33
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Post by gilboa »

jccpsc wrote:BSG v3.1.8 on XRM V1.30
...
JCC
First, thanks for the effort.
I assume it'll require a fresh start?

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
jccpsc
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Post by jccpsc »

gilboa wrote:
jccpsc wrote:BSG v3.1.8 on XRM V1.30
...
JCC
First, thanks for the effort.
I assume it'll require a fresh start?

- Gilboa
God question but in Theory you don't. You'll just receive a massage saying that you have the BSG mod installed once you load your XRM saved game.
Then 4 new sectors and the BSG ships will be added to your game.
If your saved game is a BSG one then YES you'll have to restart.
But if you'll try it then, please, post here the results.


If you wish to play the BSG missions then YES you'll have to restart and choose a BSG start.

Cheers

JCC
X3AP BSG Team
Latest version of BSG Mod ver 3.1a.1
Release Date 2016-09-11

Google Drive- https://drive.google.com/file/d/0B7B94x ... sp=sharing
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Liath
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Post by Liath »

Okay... I'm a bit confused.
One of the problems I keep having is that with the AP war, if you haven't started the plot for it, (from my understanding) you will randomly be set hostile to the AP war ships even on the side you're wanting to help, and have good standing with. This is annoying as all get-out.

I can't seem to find the plot starters for either the Argon start, or the Terran start.

How do I stop this without removing the war completely? (Or is there a way to fix the war from randomly setting me hostile? I was in the middle of a fight, kicking the terran's butt for the argon, and... suddenly the argon decided that I was enemy... and suddenly staring down the cap ship guns wasn't fun)
Last edited by Liath on Mon, 15. Sep 14, 08:47, edited 1 time in total.
X games - addictive as heck. Always something to come back to.
gilboa
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Post by gilboa »

jccpsc wrote:God question but in Theory you don't. You'll just receive a massage saying that you have the BSG mod installed once you load your XRM saved game.
Then 4 new sectors and the BSG ships will be added to your game.
If your saved game is a BSG one then YES you'll have to restart.
But if you'll try it then, please, post here the results.


If you wish to play the BSG missions then YES you'll have to restart and choose a BSG start.

Cheers

JCC
Thanks.
I'll give it a try during the weekend.

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
paulwheeler
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Post by paulwheeler »

Liath wrote:Okay... I'm a bit confused.
One of the problems I keep having is that with the AP war, if you haven't started the plot for it, (from my understanding) you will randomly be set hostile to the AP war ships even on the side you're wanting to help, and have good standing with. This is annoying as all get-out.

I can't seem to find the plot starters for either the Argon start, or the Terran start.

How do I stop this without removing the war completely? (Or is there a way to fix the war from randomly setting me hostile? I was in the middle of a fight, kicking the terran's butt for the argon, and... suddenly the argon decided that I was enemy... and suddenly staring down the cap ship guns wasn't fun)
The AP war is disabled in the XRM.

The XRM adds its own "war". This is optional and there is a pack downloadable from the first page of this thread to turn it off.

You're starting rep with all the races is dependent on which start you pick. If you pick an Argon or Boron start, you will be friendly with all Argon ships, including war ships. If you pick a Terran start you will be friendly to the Terran war ships, but hostile to all Argon ships.

If in the middle of a fight playing as an Argon, the Argon ships suddenly turn hostile, then this is because of friendly fire - you have hit an Argon ship with either your guns or a missile. If you find the ship you shot, you can often apologise to fix things - this is vanilla X3 behaviour - nothing to do with the XRM.

There is no Argon plot in the XRM - it is tied in with the AP war so is disabled.

The Terran and all other plots are available. Their starting conditions are mostly the same as vanilla, except any AP war dependencies have been removed. IIRC you have to be at a certain combat rank for the Terran plot to start.
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Liath
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Post by Liath »

The behavior I describe is similar to these:

http://gaming.stackexchange.com/questio ... ips-in-war

http://forum.egosoft.com/viewtopic.php? ... &view=next

But with one clarification: I can start as terran, and terrans attack me (along with the argons), and I can start Argon, and get attacked by argons as well as terrans, even if I haven't shot at them (I'm always very VERY careful in warzones cause the ships are so packed. I tend to go for stragglers/outliers).
X games - addictive as heck. Always something to come back to.
Otterbear
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Post by Otterbear »

There is a post on page 796 that I cannot get to once I've logged in, but it describes a similar problem I am having. My game freezes after completing a patrol mission that involved me going through a Xenon sector. The weird thing is ...the battle is over, there is almost nobody left in-sector but me, and then the game just freezes. I saved before the freeze but re-loading didn't prevent the freeze and its only about 2 sec's before it freezes so I cannot progress. I only had one backup for this particular game. [lesson learned]

I was about 8 hours into this campaign.

Unfortunately I started a new game and saved over the old save, but just to say, there is a freeze problem somewhere.

I'm running:

XRM
Crywros[sic] cheat script.
ADAMS ITT weapons aim/speed improvement mod.
Freejump
Universal Best Buys.

No Hull improvements mod
No backgrounds...ect.
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Liath
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Post by Liath »

@Otterbear I think I might actually be having the same problem, but different circumstance. I can't figure out the issue myself, but for me it happens with any time I witness a capship fight in Xenon sectors.
I think it may have to do with a ship loading... perhaps a response fleet, or something jumping in, or an asset missing, or... a helliphihno appearing.

Happened another time while watching the Valhalla get in a fight. When reloading it is almost 100% guaranteed to lock up again at the same exact moment but I have no clue what causes it.

Do you have a link to the previous post in the thread? I clicked for about 20 minutes and got back to what that page number is for me, and I don't see the post you mention.
X games - addictive as heck. Always something to come back to.
paulwheeler
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Post by paulwheeler »

Liath wrote:The behavior I describe is similar to these:

http://gaming.stackexchange.com/questio ... ips-in-war

http://forum.egosoft.com/viewtopic.php? ... &view=next

But with one clarification: I can start as terran, and terrans attack me (along with the argons), and I can start Argon, and get attacked by argons as well as terrans, even if I haven't shot at them (I'm always very VERY careful in warzones cause the ships are so packed. I tend to go for stragglers/outliers).
Neither of the people in those links are using the XRM...

Under normal circumstances, if you have positive rank with a race, their ships should not attack you unless you have a friendly fire incident towards them or the station that owns them.

You're not confusing the Terran pirates are you? Obviously they will attack you but look like Terrans. Or the privateers? Some privateers will attack you regardless of your rank with the race in question.
paulwheeler
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Post by paulwheeler »

Otterbear wrote:There is a post on page 796 that I cannot get to once I've logged in, but it describes a similar problem I am having. My game freezes after completing a patrol mission that involved me going through a Xenon sector. The weird thing is ...the battle is over, there is almost nobody left in-sector but me, and then the game just freezes. I saved before the freeze but re-loading didn't prevent the freeze and its only about 2 sec's before it freezes so I cannot progress. I only had one backup for this particular game. [lesson learned]

I was about 8 hours into this campaign.

Unfortunately I started a new game and saved over the old save, but just to say, there is a freeze problem somewhere.

I'm running:

XRM
Crywros[sic] cheat script.
ADAMS ITT weapons aim/speed improvement mod.
Freejump
Universal Best Buys.

No Hull improvements mod
No backgrounds...ect.
Freezes are nearly always caused by scripts. As far as I can remember, all reports of freezes have come back to being caused by another script they have installed, not the XRM. The XRM is not very script heavy - the vast majority of it runs on Egosofts built-in jobs engine.

So I suggest removing all other scripts and running a clean XRM and see if the freeze still happens.

There is a vanilla bug where certain sectors become inaccessible for a time for unknown reasons - probably a stuck script. After a while it sorts itself out. This freeze happens when you enter the sector in question. I had this freeze in vanilla TC many times and in modded TC, but I've never had it in AP.
ProdigyToby
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Joined: Wed, 13. Jun 12, 22:17

Post by ProdigyToby »

Hey Paul, noobie modder here. For my own personal game, how would I go about modding XRM's modified weapon damages? I tried looking at the .pck files (Tbullets,Tlasers) it doesn't appear XRMs damage is stored there unless im mistaken, is there a custom script, maybe a setup one, that modifies weapon damages, or did I just open the wrong .pck files or something?

Reason I ask is because ive noticed in XRM dogfights between fighters tend to last ALOT longer for some reason, my intention is to slightly increase smaller weapon stats in range and damage so that when the AI fly by each other, as they do, they get more damage out of their 1-3 seconds they typically have to shoot each other in their flight trajectories. As of right now it is VERY difficult for the AI, with current small weapon stats, to kill something like an eclipse heavy fighter using a weapon like small particle accelerator cannons. Obviously that should take some time, as its a heavy fighter, but the shield regeneration alone typically will keep it alive.

In my opinion, those smaller weapons should be more specialized for dealing with fighters. Even using MARs on capital ships, those weapons dont do enough damage to fighters for my liking, the only weapons that appear to be effective at ALL vs fighters in XRM, in my opinion, are those flak type weapons such as cluster flak array, starbust shockwave cannon, etc etc. THOSE weapons however kill fighters TOO fast. In my game, a Colossus stocked with 40 M3's will lose a very large margin of them attacking anything with 4 or more of any type of flak weapon. We are talking about 75% losses to a frigate because it could fit a couple of those weapons. So I would also like to slightly nerf those weapons.

I wish there was a way for ship classes to have damage bonuses to one another to facilitate roles in the game, like for instance, a corvette using particle accelerator cannons on a fighter should get a damage bonus, where fighter vs fighter wouldn't. Thanks alot for reading this.
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jack775544
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Post by jack775544 »

If you are using the X3 Editor 2 then you can open the TBullets file and the damage totals (and other things such as bullet speed) are stored there.
If you want to save the changes, I would recommend making a types folder in the addon directory and saving the edited TBullets there. It will override the one in the cat/dat files and lets you easily uninstall any changes by simply deleting the file.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
ProdigyToby
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Post by ProdigyToby »

When opening the TBullets.pack from the XRM cat file, I see weapon stats that don't match up whats in game. XRM is modified so that you do not use ammunition for weapons, so I was thinking there was a way they were being modified outside of those .pck files. I double checked to make sure I was opening the correct tbullets.pck by file sizes, and its still showing different damages in game. I'm not sure if there is another Tbullets.pck overriding this one, highly unlikely, but missile stats and everything else appear to be correct when comparing with what they are supposed to be on this http://www.strikingsoftware.com/xrmstats.html website. I'll try reinstalling my game.

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