[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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jack775544
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Post by jack775544 »

Are you using the VFS feature of the editor?
The way files in X3 works is by precedence. The game will load everything in the lowest cat/dat first and then if there is any file with the same name in a higher cat/dat it will load thise instead. All cat/dat files will be overriden once more by loose files in the game directory. The VFS in the X3 editor 2 will get the file with the highest precedence ie the one that is used by the game.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
Utsuho Reiuji
Posts: 147
Joined: Thu, 11. Jul 13, 23:07
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Post by Utsuho Reiuji »

ok, I seem to have a graphical problem:

I installed in that order:
complex cleaner
xrm part 1 and 2
xrm linux patch
xrm backgrounds
xrm low hull pack
sto
marine repairs
mars
pure x hud

So, when ingame, no ships have the mentioned exhaust trails.
I precisely followed the installation instruction, but maybe, I missed something out?
Do I have to activate something to see those trails?
Do only specific ships have those?
And do rockets have them?
There was this youtube video which I thought looked awesome, especially the missle trails would finally allow me to actually see them, but in my game, that doesn't seem to work..
Any ideas?
Otterbear
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Joined: Wed, 30. Jun 10, 02:34
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Post by Otterbear »

Thanks Paul. I'll try to narrow it down. Not too many scripts running, but enough. I think it may have been the sector bug as I believe that I've had problems with this like you mentioned in Vanilla TC. I will let you know if I run into any other weirdness. New game is very smooth so far about 8 hours in.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Utsuho Reiuji wrote:ok, I seem to have a graphical problem:

I installed in that order:
complex cleaner
xrm part 1 and 2
xrm linux patch
xrm backgrounds
xrm low hull pack
sto
marine repairs
mars
pure x hud

So, when ingame, no ships have the mentioned exhaust trails.
I precisely followed the installation instruction, but maybe, I missed something out?
Do I have to activate something to see those trails?
Do only specific ships have those?
And do rockets have them?
There was this youtube video which I thought looked awesome, especially the missle trails would finally allow me to actually see them, but in my game, that doesn't seem to work..
Any ideas?
Remove the mars cat/dat. You only need the scripts. Restart your game.
paulwheeler
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Post by paulwheeler »

ProdigyToby wrote: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.
You need to edit tbullets in the xrm part 2 cat/dat. There are two in there, one for ap and one for tc.
paulwheeler
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Post by paulwheeler »

ProdigyToby wrote: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.
You need to edit tbullets in the xrm part 2 cat/dat. There are two in there, one for ap and one for tc.
Utsuho Reiuji
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Joined: Thu, 11. Jul 13, 23:07
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Post by Utsuho Reiuji »

paulwheeler wrote:
Utsuho Reiuji wrote: snip
Remove the mars cat/dat. You only need the scripts. Restart your game.
I didn't install those, only the scripts as mentioned, the "t" folder content and the xrm mars t-file which I pasted into the t folder, overwriting the original.

Should I remove the mars t files? (except for the xrm-mars-t-file)
paulwheeler
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Post by paulwheeler »

Nope. Something else is wrong-either you have another mod that alters ships or the xrm isnt correctly installed. Post a screenshot of your installation folder and ill take a look.
Utsuho Reiuji
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Post by Utsuho Reiuji »

paulwheeler wrote:Nope. Something else is wrong-either you have another mod that alters ships or the xrm isnt correctly installed. Post a screenshot of your installation folder and ill take a look.
Great, thank you for looking into this.
This is the addon folder:
http://s7.postimg.org/9qj3vk9iz/addon_folder.png

The cat/dat files are in this order:
01 - 04: original game files
05: complex cleaner
06: xrm part 1
07: xrm part 2
08: xrm linux patch
09: xrm backgrounds
10: xrm low hull pack


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paulwheeler
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Post by paulwheeler »

Nothing obviously wrong... Are you seeing any xrm content? New ships? Sectors? Weapons?
Utsuho Reiuji
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Post by Utsuho Reiuji »

paulwheeler wrote:Nothing obviously wrong... Are you seeing any xrm content? New ships? Sectors? Weapons?
Well, I didn't play for many hours yet, but I could see new ships, new sectors, the bounty system, the new merchants in trading docks and so on (so I think yes, most things seem to work)
Oh, and yes, many new weapons. I'm playing the xenon rogue start and immediately noticed the new high energy particle railguns as well as the other weapons for the turrets.

Sound's there too (and I totally love the new soundeffects), it's just the trails which aren't there. Maybe a graphic issue due to me using linux I guess..
ProdigyToby
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Joined: Wed, 13. Jun 12, 22:17

Post by ProdigyToby »

Hey Paul real generic question here. If I make a custom weapon and put it under a weapon subtype thats found on alot of ships, will the races and ai in the game make use of it automatically or do i have to do something else, specifically for XRM?
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

ProdigyToby wrote:Hey Paul real generic question here. If I make a custom weapon and put it under a weapon subtype thats found on alot of ships, will the races and ai in the game make use of it automatically or do i have to do something else, specifically for XRM?
No xrm doesnt use the x3 built in weapons allocation system. It uses Litcube's CWP script. This will need to be programmed to use the new weapon.
paulwheeler
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Post by paulwheeler »

Utsuho Reiuji wrote:
paulwheeler wrote:Nothing obviously wrong... Are you seeing any xrm content? New ships? Sectors? Weapons?
Well, I didn't play for many hours yet, but I could see new ships, new sectors, the bounty system, the new merchants in trading docks and so on (so I think yes, most things seem to work)
Oh, and yes, many new weapons. I'm playing the xenon rogue start and immediately noticed the new high energy particle railguns as well as the other weapons for the turrets.

Sound's there too (and I totally love the new soundeffects), it's just the trails which aren't there. Maybe a graphic issue due to me using linux I guess..
Ive not heard of linux having problems with trails before. Are you sure theres no other mods installed that alter scene files or weapons or effects?
Otterbear
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Post by Otterbear »

Does anybody know if I can use this mod with XRM?

[MOD] X3TC/AP ITS-PSCO1-Shawn Cockpit MOD V6 - 24.01.2012

http://forum.egosoft.com/viewtopic.php? ... sc&start=0

I've watched quite a few Youtube videos where they have nice cockpits...I've never had one. (and they are supposed to be using XRM.)

Maybe someone could clue me into a Cockpit mod that does if need be.

Thanks in advance.
-Otterbear
ProdigyToby
Posts: 61
Joined: Wed, 13. Jun 12, 22:17

Post by ProdigyToby »

paulwheeler wrote:
ProdigyToby wrote:Hey Paul real generic question here. If I make a custom weapon and put it under a weapon subtype thats found on alot of ships, will the races and ai in the game make use of it automatically or do i have to do something else, specifically for XRM?
No xrm doesnt use the x3 built in weapons allocation system. It uses Litcube's CWP script. This will need to be programmed to use the new weapon.
I see, I will look into it then, thanks for clarifying. I thought there might be something XRM specific.
Viliae
Posts: 140
Joined: Tue, 12. Apr 11, 22:12
x3tc

Post by Viliae »

Welcome
Otterbear wrote:Does anybody know if I can use this mod with XRM?

[MOD] X3TC/AP ITS-PSCO1-Shawn Cockpit MOD V6 - 24.01.2012
*Snip*
-Otterbear
Here you go, next time read opening posts.
paulwheeler wrote: XRM is NOT compatible with the following mods:

(...)
Any cockpit mod - please use the provided addon pack.

(...)
gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
x4

Post by gilboa »

ProdigyToby wrote:Hey Paul real generic question here. If I make a custom weapon and put it under a weapon subtype thats found on alot of ships, will the races and ai in the game make use of it automatically or do i have to do something else, specifically for XRM?
GPU + driver?
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.
Otterbear
Posts: 46
Joined: Wed, 30. Jun 10, 02:34
x3tc

Post by Otterbear »

Viliae wrote:Welcome
Otterbear wrote:Does anybody know if I can use this mod with XRM?

[MOD] X3TC/AP ITS-PSCO1-Shawn Cockpit MOD V6 - 24.01.2012
*Snip*
-Otterbear
Here you go, next time read opening posts.
paulwheeler wrote: XRM is NOT compatible with the following mods:

(...)
Any cockpit mod - please use the provided addon pack.

(...)
Yikes!...I must have been very tired when I was looking this up...(Face-Palm Fail.) My apologies, and thanks for helping me anyway.
Utsuho Reiuji
Posts: 147
Joined: Thu, 11. Jul 13, 23:07
x4

Post by Utsuho Reiuji »

paulwheeler wrote: -snip-
Ive not heard of linux having problems with trails before. Are you sure theres no other mods installed that alter scene files or weapons or effects?
Except for the mentioned ones, I got marine repairs, pure x hud, and the bonus pack :/

Oh well, it doesn't matter so much. The additions, or rather fixes are so good, that I can pass on the trails ^^

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