[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Utsuho Reiuji
Posts: 147
Joined: Thu, 11. Jul 13, 23:07
x4

Post by Utsuho Reiuji »

ok, well, there might be another problem:
screenshot

What is this ware called "ZA_EMP_10043_WARE_CUSTOM3_1_392c..."?

And another question: I noticed argon shipyards in Boron and Paranid sectors, but the only thing they sell is Ice? Is that a bug or a feature?
User avatar
jack775544
Posts: 1277
Joined: Tue, 13. Dec 11, 08:27
x4

Post by jack775544 »

Utsuho Reiuji wrote:ok, well, there might be another problem:
screenshot

What is this ware called "ZA_EMP_10043_WARE_CUSTOM3_1_392c..."?

And another question: I noticed argon shipyards in Boron and Paranid sectors, but the only thing they sell is Ice? Is that a bug or a feature?
The ware comes from some script which you have installed that is uses the EMP mod for a custom ware.

As for the shipyards selling ice, I have never seen that happen when I played XRM so it is a bug.
Last edited by jack775544 on Sat, 20. Sep 14, 14:39, edited 1 time in total.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

If youre seeing argon shipyards everywhere, you have a mod conflict. I suspect you have another mod that alters tfactories. You need to remove this and restart your game.

The most common offenders are complex cleaner or leaving the bounce cat/dat in place after creating your wall file.
Utsuho Reiuji
Posts: 147
Joined: Thu, 11. Jul 13, 23:07
x4

Post by Utsuho Reiuji »

paulwheeler wrote:If youre seeing argon shipyards everywhere, you have a mod conflict. I suspect you have another mod that alters tfactories. You need to remove this and restart your game.

The most common offenders are complex cleaner...
Will do..

paulwheeler wrote:...or leaving the bounce cat/dat in place after creating your wall file.
I don't understand this part. What is a wall file for and how do I avoid this problem?
Deveyus
Posts: 51
Joined: Tue, 2. Sep 14, 23:43
x3ap

Post by Deveyus »

paulwheeler wrote:If youre seeing argon shipyards everywhere, you have a mod conflict. I suspect you have another mod that alters tfactories. You need to remove this and restart your game.

The most common offenders are complex cleaner or leaving the bounce cat/dat in place after creating your wall file.
AH HA! So that's what it is! I'm using Mobile Repair Lasers mod and it adds factories and shipyards, which is almost for sure the issue.
User avatar
jack775544
Posts: 1277
Joined: Tue, 13. Dec 11, 08:27
x4

Post by jack775544 »

Utsuho Reiuji wrote:
paulwheeler wrote:...or leaving the bounce cat/dat in place after creating your wall file.
I don't understand this part. What is a wall file for and how do I avoid this problem?
This is only a problem if you have Litcubes Bounce script installed and you have the cat/dat files that come with it. If you don't use Bounce then there is no problem.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
User avatar
Liath
Posts: 190
Joined: Sun, 25. Dec 05, 08:16
x4

Post by Liath »

Also you only need those cat/dat files if you're making a "wall file". I never did, and bounce works fine thusfar.
X games - addictive as heck. Always something to come back to.
Otterbear
Posts: 46
Joined: Wed, 30. Jun 10, 02:34
x3tc

Cannot find Argon Nexux listed in TShips.

Post by Otterbear »

Am I a bone-head?

I would like to "tweak" the Argon Nexus a bit, but cannot seem to find its listing in TShips. I'm using XRM for AP and I've checked both TShips files. (TC and Addon). Is this the right place? Any help would be appreciated.

I'm using X3 Editor2, I think I've found it listed as "SS_SH_A_M6M Slave Transport". However no changes I've made seem to carry over to the game. I've only changed things like acceleration...NOT trying to add more guns and such.

I've tried running plugin manager prior to the game.(I thought this might help...but it didn't.)

Do I need to make changes to some text files for the information to display properly in-game?

I have been searching for the last couple days, and I cannot find a tutorial on how to make adjustments to ships. I CAN make said adjustments with X3 Editor 2, but they don't take effect. I'm sure I've missed something or done something wrong. I would love to read/watch a tutorial on this, but as I said, I cannot find one. There are plenty of vids and tuts on how to add weapons and turrets and cargo space, but nothing I've found on just plain changing some stats. Thanks for any help I can get. Sorry to be a pain.
Last edited by Otterbear on Sun, 21. Sep 14, 19:25, edited 2 times in total.
Utsuho Reiuji
Posts: 147
Joined: Thu, 11. Jul 13, 23:07
x4

Post by Utsuho Reiuji »

Thanks @ Liath & jack775544 for explaing that.

Also, I noticed how the "ZA_EMP_10043_WARE_CUSTOM3_1_392c..." ware appeared.
When docking at the pirate station in Astreus Delta with autosave enabled, reloading that very autosave will create this ware. It is not present otherwise.
Reloading a manual save does not create that ware o.O
User avatar
jack775544
Posts: 1277
Joined: Tue, 13. Dec 11, 08:27
x4

Re: Cannot find Argon Nexux listed in TShips.

Post by jack775544 »

Otterbear wrote:Am I a bone-head?

I would like to "tweak" the Argon Nexus a bit, but cannot seem to find its listing in TShips. I'm using XRM for AP and I've checked both TShips files. (TC and Addon). Is this the right place? Any help would be appreciated.

I'm using X3 Editor2, I think I've found it listed as "SS_SH_A_M6M Slave Transport". However no changes I've made seem to carry over to the game. I've only changed things like acceleration...NOT trying to add more guns and such.

I've tried running plugin manager prior to the game.(I thought this might help...but it didn't.)

Do I need to make changes to some text files for the information to display properly in-game?

I have been searching for the last couple days, and I cannot find a tutorial on how to make adjustments to ships. I CAN make said adjustments with X3 Editor 2, but they don't take effect. I'm sure I've missed something or done something wrong. I would love to read/watch a tutorial on this, but as I said, I cannot find one. There are plenty of vids and tuts on how to add weapons and turrets and cargo space, but nothing I've found on just plain changing some stats. Thanks for any help I can get. Sorry to be a pain.
The nexus has the ID of
SS_SH_A_M6M_2
So make sure you are editing the right ship.

Also, any changes made to a ship will not be reflected on existing ships in the game, only ones that have been freshly created. So you will need to either make a script to clone your existing nexus, or use Cycrow's Cheat Package to do so for you.

EDIT: Woo, 1000 posts on the forum
Last edited by jack775544 on Mon, 22. Sep 14, 02:14, edited 1 time in total.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
Otterbear
Posts: 46
Joined: Wed, 30. Jun 10, 02:34
x3tc

Post by Otterbear »

Thank You Jack!
Also, any changes made to a ship will not be reflected on existing ships in the game, only ones that have been freshly created. So you will need to either make a script to clone your existing nexus, or use Cycrow's Cheat Package to do so for you.
I'm assuming this means that if I start a new game with a Nexus that it will NOT have the desired changes, but ships purchased at the shipyard will?
User avatar
jack775544
Posts: 1277
Joined: Tue, 13. Dec 11, 08:27
x4

Post by jack775544 »

If you start a new game with a Nexus then it will be fine. As long as it was spawned after you made the edit, then the changes will be reflected in the game.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
Otterbear
Posts: 46
Joined: Wed, 30. Jun 10, 02:34
x3tc

Post by Otterbear »

The nexus has the ID of
SS_SH_A_M6M_2
The only listing of an SS_SH_A_M6M_2 in my copy of XRM IS the "SS_SH_A_M6M_2 Slave Transport".

Is this correct?
Do I have an old version?

I have made changes to this ship and it does not reflect on the Nexus in-game. I will test some more, mostly concerned that I'm working on the correct ship.

I've tried everything I can think of. Either I'm not editing the correct ship, or the changes shown in X3 Editor 2 are not used...Which really has me scratching my head. I've tried creating a new Fake mod...no dice. I've tried spawning...nothing new...I've tried purchasing a new one...no changes...???

My best guess is that I am not editing the correct ship...but I don't have the ship you gave listed in any location. So I'm at a loss.
User avatar
jack775544
Posts: 1277
Joined: Tue, 13. Dec 11, 08:27
x4

Post by jack775544 »

The slave transport part you see is the variation index. If you look in the id field of the ship it shouldn't be there. Basically the variation index determines what suffix is to be used after the ship name (raider, hauler, sentinel ect.). The nexus has a variation index of 10 which means that it gets slave transport as a suffix. I am not at home right now, but when I checked this morning I don't remember seeing the suffix appear in the id.
For personal ship mods I usually just save Tships in the types folder of the game directory (probably won't be there so you have to make it!). Any file there will overwrite all if the cat/dat copies so you can be sure that the game is reading the right file.

Oh and one other thing, make sure you are editing the right install of the game, I have edited the wrong install and then wondered why nothing was changing more times then I would like to admit :oops:
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
CruxMDQ
Posts: 7
Joined: Sat, 25. Aug 12, 16:36
x4

Dead download links?

Post by CruxMDQ »

Can't completely kick this habit, so I decided I'll give it another go... but I wanted to try this mod out this time. I tried to download it, but the links over on the thread starter are dead :(

Where can I get it? Is there a torrent for this or something?
Travis9x
Posts: 3
Joined: Mon, 22. Sep 14, 05:22

Re: Dead download links?

Post by Travis9x »

CruxMDQ wrote:Can't completely kick this habit, so I decided I'll give it another go... but I wanted to try this mod out this time. I tried to download it, but the links over on the thread starter are dead :(

Where can I get it? Is there a torrent for this or something?
I just bought/installed the game from Steam (first-time player), and a friend recommended this mod, but I'm having the same problem as above.
Download links are dead. :?
User avatar
jack775544
Posts: 1277
Joined: Tue, 13. Dec 11, 08:27
x4

Post by jack775544 »

Very weird, it appears the server is down.
I am sure if you wait a bit Paul will get some alternative hosting arrangements made.
1940s - Various "computers" are "programmed" using direct wiring and switches. Engineers do this in order to avoid the tabs vs spaces debate.
Otterbear
Posts: 46
Joined: Wed, 30. Jun 10, 02:34
x3tc

Post by Otterbear »

jack775544 wrote:...For personal ship mods I usually just save Tships in the types folder of the game directory (probably won't be there so you have to make it!). Any file there will overwrite all if the cat/dat copies so you can be sure that the game is reading the right file.
Of the main TC directory(IE:D:\Changeable\Steam\SteamApps\common\X3 Terran Conflict\Types) or under /addon?(IE:D:\Changeable\Steam\SteamApps\common\X3 Terran Conflict\addon\Types)?

I'll give this a go. Thanks again.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Re: Cannot find Argon Nexux listed in TShips.

Post by paulwheeler »

Otterbear wrote:Am I a bone-head?

I would like to "tweak" the Argon Nexus a bit, but cannot seem to find its listing in TShips. I'm using XRM for AP and I've checked both TShips files. (TC and Addon). Is this the right place? Any help would be appreciated.

I'm using X3 Editor2, I think I've found it listed as "SS_SH_A_M6M Slave Transport". However no changes I've made seem to carry over to the game. I've only changed things like acceleration...NOT trying to add more guns and such.

I've tried running plugin manager prior to the game.(I thought this might help...but it didn't.)

Do I need to make changes to some text files for the information to display properly in-game?

I have been searching for the last couple days, and I cannot find a tutorial on how to make adjustments to ships. I CAN make said adjustments with X3 Editor 2, but they don't take effect. I'm sure I've missed something or done something wrong. I would love to read/watch a tutorial on this, but as I said, I cannot find one. There are plenty of vids and tuts on how to add weapons and turrets and cargo space, but nothing I've found on just plain changing some stats. Thanks for any help I can get. Sorry to be a pain.
Ok firstly, the Nexus ID is SS_SH_A_M6M_2

Secondly, there are two tships in part 2, one for TC and one for AP - make sure you edit the right one.

Thirdly, if you're running a hull pack, you'll need to modify the relevant tships in this pack.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

jack775544 wrote:Very weird, it appears the server is down.
I am sure if you wait a bit Paul will get some alternative hosting arrangements made.
They are hosted by The X Universe... Anyone know whats going on with their servers?

I'd rather wait for them to come back up than reupload to a new host.... As long as they don't take too long to fix the problem.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”