[UPDATE] *XTM PATCH .7.2 RELEASED!* [MOD/AL-plugin]

The place to discuss scripting and game modifications for X³: Reunion.

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dragonsblade71uk
Posts: 236
Joined: Sat, 8. Jul 06, 00:01
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Post by dragonsblade71uk »

Right O.K.
Following the accusations that i cannot read etc. I have gone right back to basics again in my bid to get this XTM Mod installed.

I have now for the 4th time, cleared my computer hard drive of anything to do with the X-Universe. I re-installed X3, added the 2.02 etc update to transform to the Bala Gi upgrade.
I have then followed the instructions AGAIN to a tee. And the Mod still isnt working and i still get the same message when i start a new game, this being about placing the Cat/Dat miles into the mods folder.

So far, i have ensured that i have the full 337 Mb edition downloaded
This i initially saved to My Documents.
I unpacked this using Winrar which gave me the contents marked as XTM.7a as a yellow folder.
Following the instructions, these state to Open the RAR archive and extract its contents into the X3 Reunion directory - it then states that this is the one were the X3.EXE file is located.
PROBLEM 1 - I cannot see this file (X3.EXE) anywhere. I have even searched the entire computers hard drive, files and folders etc and this file is not listed.
SO i unpacked the folers into the X3 Reunion folder regardless.
I dont have a Dat or Cat file higher than 9, so the 10 - 11 files incorporated into XTM.7a should load in O.K. without the need to change their numbers.
I have unpacked the soundtrack folder into the X3 Reunion\soundtrack folder - No problems here.
I have installed the Cycrow Installer and added the Xtended Mods Scripts+Patch-V0.7.2-26.06.2006.spk as specified.
This has also installed O.K.
I then closed this installer as stated.
Loaded the game and started a new game but it still states that same old message about Cat & Dat files needing to be placed into the Mods folder.
Its driving me nuts.
Its obviously something simple that is amiss here but as i am not an I.T engineer i cannot fathom it out.

Someone on the XTM forum had the same problem exactly but he was given suggestions to no avail. Eventually he replied that he had fixed the problem by moving one of the files but did not state which one and to where.
I know that i have all the required pieces but something is just in the wrong place.

When i go into the X3 Reunion file, this being the one that appears after i click on the EGOSOFT folder within Programme Files. This has now displayed all the Cat files from 1-10, No Cat/Dat 11 seems to appear however but this was definitely downloaded with the rest of the file.
It also has the files for Mod, Scripts etc, etc.
Do i leave the yellow XTM.7a file in this folers along with the rest or does it have to be moved into one of the files within the X3 Reunion folder.
So far alot of fellow gamers have tried to assist but each stated a different place for the file to go and i have tried each with the same result.

Am i missing something and is there another file marked X3.EXE that the XTM.7a file should be with.??

Any help please as i have already followed the instructions to the letter but it just isnt working for me. My P.C is up to the job so there should not be any problems there.

Regards.
The problem as I see it, is that the files needed are in the XTM7a folder. In there you should see the cat/dat, and soundtrack folder.
These files Neeed to be in the X3Reunion folder. SO just move them from that XTM7a folder to the X3Reunion folder. The one problem you will have is that the 10 cat/dat is there as you have installed the scripts. Over write the ones there with the ones from the XTM7a folder and reinstall the script files, and you should be good to go!
Mailo
Posts: 1925
Joined: Wed, 5. May 04, 01:10
x3

Post by Mailo »

Kasabian wrote:I hope their are plans to fix the Bala Gi Mission, currently you need a destroyer in order to get the Hyperion because the surrounding sectors are flooded with Pirates. Why get the Hyperion when you need a better ship to get it in the first place.
I just managed the Hyperion mission. Up to Mahlstrom I got the Hyperion using a Nemesis MkI to pull and a Boron Skate, but Mahlstrom was impossible. Until I got a Spitting Cobra (M6 from DDRS with Flak in the rear turret). Still was rather tough.
JIM COLDHAM
Posts: 149
Joined: Sun, 11. Jul 04, 16:51
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Post by JIM COLDHAM »

Lovely, i shall give it another go.
The soundtrack file has worked as there is now new music at the start up screen.
I shall quaff a few more beers and try again.
Remember to attack your foe head on and dont take your finger off the trigger until the dust has settled - DR DEATH.
JIM COLDHAM
Posts: 149
Joined: Sun, 11. Jul 04, 16:51
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Post by JIM COLDHAM »

AT LAST, I CANT BELIEVE IT BUT IT HAS WORKED.
YIPPPPEEEEEEEEEEEEEE. :D :D :D

Now at last i can start enjoying this this to the fullest.

Regards.

:skull:
Remember to attack your foe head on and dont take your finger off the trigger until the dust has settled - DR DEATH.
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Aragon Speed
Posts: 818
Joined: Sat, 10. Dec 05, 13:30
x4

Post by Aragon Speed »

JIM COLDHAM wrote:AT LAST, I CANT BELIEVE IT BUT IT HAS WORKED.
YIPPPPEEEEEEEEEEEEEE. :D :D :D

Now at last i can start enjoying this this to the fullest.

Regards.

:skull:
2 days ago I actually replied and told you what files must go where here :wink:
Hoopler John
Posts: 8
Joined: Wed, 27. Jun 07, 12:51

Post by Hoopler John »

Does xtended change any of the existing ship stats, I just bought a Python and I was looking around the forum here for tips on weapon selections, alot of people are recommending beta flak but for some reason my Python cant mount beta flak at all, only alpha flak and only left and right turrets.
Deleted User

Post by Deleted User »

In a word - yes
In vanilla Python had all-round aFlak (28 guns) with available bFlak in left/right turrets (8 guns),
in XTM it's only aFlak in the left/right 8 guns.
I guess they felt it was unbalanced?

But the Phoenix got a huge Flak boost (none in Vanilla, as much as the
vanilla-Python in XTM)
Last edited by Deleted User on Fri, 6. Jul 07, 13:35, edited 1 time in total.
paulms1980
Posts: 933
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Post by paulms1980 »

i think ive got a problem!!!
installed x3 fresh, updates to 2.0.2 then the bonus pack.
then installed cycows bbs pack, overtune,remove rocks,crystal free and the lv cheat pack. installed xtm and the update.
when i dock at some stations there is no bbs messages and also some mines do not produce anything at all!!!
have started on terran pilot
xeon_1
Posts: 3535
Joined: Thu, 4. Dec 03, 17:16
x4

Post by xeon_1 »

on the terran station it is normal that you don't get a bbs
Rod696
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Joined: Mon, 19. Sep 05, 23:24
x3tc

M0 class ships...

Post by Rod696 »

How does one obtain them with the xtm mod?
xeon_1
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Re: M0 class ships...

Post by xeon_1 »

Rod696 wrote:How does one obtain them with the xtm mod?
obtain what?
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dragonsblade71uk
Posts: 236
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Post by dragonsblade71uk »

Have you enable the terran race under the artificial life settings?

I had to enable that to get some of the station too start producing. Not sure if that affedcted the BBS though!
paulms1980
Posts: 933
Joined: Fri, 5. Mar 04, 17:23
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Post by paulms1980 »

so which start do you use to get all the new features of the xtm?
youve got all the standard starts from vanilla x3 then the custom starts.
The_Reaper`
Posts: 362
Joined: Thu, 19. Feb 04, 16:35
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Post by The_Reaper` »

Hi guys. Sorry about all this as I am a bit computer illiterate.

The instructions clearly state to open the Scripts and the Mods using XScript Installer. I can only assume that both of these are in the download entitled Xtended Mod Scripts 0.71

I have also downloaded the large 337MB file but do not have a clue as to where the contents are supposed to go (I have a .DAT file and a Security Catalogue as well as a folder of rather good music). Could someone please tell me where these are supposed to go

Many thanks in advance
See all of Lowd of the Wingth and more www.freewebs.com/lucidconception
Player.
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Post by Player. »

See my reply on the TXU forums :wink:
http://forum.egosoft.com/viewtopic.php?t=183585 - X2 The Threat High Definition Mod - You know you wanna :)
Lidza
Posts: 403
Joined: Wed, 12. Oct 05, 23:23
x3

Post by Lidza »

:evil:

Argon shipyards still need rethink and perhaps a redesign. Capital ships still crash undocking from them. :shock:
xeon_1
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Joined: Thu, 4. Dec 03, 17:16
x4

Post by xeon_1 »

Lidza wrote::evil:

Argon shipyards still need rethink and perhaps a redesign. Capital ships still crash undocking from them. :shock:
Undock OOS its the easy way and prevents all kind of problems
JakubCW
Posts: 196
Joined: Fri, 18. Aug 06, 06:59
x4

Post by JakubCW »

doesnt help the npc ships captitals that explode while you flying in the system though.
undercover_agent
Posts: 51
Joined: Sun, 26. Feb 06, 08:13
x4

Post by undercover_agent »

How do you activate (what requirements) the stoyline for the Xtended mod, is there a storyline??
jumbled
Posts: 320
Joined: Mon, 28. Jun 04, 08:22
x4

Post by jumbled »

I'm seeing some factories, like the new shield facts, with names including multiple words "alpha" on the end. There's one I'm looking at now that's a 500MJ "alpha alpha", and earlier I saw another one that was a 5GJ "alpha alpha alpha apha". And then there's an AnitMatter Missile fact. "alpha alpha". Sounds like someone has a stutter.

Also, the 5GJ shield facts are selling 10GJ shields.

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