[MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

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Davith
Posts: 7
Joined: Sun, 31. Jul 16, 15:42
x4

Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Davith »

In case anyone else was playing, I had a bug with the New Home plot (plot spoiler:):
Spoiler
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The player sector is given the wrong name
The fix is in changing the mission director files to point to the correct ids; replace the files `2.013 New Home.xml` and `DPPCF02 Plot Manager Libraries.xml` in `addon/Director` with those in this zip.
This must be done before the final part of the plot, otherwise the fix won't work.
If the zip file isn't available due to bitrot, then you can manually search and replace the ids in those two files according to the following table (spoilered for plot):
Spoiler
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Code: Select all

+--------------------+--------------+-------------------+------------+
| Old Sector         | Wrong/Old id | New Sector        | Correct id |
+--------------------+--------------+-------------------+------------+
| CEO's Investment   | 30050        | Leap of Faith     | 1023805    |
| Tharka's Ravine    | 30040        | Kuiperian Descent | 1023818    |
| Blue Storm         | 1024         | Mists of Artemis  | 1023820    |
| Enduring Light     | 1020815      | Light of Hope     | 1023800    |
| Prophecy Fulfilled | 20005        | Magrathea         | 20006      |
+--------------------+--------------+-------------------+------------+
There should be one replacement in each file (for each id).
Echo4
Posts: 5
Joined: Sun, 28. Mar 21, 12:04

Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by Echo4 »

In case anyone wants to install this mod, I repackaged it to make your life easier, to fix things that people have pointed out since the previous page, and a couple of tweaks from my part. You still have to provide the executable, though. If you can download this file, upload it in other places and share the link(s), it'll be much appreciated and would make the mod more resilient.

Here are the mirrors I can provide: "LxXRM_v3.1.zip" contains:
  • the files of the LxXRM 3.1 mod for Albion Prelude;
  • what needs to be put in the folder "LxXRM_v3.1\_DOWNLOADS\", minus the executable:
    • X3 Rebalance Mod v1.30d;
    • X3 Resurrection Mod v3.3 for X3 Rebalance Mod;
  • an updated "SETUP.bat" from "viewtopic.php?p=5247134#p5247134", which I edited slightly:
    • the first line now is "LxXRM v3.1 Setup" instead of "LxXRM v3.0 Setup";
    • the colored text of the original installation window was restored (some weird characters where missing, and this caused the colors to be lost and also the addition of some characters around the text that was meant to be colored);
  • changes to the name of some .cat and .dat files as suggested here "viewtopic.php?p=5273699#p5273699" to restore the X3 Terran Conflict plot;
  • changes to the contents of a few files as suggested here "viewtopic.php?p=5285166#p5285166", which I applied to all "2.013 New Home.xml" and "DPPCF02 Plot Manager Libraries.xml" files to fix a problem at the end of the New Home plot (the post seems to contain an error: there's no "1024" to change, but there's "736000"); these files are:
    • "200 - FP-17-TCAP [optional]\X3AP_COPYME\addon\director\2.013 New Home.xml";
    • "215 - TCAP_Lost Colony [optional]\X3AP_COPYME\addon\director\2.013 New Home.xml";
    • "400 - X3Customizer Files\TCAP\addon\director\2.013 New Home.xml";
    • "400 - X3Customizer Files\TCAP-LC\addon\director\2.013 New Home.xml";
    • "200 - FP-17-TCAP [optional]\X3AP_COPYME\addon\director\DPPCF02 Plot Manager Libraries.xml".
meeflepoofs
Posts: 1
Joined: Sat, 13. Dec 25, 11:35
x3fl

Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]

Post by meeflepoofs »

Does anyone know the menu location & name of the LxXRM keybind to activate Travel Drive? I can't seem to find it anywhere. Thank you very much.

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