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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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stonedsub
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by stonedsub » Wed, 14. Nov 18, 18:36

is the link for LxXRM10.zip is dead ? can't download it ... :((

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PromX
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by PromX » Thu, 15. Nov 18, 17:07

Download works fine for me.

stonedsub
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by stonedsub » Fri, 16. Nov 18, 00:49

yes it's working now will give this a try !

How LxXRM run on a savegame of at least 15 or 20 days ?

t-master
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by t-master » Sun, 18. Nov 18, 17:25

Is there any way to reduce the amount of missiles used by npcs? Especially the xenon's swarm missiles?

sepa
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by sepa » Wed, 5. Dec 18, 00:13

Hey,

Nice work with the mod!

One question - is it possible to revert to old UI?

Thanks!

Edit:
Nvm, found it :)
Shit happens, ppl die. Usually when I'm around.

Olorin
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Olorin » Thu, 6. Dec 18, 12:19

Just getting mammoth spawns all over the place, combined with mammoths blowing up at the gates, and generally bad performance.

I used the ALL option in the installer to install all the scripts.

Just to ensure the install was completed properly, if using the installer with the ALL option, I don't need to manually install all the scripts with the Plugin Manager?

Is there anything I can do to resolve this?
Writer of Litcube's Universe guide, available here: https://docs.google.com/document/d/1x1X ... sp=sharing

Taylor2008
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Taylor2008 » Thu, 6. Dec 18, 13:56

Links for some hints on Mammoth problem: viewtopic.php?p=4078174 https://steamcommunity.com/app/201310/d ... 312086014/ - last one references using litcubes bouncescript - not even to that point yet and compining my own wall file ...... going to be fun! but it still references overwriting the Tships file so should find some hints there ppl. (think this requires x2 script editor 2)

Mammoth everywhere is sign of a bad install.
I would delete all and make a new clean install.
You don`t need any other scripts , except Chyrows Cheat package, see Page 2 of this Topic.
I installed all yesterday and had no Mammoth spawn...works like a charme!

Tibbsnak
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Tibbsnak » Fri, 7. Dec 18, 03:39

This works, but when I get a mercury and equip it with mobile mining turrets, the command to have it mine as well as teh command to mine and sell minerals are greyed out. Am I missing something?

Taylor2008
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Taylor2008 » Fri, 7. Dec 18, 03:51

Not shure if this will help you, but can try : viewtopic.php?t=226336

I mean the ship Equipment and Handling , cause the scripts are build in.

Tibbsnak
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Tibbsnak » Fri, 7. Dec 18, 03:58

Taylor2008 wrote:
Fri, 7. Dec 18, 03:51
Not shure if this will help you, but can try : viewtopic.php?t=226336

I mean the ship Equipment and Handling , cause the scripts are build in.
Thanks, but it turns out the mining scripts that you're supposed to use are hidden in the Salvage Command menu as "Salvage Rocks", from the salvage command software. It includes routines for mining I guess? Though my ships seem to crash into the rocks to break them more often than they shoot them.

Taylor2008
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Taylor2008 » Fri, 7. Dec 18, 04:12

No, that is something different.
Just look at your ..../addon/scripts directory , there is Prospector-Plugin.
So you have enabled scripts in Game via "Thereshallbewings" ?
Save , exit game and restart?
Than it should work like it is written in that topic.
About that ship allways crash - do not be in the same sector when you give that ship the mining order.

Another possibillity is that script , but it is german , will work with english language too viewtopic.php?f=96&t=400081 .

Tibbsnak
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Tibbsnak » Fri, 7. Dec 18, 05:18

Taylor2008 wrote:
Fri, 7. Dec 18, 04:12
No, that is something different.
Just look at your ..../addon/scripts directory , there is Prospector-Plugin.
So you have enabled scripts in Game via "Thereshallbewings" ?
Save , exit game and restart?
Than it should work like it is written in that topic.
About that ship allways crash - do not be in the same sector when you give that ship the mining order.

Another possibillity is that script , but it is german , will work with english language too viewtopic.php?f=96&t=400081 .
That didn't seem to do anything besides enable the script console. I do have plugin.prospector scripts in there already from the LX install but I have no idea how to access them outside of the script editor. There's a keybind for prospector in the interface menu but the menu it brings up is really not useful and requires manual inputs with no help and looks like it's part of the logistics package. The only thing I can think of is that during install of this modset it couldn't find a specific lucike bat file but I followed the instructions exactly.


Edit: I tried a remove and reinstall of this and got this during the install.

Could Not Find H:\X3XxLXRM\addon\mov\00044.xml
Could Not Find H:\X3XxLXRM\addon\scripts\plugin.autotrade*.xml
Could Not Find H:\X3XxLXRM\addon\scripts\lib.ship.signal.killed.trader.xml
Could Not Find H:\X3XxLXRM\addon\scripts\lib.ship.signal.attacked.trader.xml
Could Not Find H:\X3XxLXRM\addon\scripts\lib.ship.sh.attack.trader.flee.xml
Could Not Find H:\X3XxLXRM\addon\scripts\!ship.cmd.jump.std.xml
Could Not Find H:\X3XxLXRM\addon\scripts\lib.get.jumpable.gates.xml
Could Not Find H:\X3XxLXRM\addon\t\1500-L*.xml

Taylor2008
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Taylor2008 » Fri, 7. Dec 18, 14:52

Yes it enables scripts!!!!

That you don`t have these files is not good, i have them.
Maybe try a new clean install...

Tibbsnak
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Tibbsnak » Fri, 7. Dec 18, 19:10

Taylor2008 wrote:
Fri, 7. Dec 18, 14:52
Yes it enables scripts!!!!

That you don`t have these files is not good, i have them.
Maybe try a new clean install...
I did a fresh install of Terran conflict from steam, then installed albion prelude over it from steam, copied it out elsewhere and followed this guide exactly. There's a Bat file that doesn't come with the zip OR SOMETHING. I ran both the install files and the final install using short directories with no spaces.

**** CALL 110-lucike.bat ****
The system cannot find the file specified.

Although looking at the bat file this might be intentional, as it seems to be a preemptive step to remove an existing _tmp dir in-case you're running this a second time..

Tibbsnak
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Tibbsnak » Sat, 8. Dec 18, 02:51

All those errors in the bats were intentional parts of the install process, believe it or not. After doing the install over again, this time making sure that both the x3 dir and the modpack installer dir were in a root directory with no spaces (ie: D:/LxXRM and H:/X3LxXrm), the prospector scripts now show up in the menus.

Edit: also not sure if it matters, but I originally ran the executable directly with -language 44, but now I just run it using the button in the plugin manager

Also for some reason you need navigation software mk1 to make prospector scripts show up. and the full mining equipment suite to have it not greyed out. You'd think it'd be salvage or something but..
Last edited by Tibbsnak on Mon, 10. Dec 18, 00:09, edited 1 time in total.

kyoo
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by kyoo » Sat, 8. Dec 18, 11:17

Hi guys. I installed this mod package and began testing it when I noticed something funny with several of the 'omicron channel' sectors added by litcube's revelation mod. Their gates are still present and functional but aren't labelled with directions (N, S, W, etc) and they do not show connecting lines on the map. Do any of you know if this normal behavior for this mod install or if it means something has gone wrong?

screenshot here: https://i.imgur.com/OGtfCdO.jpg
Last edited by kyoo on Sun, 9. Dec 18, 00:05, edited 1 time in total.

Taylor2008
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Taylor2008 » Sat, 8. Dec 18, 17:41

@Tibbsnak : Good ! :)

@kyoo :I think that is normal...

kyoo
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by kyoo » Sun, 9. Dec 18, 00:12

.
Last edited by kyoo on Sun, 9. Dec 18, 09:10, edited 1 time in total.

dheltpdl3
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by dheltpdl3 » Sun, 9. Dec 18, 03:02

Looks very interesting! Thanks for making this, it's amazing to see new mod being made after all these years. This package is the only reason why I decided to play AP again.
Can I ask one thing? I'm a korean user and want to use this mod with unofficial korean patch made by users. The patch is consisted of a .cat file and a .dat file.

Greysa
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by Greysa » Sun, 9. Dec 18, 07:14

I seem to have issues starting the terran plot. I have done the bridging mission successfully, but I don't receive the message for the patrol. I have also started Operation Final Fury, and it seems to be working correctly. I started as the Humble Merchant.

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