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

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

Post by Taylor2008 » Sat, 29. Dec 18, 20:18

Live is a good mod,but not recommended for LxXRM.
I would not install new , cause you know what it is.
Have fun...

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

Post by alphalvr » Wed, 2. Jan 19, 20:56

Do you think the warez not being named correctly will become a problem? or is there a chance I can get away with it as it is.

Still seems to be working correctly and i have 6 full days invested into it now.

One annoying issue i have found is everytime i am attacked by any ship named privateer, ie boron privateer mako, after i have defended myself the police in sector go red and comms doesnt allow me to say sorry.

i have -3 standing to boron

I have reloaded saves and it is repeatable every time, can be annoying when suddenly the argon military colossus goes red when all i am doing is fighting an aggressor.

still having fun , just thought id mention it to see if i am doping something wrong

EDIT ok I decided to create another install, I think i did everything the same but this time I ran the bat file twice like taylor suggested and now the ware is named correctly.

Now the big question is will my save work on this instal.....guess i will find out :gruebel:

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

Post by Taylor2008 » Thu, 3. Jan 19, 01:12

Oh no, hope you have backuped your saves! :doh:

The error with the "ZA..." name of one ware had come to me after 2 InGameDays again.
But it is not so bad , as the description is ok for that thing and you can use it.
Your problem with privatiers is discussed here : viewtopic.php?f=94&t=304158&p=4821726#p4821726.

One Question : Have anybody offer you a story quest in your save ?

Tipp : When using Codea and you want assign a LT to an M6 , the M6 has to follow the Ship with the personal on it in order to transfer the LT.

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

Post by alphalvr » Fri, 4. Jan 19, 08:57

hey taylor, I created a complete second install but just using your suggestion of running the bat twice.

Then I loaded my save in the new game, and after 24hours of playing all seems well and no misnamed objects. (i backed up my saves just before but I think its good)

A story quest? hmmn the otas asked me for help and I have done a few missions for them.
Then lasdt night I found omnicron lyraie and they wanted terrans escorted, but I was too busy wondering why my tm`s were causing the military to come after me.

LT?? i cant remember what that is atm, thanks for the tip though i will look into it.

Oh no, I just reread your post....it came back....oh man it was all for nothing lol

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

Post by Taylor2008 » Fri, 4. Jan 19, 09:58

Glad you saved the saves. :lol:
The LT is the Leutant , for Codea.
You start training Recruts in M5,M4 or M3 till they reach Leutnant.
Then you have to transfer them to M6 or other higher ships and to do so he M6 have to follow the TM with
the Codea Personal, a little tricky.
Good to know , that the Plot-Missions start :)
The thing with this 17Mio "ZA.." is weird , sometimes the text is good , like " Boarding Pod..." ,
next time " ZA .. " is back.
But it is a minor problem , since the description is right and it is functional. :roll:

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

Post by alphalvr » Sat, 5. Jan 19, 21:20

Ah LT, I just kept refreshing the personnel page until I had 4 LT's, however I do plan to train my pilots myself once I get more than a few TM's as I like the added depth.

One question though that this is the wrong thread for but I think you will be able to answer, so I put 4 LT's in the 4 ships that I have on my TM,s but I was wondering how do I put a pilot in the TM itself? an option for that never comes up.

Also do my LT's rise in rank as they shoot pirates? I have not seen any rise so far but it is still early days.

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

Post by Taylor2008 » Sat, 5. Jan 19, 21:57

For Training Codea Pilots :

A TM or any other carrier with active Codea .
So you can you use Personal->Tansfer Pilots from / to cockpits.
4 or more M3,M4 or M5 ships with :
Fight Command Software MK1
Fight Command Software MK2
Navigation Command Software MK1
( Patrol Command Software )
At least one weapon installed

In these Fighter you put your Recruits , Ensign or Petty-Officers .
With Patrol CS you can use Security Service to set up a save Patrol in a save Core Sector, this will level
the Pilots much faster than standard Codea.
You can save the settings for easy use.
When they become LT , dock the ship , use Personal->Tranfer from Cockpit into the cargohold of the TM.
You need of course fresh Pilots to transfer them into the fighters and start again the Security Service.
For the LT `s you need M6 , TM or TP ships with the right equipment to FOLLOW the TM , than you can
transfer them into the Cockpits.
A TP with a LT can be used to get Personal from various Docks , as Technicans,Mechaniker, Gunners and so on.
Shure you can put a LT also in that first Basis TM , but hen you must let do him some sort of job , i usually
let the first TM without Pilot.

Pro-Tipp : If you also want to train civil Pilots as CLS, HVT and so on, use a second TM with Codea and name him different.
When your CLS Pilots become Logistiker you can store them on that TM , cause once they are not in Cockpit , they are just
Recruits , so you don`t confuse yourself with the Fight-Recruits...
After you had transfer them you have to send that civil ship to a station to get a newbee Pilot...
See :viewtopic.php?t=324136.

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

Post by TheGhost » Sun, 6. Jan 19, 05:10

I managed to capture an Argon Express with a few technicians and mechanics.
I have transferred him over to the M1's cargo hold but that doesn't seem to do anything.

What is the proper way to get the mechanic to start work on my M1 carrier ?

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

Post by Taylor2008 » Sun, 6. Jan 19, 11:36

CODEA Bomber

A M8 class ship
Pilot of the rank Lieutenant
Fight Command Software MK1
Fight Command Software MK2
Landing Computer
Cargo Life support System
Navigation Command Software MK1
Technician (ship crews require the Military Transport script to be installed)
Mechanic (ship crews require the Military Transport script to be installed)
viewtopic.php?f=94&t=259730

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

Post by alphalvr » Sun, 6. Jan 19, 22:11

Yes you are right Taylor all of a sudden I started seeing the dreaded ZZZ warez again, oh well it was worth a shot.

Thanks for the tips, I am going to train up some pilots now and try out what you have suggested.

One thing, about the military transport script you mention, is that already installed in this pack, or must it be added?

I have my settings adjusted to make everything difficult so creditz are hard to come by atm. I only allow small ships to bail as I wish to capture bigger ships manually.

Every time I earn a few creditz the marines in my cargo bay use them up repairing the damage from all the combat encounters my TM's are getting into, I am loving it.

I have a new annoying issue with those Boron couriers, salvagers and rescue ships.......they are making a beeline toward all my satellites and blowing them up.......the messages are non stop about losing satellites, betty is driving me crazy. :evil:

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

Post by Taylor2008 » Sun, 6. Jan 19, 23:22

:)
It is a hard life.
Yes the scripts are all included.
Go conquer the universe...

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

Post by cdeeks » Wed, 9. Jan 19, 18:51

when I click on the download link on the main post I get error loading page, is the link dead?

ed: i have no clue how to install shame this mod looks amazing. i edit bat file to point to my X3AP Folder but it keeps telling me it can't find the X3AP_n exe

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

Post by Taylor2008 » Thu, 10. Jan 19, 04:01

On Page 7 is another DL-Link.
Have you renamed your Original X3AP.exe to X3AP_n.exe and copy the No-Steam X3AP.exe in
the game-directory ?

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

Post by cdeeks » Thu, 10. Jan 19, 10:18

Taylor2008 wrote:
Thu, 10. Jan 19, 04:01
On Page 7 is another DL-Link.
Have you renamed your Original X3AP.exe to X3AP_n.exe and copy the No-Steam X3AP.exe in the game-directory?
I got it working thanks, the problem was somehow I had it on drive G but it wouldn't work so I moved a fresh install to drive C

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

Post by cdeeks » Thu, 10. Jan 19, 10:56

X3 AP-XRM Universe Colored Map 3.1 MOD SEEMS TO WORK WITH THIS MOD TO if anyone was wondering

ed: Anyone know how to work the travel drive? I installed one and have energy cells on board but have no idea how to use it.

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

Post by Taylor2008 » Thu, 10. Jan 19, 12:42

:) Glad you get it.

I have additional :
Life from sush viewtopic.php?f=94&t=354571 with the latest tech-hacks from TechSY730 https://drive.google.com/open?id=1Ze-O1 ... zhrA7gG_pJ
and https://drive.google.com/open?id=1t006K ... OaEor8SP6s.

The Galactic News System (BBS 2.0) (V.105) viewtopic.php?f=94&t=260555.
[X3AP] X-Achievements - [01/01/2014] viewtopic.php?t=359740.
The new MBRR from TechSY730 https://drive.google.com/open?id=1xnIRX ... uJFbztk3dm.
Pandora-Ejector http://forum.egosoft.com/viewtopic.php? ... 24#4064224.
Universe Explorers v2.4.2 b5 - now with Mk3 Blacklist integration viewtopic.php?t=370081.

And an exelent script from german community MK3-Kommandomenü (original UTProfit) from Nightmare86 viewtopic.php?f=96&t=398959.
It is ingame english too and a super easy way to control all of your MK3 traders!!!

cdeeks
Posts: 89
Joined: Tue, 22. Jan 13, 20:38
x3tc

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

Post by cdeeks » Thu, 10. Jan 19, 13:34

Taylor2008 wrote:
Thu, 10. Jan 19, 12:42
:) Glad you get it.

I have additional :
Life from sush viewtopic.php?f=94&t=354571 with the latest tech-hacks from TechSY730 https://drive.google.com/open?id=1Ze-O1 ... zhrA7gG_pJ
and https://drive.google.com/open?id=1t006K ... OaEor8SP6s.

The Galactic News System (BBS 2.0) (V.105) viewtopic.php?f=94&t=260555.
[X3AP] X-Achievements - [01/01/2014] viewtopic.php?t=359740.
The new MBRR from TechSY730 https://drive.google.com/open?id=1xnIRX ... uJFbztk3dm.
Pandora-Ejector http://forum.egosoft.com/viewtopic.php? ... 24#4064224.
Universe Explorers v2.4.2 b5 - now with Mk3 Blacklist integration viewtopic.php?t=370081.

And an exelent script from german community MK3-Kommandomenü (original UTProfit) from Nightmare86 viewtopic.php?f=96&t=398959.
It is ingame english too and a super easy way to control all of your MK3 traders!!!
what are these? is this mods that are compatible with the resurrection?

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

Post by Taylor2008 » Thu, 10. Jan 19, 20:12

These are compatible with the LxXRM mod.
Or what do you mean with resurrection ?

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

Post by alphalvr » Fri, 11. Jan 19, 01:12

Yes the travel drive had me trying to figure it out for ages as well.

If you install the travel drive, activate it and have energy cells on board and then click on a distant gate in the system (for instance) and select 'autopilot fly through gate' the drive should activate, it is great I loved using it on my M3, I much prefer it over SETA. (you can select places several systems away to auto pilot to and the drive will get you there activating on its own.)

However I bought a Dragon and the drive still works as above but when it gets to 20km from a gate it slows to 100ms (less than half the Dragons speed) and slow boats the rest of the way, really annoying as I had gotten used to using it.

If anyone knows how to stop the Dragon behaving this way I would appreciate a tip.

Actually it is a Dragon Sentinel with a whole heap of turrets which I filled with PBE's I think theres like 16 or more and 4 Ion railguns in the main frontal set. This thing is dying to every m6 I try to take on, maybe having only 4 front guns makes a massive difference, i even tried pbe's in the front 4 it is the same. There are no other weapons that can be used unless i want pacs or ire's. It isnt living up to its 'wage ware' description atm.

cdeeks
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x3tc

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

Post by cdeeks » Fri, 11. Jan 19, 14:44

I have been playing this modpack for a few days now and one thing that stands out to me is the weapon effects, in normal XRM mod the weapon effects are much much better and brighter and they also fire at a much faster rate. the weapon fire rate and effects in this mod just look so boring. To the point where i can hardly see them in space. is there a way to restore them to the default effects and fire rate of XRM or is it not possible with this mod?

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