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

Post by Private Hix » Wed, 30. Jan 19, 20:33

Taylor2008 wrote:
Mon, 28. Jan 19, 23:41
Xenon Mod.
Haven`t tested by myself, but Xenon will be VERY , VERY Strong.
If you try that , please report us! :D
That's what I was thinking, I just have no idea what it specifically does.

I turned it on, I'll try to let you know what happens!

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

Post by Taylor2008 » Wed, 30. Jan 19, 20:43

:)
Here is the link to the mod : viewtopic.php?t=386351 ,
but it is german .

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

Post by Taylor2008 » Sat, 2. Feb 19, 09:03

The only thing i do not understand is the functionality of the PAR-Ships.
I bought them , let them dock at a carrier , press the hotkey and select the carrier.
I get the message and when i look at the ships , all seems right.
But later , when they engage in a batle , their weapon banks are blank.
No weapons installed. :?
Have someone simmilar problems or a solution for me , please ?

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

Post by palentier » Tue, 5. Feb 19, 03:21

I don't hold much hope that I will get any help with this being so old. But I am having an Issue where the CLS options are not in the trade section like they should be. I have the modules installed but there is no option for Starting CLS. Anyone know why?

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

Post by Taylor2008 » Tue, 5. Feb 19, 06:47

Has the ship a homebase ?
Is it docked ?
Has it Nav-software too?

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

Post by palentier » Wed, 6. Feb 19, 01:03

A home base? I wouldn't know sorry i'm sort of new to all this can you enlighten me? I have done the other things.

To be more specific I can't click Start External CLS (or whatever it says) Its there but its grayed out.

Anyway I reinstalled the Mod except this time I said NO to installing the scripts. I did the Humble Merchant start. Installed the CLS software on the Hauler and the option was available to start the External CLS (setup process)

So I dont know if there was some kind of conflict with one of the scripts that was installed or what the problem was.

Is there anything that will cause a problem if I don't install the scripts?

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

Post by joelR » Thu, 7. Feb 19, 01:04

palentier wrote:
Wed, 6. Feb 19, 01:03
A home base? I wouldn't know sorry i'm sort of new to all this can you enlighten me? I have done the other things.

To be more specific I can't click Start External CLS (or whatever it says) Its there but its grayed out.

Anyway I reinstalled the Mod except this time I said NO to installing the scripts. I did the Humble Merchant start. Installed the CLS software on the Hauler and the option was available to start the External CLS (setup process)

So I dont know if there was some kind of conflict with one of the scripts that was installed or what the problem was.

Is there anything that will cause a problem if I don't install the scripts?
Here are a couple helpful links. No need to reinstall like you did. Youre just missing some prerequisites.

Learning this game is like learning a new software program. Just hang in there and it will all come naturally soon. Its worth climbing over the curve. Great game

viewtopic.php?t=277232 (CAG/CLS) (ignore where he says to make sure youre using the bonus pack. You dont install that using lxxrm)

viewtopic.php?t=334255 (CLS2)

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

Post by Private Hix » Fri, 8. Feb 19, 19:59

Taylor2008 wrote:
Wed, 30. Jan 19, 20:43
:)
Here is the link to the mod : viewtopic.php?t=386351 ,
but it is german .
I checked out that page but it still seems pretty vague on what the mod specifically does. I've had it on for a while and there are quite a few Xenon fleets rampaging through the Commonwealth, Terran might has stopped most of the incursions into Terran space though.

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

Post by Taylor2008 » Sat, 9. Feb 19, 02:57

If you want more action , try https://drive.google.com/open?id=1xnIRX ... uJFbztk3dm and viewtopic.php?f=94&t=260555.
You can copy those files even during actual save , then activate what you want via plugin config menu.

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

Post by killmela » Sat, 23. Feb 19, 19:18

Hello~~

Sorry, I'm a bad english speaker.
I'm stucked on step1. When I open _X3AP_PATH_ this file.
The cmd window always close immediately. I can't even see anything.
May I ask what problem this is?
Thx for helping~~ :)

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

Post by Taylor2008 » Sat, 23. Feb 19, 22:12

You open the file with notepad+ ?
And edit it , so it shows the path to your installation.
If you are german speaker , there is a german version in the forum...

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

Post by palentier » Sun, 24. Feb 19, 17:13

Tibbsnak wrote:
Tue, 11. Dec 18, 21:02
I have no idea how it's being done, but sometimes when my universe explorer goes into "buy" mode for fighters or such it'll start spontaneously generating credits. The only time it does this is if it was attacked hard enough to deploy fighters and run. It'll find some random station and dock and undock and redock, and I'll just get spontaneous money in bunches usually ending total in the million or two million area. Though one time it kept at this until I had about 21 mil (from 3). I did the advanced start and got the freighter + that one scout with the built in military scanner and basically set it to universe explorer from the start. Maybe it can teach me the mysteries of magic money.

I had this same thing happen without this mod package installed. I think it is a bug within the Universal Explorer Mod itself. I just reloaded from a previous save and commanded the UE to another sector and restarted the UE command. That seemed to fix it. The magic money was pretty funny though.

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

Post by killmela » Mon, 25. Feb 19, 05:37

Taylor2008 wrote:
Sat, 23. Feb 19, 22:12
You open the file with notepad+ ?
And edit it , so it shows the path to your installation.
If you are german speaker , there is a german version in the forum...
Hello~ thx for helped.
I'm from Asia :)
I already installed it successfully.
I just thought I can double click the file and open i, lol
Sorry for late reply, make sure no more questions when was tring to install.
Thx again~~

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

Post by Insigar » Sun, 17. Mar 19, 21:57

I don't know if this has been mentioned before but the Xenon mod is a HUGE performance killer. I had immense stuttering while my SETA was activated and was looking for the cause of it. As soon as I reset (and deactivated it) the Xenon mod I went from stuttering to perfectly smooth on 10x SETA. So just a little info if you're having trouble like me.

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

Post by Zaknafein » Tue, 19. Mar 19, 03:30

Which Xenon mod?
Ofc ***modified***, modders doing what Egosoft cant.

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

Post by Taylor2008 » Tue, 19. Mar 19, 16:20

Nightmare of the Xenon in the AI Menu.

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

Post by Tritous_caraway » Tue, 26. Mar 19, 07:05

Oddly surprised to find this installed quickly and easily - not my usual experience with mod combinations so credit for setting up the mix - it's certainly a different game with the big mods and it's got a lot to learn for me. Prices different, balance different, and God am I running when on mission one I see a khaak battle group having fun in the corner. Not had to flee them since X3R

So far my only complaint is the avoidance zones for the absolutely huge TOA makes the AI an idiot. Seriously - the ~30km run-up it seems to want leaves it trying to evade both the TOA gate and the shipyard in some sectors. I'm not sure which of the mods did this (the downside of such packs) but I'm tempted to pull out my old TOA to Gate script and swap them over.

Other obvious missing one for me was MARS but hey, we can easily add more scripts.

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

Post by Taylor2008 » Tue, 26. Mar 19, 11:44

What is TOA ?
Mars is in the package...

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

Post by Tritous_caraway » Tue, 26. Mar 19, 19:08

TOA = Trans orbital accelerator

Odd that MARS didnt seem to show in the hotkey registration

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

Post by Taylor2008 » Tue, 26. Mar 19, 23:56

8)
Then you don`t have it installed right.

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