[MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Good day! Im really enjoying the whole thing, saved me lots of time compiling the mods myself. Also loving the graphic changes! One small bug of sorts, The jump gates are increased in size, but the gate frame is still visibly there, which bothers me more than it probably should (the gate frame size is normal and the internal glow is twice as big and overflowing the frame). Is there a way to fix that? Im playing on Win10, its a steam copy, and i followed all instructions when installing. Thanks!
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
craftomega wrote: ↑Thu, 1. Aug 19, 21:14Ok. So I managed to fix the rest of the sectors colors without breaking things. I did not add color to sectors that did not have any.
Install \x3 terran conflict\addon\t\
Overwrite as needed.
http://www.mediafire.com/file/jf1zrzdoh ... 1.rar/file
I also made a change to the CAG/CLS1/CLS2 to not require navigators to use your own navigation beacons. They will now use ANY including hostile ones, they will use whatever gate or beacon is closest to there destination. (I think)
Install \x3 terran conflict\addon\scripts\
http://www.mediafire.com/file/0fzduovtd ... n.xml/file
Note: I really hate the Military Transporter script. It would be far better if you could hire directly from military outposts.
Thanks craftomega those were literally the two main things that were bothering me. Loving this mod-bundle otherwise so thanks to all involved!
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
None of the download links for the LxXRM 2.0 files are working. Does anybody have or know of a working download link? there was a dropbox link in this thread but this also does not work.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
I killed a couple kha'ak ships and i got an encrypted message which has kha'ak signature, but i cannot decode it.
Also my kha'ak rep increased..
Anyone knows what that might be? Is there some way to decrypt that?
Or should i just play on and it will unfold on its own?
Perhaps just a flavor thing..
Also my kha'ak rep increased..
Anyone knows what that might be? Is there some way to decrypt that?
Or should i just play on and it will unfold on its own?
Perhaps just a flavor thing..
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
I got the 3 XRM ones, it's just the LxXRM link. The connection times out saying the server took too long to respond. I did try Incognito mode though on Chrome and on Firefox anyway but it's the same. the dropbox link someone posted on page 8 says the file is no longer there.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Uploaded to dropboxGothixa wrote: ↑Sat, 10. Aug 19, 20:53I got the 3 XRM ones, it's just the LxXRM link. The connection times out saying the server took too long to respond. I did try Incognito mode though on Chrome and on Firefox anyway but it's the same. the dropbox link someone posted on page 8 says the file is no longer there.
LxXRM 2.0
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Thank you so much for that, I was able to download the files greatly appreciated.pref wrote: ↑Sun, 11. Aug 19, 01:59Uploaded to dropboxGothixa wrote: ↑Sat, 10. Aug 19, 20:53I got the 3 XRM ones, it's just the LxXRM link. The connection times out saying the server took too long to respond. I did try Incognito mode though on Chrome and on Firefox anyway but it's the same. the dropbox link someone posted on page 8 says the file is no longer there.
LxXRM 2.0
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Hey Guys. Does anyone else have the "problem" that some sectors can´t be found trough unisverse map with the search bar (like for me the xenon and khaak sector´s for example). Also legend home.
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
You cant search sectors that have colored named, see my self quote to remove the color from the first 3 letters on each sector.
craftomega wrote: ↑Thu, 1. Aug 19, 21:14Ok. So I managed to fix the rest of the sectors colors without breaking things. I did not add color to sectors that did not have any.
Install \x3 terran conflict\addon\t\
Overwrite as needed.
http://www.mediafire.com/file/jf1zrzdoh ... 1.rar/file
I also made a change to the CAG/CLS1/CLS2 to not require navigators to use your own navigation beacons. They will now use ANY including hostile ones, they will use whatever gate or beacon is closest to there destination. (I think)
Install \x3 terran conflict\addon\scripts\
http://www.mediafire.com/file/0fzduovtd ... n.xml/file
Note: I really hate the Military Transporter script. It would be far better if you could hire directly from military outposts.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Thx for that. And is it really only possible to take over "standart" sectors, who owned by a race? because if i try to own a unknown sector or one the "the lost colony" mod, i dont have the option to take it over.craftomega wrote: ↑Tue, 13. Aug 19, 18:08You cant search sectors that have colored named, see my self quote to remove the color from the first 3 letters on each sector.
craftomega wrote: ↑Thu, 1. Aug 19, 21:14Ok. So I managed to fix the rest of the sectors colors without breaking things. I did not add color to sectors that did not have any.
Install \x3 terran conflict\addon\t\
Overwrite as needed.
http://www.mediafire.com/file/jf1zrzdoh ... 1.rar/file
I also made a change to the CAG/CLS1/CLS2 to not require navigators to use your own navigation beacons. They will now use ANY including hostile ones, they will use whatever gate or beacon is closest to there destination. (I think)
Install \x3 terran conflict\addon\scripts\
http://www.mediafire.com/file/0fzduovtd ... n.xml/file
Note: I really hate the Military Transporter script. It would be far better if you could hire directly from military outposts.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Is there a mod to take over sectors? How to use it if it is?
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
STO sector take over mod is in the pack. if you follow the install guide at the beginning of the thread you'll run into it and its recommended settings
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Hey Guys. Can someone tell me, what "could" be wrong with my game, that i cant take over sectors? I reinstalled it around 4 times. Everything else works fine.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
From the X3R STO thread:
The script overtakes a sector when the owner is an enemy to the player (change this in global commands and send to whole property), when there are no more stations of the former owner in the sector and when there is a trade dock of the player.
The script overtakes a sector when the owner is an enemy to the player (change this in global commands and send to whole property), when there are no more stations of the former owner in the sector and when there is a trade dock of the player.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Ok. So i really need a dock. anything else will doesn´t work right (like ore mine etc)?pref wrote: ↑Sun, 18. Aug 19, 14:26From the X3R STO thread:
The script overtakes a sector when the owner is an enemy to the player (change this in global commands and send to whole property), when there are no more stations of the former owner in the sector and when there is a trade dock of the player.
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
You need a Tradestation to take over the Sector.
And of course , there must be all other stations destroyed first.
And of course , there must be all other stations destroyed first.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Hey, when installing im getting the sme error a few times, indicating that something wasnt installed i think.
Command Line Error:
Unsupported command:
Terran
after that the rest of the installation works properly, but im getting some wrong texts ingame (names of ships/stations)
https://cdn.discordapp.com/attachments/ ... nknown.png
Command Line Error:
Unsupported command:
Terran
after that the rest of the installation works properly, but im getting some wrong texts ingame (names of ships/stations)
https://cdn.discordapp.com/attachments/ ... nknown.png
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Where is your lxrm install folder located and name of the x3 mainfolder?iHaku wrote: ↑Mon, 19. Aug 19, 21:24Hey, when installing im getting the sme error a few times, indicating that something wasnt installed i think.
Command Line Error:
Unsupported command:
Terran
after that the rest of the installation works properly, but im getting some wrong texts ingame (names of ships/stations)
https://cdn.discordapp.com/attachments/ ... nknown.png
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
edit: i guess this is the issue...
"Ed. Oh, FFS. Your batch files can't be in a path with spaces. What is this, 1995? "
x3 foldername is \X3 Terran Conflict\
and the setup.bat is in
X3 Terran Conflict\1M\LxXRM\setup.bat
1M being basicly my folder for mods folder with a 1 so its the first folder in the directory.
the folder is X3 Terran Conflict because thats where it installed AP to when i installed it.
everything else seems to work (modmanager was found etc), besides the command line issue and right after that some related files cant be found.