X3AP XRM - Humble Merchant Start - No Credits, No Sinza, No Discoverer -First Modding

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NoxMortem
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X3AP XRM - Humble Merchant Start - No Credits, No Sinza, No Discoverer -First Modding

Post by NoxMortem » Mon, 3. Feb 14, 21:07

Hello dear community,

My initial question was if XRM decreases start money to zero, actually it does not and i simply installed one/two mods too many which lead to conflicts.

Here the full question in a spoiler, feel free to skip it.
Spoiler
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This is my first post in this forum is after trying out X3TC for some time i wanted to see what mods you guys created in the last years and just from the first glance i am amazed.

After hour long searches through the mod listing i have downloaded several mods which sounded amazing and installed them mostly with the plugin manager, altough i installed the XRM manually.

I started in XRM with humble merchant and is it normal that i start with zero credits, no SINZA and no discoverer as in the normal game. Is this the normal XRM start or have i ****** up something with too many mods? I googled for it but also the XRM FAQ seems not to answer that.

I mean the starting ship is extremely slow, it feels really annyoing going through space at that speed.

I might use this thread for further questions as a modded X3AP seems to have little in common with the base game as the rehaul mods add/change so much crazy stuff.

Edit 1: Also it seems with the mods the hotkey changes for the extensions are not remembered when i start a new game.
Best Wishes,
Nox[/spoiler]
Last edited by NoxMortem on Wed, 5. Feb 14, 00:53, edited 1 time in total.

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imperium3
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Post by imperium3 » Tue, 4. Feb 14, 17:43

Which other mods are you running on top of XRM? They may not be compatible.

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Sorkvild
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Post by Sorkvild » Tue, 4. Feb 14, 18:04

Sinza-what??
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builder680
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Post by builder680 » Tue, 4. Feb 14, 21:33

SINZA is German for SETA. Googling found me the word it stands for in German, first post on this page. I dunno why but I found it very funny.

Anyhow, OP, I've done Humble Merchant start in XRM and I had the freighter + scout, plus SETA and some credits (I don't recall how many). Sounds like an installation issue. I'd start with a vanilla install (always have a backup vanilla install to copy for times like this) and try again, following all instructions exactly.

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Post by Nanook » Wed, 5. Feb 14, 00:07

And a list of all mods and scripts added would be helpful, too.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

NoxMortem
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Post by NoxMortem » Wed, 5. Feb 14, 00:44

Actually after a dozens of reinstalls and mod by mod installations i could not find out which package was the problem but i also i found out it is definetly not a problem caused by XRM and I fixed the problem by simply reinstalling again and again and removing batches of mods until i got an working install.

My current list of installed mods is:
  • 14_Display_Ranks_0.zip
    3_AssetSummary102.zip
    Abandoned Ship Spawner v83.zip
    ADAMS-ITT_V10_TC.spk
    Add.DMF.to.WT_V1.2.spk
    Add_Missing_Ware_Selling.zip
    ads.zip
    Advanced Patrol-V1.1.2-1.9.2012.spk
    AdvancedHyperDrive(AHD)-EMPFriendly-V2.0-09.04.2009.spk
    Anarkis_Defense_System_v2.65.1_real_wings_v1.12.zip
    AP3.0 NoContolsonloading.zip
    ap_libraries_r2.zip
    Asteroid_Fusion_v4_Spk.spk
    Autoprepships-V1.3-25.09.2010.spk
    Auto_Rename_Player_Property.spk
    BeaconJump1_1.zip
    Befehlsbibliothek_X3TC_V3804.zip
    Befoerderung_Reisen_X3TC_V3102.zip
    BlacklistManager.zip
    BoardStation-V1.05-26.06.2009.spk
    Bombardier-Full-1.978.spk
    BounceV1.7.zip
    bribe.pilot.v1.0.spk
    build.gate.1.2.spk
    camera.drone.spy.v.1.0.spk
    capture.stations.v1.0.spk
    CargoDeliveryService-V2.02.spk
    collectwaresmk2.spk
    Collect_Wares_Sector.spk
    CommandQueueing-V1.21-26.05.2009.spk
    Compare_Ships.spk
    Complex_Cleaner_4.09_BullwinkleRepackForPluginManager_TC-and-AP3.x.zip
    convoy_control.zip
    CPLS.spk
    CSML_Minenwerfer.zip
    Custom_Wing_Manager_v1.21.rar
    DAD Drones V47.spk
    DCS2_Drone_Carrier_Software_v2.03_2013-06-22.zip
    debris_utilize_repair_v3.spk
    Detector_v1.18_for_Major_Mods_(XRM,XTC,etc)_2013-06-15.zip
    dock_lockup_fix.zip
    drone.ai.1.1.zip
    DroneMiner-v1.1.zip
    EJon-Tech_MarCon-Ind_PSS_v1_1_spk.spk
    EMP-X-2.7.rar
    End of Line BETA1-V1.0-23.10.2012.spk
    enhanced_blueprints_1.5_ap_3.0.zip
    EquipmentResearchandDevelopment-V1.00-03.06.2009.spk
    escape.pods.1.1.exe
    ExploreStations-V1-16.12.2013.rar
    follow_me.zip
    Frontier Wars.spk
    GalacticNewsSystem-V1.02-19.04.2010.spk
    Gal_ex_1.9.8.10.rar
    Gal_ex_spawn_mod0.rar
    Gate Hub Fix.rar
    gates_no_rep_loss.zip
    Globale_Verwaltung_X3TC_V3106.zip
    Greek Letters Replacement.rar
    Grundgehalt_X3TC_V3103.zip
    GUI Remake Orange.zip
    gz_msl_display_tc.zip
    hackstation.spk
    Handelsvertretung_X3TC_V3406.zip
    HD Game Over Screen.rar
    Heisse_Sektoren_X3TC_V3104.zip
    HKP_Station_Transponder_v3.zip
    HotkeyManager-V1.11-03.01.2010.spk
    imp.labs.1.4.u.rar
    Imperial_Laboratories_1.4.exe
    ImprovedBoarding-V1.24a_Bullwinkle_Hack_2013-06-23.zip
    ImprovedKhaak2_IK2_r3.zip
    ImprovedRaces2.0-V1.08-6.5.2012.spk
    ImprovedRaces_addons_1.9.rar
    Invasionwarnings-V1.1-28.11.2008.spk
    jump.zip
    Komplexplaner_X3TC_V302.zip
    list.txt
    Loadouts.zip
    LoCo202_XRM.rar
    MarCon Main Menu V2.spk
    MarineRepairs-V1.02-03.03.2009.spk
    Marine_Repairs_and_Training-V2.06-2013-06-05.zip
    Marine_Training_Manager_v2.spk
    mars-tc-ap_v5.26_RepackedForPluginManager_for.major.mods.zip
    MARS_DATA.zip
    Menagerie_Shipyard_V2.3_X3TC.zip
    Militaertransport_X3TC_V3302.zip
    MilitaryBaseResponseRevamp-V2.16-27.10.2011.spk
    missilemonitor.zip
    missile_safety.zip
    Mission briefing fix v4 for stock missions EnhancedBriefings (BwEdit) 2013-05-19.spk
    MK3_Opt_1.8.9.7_fixed.rar
    Mobile_Mining_Mk2_1.05-2012-07-28.zip
    Mobile_Ship_Repairs_v1.7.spk
    Modellleistungsaktualisierung_X3TC_X3AP_V3100.zip
    Morgans_CCExtension_0.9.zip
    Moving M3 & M4 Turrets.rar
    nhr.spk
    nice_tc.zip
    nmine.1.0.rar
    NPCBailingAddon-V1.7.8-21.09.2010.spk
    numeric_ranks_tc.zip
    OKTraders1_5_1.zip
    OperatingCosts_3.1.4.zip
    Orbitale_Waffenplattform_X3TC_X3AP_V3205.zip
    Organic_Boron_Hulls_v1.00_2012-11-16.zip
    orthos-1.0.zip
    OTAS_Aussenposten_X3TC_X3AP_V3204.zip
    Pandora-V0.2-15.11.2008.spk
    Personaltransporter_X3TC_V3401.zip
    PhanonCorpV1.21.zip
    pirate.guild.zip
    PMTS.spk
    property.baron.v1.0.spk
    Prospektor_X3TC_V3303.zip
    Raketenabwehr_Moskito_X3TC_V3202.zip
    Refuel_Ships_fix.spk
    ReleasePassengers_1.0.10.zip
    RenameShipswithExpression-V3.3-09.06.2013.spk
    rff.spk
    safe_undocking_gz.zip
    Sat_GT_Service_X3TC_V3100.zip
    SDS_-_Ship_Diagnostics_Software-V1.1-6.10.2012.spk
    sector.scanner.v1.30.spk
    Sectormap Revamped.spk
    sell_blueprints_ap_3.0.zip
    sfm_mk2.rar
    ship.cmd.jump.std.rar
    ship.hijacker.v1.1.spk
    shiploot_v1.04.zip
    Sicherheitsdienst_X3TC_V3304.zip
    Signal_Targeted1.07_2013-05-09.spk
    Smart4_6_3.zip
    Sonniges_Plaetzchen_X3TC_V3102.zip
    Sprungboje_X3TC_V3108.zip
    StationCamper-V1.00-11.02.2010.spk
    Stationsdemontage_X3TC_V3104.zip
    StockExchangeHotkey1.1.zip
    Stock_Exchange_v4_1_Spk.spk
    SuperScriptKiller_SSK_1.06_2012-08-31.zip
    super_tractor_tc.zip
    TaxiLogistics.zip
    tc.bountyboost.1.2.spk
    tc.jdk.1.5.unpacked.zip
    TCAN_v099.9.zip
    TCM_Tubeless_Complex_Mod.rar
    Tender_X3TC_V3003.zip
    TheMarauderShipyard-v0.5-23.01.2009.spk
    TheTravelingMechanic-v0.2-03.12.2008.spk
    TISv7.5.rar
    TRP - A Gate Too Far v1.3.spk
    TRP - ATF Shipyard for X3AP v1.3.spk
    TRP - Operation Loose Ends v1.0.spk
    TRP - Project Bifrost v1.1.spk
    TRP - Stealing Logi v1.4.spk
    TRP - Terran Marines v1.6.spk
    TRP - Terran MOB v1.2.spk
    TRP - Unknown Terran Pirate Base v1.4.spk
    TSOG Missions_FakePatchVersion-V1.0-15.4.2011.spk
    TSOG-AP-V1.0-10.4.2012.spk
    TurboBooster-V1.10-02.08.2011.spk
    turret-on-off-tc.zip
    Unique Ships Fix.rar
    UniversalBestBuysSells_251.spk
    Universal_Banking_v502_spk.spk
    Universe Asteroid Yields v1.01.zip
    UTProfit.zip
    Waffenstuetzpunkt_CODEA_X3TC_X3AP_V3206.zip
    Waffensystem_CODEA_X3TC_V3311.zip
    Waffensystem_MEFOS_X3TC_V3300.zip
    Warenlogistiksoftware_X3TC_V3405.zip
    WeaponSelectExtension_WSE-v2.02_BwEdit_2013-06-17.zip
    WeaponsQuickswap-V1.03-03.03.2009.spk
    Winghotkeys-V1.20-09.06.2009.spk
    Wing_Combat_Commands.rar
    Wirtschaftshaendler_X3TC_V3404.zip
    X-Achievements-V3-01.01.2014.rar
    X-GPS-V2-01.01.2014.rar
    X-Missions_V1_08.01.2014.rar
    X3 AP-XRM Universe Colored Map 3.0.rar
    X3AP_Bonus_Pack_5.1.0.0.exe
    X3TC Naval Shuffle 1.3.3.3.rar
    X3TC_plugin_hq-umzugsservice_hq-mover_1.05.zip
    XaiCorp-FighterDrone-HK-X3TC-1.1.zip
    XaiCorp-MissileDef-HK-X3TC-1.0.zip
    Xenon_Upgrade_X3TC_X3AP_V3102.zip
    XRM
    XTendedGalacticNewSystemV105.zip
    yaki.armada.zip
The mod which lead to the conflicts has to be one of those, as i have not installed them this time:
Spoiler
Show
Drone AI
Rescue Princess
Salvage Claim Software
Salvage Commands and NPCs
Salvage Inusrance Contract
SCS 407
Modifikationspaket_X3TC_X3AP.7z
The Installation order was .spk -> .rar -> zip mods.

I know that several of the mods obviously do not work and can not work as there are text conflicts, but almost all of them work and I am simply too lazy to do a manual mod,install,new game procedure as i already spent hours to get my current install running with batch installs!

So far i experienced the game is a lot more difficult, while i could sell all shields, weapons, the Merkur I (freighter) of the humble merchant in the vanilla game and started getting money due to missions, the huge amount of pirates makes this impossible now.

The game feels much more alive - the first time i saw a pirate attack just minutes into the game against the Argon Equipment Dock - , but i need to find out yet if it is too difficult for me.

So thanks for trying to help, but i guess the solution would have been anyway to install every mod one by one.

Also i am aware that the stock market is built in AP but i wanted to see what is the difference between the AP version and the original mod.

Still one question in my current play occured: Has anyone played:

Pirate Guild 3+ImprovedKhaak2_IK2_r3+ImprovedRaces2.0-V1.08-6.5.2012+ImprovedRaces_addons_1.9 as the early pirate/khaak aggression is on the one hand cool on the other hand it makes the game REALLY difficult (for a noob like me) :) Just to know if i maybe got too many pirate mods/AI/race mods at once or if it is because i simply am not a good player yet.

Another short question: Did XRM change the maximum upgradeable speed of the ships? My discoverer was upgradeable to 640m/s which is almost DOUBLE the vanilla speed and i am not sure if it is because of multiple mods or if this is intented.

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DrBullwinkle
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Post by DrBullwinkle » Wed, 5. Feb 14, 02:50

Wow, that is quite a list.

I am not familiar with everything, but I did spot a few conflicts:

Abandoned Ship Spawner v83 is for TC. The AP version is Abandoned Ship Spawner for AP (ASS-AP).

Marine Repairs v1.02 and the current Marine Repairs and Training (v2.x) will overwrite each other. The version that you installed last "wins". The v1.02 is prone to "AL Pile-ups" which are difficult to remove, so you will probably want to uninstall that and reinstall v2.x just to be sure that you have all of it working correctly.

Mobile Ship Repairs is a mod, which conflicts with a lot of things, including XRM. If your reason for installing it is the repair ship commands, then Repair Ships Command is a conflict-free version which specifically supports the Quantum Repair Lasers in XRM.


NoxMortem wrote:ImprovedKhaak2 ... makes the game REALLY difficult (for a noob like me) :)
The default settings for Improved Khaak2 are very aggressive. You will probably want to reduce them if you find yourself encountering too many (and/or too difficult) Kha'ak enemies.


NoxMortem wrote:Did XRM change the maximum upgradeable speed of the ships?
Yes.

NoxMortem
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Post by NoxMortem » Wed, 5. Feb 14, 09:57

Wow thank you a lot!

Yeah the list is huge, and i definetly do not need "everything" so i will remove where you told me it does cause conflicts :)

I always have been a huge fan of MegaMod Installations in games, it fascinates what people accomplish in their free time and add to games.

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Post by NoxMortem » Thu, 6. Feb 14, 22:46

Another question occured:

Are there always that many ships in space you just can claim? I mean i have installed the mod which colors them in orange and i never got so many ships early on that fast. Due to the high pirate activities a lot of astronauts left their ships and i can claim their damaged ships now :)

It feels like a cheat and i am not sure if this is intended

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Post by DrBullwinkle » Thu, 6. Feb 14, 23:00

You installed NPC Bailing so, yes, it is a cheat. One that you installed.

You can adjust the setting or simply remove it. The vanilla game causes about one out of seven targets to bail (if you give them a chance), which is more than enough bailed ships, IMHO.

Also, Detector is a fun way to find abandoned ships without the "cheatery" approach of color-coding them in the sector list.

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Post by NoxMortem » Fri, 7. Feb 14, 01:32

Hmm the claimable ship coloring comes from Sector Map Revamped Plugin which colors the ships in the color of their faction. Sadly also this reveals the claimable ships obviously. I think i might just reinstall X3 again as i can not that easily remove just the coloring and as i got about ten ships very early that way and for free it just feels too cheated anyway.

Thank you for all your help, is there (just by a first glimpse on the list) any other mod which you would consider a cheat? I mean its really hard to tell from the description of some mods without knowing the game perfectly.

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Post by DrBullwinkle » Fri, 7. Feb 14, 03:14

NoxMortem wrote:is there ... any other mod which you would consider a cheat?
A lot of that depends on what kind of game you want. What do you like to be challenging? What do you hate (and would therefore like to simplify)?

As I said, I do not even recognize some of the things on your list. Also, there are several that I would not want to use in my own game.

When you try to play your first game with a bunch of scripts and mods that you do not understand, you are likely to wind up with a confusing mess, which is what I suspect that you have now.

If you are going to restart your game, try beginning with the following (only):

TC Plots for AP
IEX (and IE)
Complex Cleaner
Tubeless Complexes (aka, "More performant complex tubes")
Advanced Complex Hub Mk2
Phanon Corporation
Detector

As you learn the game, add other scripts (and/or mods) to change only specific features that you want changed in your game.

You will understand the game better that way, and will have fun adding individual features as your level of play improves. In a sense, your real-life addition of mods will be like an extension of the exploration/building/simulation aspects of the game.

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Post by NoxMortem » Fri, 7. Feb 14, 14:12

Thank you alot for pointing out the TCPlot as well as IE,IEX. I will have to use some more mods which i simply dont want to play without anymore as i find them improving the game experience so much but i guess i will try to reduce my installation to what is for me the absolute minimum :)

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Post by NoxMortem » Fri, 7. Feb 14, 16:48

I just tried to install IE,IEX,XRM,TC Plots for AP and (just with these mods alone) it seems like all gates are replaced by jump beacons and i can not even leave the first sector anymore? Are those mods incompatible or did i do something wrong?

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Post by DrBullwinkle » Fri, 7. Feb 14, 16:55

IEX, XRM, and TC Plots for AP all change the universe file, so they must be installed in the correct order. There is also a patch file that is required. See the last page or two of the IEX thread for the load order.

Also, I do not know whether "TC Plots for AP" is fully compatible with XRM's "Advanced Universe", so you may want to skip that part of XRM.
Last edited by DrBullwinkle on Fri, 7. Feb 14, 17:03, edited 1 time in total.

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Post by NoxMortem » Fri, 7. Feb 14, 17:00

Thank you again, you are a wonderful helpful person! I just reinstalled it and i am not even sure where i mixed up the order the first time :)

Edit: Did XRM increase the price of ship tunings drastically? I wished there was a list of changes. Engine tuning and rudder optimization costs now about 22.000 instead of 1.5k which is quite a difference.

Edit2: On a reload the price was suddenly normal, is this maybe a result due to a change of notoriety? Or maybe because of pirate attacks in the sector?

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