[MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Hi, I met a serious problem in game.
I already play over then 120 hours with this mod.
At first, everything worked and I didnt find anything wrong.
But its about 100 hours, I found all race ship stopped spawn any new ships. Every races except those still alive.
Ships spawned by mod seems work normally. So, Pirate guild and Yaki Amada are all over the universe because no more race ships to against them.
Now. more and more sectors attacked by pirates and no any defend power for it.
May I ask how to fix this problem?
I already play over then 120 hours with this mod.
At first, everything worked and I didnt find anything wrong.
But its about 100 hours, I found all race ship stopped spawn any new ships. Every races except those still alive.
Ships spawned by mod seems work normally. So, Pirate guild and Yaki Amada are all over the universe because no more race ships to against them.
Now. more and more sectors attacked by pirates and no any defend power for it.
May I ask how to fix this problem?
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
I have an issue with the maintenance pods, they have M cargo but the Quantum tubes are L in my game. Any idea why?
Edit: found it.. i didnt run the plugin manager at the end of the install.
Edit: found it.. i didnt run the plugin manager at the end of the install.
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Re:
I am having this exact same issue, I'm double and triple checked that everything is in the right place and named properly and etc, could it be because my D: drive is a HDD while windows is installed on my SSD (C:)?nighelt wrote: ↑Mon, 20. Aug 18, 13:19I had already put the game folder in the path C:\X3AP following the spaces rule, but nothing changed.
This is my edited path in _X3AP_PATH_ https://pastebin.com/xvtNXvD7
Edit: turns out you were for some reason using forward slashes for your path check when it the actual path uses backslashes, and I don't mean in the _X3AP_PATH_
in the 01_SETUP_
you were checking for this:
Code: Select all
%X3AP_PATH%/X3AP_n.exe
Code: Select all
%X3AP_PATH%\X3AP_n.exe
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Back from a longer break.
I will update over the weekend the mod, LxXRM 2.0 is ready.
The Setup will be interactive and is only one bat file.
I noticed that some people wonder how the game looks and notice "not enough lasers" as others report its breath taking.
Well, make your mind. The weapon settings are build around good looking, beam weapons and performance.
It moved the laser spam away from small ships but gave bigger ones more punch.
The result is this: https://www.youtube.com/watch?v=UFPJLh__D40
As noted, this is real game play fight, where the combined race fleets defend against the xenons (Revelation mod).
And thats only ONE of more different battles, a attacking paranid fleets against pirates use other weapon setups and look very different.
I will update over the weekend the mod, LxXRM 2.0 is ready.
The Setup will be interactive and is only one bat file.
I noticed that some people wonder how the game looks and notice "not enough lasers" as others report its breath taking.
Well, make your mind. The weapon settings are build around good looking, beam weapons and performance.
It moved the laser spam away from small ships but gave bigger ones more punch.
The result is this: https://www.youtube.com/watch?v=UFPJLh__D40
As noted, this is real game play fight, where the combined race fleets defend against the xenons (Revelation mod).
And thats only ONE of more different battles, a attacking paranid fleets against pirates use other weapon setups and look very different.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
I updated to 2.0 - read the first posts of this thread.
Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package
Odd...Thomas7983 wrote: ↑Sun, 31. Mar 19, 03:01Hi, I met a serious problem in game.
I already play over then 120 hours with this mod.
At first, everything worked and I didnt find anything wrong.
But its about 100 hours, I found all race ship stopped spawn any new ships. Every races except those still alive.
Ships spawned by mod seems work normally. So, Pirate guild and Yaki Amada are all over the universe because no more race ships to against them.
Now. more and more sectors attacked by pirates and no any defend power for it.
May I ask how to fix this problem?
Try the 2.0 version and activate the military response mod. At last there should spawn defense fleets then again.
Anyway, it is part of the mechanism that the races will suffer from the pressure and go short on ships.
At that point the player must do the work.
That why the mod gives you so much bailed ships. You will NEED them - if you find it to easy, enable another invasion mod.
Last edited by michtoen on Sun, 28. Apr 19, 22:17, edited 1 time in total.
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Thanx for the update!
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
So just installed 2.0, started a new game and noticed my gates look like this
https://imgur.com/a/W6u6FI9
So, where did I screw up?
EDIT: Tried replacing the argon_gate_scene of the gates with the terran_gate_scene and that worked. Got proper gates now but still wonder what went wrong here.
https://imgur.com/a/W6u6FI9
So, where did I screw up?
EDIT: Tried replacing the argon_gate_scene of the gates with the terran_gate_scene and that worked. Got proper gates now but still wonder what went wrong here.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
These gates are legit. From the updated Resurrection mod, if i remember right.Insigar wrote: ↑Thu, 2. May 19, 19:47So just installed 2.0, started a new game and noticed my gates look like this
https://imgur.com/a/W6u6FI9
So, where did I screw up?
EDIT: Tried replacing the argon_gate_scene of the gates with the terran_gate_scene and that worked. Got proper gates now but still wonder what went wrong here.
The pure wormhole like gates are nice but in terms of lore not correct. In X the gates are like stargates, a mechanical ring creating a wormhole or whatever.
So, here is the idea that the ring creates a a bigger event horizon, floating in the middle.
No fear to crash in, the wormhole floats outside around the ring.
You will notice that in some areas the old wormholes are still there, mainly around the Revelation area.
The terrans have now the "modern", smaller acceleators with a wormhole in. Alot better for the AI to navigate.
The old terran gates are still there in some lost colonies areas.
So, enjoy all the different styles from different races and times.
You are of course free to alter them to what you prefer.
Note that the "NoRingGates" mod offer even more styles in different colors, you can customize it like you want.
Btw, i thought first too it was a bug as i saw them.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
I'm glad I successfully installed LxXRM 8 timesmichtoen wrote: ↑Thu, 2. May 19, 21:36These gates are legit. From the updated Resurrection mod, if i remember right.Insigar wrote: ↑Thu, 2. May 19, 19:47So just installed 2.0, started a new game and noticed my gates look like this
https://imgur.com/a/W6u6FI9
So, where did I screw up?
EDIT: Tried replacing the argon_gate_scene of the gates with the terran_gate_scene and that worked. Got proper gates now but still wonder what went wrong here.
The pure wormhole like gates are nice but in terms of lore not correct. In X the gates are like stargates, a mechanical ring creating a wormhole or whatever.
So, here is the idea that the ring creates a a bigger event horizon, floating in the middle.
No fear to crash in, the wormhole floats outside around the ring.
You will notice that in some areas the old wormholes are still there, mainly around the Revelation area.
The terrans have now the "modern", smaller acceleators with a wormhole in. Alot better for the AI to navigate.
The old terran gates are still there in some lost colonies areas.
So, enjoy all the different styles from different races and times.
You are of course free to alter them to what you prefer.
Note that the "NoRingGates" mod offer even more styles in different colors, you can customize it like you want.
Btw, i thought first too it was a bug as i saw them.
Also thank you for doing what you're doing
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Get me some Xenon.Insigar wrote: ↑Thu, 2. May 19, 22:10I'm glad I successfully installed LxXRM 8 timesmichtoen wrote: ↑Thu, 2. May 19, 21:36These gates are legit. From the updated Resurrection mod, if i remember right.Insigar wrote: ↑Thu, 2. May 19, 19:47So just installed 2.0, started a new game and noticed my gates look like this
https://imgur.com/a/W6u6FI9
So, where did I screw up?
EDIT: Tried replacing the argon_gate_scene of the gates with the terran_gate_scene and that worked. Got proper gates now but still wonder what went wrong here.
The pure wormhole like gates are nice but in terms of lore not correct. In X the gates are like stargates, a mechanical ring creating a wormhole or whatever.
So, here is the idea that the ring creates a a bigger event horizon, floating in the middle.
No fear to crash in, the wormhole floats outside around the ring.
You will notice that in some areas the old wormholes are still there, mainly around the Revelation area.
The terrans have now the "modern", smaller acceleators with a wormhole in. Alot better for the AI to navigate.
The old terran gates are still there in some lost colonies areas.
So, enjoy all the different styles from different races and times.
You are of course free to alter them to what you prefer.
Note that the "NoRingGates" mod offer even more styles in different colors, you can customize it like you want.
Btw, i thought first too it was a bug as i saw them.
Also thank you for doing what you're doing
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Is there a mirror of the main LxXRM 2.0 install file? Link isn't working.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Please can you post a new working link for LxXRM20.zip. Thanks.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Download should work again.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
I installed the 2.0 version in a fresh copy of the game. I used the default settings on installation.. everything i have seen works just fine, but i noticed that now in the universe map the races sectors are colored depending of the race that had the sector in the begining (if it is captured by another race the color doesn't change), and the annoying thing is that i cannot search the universe map by name of the sectors (presing the letters) except those sectors that are not claimed (unknown sectors). Is this behavior intended? or i did something wrong?.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
I experience the same issue, cannot search via typing in the Star map, haven't found any other issues so far...
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Sadly its a side effect of the colored map that you can't search it.
Its because the color code marker in front of the name is noticed by the search function and not skipped but included in the search.
Well, i like the colored map (its done by the X3 Customizer script), even more with the military revamp script, which gives you a hint what the original owners was.
Which is important when it comes to the border invasions. You can expect by invaded border sectors where the colors do not match the original owners, that they start some retake tries.
Its because the color code marker in front of the name is noticed by the search function and not skipped but included in the search.
Well, i like the colored map (its done by the X3 Customizer script), even more with the military revamp script, which gives you a hint what the original owners was.
Which is important when it comes to the border invasions. You can expect by invaded border sectors where the colors do not match the original owners, that they start some retake tries.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Oh ok, good to know! So I guess I'll just leave it as is
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Isn't there a way to remove it? i didn't see the option to enable it on the installation... The map search can be a very big deal for some people.
Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]
Not in the config but you can do it by hand.
In your LxXRM folder, look in the "400 - X3Customizer Files".
From both TCAP folders, TCAP & TCAP-LC, remove the "t" files (0001-L044.xml and 7027-L044.xml).
Then do an uninstall and a clean install. The color map should be gone.
You have to do the reinstall, because both files will overwrite others.
Them you should see a non colored map again.
I have not tested it, but i am pretty sure it works.