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

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Thomas7983
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Joined: Mon, 18. Feb 19, 16:04

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

Post by Thomas7983 » Sun, 31. Mar 19, 03:01

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?

Eriodas
Posts: 267
Joined: Thu, 23. Dec 10, 06:36

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

Post by Eriodas » Sun, 31. Mar 19, 07:47

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.

Scared_Marshmallow
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Joined: Sat, 23. Mar 19, 07:45
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Re:

Post by Scared_Marshmallow » Wed, 10. Apr 19, 23:47

nighelt wrote:
Mon, 20. Aug 18, 13:19
I 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
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:)?

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
when it should've been this:

Code: Select all

%X3AP_PATH%\X3AP_n.exe

michtoen
Posts: 67
Joined: Mon, 22. May 06, 20:09
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Re: [MOD] [AP] LxXRM - Lucike XRM Resurrection Modding Package

Post by michtoen » Sat, 27. Apr 19, 19:54

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.

michtoen
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by michtoen » Sun, 28. Apr 19, 13:15

I updated to 2.0 - read the first posts of this thread.

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

Post by michtoen » Sun, 28. Apr 19, 18:38

Thomas7983 wrote:
Sun, 31. Mar 19, 03:01
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?
Odd...

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.

Taylor2008
Posts: 295
Joined: Fri, 20. Mar 09, 16:38
x4

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by Taylor2008 » Sun, 28. Apr 19, 21:14

Thanx for the update!

Insigar
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Joined: Mon, 8. Oct 07, 09:12
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by Insigar » Thu, 2. May 19, 19:47

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? :D

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.

michtoen
Posts: 67
Joined: Mon, 22. May 06, 20:09
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by michtoen » Thu, 2. May 19, 21:36

Insigar wrote:
Thu, 2. May 19, 19:47
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? :D

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.
These gates are legit. From the updated Resurrection mod, if i remember right.

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. ;)

Insigar
Posts: 44
Joined: Mon, 8. Oct 07, 09:12
x4

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by Insigar » Thu, 2. May 19, 22:10

michtoen wrote:
Thu, 2. May 19, 21:36
Insigar wrote:
Thu, 2. May 19, 19:47
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? :D

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.
These gates are legit. From the updated Resurrection mod, if i remember right.

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. ;)
I'm glad I successfully installed LxXRM 8 times :headbang:

Also thank you for doing what you're doing :mrgreen:

michtoen
Posts: 67
Joined: Mon, 22. May 06, 20:09
x3

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by michtoen » Fri, 3. May 19, 00:20

Insigar wrote:
Thu, 2. May 19, 22:10
michtoen wrote:
Thu, 2. May 19, 21:36
Insigar wrote:
Thu, 2. May 19, 19:47
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? :D

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.
These gates are legit. From the updated Resurrection mod, if i remember right.

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. ;)
I'm glad I successfully installed LxXRM 8 times :headbang:

Also thank you for doing what you're doing :mrgreen:
Get me some Xenon. ;)

maffspice
Posts: 19
Joined: Tue, 8. Jun 10, 08:51
x3tc

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by maffspice » Sat, 11. May 19, 09:46

Is there a mirror of the main LxXRM 2.0 install file? Link isn't working.

blight
Posts: 4
Joined: Tue, 4. Dec 18, 15:04

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by blight » Sun, 12. May 19, 10:37

Please can you post a new working link for LxXRM20.zip. Thanks.

michtoen
Posts: 67
Joined: Mon, 22. May 06, 20:09
x3

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by michtoen » Tue, 14. May 19, 00:46

Download should work again.

Eriodas
Posts: 267
Joined: Thu, 23. Dec 10, 06:36

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by Eriodas » Tue, 21. May 19, 06:59

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?.

LordRaph
Posts: 39
Joined: Tue, 21. Aug 07, 10:31
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by LordRaph » Tue, 21. May 19, 14:18

I experience the same issue, cannot search via typing in the Star map, haven't found any other issues so far...

michtoen
Posts: 67
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by michtoen » Tue, 21. May 19, 23:50

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.

LordRaph
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by LordRaph » Wed, 22. May 19, 20:12

Oh ok, good to know! So I guess I'll just leave it as is

Eriodas
Posts: 267
Joined: Thu, 23. Dec 10, 06:36

Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by Eriodas » Thu, 23. May 19, 13:12

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.

michtoen
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Re: [MOD] [AP] LxXRM 2.0 - Lucike XRM Resurrection Modding Package [updated 28.04.2019]

Post by michtoen » Thu, 23. May 19, 22:32

Eriodas wrote:
Thu, 23. May 19, 13:12
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.
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.

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