[MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy (23/04/2023)

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Glorfy
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by Glorfy » Tue, 18. Jan 22, 01:22

Are the additions in the 1.2 and 1.3 patches enough to justify not using this mod yet? I read the official patch notes but it's hard to decipher the impact of the changes without sinking several dozen hours into a playthrough. Hoping someone who already played through different patch versions could give a recommendation, I'm dying to play FL with XRM.

And thank you -XeNon- for making this port, I didn't expect it would be ported to FL at all!

-XeNoN-
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Fri, 11. Feb 22, 12:48

Glorfy wrote:
Tue, 18. Jan 22, 01:22
Are the additions in the 1.2 and 1.3 patches enough to justify not using this mod yet? I read the official patch notes but it's hard to decipher the impact of the changes without sinking several dozen hours into a playthrough. Hoping someone who already played through different patch versions could give a recommendation, I'm dying to play FL with XRM.

And thank you -XeNon- for making this port, I didn't expect it would be ported to FL at all!
Tbh porting wasn't the problem or creating a mod projects from scratch on latest updates of the original base game, the annoying part in most cases is either to make a compatibility patch or update the mod for existing updated game patches
But yea the plan is to make an update for 1.3, but i still have tight schedule with RL

Glorfy
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by Glorfy » Sat, 19. Feb 22, 01:18

-XeNoN- wrote:
Fri, 11. Feb 22, 12:48
Tbh porting wasn't the problem or creating a mod projects from scratch on latest updates of the original base game, the annoying part in most cases is either to make a compatibility patch or update the mod for existing updated game patches
But yea the plan is to make an update for 1.3, but i still have tight schedule with RL
Makes sense, working within the constraints of existing code can be harder than scratch. Glad to hear it's still in the works

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joelR
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by joelR » Mon, 21. Feb 22, 04:50

Thanks for the Update Xenon.

-XeNoN-
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Sat, 30. Apr 22, 10:53

Small update:

Current plans for update of FLXRM is either during June or July, i will also announce for help ( mainly need testers ) on Discord

Thanks

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Milite Ignoto
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by Milite Ignoto » Sat, 28. May 22, 00:52

Good to know, thanks for the update!

Betelgeuse97
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by Betelgeuse97 » Sun, 10. Jul 22, 06:09

Can't wait! It's already July; time flies!

Will this be posted on Egosoft official discord server? How's it going so far?

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Wed, 10. Aug 22, 07:33

It's been a few months, pinging the topic ... What has been heard?

Scoob
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by Scoob » Wed, 17. Aug 22, 17:10

Is the XRM Part 3 download link broken? I just get an error message and it asks me to try refreshing the page.

Edit: After numerous attempts it started working, guess it was a Onedrive gremlin.

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Wed, 17. Aug 22, 18:59

Before downloading, you should read the topic. This mod is for the old version of the game and the author does not update the mod for a year and most likely everything is over)).

Scoob
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by Scoob » Wed, 17. Aug 22, 19:19

alexalsp wrote:
Wed, 17. Aug 22, 18:59
Before downloading, you should read the topic. This mod is for the old version of the game and the author does not update the mod for a year and most likely everything is over)).
Ah poop, as that comment was over a year ago I thought it might have been updated, but wasn't sure. So I gave it a go anyway and it appears to run ok. Have I effectively broken my game then?

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Wed, 17. Aug 22, 23:41

Scoob wrote:
Wed, 17. Aug 22, 19:19
alexalsp wrote:
Wed, 17. Aug 22, 18:59
Before downloading, you should read the topic. This mod is for the old version of the game and the author does not update the mod for a year and most likely everything is over)).
Ah poop, as that comment was over a year ago I thought it might have been updated, but wasn't sure. So I gave it a go anyway and it appears to run ok. Have I effectively broken my game then?
If memory does not change, there are no scripts in this version, only cat / dat, you can try to play if you notice obvious problems, then you can decide what to do next. There are no global mods for FL. There are mods that Cyrcov created. Look at the section up to page 3, maybe further.

X Plugin Manager
viewtopic.php?f=201&t=436988

mods
viewtopic.php?f=201&t=448844
viewtopic.php?f=201&t=448391
viewtopic.php?f=201&t=448698
viewtopic.php?f=201&t=443971
viewtopic.php?f=201&t=442916
viewtopic.php?f=201&t=442798
viewtopic.php?f=201&t=436933
viewtopic.php?f=201&t=441688

Scoob
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by Scoob » Thu, 18. Aug 22, 19:04

Thanks. I'll likely continue to potter in this game while I wait for the update, treating it as practise as I've really forgotten how play X3. Well, I've forgotten how to consciously play X3, every so often muscle memory kicks in and I do the correct key sequences for something without thinking... funny how that works lol.

Btw: the mod is added as 8.cat, yet there's no 7.cat - am I missing something?

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Thu, 18. Aug 22, 20:18

Scoob wrote:
Thu, 18. Aug 22, 19:04
Btw: the mod is added as 8.cat, yet there's no 7.cat - am I missing something?
-XeNoN- wrote:
Mon, 7. Jun 21, 20:46

Installation:
  • Download:

    XRM PART 3

    Backup your 00044.pck, 00144.dat and 00244.dat found in addon2/mov folder then delete 000044.pck
    Extract 00144.dat, 00244.dat from XRM_Part3 mov folder to the addon2/mov folder

    It should look like this:

    Image

    Do not install soundtrack part from the XRM_Part 3 archive, the soundtrack and sectors that use them arent yet ported over

    After you've done with XRM_part3 download:

    FLXRM

    Extract the archive from FLXRM.rar to your addon2 folder

    Fire up Plugin Manager, eneble modified mode, exit and play

    Note that you need to create a new game for the changes to take effect.

Technical stuff:

t file used - 9950

Scoob
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by Scoob » Thu, 18. Aug 22, 20:52

I did follow those exact steps.

It's the FLXRM step that does this, as the instructions simply say to extract it, which I did, and the file is 08, not 07. Will the game not see it if the number skips?

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Thu, 18. Aug 22, 23:40

Last number - 06.

If you decide to install on patch 1.3.1 then 07, but I can't predict how this mod will work on versions 1.3 of the game.

Scoob
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by Scoob » Fri, 19. Aug 22, 00:39

alexalsp wrote:
Thu, 18. Aug 22, 23:40
Last number - 06.

If you decide to install on patch 1.3.1 then 07, but I can't predict how this mod will work on versions 1.3 of the game.
I did some testing, with it as the default 08 it does not work. I was mistaking vanilla FL features (not present in AP) for *modded* features showing things were working. If I rename to 07, I can start a new game, but it crashes when certain audio is played. Plus, the starting Solano ship from the "OTAS Technician" start is broken, being limited to M-Class storage, yet can mount two 25mw shields which are L-Class.

I thought OTAS Technician was an FLXRM game start, but I guess it must be vanilla as it was present when FLXRM wasn't enabled. It's possible *some* aspects were working, due to how things are installed, but not the main mod it appears. I thought shot speeds looked a bit too slow, but thought perhaps things had been rebalanced vs. original XRM.

I'll look forward to the mod being update for FL 1.3 (hopefully 1.3.1 unofficial patch) but I'll play a mostly vanilla game in the mean time.

I'm guessing FL is much more than just X3AP with some bundled mods/scripts then, hence why some AP (and even TC) scripts work fine and others do not. There were similar issues going from TC to AP IIRC.

-XeNoN-
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Sun, 21. Aug 22, 15:44

alexalsp wrote:
Wed, 17. Aug 22, 18:59
Before downloading, you should read the topic. This mod is for the old version of the game and the author does not update the mod for a year and most likely everything is over)).
Did i said that the project is closed? I haven't... can you stop spreading false claims? When everything is ready i'll announce it.

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alexalsp
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by alexalsp » Sun, 21. Aug 22, 17:29

-XeNoN- wrote:
Sun, 21. Aug 22, 15:44
alexalsp wrote:
Wed, 17. Aug 22, 18:59
Before downloading, you should read the topic. This mod is for the old version of the game and the author does not update the mod for a year and most likely everything is over)).
Did i said that the project is closed? I haven't... can you stop spreading false claims? When everything is ready i'll announce it.
Did I claim? I assumed because the lack of any kind of information for a long time, can lead to different thoughts. In order to maintain interest in fashion, it is necessary to prove yourself at least once a month ... 1 or 2 words about the progress of work is enough. And you shouldn't react like that to someone else's words. This is a forum. I said and then once the author appeared and confirmed that the work was going on, that’s good ... Otherwise, it’s not very good to be silent and then resent ...

Now, when there is at least some kind of information, we can wait another half a year ... :)

-XeNoN-
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)

Post by -XeNoN- » Thu, 25. Aug 22, 13:38

alexalsp wrote:
Sun, 21. Aug 22, 17:29
-XeNoN- wrote:
Sun, 21. Aug 22, 15:44
alexalsp wrote:
Wed, 17. Aug 22, 18:59
Before downloading, you should read the topic. This mod is for the old version of the game and the author does not update the mod for a year and most likely everything is over)).
Did i said that the project is closed? I haven't... can you stop spreading false claims? When everything is ready i'll announce it.
Did I claim? I assumed because the lack of any kind of information for a long time, can lead to different thoughts. In order to maintain interest in fashion, it is necessary to prove yourself at least once a month ... 1 or 2 words about the progress of work is enough. And you shouldn't react like that to someone else's words. This is a forum. I said and then once the author appeared and confirmed that the work was going on, that’s good ... Otherwise, it’s not very good to be silent and then resent ...

Now, when there is at least some kind of information, we can wait another half a year ... :)
As it was with any mod or any game, it's a common sense to stop either assuming or whatever you think it would have effect to speed the projects up, which as Ketraar said way before, it won't have any effect you think it will, and most certainly i won't prove anything to you or anyone else, the mod is here because of MY own will to share it
Also you should stop being rude with "waiting for another half a year" as i said before the mod is like a small spec in the infinite other projects im working on ( RL ), the polite thing to ask/ say is "Do you need a help" or something like that, then we could've totally different conversation.

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