[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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razgriz02
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by razgriz02 » Wed, 20. May 20, 13:33

I'm completely new at XRM, while being a AP veteran. My question is rather simple : which of the folowwing quest lines from TC/AP are availlable in XRM ? The description says only little about it.

[EDIT] I'm completing the list below while playing my game [/EDIT]
  • Terran conflict
    • Aldrin Plot
    • Balance of Power Plot
    • Goner Plot
    • HQ Plot
    • New Home Plot
    • Operation Final Fury Plot
    • Hub Plot
    • Terran Plot
    • Treasure Hunt Plot : YES
  • Albion prelude
    • Argon side : Argon WAR plot (NO) / HQ (YES) / Hub plot : YES
    • Terran side : Loose ends YES
    • Corporation Troubles : YES
    • Breaking grounds YES
    • Shady business ??
Can you guys tell me what's availlable ? And maybe, later on, update the mod description so it's pretty clerar to everyone ?
Last edited by razgriz02 on Wed, 27. May 20, 19:53, edited 1 time in total.

BlackArchon
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BlackArchon » Wed, 20. May 20, 22:14

I suggest you read the very first entry of this thread about the available plots. In addition, you might also want to have a look at this: viewtopic.php?t=353528

razgriz02
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by razgriz02 » Wed, 27. May 20, 19:59

Well unless I'm completely blind, I can't find such information on the description page :( However I edited my post with what I discovered with my own game.

On the other hand, despite what the description says:
  • I can't find out how to assign any of the hotkeys the author speaks about : In the Interface tab and down the Extensions section, I see nothing beside my other mods (hephaestus, etc.)
  • The author says you can "do missions" on each side to eventually "win the war", however I didn't receive any of these missions (beside Loose Ends)
Am I missing something ?

BlackArchon
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BlackArchon » Wed, 27. May 20, 21:06

The first entry of this thread states the following:
PLOTS - For Terran Conflict all the plots are available. For Albion Prelude, the main Argon plot is disabled as it is not compatible with the XRM replacement "war". However, all other plots are available. Also, the Corporation and Treasure Hunt plots from TC are playable in AP.
If you don't see the XRM hotkeys from this screenshot, there is either a mod conflict or you haven't installed XRM correctly: https://imgur.com/a/rb8FZFU

I don't think that Paul meant with "do missions to win the war" the usual missions in the game because there aren't any, at least in my X3:AP XRM. What he might have meant is that you can assemble your own fleet and destroy the USC or Argon central war HQ station in the sectors "McCallum Relay" or "Farpoint Relay".

razgriz02
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by razgriz02 » Wed, 27. May 20, 23:15

BlackArchon wrote:
Wed, 27. May 20, 21:06
The first entry of this thread states the following:
PLOTS - For Terran Conflict all the plots are available. For Albion Prelude, the main Argon plot is disabled as it is not compatible with the XRM replacement "war". However, all other plots are available. Also, the Corporation and Treasure Hunt plots from TC are playable in AP.
Ok : I'm blind :)
If you don't see the XRM hotkeys from this screenshot, there is either a mod conflict or you haven't installed XRM correctly: https://imgur.com/a/rb8FZFU
Considering I stricly followed instructions, there must be a conflicting mod. I'll basically try to disable them one by one. I'll get back to you on that point.
I don't think that Paul meant with "do missions to win the war" the usual missions in the game because there aren't any, at least in my X3:AP XRM. What he might have meant is that you can assemble your own fleet and destroy the USC or Argon central war HQ station in the sectors "McCallum Relay" or "Farpoint Relay".
I definitely gotta try that :D

razgriz02
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by razgriz02 » Thu, 28. May 20, 13:57

Ok. Long story short : now it works, but I've no idea why. What I did :
  • Create a complete backup of my X3TC/addon directory
  • Try, one by one, to disable the scripts that could conflict. Considering many of the stuff I had did not show up in the plugin manager, it was not en easy task. And I couldn't even find the conflicting script.
  • Out of despair, I made a list of the mods I knew I was using, and completely uninstalled X3TC + X3TC/AP with steam, and reinstalled it back
  • Re-downloading every single mod I was using. Some of them couldn't be found anymore, or were outdated, and not working, like Economy and supply Trader
  • Since I really wanted to use these now not working mods, I restored the backup I made in step 1
  • ... and now, everything is working... no idea why
But seriously, I'm afraid one day it will go down and I won't be able to miraculously trick my way back,

@moderators : I'm not quite sure I can actually ask the following question. If I can't, I'll just remove this part from the post.

So... is it possible that somebody just zips his/her entire X3TC/addon directory and either uploads it by SFTP to a server I will provide, or just make it availlable to download with another online solution ?

BlackArchon
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BlackArchon » Thu, 28. May 20, 17:24

The addon directory contains the Albion Prelude files, so offering this directory for download would be... unwise. ;)

razgriz02
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by razgriz02 » Thu, 28. May 20, 17:51

Fair enough.... then maybe everything but these files ? I guess they're not easy to spot, right ?

BlackArchon
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BlackArchon » Sat, 30. May 20, 21:00

You could do a fresh new install of X3:AP without any further mods and see for yourself what files there are in the addon directory.

Devastator91
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Devastator91 » Mon, 22. Jun 20, 21:31

Guys?
Can't seem to get the mod to run
Installed it just as specified all the way back at page 1
Did not install the additional mods, used a clean install and followed the instructions to the letter.

Yet when I tried to launch the game, it opened the launcher normally, went to the egosoft logo normally and then the second loading screen, the one before you get into the main menu
Well, a few seconds into said loading screen the game crashes.
No frozen screen or anything, just the program instantly closes as if some ninja opened an invisible task manager, selected X3AP and hit "end task"

Already attempted restart, reinstall, the works. Nothing seems to work.

Can you please help me out?
Pretty please

Legitimate Salvage
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Legitimate Salvage » Thu, 3. Sep 20, 13:50

So what are the best corvettes? I've finally got enough money to afford one, so I'd like to get something worthwhile.


Orruner
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Orruner » Fri, 18. Sep 20, 07:54

Hello everyone!
I'm not sure if this problem has already been fixed somewhere in here, but it seems as if none of the new ships and very few stations that come with XRM are in my game.
There are a bunch of "UNDEFINED" TLs (that i could spawn using the Salvage Command cheat), and blank stations that I am unable to dock with. And besides that, none of the new frigates and destroyers etc., even show up!
I installed the mod in a fresh 3.3 AP game install.
If anyone can help me with this it would be greatly appreciated!


Orruner
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Orruner » Fri, 18. Sep 20, 19:45

I believe I did everything right...
On second thought, I did install the MARS repair drone cat/dat files, but if I attempt to take them out the saves cease to function.
What's the best way to uninstall the mod, so I can attempt to install it correctly? Just delete everything? Or make a fresh install of the game?

BlackArchon
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BlackArchon » Fri, 18. Sep 20, 20:16

I suggest a fresh install of X3:TC or X3:AP. Then you create a backup of this mod-free installation, so the next time something goes wrong with mod installations, you are able to faster restore a fresh X3 folder. After that, you can try again. :)

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Khaakbuster
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by Khaakbuster » Fri, 16. Oct 20, 22:51

The Fujin Raider has a broken hud, just like the Fujin Explorer previously had. I don't know how to fix the cockpit file, but the issue can easily be circumvented by replacing the turret cockpit "ships\SRM\yaki_M5_fujin_r" with "ships\SRM\yaki_M5_fujin_x" (the fixed file for the Fujin Explorer) in the TShips file.

BrigX
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Does XRM Modify The Poisoned Paranid Start?

Post by BrigX » Mon, 2. Nov 20, 07:26

According to X3 Wiki, there's a 66% chance that this story's starting sector will spawn a hostile attack force (border patrol, Hyperion etc.) to which you have a snowflake's chance in hell of surviving. I've started this scenario 15 times and it has always spawned hostile ships. Have I just been reaaally unlucky, or does XRM modify the way sectors get populated thereby making the Poisoned Paranid story impossible?

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X2-Illuminatus
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by X2-Illuminatus » Mon, 2. Nov 20, 17:34

Having a far more dangerous universe, i.e. more enemies flying around, is a core feature of XRM. Even if XRM does not modifiy that start scenario directly, you will still have to deal with different conditions in your start area in XRM than in the vanilla game.
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BrigX
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Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BrigX » Tue, 3. Nov 20, 07:37

X2-Illuminatus wrote:
Mon, 2. Nov 20, 17:34
Having a far more dangerous universe, i.e. more enemies flying around, is a core feature of XRM. Even if XRM does not modifiy that start scenario directly, you will still have to deal with different conditions in your start area in XRM than in the vanilla game.
Okay. Not the end of the world. Thanks

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