[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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freelancer91 wrote:What is the best way to uninstall SRM and combat mod without having to delete local content and redownload the entire game? Could I just verify the game cache in Steam and write over files?
The most important thing is to remove all the SRM and CMOD scripts and director files and also the SRM jobs and EED files if used.
The problem is that if one or two are left behind you will have problems down the line.
I'm not sure if there is a way in Steam to reinitialise games (factory reset if you will)...
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Oh, Paul, now that I think of it: hadn't the time to report a little issue with the Appallox (and as such I guess the same goes for the original Hyperion) I experienced in SRM. If it has carried over you might want to look into it in the coming days: it's too big as an M6 to always be safe when undocking. I had with it several instances of undocking blowups from terran fabs, and from internal hangar bays from certain stations (such as some weapon dealers).
XTC standalone safe undocking scripts don't seem to run on M6s, only on M7s and bigger, so a reduction in model size could be in order. As it was nerfed to not be the I Win ship of the game, even combat performance wise I guess there's no need anymore for it to be halfway the size between an M6 and an M7...
XTC standalone safe undocking scripts don't seem to run on M6s, only on M7s and bigger, so a reduction in model size could be in order. As it was nerfed to not be the I Win ship of the game, even combat performance wise I guess there's no need anymore for it to be halfway the size between an M6 and an M7...

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@freelancer91
Delete the cats above 13, scripts, director and T folders and have steam recheck it. It should do it, and you wouldnt have to redownload the whole game. - If CMOD/SRM uses mov folders, delete them too and have steam recheck it.
EDIT: Don't forget Tfiles folder too, in case you have stuff in there.
@paulwheeler
Great work, keep it up and thanks to you and others involved in this.
-TDKPS
Delete the cats above 13, scripts, director and T folders and have steam recheck it. It should do it, and you wouldnt have to redownload the whole game. - If CMOD/SRM uses mov folders, delete them too and have steam recheck it.
EDIT: Don't forget Tfiles folder too, in case you have stuff in there.
@paulwheeler
Great work, keep it up and thanks to you and others involved in this.
-TDKPS
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@freelancer91
if you do need to redownload, make sure to do a backup of the vanilla game, its what I use when I need to do a clean reinstall
@paulwheeler
I looked at Litcube's Missile Resupply script thread. It actually has military ships fly over and resupply missile boats, which I think fits much better than gazz's script, which is admittedly a cheat. However it only works for M7/M8.
I think Litcube is a cool dude and doesn't afraid of nothing, you should ask him if its easily modified to work with the Bomber M3s as well, it would be an excellent fit for the XRM.
if you do need to redownload, make sure to do a backup of the vanilla game, its what I use when I need to do a clean reinstall
@paulwheeler
I looked at Litcube's Missile Resupply script thread. It actually has military ships fly over and resupply missile boats, which I think fits much better than gazz's script, which is admittedly a cheat. However it only works for M7/M8.
I think Litcube is a cool dude and doesn't afraid of nothing, you should ask him if its easily modified to work with the Bomber M3s as well, it would be an excellent fit for the XRM.
I am not as think as you drunk I am.
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Yes it can.Sn4kemaster wrote:Can Litcubes excellent Missile Attack script be used with the XRM? and his missile boat supply script?

However, I'm not going to put support for the Missile Boat Supply Script via an alternate Jobs file because (aside from wanting to avoid add-ons where possible) XRM has CWP integrated as part of the package - and with CWP, I have yet to see an M7M ever run out of missiles.
Or maybe it was Gazz's ammo cheat that does that? Either way, I like it as a solution rather than adding more Jobs and having more config scripts running.
(I figure when it does run out of missiles - if ever - then it acts as cannon fodder for a while until it gets blown up and a new M7M is spawned an hour later with a full hold of missiles.)

It didn't get destroyed! It just RTB!
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Try reinstalling them again.Kadatherion wrote:XTC standalone safe undocking scripts don't seem to run on M6s, only on M7s and bigger, so a reduction in model size could be in order.
They DO work with M6s (or should do, at least), but sometimes it takes a reinstallation to make it happen.
I had the same issue with the Heavy Osprey a few months ago.
Last edited by Mizuchi on Fri, 15. Jul 11, 23:00, edited 1 time in total.
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It doesn't need or have a Jobs file, it creates resupply Jobs via a MD scripts.Mizuchi wrote:However, I'm not going to put support for the Missile Boat Supply Script via an alternate Jobs file because (aside from wanting to avoid add-ons where possible) XRM has CWP integrated as part of the package - and with CWP, I have yet to see an M7M ever run out of missiles.
I am not as think as you drunk I am.
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I'm assuming this is only true as long as the game language is set to English, and people with the German version do not get voiceovers for now?- You will need to navigate to the \mov folder in your TC directory. you will need to locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom names said by "betty".

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The 00049 file needs editing for the new phrases. Its file that tells the game where each phrase is located in the main sound file.Halconnen wrote:Yeah, just checked, removing the 00049.pck just removes betty entirely. XD
Thinking about it, it will be very difficult for a non-german speaker to make the necessary changes to 00049 to get betty to say the right words. You may just have to live with silence for the new words I'm afraid.
Only some of the phrases require changes to 00044 so you will still hear many new betty phrases.
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I figured as much. I was just asking in the first place since I didn't know wether or not you supplied a modified 49 with the mod. I was assuming not, but figured it couldn't hurt to ask.
On another note, quoting Malanthor from the SRM thread.

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Also, I just played around with some gamestarts. Bankrupt Assassin gets two... (uh... not sure what the English name is...) Energy Pulse Chainguns, which the Mamba of course can't carry.
I don't have many starts unlocked, so I'm not sure if any other starts have similar issues.
On another note, quoting Malanthor from the SRM thread.
Sounds like useful compatibility info for IR?malanthor wrote:Yup.ive been playing with IR since people here recomended it to me and i love it, just remember to turn off certain aspects of the mod, cause i hear they can cause trouble, ill just copy what mizushi wrote:
"Basically: leave ATF Counterstikes [off], Economy Booster [off], Yaki Aodeon Response [off], and then leave the rest to personal preference (I tend to leave the Response Capital Ships and the Yaki Laser Tower Array options off as well, because they're both kind of OP in my opinion). "

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Also, I just played around with some gamestarts. Bankrupt Assassin gets two... (uh... not sure what the English name is...) Energy Pulse Chainguns, which the Mamba of course can't carry.
I don't have many starts unlocked, so I'm not sure if any other starts have similar issues.
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