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

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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NOValdemar
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Post by NOValdemar »

Just like to say that my game running only XRM and Cheats loaded correctly with all wares and other things on the start ship. I remember that during a past install of SRM and CMod I did come across the curious glitch of spaning in the correct ship with correct wares only that the ship itself was renamed to Unknown Ship Rather than what it was supposed to be.
Kadatherion
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Post by Kadatherion »

paulwheeler wrote:If you are seeing those text IDs please check that you have installed all the scripts correctly. A script runs at startup to put the correct names in.
Just reinstalled to be sure all the XRM scripts, began a new game and quickly used the cheat package to reveal the map and see that sector. Before XRM is activated, there are 6 read text. After the pause, when it's finally active, one station is correctly renamed (AGI Task Force Flight School), while the other five switch to {1000,122} etc.

Also, might be related to my other issue, fun thing this start: as soon as XRM was initialized, I received 2 messages of race invasions being launched (it's a small AL plugin I use, which creates some small racial engagements without all the other features of scripts like IR). Fact is, that couldn't happen before at least some hours after starting a game.
There's definitely something going completely bonkers when I start a game and certain things get randomly messed up.
paulwheeler
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Post by paulwheeler »

Halconnen wrote:I'm also noticing the comm range increase to 70km that previously was a part of the SSRP is missing from XRM. >:
The comms range change should be there. All I did was drop the SSRP Globals file into the XRM so all the changes should be there.

Check that you don't have another mod with Globals in.
Kadatherion
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Post by Kadatherion »

There doesn't seem to be a Globals.pck in neither of the two XRM cat/dats under types/...
paulwheeler
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Post by paulwheeler »

Kadatherion wrote:
paulwheeler wrote:If you are seeing those text IDs please check that you have installed all the scripts correctly. A script runs at startup to put the correct names in.
Just reinstalled to be sure all the XRM scripts, began a new game and quickly used the cheat package to reveal the map and see that sector. Before XRM is activated, there are 6 read text. After the pause, when it's finally active, one station is correctly renamed (AGI Task Force Flight School), while the other five switch to {1000,122} etc.

Also, might be related to my other issue, fun thing this start: as soon as XRM was initialized, I received 2 messages of race invasions being launched (it's a small AL plugin I use, which creates some small racial engagements without all the other features of scripts like IR). Fact is, that couldn't happen before at least some hours after starting a game.
There's definitely something going completely bonkers when I start a game and certain things get randomly messed up.

It could be a script conflict. Try running the naming script manually. Go to the script editor, find "plugin.xrm.setnames" and run it.

Are your weapons dealers populated with weapons? Is the XRM Core functions AL plugin in the AL Plugin list and switched on?
paulwheeler
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Post by paulwheeler »

Kadatherion wrote:There doesn't seem to be a Globals.pck in neither of the two XRM cat/dats under types/...
Damn - you're right!

I'll try and reupload today. I'm glad I split the file up - it will only be PART 2 that needs to be updated.
Kadatherion
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Post by Kadatherion »

paulwheeler wrote: It could be a script conflict. Try running the naming script manually. Go to the script editor, find "plugin.xrm.setnames" and run it.

Are your weapons dealers populated with weapons? Is the XRM Core functions AL plugin in the AL Plugin list and switched on?

Another start:
Dealers: check; They have some weapons in stock. There are also the various showrooms, HQs, PAR shipyards etc around.
AL plugin: check; it's there and reported as active.

Manually running that script doesn't seem to have any visible effect. The station names in that sector are still numbers.

Also, still and consistently, always no equipment spawned on my starting ship.



For clearer reference:

[ external image ]

The first station is the one consistently being correctly renamed. The other five always end up like this.
paulwheeler
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Post by paulwheeler »

Hmm... not sure whats causing this yet.

I'm on the case though.


EDIT - Its OK, I've worked it out.

I forgot that we moved ATF Forceti at the last minute and the naming script is still looking for the old sector.

Update coming today to fix these issues.


Still not sure whats going on with the game starts though.
Kadatherion
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Post by Kadatherion »

As no one else has reported issues with game starts (actually there have been confirmations of them working ok), the problem got to at least mostly be on my end. As I did a clean install I really don't see anything that could be overwriting or otherwise messing up with that, though, and my only guess is still the start game "overload".
As you know several mods and AL plugins split their weight in several loads (so they are not fully activated until you save and load 1 or 2 times), to avoid that. As it is something that depends also on the user system resources rather than the game engine alone, it might very well cause no problems to someone, and completely different ones to others.

Naturally, my single report doesn't mean a thing, but should there be further reports of odd behaviours at game start, it could be a good idea to make it so, for example, the various fabs, dealers, shipyards etc are spawned only after saving and reloading the first time. I never had such an issue with SRM+CMOD, but in that combo the aforementioned stations and relevant scripts had to be manually activated and run: after CWP (or EES) did their definitely heavy calculations.
paulwheeler
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Post by paulwheeler »

Double check that you don't have a file called "start.XML" in your director folder. I have put the XRM version of start.xml into the cat/dat for part 2. You could try extracting it and putting it in your main director folder.


The xrm actually does very little at game start now as most factories and docks are now in the main universe file. All XRM scripts are delayed by ten seconds as well. CWP is the only thing doing anything heavy at startup.

Are you using IR? I do recall that there was an issue with gamestarts if this was enabled straight away. Try dissabling it in the plugin manager initially, start a new game, then save and reactivate IR.
Kadatherion
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Post by Kadatherion »

Yeah, first thing I checked was that there was no other start.xml anywhere. And nope, I don't use IR.
As said, this kept happening even with nothing installed apart from Complex Cleaner, the Xchange portals, Immersive Environment, XRM and an empty plugin manager just run once for the Twares file. (Also tried with an Immersive Environment stripped of its universe files, as it has two more - for patch 2.0 and ANH sector - that XRM doesn't overwrite).

Just tried again, for the sake of it, with XRM's start file unpacked in the director folder. Nope. I even tried removing XRM's start file alltogether from the cat/dat, so it's using the vanilla one: still nothing. It's really mind boggling :?
Per se, who cares, I can cheat in the things I'm supposed to have at start, my only worry is that - if it really is related to wider startup problems - I could find other things that didn't register well once I'm several hours in.


Unless... I just happened to notice something odd. As said, I uninstalled and reinstalled X3 to be absolutely sure. But I still have all the starts unlocked. Weren't those supposed to be reset after uninstalling? I don't see how, if the registry entry that stores that for X3 wasn't refreshed, that could get in the way of the start.xml recognizing their correct IDs, but maybe...
paulwheeler
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Post by paulwheeler »

UPDATE RELEASED v1.01
--------------------------------

ONLY PART 2 NEEDS TO BE UPDATED!!


This fixes missing globals file, incorrect Split TS/TP loadouts and missing names in ATF Forceti



Just download and install. Ensure that you overwrite existing files when putting the scripts into the scripts folder.



NOTE - SPK has not finished uploading yet. I'll notify you when it is.
JClosed
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Post by JClosed »

Hmm.. I certainly going to try this out. Just downloaded it all...

One thing bothers me however. The jumpdrive XL? That means you have to fly a rather expensive big ship to be able to jump.

That rules out about all assassin missions/jobs early in the game (I like the humble merchant start, and you only have a disco to start with). There is no way -even with a fast ship- to get at the sector in time to be able to do a kill. In about 80-90% of the time you are too late, and another has already killed the "target". That's bad, because these missions are amongst the best paid, and you are left with only patrol or defend missions until you have earned enough to get a bigger ship and a jump drive. Guess it will take a far longer now to get anywhere...

Anyway - I am still curious to see how this turns out (and I will within a hour or so). Great work!
djrygar
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Joined: Mon, 10. Aug 09, 02:09
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Post by djrygar »

paulwheeler wrote:Are you using IR? I do recall that there was an issue with gamestarts if this was enabled straight away. Try dissabling it in the plugin manager initially, start a new game, then save and reactivate IR.

IR is delayed till next game load (just like mars)

ship loadout is not problem, can be easily fixed using 'add default wares' from cheat package. Slightly worse is the fact that relations are set as last, and if start.xml is interrupted, you may end up as enemy of race that is supposed to be friendly. In practice it means that if you start 'terran defender', you will be torn apart by ATF 30 seconds after gamestart.

Myself - I am sure that this is CWP fault. Both CWP and EES can cause crashes when installed before gamestart. I have tested it with clean install (without IR or any other script, pure vanilla). I was unable to start new game if those were installed.
Last edited by djrygar on Sat, 16. Jul 11, 13:46, edited 3 times in total.
DevilishMoney
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Joined: Tue, 29. Dec 09, 14:01
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Post by DevilishMoney »

Thanks for this its great.


One thing there is still missile turrets on the Terran M2+, Split M1+, ATF TM.
paulwheeler
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Post by paulwheeler »

DevilishMoney wrote:Thanks for this its great.


One thing there is still missile turrets on the Terran M2+, Split M1+, ATF TM.
Thanks - I didn't spot that. I must have started with a slightly older SRM Tships.

I will update this and get rid of them (again!) on Monday - I really can't face any more modding till then.


I suggest people don't purchase a Nagoya, Lotan or Lofn till after the next update so you don't need to clone them.


...didn't I say I was going to try and keep updates to a minimum...?? :headbang:
paulwheeler
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Post by paulwheeler »

Actually hold up on downloading for an hour - I'm uploading a new version with the missile turrets gone.
creidiki
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Post by creidiki »

paulwheeler wrote:...didn't I say I was going to try and keep updates to a minimum...?? :headbang:
Nobody said anything because we're not so cruel as to deprive people of their comfort-blanket delusions, but it was written in the stars mate :)

P.S. Italians tend to be superstitious. As far as I'm concerned the fact that you called it jinxed it. In some areas we do not wish someone good luck unless we wish for bad things to happen to them.
I am not as think as you drunk I am.
Halconnen
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Post by Halconnen »

JClosed wrote:One thing bothers me however. The jumpdrive XL? That means you have to fly a rather expensive big ship to be able to jump.
Surprisingly, as far as things go, the difficulty increase due to SSRM is relatively minimal. Capped ships sell for more than they do without it. I recommend doing the Terran plot until you get the squad of 3 M5s at least, those are worth 3 million credits altogether. (Though I strip them of some of their upgrades beforehand.)

Though the early game is a lot more difficult in XRM vs. SRM + CMOD4.13 since the faster projectiles get you swatted easily in a small ship. >:

I recommend getting Lucike's travel drive, though. It's size S, affordable (around 100k) and really makes getting around the universe easier when you don't have access to a JD capable ship.

With SRM and CMOD, I managed to do the Terran plot until you get the Vidar with just the Eclipse you get at the Patriotic Argon start, but that is more difficult now since fighters are actually dangerous opponents now even when they don't use missiles.

On an unrelated note, a XXL-capable TS with JD and Triplex Scanner is surprisingly useful for scouting. Heh.

EDIT: @ paul: Don't worry about it, the first few days will be hectic updating, but I betcha it'll slow down after the early issues are fixed.
paulwheeler
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Post by paulwheeler »

UPDATE RELEASED v1.01c
----------------------------------

This gets rid of the missile turrets on Lofn, Lotan and Nagoya.

If you have already purchased one of these ships it will need cloning.

v1.01 - This fixes missing globals file, incorrect Split TS/TP loadouts and missing names in ATF Forceti




COMPONENTS THAT REQUIRE UPDATING:


XRM PART 2

HULL PACK




XRM PART 1 does not require updating.



Just download and install. Ensure that you overwrite existing files when putting the scripts into the scripts folder.
Last edited by paulwheeler on Sat, 16. Jul 11, 16:32, edited 1 time in total.

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