[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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Yacek
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Post by Yacek »

I was going to do a Polish translation.
Exported file cat / dat all text files.
And I found such a thing:
9950-L044.xml file:

Code: Select all

<page id="9950" title="SRM Scripts Text" descr="AL Plugin Text">
 <t id="1">XRM Core Functions</t>
 <t id="2">XRM Core Functions</t>
9970-L044.xml file:

Code: Select all

<page id="9950" title="SRM Scripts Text" descr="AL Plugin Text">

 <t id="1">SRM Weapons Dealers Enabled</t>
 <t id="2">SRM Weapons Dealers Disabled</t>
Two different files. The same code page. Two different texts. :?: :?:
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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paulwheeler
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Post by paulwheeler »

Yacek wrote:I was going to do a Polish translation.
Exported file cat / dat all text files.
And I found such a thing:
9950-L044.xml file:

Code: Select all

<page id="9950" title="SRM Scripts Text" descr="AL Plugin Text">
 <t id="1">XRM Core Functions</t>
 <t id="2">XRM Core Functions</t>
9970-L044.xml file:

Code: Select all

<page id="9950" title="SRM Scripts Text" descr="AL Plugin Text">

 <t id="1">SRM Weapons Dealers Enabled</t>
 <t id="2">SRM Weapons Dealers Disabled</t>
Two different files. The same code page. Two different texts. :?: :?:
The 9970 text file is from the CMOD4 and should not be in the XRM. Its crept in somehow. Just delete the file - the 9950 takes priority anyway.

I'll remove it in the next update.
Kadatherion
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Joined: Fri, 25. Nov 05, 16:05
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Post by Kadatherion »

clgseed, you are using the wrong version of Phanon corp.

Unless it was a typo, you are using the XTC version: which means X-Tended version, not X3-Terran Conflict.
I know, they chose the wrong acronym :P

You should use the normal version together with XRM. The only issue I spotted with the normal version is a lone weapons dealer which turns hostile (unless you do a small change in its spawning script) as it is confused for a Phanon property.
Using the XTC version, apart from probably make their headquarters spawn somewhere else, could bring TONS of bugs.


As for the safe undocking, if it's the same I'm using and I guess it is, it should be... well, safe :P
Only problem I'm having with them, is that they seem to refuse to work with my M6 size vessel, even after reinstalling 'em as Mizuchi suggested to me some pages back. I'm still in danger whenever I undock with an Appallox from certain specific stations. Those are kinda rare, though, so...
Mizuchi
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[ XRM Gamestart Hotfix ]

Post by Mizuchi »

[ external image ] XRM Gamestart Hotfix II


This is an honest-to-dog tested and working hotfix for XRM v1.02.

This hotfix fixes the "ATF Veteran" start so that the race relations values make sense, prevents the "no equipment" problem from arising, and correctly allows Lt. Pinter to contact you after a few minutes of gameplay.

It also fixes the "ATF Veteran" and "USC Commander" starts to prevent the USC Fleet from jumping in and murdering you.

In addition (bonus!) this hotfix upgrades all of the starting ships to give them full tunings and adds additional starting wares (depending on the start) to help you get started (to balance out the fact that SSRP is now an integrated part of XRM, and that we removed all the "abandoned" ships).

These were going to be held back until v1.03, but I thought I'd include them here as well. :wink:

Each start also gives you five units of "Salvage Insurance" right away, which users of Improved Races and MARS should hopefully appreciate as it will allow them to trigger and subsequently configure those scripts via saving and loading without having to dock at a station, save, load, undock, tweak, dock, save, load...

I should also point out that the Yaki Ronin game start begins with the Terran Plot set to Completed (like the Aldrin Adventurer one does), so you won't need to bother with it anymore and can jump right into doing other stuff.

(I'm not 100% certain it will work as hoped, but it seems to be okay.)

Installation instructions and other notes in the Readme.

Enjoy!
Last edited by Mizuchi on Tue, 19. Jul 11, 18:32, edited 1 time in total.
clgseed
Posts: 14
Joined: Thu, 13. Sep 07, 11:38

Post by clgseed »

Kadatherion wrote:clgseed, you are using the wrong version of Phanon corp.

Unless it was a typo, you are using the XTC version: which means X-Tended version, not X3-Terran Conflict.
I know, they chose the wrong acronym :P

You should use the normal version together with XRM. The only issue I spotted with the normal version is a lone weapons dealer which turns hostile (unless you do a small change in its spawning script) as it is confused for a Phanon property.
Using the XTC version, apart from probably make their headquarters spawn somewhere else, could bring TONS of bugs.


As for the safe undocking, if it's the same I'm using and I guess it is, it should be... well, safe :P
Only problem I'm having with them, is that they seem to refuse to work with my M6 size vessel, even after reinstalling 'em as Mizuchi suggested to me some pages back. I'm still in danger whenever I undock with an Appallox from certain specific stations. Those are kinda rare, though, so...
Hey thanks for the reply, wow I was really misled by that acronym XTC... I downloaded this :XTC Safe undocking scripts and that causes my bugs. Know im gonna try this:Force NPC Undocking by Graxster instead.
As for PhanonCorp I downloaded the normal one, installing now. :lol: silly me I really thought XTC meant X Terran Conflict nyahhaha. Wow I spent days figuring out why my installation doesn't work only to find out I downloaded the wrong version of the mods. thanks a lot man!

woot thanks mizuchi for the hotfix now I can finally start playing! :D
garrry34
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Post by garrry34 »

I managed to salvage that unknown prototype m6 (reunion m3), in the name of holy good god, that ship should be renamed satan's sword lol or the wrath of god...
PhenomII X4 940 black edition
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dESANT
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Post by dESANT »

Thx for updated game starts! :)
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Yacek
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Post by Yacek »

paulwheeler wrote: The 9970 text file is from the CMOD4 and should not be in the XRM. Its crept in somehow. Just delete the file - the 9950 takes priority anyway.

I'll remove it in the next update.
Thank you for your response.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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joelR
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Post by joelR »

Viviox wrote:
joelR wrote:
NOValdemar wrote:Just so everyone who like me is new to the cat editor knows:

SS_WARE_TECH241 = Docking Computer

also under ware size you got to change it to the option that ends in 10 instead of 14 if i remember correctly (its the lowest one in the list)
You can also change it to show the name instead of the ID. Theres a option for that in the upper left under the tab that says TwareT.pck

Then after selecting it you can make the changes.
That is the problem, I switched between ID and Name, still shows the same SS_WARE unrecognized string. When in game, i used cheat to look at the ware and it has correct naming rather than SS_WARE or EMP_custom_ware. Its no big deal really, since all i wanted was changing the Jumpdrive and Docking computer ware size.
Are you using something beisdes X editor 2? Im looking at the XRM part 2 cat. Ware #20 (name selected) is the Docking computer. It just says Docking Computer.
Kadatherion
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Post by Kadatherion »

clgseed wrote: Hey thanks for the reply, wow I was really misled by that acronym XTC... I downloaded this :XTC Safe undocking scripts and that causes my bugs. Know im gonna try this:Force NPC Undocking by Graxster instead.
As for PhanonCorp I downloaded the normal one, installing now. :lol: silly me I really thought XTC meant X Terran Conflict nyahhaha. Wow I spent days figuring out why my installation doesn't work only to find out I downloaded the wrong version of the mods. thanks a lot man!
You're welcome :)
The XTC safe undocking scripts should work though. They are tagged with that acronym 'cause they were developed by their team, but the release is a standalone that should be compatible with pretty much anything around. Never had any "serious" issue with 'em, nor I know of other people who had. The only thing they do is disable collision for a short while when undocking, which helps to avoid issues with certain big ships (especially custom made ones), so it's really strange you could end up pinpointing your bugs on 'em.
Graxster's script, as far as I remember, addressed a completely different issue, npcs getting "stuck" at certain stations. But I believe it was fixed somewhere in time by an Ego patch.
Anunnak
Posts: 30
Joined: Sat, 8. Mar 08, 11:02
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Post by Anunnak »

Hello

Installed the mod, and some others. Docked at a station to save, no problem went to the kitchen and I was back in the main menu. Loaded... waited for MARS to initialize, and a few seconds later I was kicked back to the main menu.

Any Ideas on this?

errr... never mind. The station Blew up... for some reason.
Scoob
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Re: [ XRM Gamestart Hotfix ]

Post by Scoob »

Mizuchi wrote:Lots of good stuff!
Nice work Mizuchi, really appreciate your efforts!

Do you have any advice for those who may already have made some progress with the unfixed version of the ATF Veteran start? Is is a simple case of scripting some additional rep or is it a little more involved?

Cheers & thanks again,

Scoob.
Mizuchi
Posts: 806
Joined: Thu, 10. Feb 11, 05:48

Re: [ XRM Gamestart Hotfix ]

Post by Mizuchi »

Scoob wrote:Is is a simple case of scripting some additional rep or is it a little more involved?
You basically just need to set your reputation with the ATF to around Rank 7, and that should fix most of the problems if you already started. There isn't much more to it than that.

All the ATF rank does (aside from not getting you murdered by a Terran defense fleet) is tell the game to skip the whole Omicron Lyrae part and jump right to Pinter and his perpetual cold.

The relations with the Commonwealth races will still be a little messed up, but those take... what? Two assassination missions to clear up? :)
Scoob
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Post by Scoob »

Cool, cheers for that Mizuchi...

I expect I'll be reminded to adjust my rep next time I enter Terran space... :)

Cheers,

Scoob.
QC_Mike
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Joined: Tue, 19. Jul 11, 19:00
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Post by QC_Mike »

Hey I need a little help. I can't get the Hull Multiplication Pack to work. I go in the SE then i run the script and nothing seem to be changed. I target a ship, I go check his hull hp and nothing has changed...

Am I doing something wrong?
Kadatherion
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Post by Kadatherion »

QC_Mike wrote:Hey I need a little help. I can't get the Hull Multiplication Pack to work. I go in the SE then i run the script and nothing seem to be changed. I target a ship, I go check his hull hp and nothing has changed...

Am I doing something wrong?
As long as you are naming the hull pack cat/dat as an higher number than the two base XRM cat/dats (and you are not using another separate mod which changes the tships file), it has to work. Be sure the cat/dat order is correct, especially if you used the spk versions.

You need to run the script ONLY if you installed the hull pack after having begun a game with the normal hulls. This would fix the suddenly "damaged" ships you would see all around you. Otherwise, if it's installed in the correct order, nothing else you have to do once you start a game: just enjoy longer fireworks.
QC_Mike
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Post by QC_Mike »

I've started a new game with it, I've put the .cat and .dat file above the XRM one and the hull ph are still unchanged. The terran Osaka for exemple, is still at 425,000 hull hp.

Edit: Nvm i got it to work. I noticed that I've putted the cockpit mod to an higher number and it was preventing it from working.
Last edited by QC_Mike on Tue, 19. Jul 11, 19:55, edited 1 time in total.
Halconnen
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Post by Halconnen »

That the Yaki Adventurer has the Terran plot completed is a major boon. I'm going to give that a try to see if it works.

I can only stomach redoing that plot when starting up so many times over the course of a week before going bonkers. xD
Emerentius
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Post by Emerentius »

Hi, you could use "All_Plots_Complete_1.5".
paulwheeler
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Post by paulwheeler »

I forgot to mention in the 1.02 release notes.... I upped the laser energy on the Pteranodon and the Cormorant.

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