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

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morikaane
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Post by morikaane »

Grimshad wrote:Which part is the jobs file located? I think what i'm going to do is i'll just remove the XRM jobs completely, add back my NO Civilian jobs. Then use IR and PG
If you're going to do that you'll find the jobs.pck in the XRM Part 2 cat. It'll be the one in \addons\types\.

But... I'm not sure if the X Editor 2 will open it. Paul said something about the editor not being able to open the vanilla AP jobs file some time ago.

M.
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joelR
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Post by joelR »

morikaane wrote:
joelR wrote:Youll have to work with a therapist to work out your anger issues with the way paul organized XRM though :)
Ouch.

But seriously, google is your friend. Just add x3tc to the front of the mod name in the search box.

M.
For the record, that was not meant as a mean spirited jab....just an attempt at lightening up the mood...
Grimshad
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Post by Grimshad »

morikaane wrote:
Grimshad wrote:Which part is the jobs file located? I think what i'm going to do is i'll just remove the XRM jobs completely, add back my NO Civilian jobs. Then use IR and PG
If you're going to do that you'll find the jobs.pck in the XRM Part 2 cat. It'll be the one in \addons\types\.

But... I'm not sure if the X Editor 2 will open it. Paul said something about the editor not being able to open the vanilla AP jobs file some time ago.

M.
Ok, XE2 opened everything fine. I don't know much about modding X3 yet. Which jobs file causes the random attacks? jobwings.txt or jobs.txt?

or rather, can you explain to me what both of them do? so I can decide if I need to remove them both or just one? I know the civilian removal is done in jobs.txt, if jobwings causes the attacks then I will remove that and then add the no civilian jobs to jobs.txt that way the NPCs can continue using the new ships.
morikaane
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Post by morikaane »

joelR wrote:For the record, that was not meant as a mean spirited jab....just an attempt at lightening up the mood...
It's okay. I was just kidding. :D
Grimshad wrote:Which jobs file causes the random attacks? jobwings.txt or jobs.txt?
You'd have to ask Paul or Mizuchi that one. I don't know how Jobs work in X3. It was something I never took much interest in.

M.
Last edited by morikaane on Sun, 22. Jan 12, 06:51, edited 1 time in total.
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joelR
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Post by joelR »

I think you will seriously break XRM if you get rid of the jobs. NOcivs isnt compatible. I would reccomend trying with IR and PG first.

None of the XRM ships will show in game without the included jobs if im not mistaken.
Last edited by joelR on Sun, 22. Jan 12, 06:52, edited 1 time in total.
morikaane
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Post by morikaane »

joelR wrote:I think you will seriously break XRM if you get rid of the jobs. NOcivs isnt compatible. I would reccomend trying with IR and PG first.
Agreed.

M.
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joelR
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Post by joelR »

Morrikane. I think that the jobs issue was fixed in a recent x3 editor patch. Id check but im on my phone at the moment.
Grimshad
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Post by Grimshad »

joelR wrote:I think you will seriously break XRM if you get rid of the jobs. NOcivs isnt compatible. I would reccomend trying with IR and PG first.

None of the XRM ships will show in game without the included jobs if im not mistaken.
Thats the thing though. I don't need XRM, I just wanted the new ships/stations/weapons.

I've opened them up and I understand how it all works now. The only way I can see it breaking is if something else relies on specific jobs, but I don't feel like shuffling through all the scripts.

I think at the very least I will be able to make adjustments to the file to get the effect I want.

What do you mean No Civs is incompatible? I mean I know it is by default, but If I replace the XRM civ jobs with the data from my nocivs jobs.txt then everything should work fine. Or is there another reason you said that? Does something in XRM rely on civs?

What do you mean try IR and PG first? You mean like try using the mods without modifying XRM? If so I will give that a go, but I can tell you right now there is already 100% more fighting activity with the XRM jobs involved.

XRM Recommends I use Military Base Response Revamp. This is similar to Improved Races. But then XRM goes on to say, don't turn on invasions or sector takeovers... why not? Then XRM goes on to say Don't use it with AP... why not?



I have a question I have been dying to ask someone!:
How can I change the refuel settings of my ships? When my fighters dock at a solar plant they automatically buy 15 energy cells..... 15.... thats not enough to do anything, I want them to automatically buy 75% of their cargo space of energy cells. How can I do that?
Last edited by Grimshad on Sun, 22. Jan 12, 07:02, edited 1 time in total.
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Nick 031287
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Post by Nick 031287 »

joelR wrote:
Nick 031287 wrote:
joelR wrote:
Nick 031287 wrote:you know the Addons that they recomend to go with XRM?

i dont understand why they didnt just Intergrate it into XRM mod its self.....

and im struggling triyng to work out how to set this all up an i dont wanna risk launching with the possibility of screwing up the installations of the addons
Its not as hard as youre making it really. Just take it step by step. Dont worry about what WASNT done and just work with what is.

1: Install XRM by unzipping it into the addon folder (Where AP is) and rename them to 03 and 04.

Then download the "addons" you want from here.

http://forum.egosoft.com/viewtopic.php?t=216690

Thats it really. The rest is cake.

If you cant figure that out then just ask for an explanation. You only struggle because you arent asking for specific help.
well its just the CODEA and the MARs things thats complicating to me, i dont even know what version i downloaded i assume its the latest but it dont say. i not sure where to get CODEA tho. its stupid they didnt link the damn mods with the Data files to fit with XRM
I think your attitude towards how it isnt is just going to frustrate you. I assume you know how to use the internet enough to get the answers you need. If you want help installing XRM i will be happy to help. Youll have to work with a therapist to work out your anger issues with the way paul organized XRM though :)
well i given up on MARs and CODEA, i cant even get the mod its self to work, i dunno waht i did wrong, i put it in addon section in Order 03, 04, 05 etc. an its not working, i dont know whats wrong with this now
nap_rz
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Post by nap_rz »

some inconsistency on terran weaponry

FPD : XL, 22 volume, 10k more expensive than MAM, most corvette and bigger ships can mount FPD
MAM : XXL, 21 volume, and requires more rank than FPD, only used on the bigger terran frigate and capitals

and here I thought FPD is anti frigate while MAM is anti corvette weapon?
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Nick 031287
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Post by Nick 031287 »

morikaane wrote:
joelR wrote:Youll have to work with a therapist to work out your anger issues with the way paul organized XRM though :)
Ouch.

But seriously, google is your friend. Just add x3tc to the front of the mod name in the search box.

M.
i been spenind the klast 3 hours googling... and if one thing does annoy me is when people tell me to google....
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Nick 031287
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Post by Nick 031287 »

Valenzio wrote:
Nick 031287 wrote:im officially fed up having to go through a MILLION addons an crap, why cant they just integrate everything????? i dont understand. they didnt even link mars mod with the Data file what gives??

why make addons? just put it all together please!!! i dont do very well with this.
use the plugin manager

http://forum.egosoft.com/viewtopic.php?t=265915


this works wonders with addons I think or for any other mod!

if you want to know if a addon is compatible with this mod look on first page and if it isnt there ask the maker of the addon.... Paul wouldn't know cause he didn't make the addon.
firstly, not all the files use the plugin, secondly, it Recmended NOT to use it as it can muddle the mods up... so no i not using the manager
Grimshad
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Post by Grimshad »

Nick 031287 wrote:
morikaane wrote:
joelR wrote:Youll have to work with a therapist to work out your anger issues with the way paul organized XRM though :)
Ouch.

But seriously, google is your friend. Just add x3tc to the front of the mod name in the search box.

M.
i been spenind the klast 3 hours googling... and if one thing does annoy me is when people tell me to google....
It's almost impossible to find anything about X3 with google, let alone the X3 forum search.

What you really want is to use the Mod Manager Lite to install all these "Addons" your talking about. it does it all for you and you don't have to bother googling anything.
morikaane
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Post by morikaane »

Grimshad wrote:What do you mean try IR and PG first? You mean like try using the mods without modifying XRM? If so I will give that a go, but I can tell you right now there is already 100% more fighting activity with the XRM jobs involved.
There are settings in IR that can manipulate the size of invasion forces and whatnot. You can do that via the IR configuration menu which you can access via the Community Plugin Configuration menu if I am not mistaken. It's been a while since I've used IR.
Grimshad wrote:It's almost impossible to find anything about X3 with google, let alone the X3 forum search.
Not when I'm talking about specific mods. If you googled x3tc Improved Races, the first link would be the IR thread in the Ego forums.

M.
Last edited by morikaane on Sun, 22. Jan 12, 07:05, edited 1 time in total.
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joelR
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Post by joelR »

Nick 031287 wrote:
morikaane wrote:
joelR wrote:Youll have to work with a therapist to work out your anger issues with the way paul organized XRM though :)
Ouch.

But seriously, google is your friend. Just add x3tc to the front of the mod name in the search box.

M.
i been spenind the klast 3 hours googling... and if one thing does annoy me is when people tell me to google....
Nick I dont think you are understanding me. You are just freaking out instead of asking for specific help. Just telling me that its not working means nothing.

What do you mean its not working. What are you expecting to see that is not there? Also whats so complicated about unzipping CODEA to the terran conflict\addon folder?
Grimshad
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Post by Grimshad »

morikaane wrote:
Grimshad wrote:What do you mean try IR and PG first? You mean like try using the mods without modifying XRM? If so I will give that a go, but I can tell you right now there is already 100% more fighting activity with the XRM jobs involved.
There are settings in IR that can manipulate the size of invasion forces and whatnot. You can do that via the IR configuration menu which you can access via the Community Plugin Configuration menu if I am not mistaken. It's been a while since I've used IR.

M.
Yes, I know how to do all of that. IR won't be the problem though. I won't need to tone them down. While playing XRM so far there has been NON STOP constant raids in every sector I would normally consider safe by the Kha'ak and Xenon. Yes there is protecting fleets that easily decimate them, but it is really annoying constantly having enemies all around me dying for no reason. It accomplishes nothing and just leaves wares all over the sector for me to collect and sell -_-


Can you please answer my question about refueling 2 posts back? :)
incarnyte
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Post by incarnyte »

Just started the mod.....awesome. Couple quick questions though.

1) Started as an Argon. How do I start the Argon plot of the war? I got an initial message to help out in sectors...which I did...but have not gotten any further messages yet.

2) Any recommendations as far as converting from vanilla to XRM? I see there are a TON of differances in ships and prices.
MutantDwarf
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Post by MutantDwarf »

XRM-AP is incompatible with the AP's plot, so you won't get any plot-related messages.
morikaane
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Post by morikaane »

Nick 031287 wrote:firstly, not all the files use the plugin, secondly, it Recmended NOT to use it as it can muddle the mods up... so no i not using the manager
Nick, I think you should just concentrate on getting the base XRM installed and working. Do not worry too much about the recommended scripts. The game will work fine without them.

Mine only has that, NPC Bailing, Terran Marines, Marine Repairs, CLS/CAG, Dockware Manager and Turbo Booster.
Grimshad wrote:Can you please answer my question about refueling 2 posts back? :)
No idea. I don't get the point of having e-cells on fighters anyway... Jumpdrive is an XL ware.

Happy? :P

M.
Last edited by morikaane on Sun, 22. Jan 12, 07:22, edited 1 time in total.
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Seraph Kaoru
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Post by Seraph Kaoru »

Nick 031287 wrote:
joelR wrote:
Nick 031287 wrote:-Snip!-
-Snip!-.
well its just the CODEA and the MARs things thats complicating to me, i dont even know what version i downloaded i assume its the latest but it dont say. i not sure where to get CODEA tho. its stupid they didnt link the damn mods with the Data files to fit with XRM
If you want the latest version of CODEA, the best place to look is Lucike's actual website, since he no longer posts on the X Universe Forums. However, most of that is in German! So the next-best place to look is the Script Collection topic - here (http://forum.egosoft.com/viewtopic.php?t=271491) - where Lucike's scripts (such as CODEA) are all listed, as well as their dependencies (required files) the libraries. A bit of Google Translate could help with getting the latest version off of Lucike's website, however, which could help with AP Compatibility.

As for MARS, this (http://forum.egosoft.com/viewtopic.php?t=217470) is where to look. Latest version is under the Download link. You can probably handle the rest - I hope! - but as the others are saying, specific questions are gladly answered in here.

Your underlying grievance has a simple answer, though - in that there is no "they." The people who make scripts and mods, by and large, are just community members who think "Wouldn't it be neat if..." or "I wish I could..." - and then work to achieve something, then release that work. Many of these content creators become prolific enough that they release multiple scripts and mods, and while these are often designed to work together, things made by entirely different people are not.

Paul and Mizuchi (among others) contributed the bulk of the work to XRM, whereas Lucike created CODEA and numerous other scripts, and Gazz created MARS. On the whole, scripters and modders and other such folk don't collaborate much with one another, and thusly they don't link their projects very often. Paul can't just 'roll in' CODEA and MARS (even if he wanted to make them intrinsic parts of the mod) because they don't belong to him.

Even if he did get permission from other scripters and modders to include their work in XRM, that suddenly puts additional responsibility on him - if that person stops updating their work and at some point down the road it breaks, suddenly it's Paul who has to figure out how to fix it, or take it out of XRM entirely. Without additional help, he can't take personal responsibility for any number of extra scripts and mods, some of which might require extensive updates over time.

Even in the best-case scenario - he gets permission, the creator stays active and updating - he still ends up having to work around that person's work, manually insert their updates to it, and beware of conflicts it might introduce. In the end, many content creators opt not to undertake the extra hassle, and because of the issues mentioned above, 'mega script packs' or 'mega mod packs' are a pretty rare animal, unless one person is releasing all of their works in a collection (like Lucike!)

This also doesn't touch on the fact that the nature of X3 is, inherently, that it can be customized to be your game. You add the scripts and things to it that you want, and avoid the things you don't want. This helps preserve system resources, bandwidth usage and hassle to exactly the level you are willing and able to undertake, or at least, closer to it than if you just got handed a pack with 300 scripts in it and told to configure it and disable or uninstall them as wanted.

If you feel very strongly about it, of course, you could always start your own mega-script-pack! But, more than likely, you'd agree with Paul's assessment that it's too much work to maintain the work of dozens (or even a handful) of other people.

Don't worry, though. What seems imposing now, if you stick with it, will be easy to deal with before too long.
~K

EDIT: Whups! In the time since I started writing this (then came back just now and actually stuck the rest in, after getting somewhat distracted) the conversation's moved on. My bad.

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