[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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sneakbyte
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Post by sneakbyte »

Got issues with installing XRM i get the readtext 9550 in the game play menu so i assume XRM has not been installed successfully even though i get the message about XRM being installed. The HEPT and PAC sound the same so i assume the installation on AP 1.1 is non functioning.

Yes I did install it in the TC addon folder and ran the plugin manager before starting. I only have NPC Bailing addon, marine repairs and salvage command suite and salvage commands.

i renamed the Cat/Dat files that belong to XRM to 3 and 4 aswell.

Whats going on??
morikaane
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Post by morikaane »

Did you copy over all of the scripts and etc that were inside XRM Part 2?

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
Coruskane
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Post by Coruskane »

Grimshad wrote:
Grimshad wrote:
Grimshad wrote:Good news. I deleted the jobs.txt and wingjobs.txt from XRM, then I put the jobs.txt from the No Civs mod in its place. Started a new game and activated IR and no crash!

Bad news. While the Civs from AP are not in the game, all the Civs from XRM are still in the game and that's annoying :)
I spoke too soon. Game crashed. :(
haha... well I actually did get everything working the first time, the crash was my fault :)

So what I have now:
XRM working perfectly with IR and PG.
No Civilian ships except for the TL stuff u can board (like the casino).
starting defensive sector forces back to AP default.
No more constant random pointless raids in sectors (IR will make forces come instead, and they will be prepared for hostile takeover).
A lot less lag for some reason ( XRM FPS dropped on and off before).


Possible bad stuff:
I don't think the XRM corporations will be out and about anymore (although I could easily add them.. actually I think I will)
I don't think the new ships will be roaming around anywhere.

Success imo :)
If you want this, then edit the XRM jobs file.

Civs are very easy to remove from a jobs file (literally select them and press delete in a text editor)
Last edited by Coruskane on Sun, 22. Jan 12, 11:11, edited 1 time in total.
nap_rz
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Post by nap_rz »

morikaane wrote:
ShadowGod56 wrote:i do, if you cant get it to work you need to download cycros salvage claim software and install that onto the ship you want to run it on. then the command should appear properly.
What the...? That's a bit odd.

M.
so, does it work? :lol:
nap_rz wrote: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?
self quote, I need paul to read that :lol:
morikaane
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Post by morikaane »

nap_rz wrote:so, does it work? :lol:
Yep. I must've stuffed something up when I tried it last. My bad.
nap_rz wrote:self quote, I need paul to read that :lol:
Paul told me that its now an M7 class weapon. However, that ware size might need some slight increasing.
morikaane wrote:Random question... does the Terran Tepukei auto-repair docked ships? (I've forgotten whether it does this or not).
No. It doesn't (even if I am only answering my own question here). Marine repairs it is...

FYI Paul the Tepukei doesn't have a built-in CLSS is that deliberate? Update: Actually, It is. it didn't show up in the encylopedia though but it was on the ship when I bought it.

Cheers,
M.
Last edited by morikaane on Sun, 22. Jan 12, 13:15, edited 2 times in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
sneakbyte
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Post by sneakbyte »

Yeap copied and overwritten all stuff in part 2...
morikaane
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Post by morikaane »

sneakbyte wrote:Yeap copied and overwritten all stuff in part 2...
Hmm... that's freaky. I just checked my gameplay menu and mine is fine. Is it below Artificial Life or something? Because AP adds two more items to that menu, one is called Mission Director and Turret Command Configuration (I think the MD item is added when you have the script editor enabled, it looks like debugging stuff to me).

Maybe you have a mod conflict somewhere with what you're using...? Beyond that I'm not sure.

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
mcaule
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Post by mcaule »

I wanted to know is there a script that removes useless civilians? I used No Civ Fluff script, but it also removes some military and other ships as well. I'm using XRM and AP 1.1
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Mizuchi
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Post by Mizuchi »

mcaule wrote:I wanted to know is there a script that removes useless civilians? I used No Civ Fluff script, but it also removes some military and other ships as well. I'm using XRM and AP 1.1
No, there isn't. One of the over-arching reasons for XRM was so that Paul wouldn't have to manage a (hyberbolic) million different addons and tweaks and God only knows what else to try and cater to everyone's individual needs, no matter how trivial they might be.

However, that said, the Civilian Jobs in XRM Jobs is already much lower than Vanilla Jobs, and as a lot of them use X2 Ship Models to begin with, the FPS is very, very low compared to the gains you get in regards to immersion.

Back before XRM, I used to use the "No-Civs" version of SRM Jobs Unleashed. When I came to build XRM Jobs and we made the decision to leave Civilians IN, I was like... my goodness. I have been missing out on a lot.

But, as previously stated by other people, it's fairly easy to tweak XRM Jobs to your own needs if you really dislike Civilians being there: just open the Jobs file up in an Editor that supports the AP version, and then find the Civilian jobs and set them to "0".

I'd suggest setting them to "0" instead of deleting so you don't end up with blank ships flying around. :D
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mim525
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Post by mim525 »

Hmm are the Terran military ships supposed to come up as Terran escort Tyre and Terran Military Tyre etc.. i thought it came up with things like ATF Tyre same applys for USC. I'm sure in TC XRM it came up with ATF {Insert ship here} but, meh. :pirat:
morikaane
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Post by morikaane »

Paul,

Is there some way you can get the Terran Military Bases to train marines?

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
mcaule
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Post by mcaule »

morikaane wrote:Paul,

Is there some way you can get the Terran Military Bases to train marines?

M.
You could try Marine Training Manager or Marine Corp. Dunno if it works with XRM though.
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Mizuchi
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Post by Mizuchi »

morikaane wrote:Paul,

Is there some way you can get the Terran Military Bases to train marines?

M.
The answer to this question is Yes and No.

Yes, you can make them train Marines, but...

No, you can't make them train TERRAN Marines.

It's a weird one. For some reason, Terran Marines don't actually seem to exist, so X3TC treats Terran Stations like Pirate Rehab. Stations, meaning you get a selection of Argon, Paranid, Split, and Teladi Marines instead of anything Human.
morikaane
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Post by morikaane »

Why didn't Ego fix this in X3AP?

*shrug*

I'll try one of the scripts.

Thanks,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
mcaule
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Post by mcaule »

Mizuchi wrote:But, as previously stated by other people, it's fairly easy to tweak XRM Jobs to your own needs if you really dislike Civilians being there: just open the Jobs file up in an Editor that supports the AP version, and then find the Civilian jobs and set them to "0".

I'd suggest setting them to "0" instead of deleting so you don't end up with blank ships flying around. :D
Right, ok, but could you guide me a little bit? I've installed editor and set AP path... And now what? What and where am I supposed to look for? I'd appreciate a guide, link or tutorial of some kind that explains what exactly to look and do. Cheers.
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Mizuchi
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Post by Mizuchi »

mcaule wrote:...a guide, link or tutorial of some kind that explains what exactly to look and do. Cheers.
Well, I don't know if doubleshadow's editor works with AP or not (Paul will know) because my 40% or so of XRM work ended in August when I moved to Japan. :3

But, if it does, you need to point it at the [Types] folder (likely in one of the XRM .cat files) and open up Jobs.txt (or Jobs.pck) with the Jobs Editor.

The rest should be pretty straight-forward, as the various jobs are clearly labelled.

On the settings of each Job entry, there should be something akin to "Maxium Number of Jobs in Universe". Set that to 0 for each Job you don't want to spawn.
nap_rz
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Post by nap_rz »

morikaane wrote:
nap_rz wrote:so, does it work? :lol:
Yep. I must've stuffed something up when I tried it last. My bad.
nap_rz wrote:self quote, I need paul to read that :lol:
Paul told me that its now an M7 class weapon. However, that ware size might need some slight increasing.
morikaane wrote:Random question... does the Terran Tepukei auto-repair docked ships? (I've forgotten whether it does this or not).
No. It doesn't (even if I am only answering my own question here). Marine repairs it is...

FYI Paul the Tepukei doesn't have a built-in CLSS is that deliberate?

Cheers,
M.
so what exactly do I need to do to make ecell generator work?

MAM is the problem, it is too weak and short as a capital weapon but it can't hit fighters good enough too!
Mizuchi
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Post by Mizuchi »

nap_rz wrote:so what exactly do I need to do to make ecell generator work?
Did you thereshallbewings your game? I seem to recall that the E-Cell Script won't function without the Script Editor being enabled.

(Because, man, I swore by this script.)
mcaule
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Post by mcaule »

Mizuchi wrote:
mcaule wrote:...a guide, link or tutorial of some kind that explains what exactly to look and do. Cheers.
Well, I don't know if doubleshadow's editor works with AP or not (Paul will know) because my 40% or so of XRM work ended in August when I moved to Japan. :3

But, if it does, you need to point it at the [Types] folder (likely in one of the XRM .cat files) and open up Jobs.txt (or Jobs.pck) with the Jobs Editor.

The rest should be pretty straight-forward, as the various jobs are clearly labelled.

On the settings of each Job entry, there should be something akin to "Maxium Number of Jobs in Universe". Set that to 0 for each Job you don't want to spawn.
Awesome. Now it's time to get down and dirty, and remove those puny civilians . Cheers mate.

EDIT: Emm... Now the question is which jobs.pck to edit? 'Cause there are couple of jobs files. One in 02.cat, and couple in 04.cat So which one to edit, or do I need to edit all of them?
Last edited by mcaule on Sun, 22. Jan 12, 12:40, edited 2 times in total.
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Erenar
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Post by Erenar »

Damn 8 pages to wade through to see if anyone had my issue while i was asleep :O Busy thread is busy!


So I'm playing the OTAS Operative start in TC and still using the supplied M6. I have a USC Orbital HQ in Avarice and have a small problem. When I dock in my lovely M6 everything is great.... then i go to undock and the doors to the hangar close on me and cause me to go booooom!

If I undock in a M5 and remote undock the M6, it's ok. But in cockpit it is not a happy bunny.

Oh and I found out the hard way.... set up the HQ, docked a ton of ships, unloaded them, set the HQ up, did some remote fleet management, undocked, died.... and hadn't saved. I was cursing the walls, monitor, curtains, oxygen.... everything haha

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