[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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paulwheeler
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Post by paulwheeler »

joelR wrote:Paul did anything actually change in the part 2 cat/dat? I was hoping to avoid re-doing all the miscellaneous changes I made.
An updated 9950 text files and 00044 mov file.
paulwheeler
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Post by paulwheeler »

Smart_Bomb wrote:makes sense Ill switch to that, I also found random light trails floating in space next to each other that dont move or react when i flew threw them and also the gate from Black hole sun E when I flew through at 10x seta it didn't take so I just flew right threw it lol But I think toning down seta fixed that.

I'm glad you lowered the bounty I was getting 20k per m5 I blew up and imo that way to much hehe

What does the yellow $ sign next to ships/stations/laser tower mean?

I know I'm new to the mod so I hope you dont mind me blowing up your forum with all these questions!
The floating lights is a bug with flak weapons. It seems particularly bad with the vanilla SSC bullet model. In 1.19, im switching it to use the vanilla flak model which seems to reduce this issue.

The yellow $ means there is a bounty offered for killing that ship.
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joelR
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Post by joelR »

paulwheeler wrote:
joelR wrote:Paul did anything actually change in the part 2 cat/dat? I was hoping to avoid re-doing all the miscellaneous changes I made.
An updated 9950 text files and 00044 mov file.
Thanks.
nap_rz
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Post by nap_rz »

paulwheeler wrote:
Smart_Bomb wrote:makes sense Ill switch to that, I also found random light trails floating in space next to each other that dont move or react when i flew threw them and also the gate from Black hole sun E when I flew through at 10x seta it didn't take so I just flew right threw it lol But I think toning down seta fixed that.

I'm glad you lowered the bounty I was getting 20k per m5 I blew up and imo that way to much hehe

What does the yellow $ sign next to ships/stations/laser tower mean?

I know I'm new to the mod so I hope you dont mind me blowing up your forum with all these questions!
The floating lights is a bug with flak weapons. It seems particularly bad with the vanilla SSC bullet model. In 1.19, im switching it to use the vanilla flak model which seems to reduce this issue.

The yellow $ means there is a bounty offered for killing that ship.
MAML bullets too need replacement please, maybe revert back to early CMOD bullet graphics will be better ( http://www.youtube.com/watch?v=wkgfWBzXLUA ), I don't know how you can stand seeing blue meatballs flying through space around your capital ship :P also the firing/hitbox problem, as well as no terran NPC ships are using them... (for this last matter, terran NPC don't use/have Fusion BC too)
Last edited by nap_rz on Sat, 10. Mar 12, 07:16, edited 1 time in total.
BGrey
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Post by BGrey »

The unfocused jumpdrive has been mentioned a few times and seems like something people want to have and yet from what I have seen from it so far it is completely useless, I missing something here?
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only-one-jack@hotmail.com
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AP - Albion Prelude has got some bugs with this mod

Post by only-one-jack@hotmail.com »

shipyards that only sell a terran missile which seems to be taged as a station all across argon space

argon shipyards in boron space selling boron ships think ive seen them else where as well

reasearch stations where u buy advanced ships were spawned as invaild and later deleated

ok well seems your 1.18B patch as sorted it at least everything i checked so far guess that means the 4 hrs i spent building up from the lame boring boron start was a waist. .. suxors
paulwheeler
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Re: AP - Albion Prelude has got some bugs with this mod

Post by paulwheeler »

only-one-jack@hotmail.com wrote:shipyards that only sell a terran missile which seems to be taged as a station all across argon space

argon shipyards in boron space selling boron ships think ive seen them else where as well

reasearch stations where u buy advanced ships were spawned as invaild and later deleated

ok well seems your 1.18B patch as sorted it at least everything i checked so far guess that means the 4 hrs i spent building up from the lame boring boron start was a waist. .. suxors
If you are seeing all that something is very wrong with your installation.

I think you have a mod conflict.
Phier
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Post by Phier »

I've been out of the loop for about a month here and upgrading to 1.18. My question is do you still need the RRF 1.1 script fix or has that been corrected by egosoft?
TestingTesting
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Post by TestingTesting »

i am trying to import a ship in XRM into Stock AP 2.0,

but all my attempts have lead to the ship (Nemesis Sentinel) being invisible, i have tried hard.

Graphic files, TShips.
i think there are more files somewhere the ship needs, but Package Creator has only isolated 5 files that is says i need, obviously there are more, but i don't know which ones.

So, i thought i would add the 1st part of XRM that contains only mainly ship data, but don't include part 2 (which is all the modified data, scripts, Tships, components, ware stuff that kind of thing) then the stuff in part 1 won't actually be loaded with out being told too..... is that right?

if so then i can just copy across the ships i want from XRM TShips.pck to AP CAT 03 (new cat) and then load up game.


does any of this make sense? (trying to get this too work PManager is not working importing ships to AP so manual method only

i'm just winging it, but i guess if ship is invisible then there is more graphic files that are needed (something like from the effects or DDS folders)
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joelR
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Post by joelR »

TestingTesting wrote:i am trying to import a ship in XRM into Stock AP 2.0,

but all my attempts have lead to the ship (Nemesis Sentinel) being invisible, i have tried hard.

Graphic files, TShips.
i think there are more files somewhere the ship needs, but Package Creator has only isolated 5 files that is says i need, obviously there are more, but i don't know which ones.

So, i thought i would add the 1st part of XRM that contains only mainly ship data, but don't include part 2 (which is all the modified data, scripts, Tships, components, ware stuff that kind of thing) then the stuff in part 1 won't actually be loaded with out being told too..... is that right?

if so then i can just copy across the ships i want from XRM TShips.pck to AP CAT 03 (new cat) and then load up game.


does any of this make sense? (trying to get this too work PManager is not working importing ships to AP so manual method only

i'm just winging it, but i guess if ship is invisible then there is more graphic files that are needed (something like from the effects or DDS folders)
I dont know what to tell you about your invisible ship issue but I can say that the XRM part 1 and 2 work together and need to be together. The only reason they are split into two parts is to simplify updating. That way we dont have to download a gigantic file every time Paul makes a minor change. Im pretty sure your issue is a conflict with part 1 anyhow.
paulwheeler
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Post by paulwheeler »

Phier wrote:I've been out of the loop for about a month here and upgrading to 1.18. My question is do you still need the RRF 1.1 script fix or has that been corrected by egosoft?
Yes you need the fix - Egosoft broke the RRF scripts with AP v2.0 and have not released a fix yet. The fix is not to fix the RRF 1.1, but rather revert the RRF v2.0 scripts (which dont work at all) back to v1.1.
Jumee
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Post by Jumee »

have people who used the fix experienced ships loosing commands OOS? (Cycrow suggested that this bug will come back with the fix)?

At the moment to substitute for RRF, I've installed MBRR, and it seems to do a decent job (the only ships that have bounties above 1-2 million are either in Xenon sectors or are in xenon bordering and get taken down eventually), so if the command loosing bug is there you can avoid having it by just getting some other script to do what RRF is supposed to (it will be less effective though)
TestingTesting
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Post by TestingTesting »

you misunderstood, never mind.....

for the record XRM works fine, no problem at all, my intention was to rip out the Nemesis sentinel ship from XRM to play in Canon AP (without using XRM)

to put it another way, i want the Nemesis sentinel from XRM to play in normal AP.
Seric
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Post by Seric »

I just copied the files into my TC/addons folder (for an AP install), can't find the option to map the AL plugin to a key. I can find phanon corp files in the script editor though (so it should be installed correctly).

Any suggestions?
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joelR
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Post by joelR »

TestingTesting wrote:you misunderstood, never mind.....

for the record XRM works fine, no problem at all, my intention was to rip out the Nemesis sentinel ship from XRM to play in Canon AP (without using XRM)

to put it another way, i want the Nemesis sentinel from XRM to play in normal AP.
Ahh thats much clearer.

I have never messed with ships in the way you describe so I cant really help you.
zibafu
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Post by zibafu »

you dont map it to a key... altho... would be cool if you could, you go into your artificial life settings in your game options whilst in game, and itll be listed there
TestingTesting
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Post by TestingTesting »

that's ok, i think i'm getting there, what i have done is deleted everything from the CAT file in part 1 which looks like it doesn't connect to the Nemesis Sentinel in anyway. the ship is working and it's in,


now of course is working out what else i can delete from the CAT file without breaking the Nemesis Sentinel.

i wish there was a way of finding out all the files needed to make a ship work?

anyway 80% of the CAT file in part 1 is deleted, now the hard part...... what else can go without breaking the ship LOL.
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joelR
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Post by joelR »

You could start by looking at what files comprise an xsp ship file. That would give you some clue as to what files make a ship.

It would be a good idea to start a new thread with your question though. This thread could get cluttered up with non XRM related questions. Im curious what you discover though.
Seric
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Post by Seric »

Edit 1: snip, Ill check it out

edid2: Found it, set it yo "Yes". Lets see if I get that message from them now :)

Edit 3: Got the message, looking forward to seeing them around.
Thanks for helping :)
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only-one-jack@hotmail.com
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Marines Dissapearing

Post by only-one-jack@hotmail.com »

Anyone else had all the marines at outpost and training barraks dissapear every time they go to buy some?

I dont know it that related to this mod or just AP didnt play long before i put this mod on

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