Except the part where its written to delete or rename the 000044.pck filepgfujg wrote:All other aspects of the mod are working.
I named the files 03 and 04, which is +1 and +2 higher than the ones in the addon folder. Like I said, I followed the instructions.
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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No, I did that too. Three times, after reinstalling both TC and AP and running through the instructions each time.
In anycase, if I had failed to do that, betty would still be around, she just wouldn't say any of the XRM names. Betty is totally silent, and there are captions on the bottom of the screen instead.
In anycase, if I had failed to do that, betty would still be around, she just wouldn't say any of the XRM names. Betty is totally silent, and there are captions on the bottom of the screen instead.
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E
There are plenty of fabs selling illegal goods in the universe.
Kha'ak weapons are not sold anywhere.
There are lots of places to buy the jumpdrive in xrm other than from the Goners. You can increase Goner rep by killing enemies in their sectors or trading at their stations.Smart_Bomb wrote:I have three questions:
1) How can I increase my goner rep so I can buy the jumpdrives? (is their somewhere else I should buy, I'm on argon start.)
2) Where can I find buy-able illegal goods factory's ie space weed & fuel?
3) Can I buy Kha'ak weapons anywhere and if not do you think it will ever be implemented?
Thanks!
There are plenty of fabs selling illegal goods in the universe.
Kha'ak weapons are not sold anywhere.
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Unfortunately you are the only one reporting it. If im not mistaken you have to turn on the subtitles manually. Its possible you turned off something else as well. I would check but im currently at work. Ill see what I can discover when I get home.pgfujg wrote:I just did a complete reinstall for the fourth time, including deleting and reinstalling both TC and AP, and following all the instructions. I really can't see what the problem is. There simply has to be something wrong other than me doing it wrong.
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An easy test to see if things are installed correctly - look at the Argon Prime shipyard (or any race shipyard - they all use the race-specific huge models in xrm). What model is it using? If it's using the huge Argon-specific model then the xrm is installed correctly. If it's using the standard vanilla model then the xrm is not installed correctly.pgfujg wrote:I just did a complete reinstall for the fourth time, including deleting and reinstalling both TC and AP, and following all the instructions. I really can't see what the problem is. There simply has to be something wrong other than me doing it wrong.
If you're seeing the huge model, then what language are you running? You should only delete the 00044.xml file from the mov folder, not the file for other languages such as 00039.xml. The xrm only has a replacement english file.
If you're seeing the vanilla models for shipyards, then the game is not loading the xrm properly. Are you certain you have the cat/dat pairs numbered 03 and 04? The numbering must be consecutive and must have two characters.
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No I'm not. I read through the thread and checked to see what others did first. There are at least two others having the same problem, and I did what they did to fix it prior to posting. All subtitle and audio settings are correct. Turning subtitles on or off would not affect any audio, any way.joelR wrote:Unfortunately you are the only one reporting it. If im not mistaken you have to turn on the subtitles manually. Its possible you turned off something else as well. I would check but im currently at work. Ill see what I can discover when I get home.pgfujg wrote:I just did a complete reinstall for the fourth time, including deleting and reinstalling both TC and AP, and following all the instructions. I really can't see what the problem is. There simply has to be something wrong other than me doing it wrong.
All shipyards appear generic. I would assume that this is the problem. There is no 00044.xml. It's 00044.pck, and I did not touch any other files. Part one cat/dat is named 03, and part two is named 04. I will redo this portion of the install once more.paulwheeler wrote:An easy test to see if things are installed correctly - look at the Argon Prime shipyard (or any race shipyard - they all use the race-specific huge models in xrm). What model is it using? If it's using the huge Argon-specific model then the xrm is installed correctly. If it's using the standard vanilla model then the xrm is not installed correctly.pgfujg wrote:I just did a complete reinstall for the fourth time, including deleting and reinstalling both TC and AP, and following all the instructions. I really can't see what the problem is. There simply has to be something wrong other than me doing it wrong.
If you're seeing the huge model, then what language are you running? You should only delete the 00044.xml file from the mov folder, not the file for other languages such as 00039.xml. The xrm only has a replacement english file.
If you're seeing the vanilla models for shipyards, then the game is not loading the xrm properly. Are you certain you have the cat/dat pairs numbered 03 and 04? The numbering must be consecutive and must have two characters.
Edit: Solution found. The names for the dat files must include the extension .dat, they cannot be just a number.
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See? Its almost 99.99% of the time the users error.pgfujg wrote:I just did a complete reinstall for the fourth time, including deleting and reinstalling both TC and AP, and following all the instructions.....
No I'm not. I read through the thread and checked to see what others did first. There are at least two others having the same problem...
Edit: Solution found. The names for the dat files must include the extension .dat, they cannot be just a number.
Glad you got it fixed. Now go enjoy the game!
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Thanks.
Now, on to the next issue. Sorry, I'm kind of a Sheldon Cooper type person.
The engine trails. Searching the forums I see a couple of things about this, so I know there are ways to deal with them, but I'll ask just to be sure there aren't more recent, better ways. How can I revert the engine trails to vanilla? It's not a major performance issue for me, it just bothers me because it's totally unrealistic(not that aliens and space-shootey stuff is particularly realistic). I've kind of been noticing that vanilla engine graphics have a problem as well. The engines should run while the ships are accelerating, and shut off when the ships are moving at constant velocity. You can see this implemented correctly with the small jets used to rotate and steer the ship. You know, physics and what not. I'll play with them on for a while either way, just to give it a chance.
Edit: Been playing for a few hours now. Excellent mod. Really well done. This is the sort of thing that the developers should pay attention to when designing further installments to the game.
Now, on to the next issue. Sorry, I'm kind of a Sheldon Cooper type person.
The engine trails. Searching the forums I see a couple of things about this, so I know there are ways to deal with them, but I'll ask just to be sure there aren't more recent, better ways. How can I revert the engine trails to vanilla? It's not a major performance issue for me, it just bothers me because it's totally unrealistic(not that aliens and space-shootey stuff is particularly realistic). I've kind of been noticing that vanilla engine graphics have a problem as well. The engines should run while the ships are accelerating, and shut off when the ships are moving at constant velocity. You can see this implemented correctly with the small jets used to rotate and steer the ship. You know, physics and what not. I'll play with them on for a while either way, just to give it a chance.
Edit: Been playing for a few hours now. Excellent mod. Really well done. This is the sort of thing that the developers should pay attention to when designing further installments to the game.
Last edited by pgfujg on Sun, 18. Mar 12, 08:53, edited 2 times in total.
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Gravity based engine witch allows semi-atmospheric flight within space? technically by moving forward your "falling" lolIceciro wrote:I just assume the engines don't generate thrust, but rather something different, like Awesome, that falls under different physics rules.
Trails could be a by-product of the process used to create an artificial gravity focal point (singularity)... like a spatial distortion or a plasma coolant

Last edited by Jack08 on Sun, 18. Mar 12, 12:42, edited 1 time in total.
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Well if we're getting technical, the entire x3 flight physics are unrealistic.
But whoever said realistic was fun? Anyone ever play Frontier and try to dogfight? It was more like a joust.
Trails may be unrealistic, but they look cool. Besides, space based propulsion systems will often expel some kind of exhaust - its Newton law - every action has an equal and opposite reaction. The act of expelling exhaust gives the opposite reaction of pushing the ship forward. That's how current rocket propulsion systems work in space. A rocket kind of has a trail, albeit much shorter than an x3 one. Yes they should switch off when not accelerating, but that would require a game engine rewrite.
BTW - Vanilla fighters have trails in addition to their main engine effect. The trails are just black smoke instead of coloured like they are in the xrm.
XRM adds more trails by giving them to freighters and corvettes, but it shouldn't affect performance that much.
But whoever said realistic was fun? Anyone ever play Frontier and try to dogfight? It was more like a joust.
Trails may be unrealistic, but they look cool. Besides, space based propulsion systems will often expel some kind of exhaust - its Newton law - every action has an equal and opposite reaction. The act of expelling exhaust gives the opposite reaction of pushing the ship forward. That's how current rocket propulsion systems work in space. A rocket kind of has a trail, albeit much shorter than an x3 one. Yes they should switch off when not accelerating, but that would require a game engine rewrite.
BTW - Vanilla fighters have trails in addition to their main engine effect. The trails are just black smoke instead of coloured like they are in the xrm.
XRM adds more trails by giving them to freighters and corvettes, but it shouldn't affect performance that much.
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Turning off auto-update in steam is imposable, it randomly turns itself back on when you open and close the game.Sn4kemaster wrote:Hi Paul,
Right i have got XRM-AP up and running, just 1 question i am going to install the AP RRF 2.0 FIX, but you advise to disable the auto-update on steam off, how do you do that?
Sorry never used steam before and i cant seem to see it?
I've yet to actually get it to stay off.
Right click the game, click properties, go to updates tab, change it to do not auto update
Run the game, Close the game
check the updates tab again and you will see its gone straight back to enabled.
Steam will only auto-verify the exe, and updates are the only issues you may run into ( steam wont replace edited files during an update, but if egosoft release a patch with that file in it, it will be replaced )
EDIT:
you can probably get away with disabling updates and then using the NoSteam exe egosoft provided on there download page, just make sure you don't launch the game through steam after turning off auto-updates
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"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
"One sure mark of a fool is to dismiss anything that falls outside his experience as being impossible."
―Farengar Secret-Fire
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Hi,
While you can turn Auto update off in Steam it's meant for games you're NOT planning to play. I.e. You're not playing TC so Steam doesn't waste bandwidth updating it. However the moment you launch TC again it will try to update if you are online.
The key is the following.
Stay in Offline mode. If you need to update something make sure other games are set to not update and do not launch them while in online mode.
Doing this games set not to update will not update when you go on line.
I've been doing this with Skyrim as there have been a number of update I've not wanted at the time, however I was keen to update TC and AP - TC cos I had the DVD copy & I registered it for AP.
So, a little micro management but this method has worked perfectly for me thus far.
Scoob.
While you can turn Auto update off in Steam it's meant for games you're NOT planning to play. I.e. You're not playing TC so Steam doesn't waste bandwidth updating it. However the moment you launch TC again it will try to update if you are online.
The key is the following.
Stay in Offline mode. If you need to update something make sure other games are set to not update and do not launch them while in online mode.
Doing this games set not to update will not update when you go on line.
I've been doing this with Skyrim as there have been a number of update I've not wanted at the time, however I was keen to update TC and AP - TC cos I had the DVD copy & I registered it for AP.
So, a little micro management but this method has worked perfectly for me thus far.
Scoob.
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That's how I think about them, hence the pretty colours (plasma sounds like it should be colourful). Cap ships engines looked boring with out trails, which is why I added them. So much more prettyJack08 wrote: Trails could be a by-product of the process used to create an artificial gravity focal point (singularity)... like a spatial distortion or a plasma coolant



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I've just installed this mod last week and have been playing as a Terran fighting a defensive battle against the evil argon's. It just seems like a endless round of fleets to fight.. Does my fights count on a galactic war score card? Is this a fancier version of vanilla AP where it don't matter if I fight in the war or not? Will there be a winning side in the mod?
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@GameDrifter, killing attacking fleets means you save the economy of the attacked sector. Invasion fleets will target stations before moving on so you get wasteland sectors. This has happened to all the Argon sectors between Heretic's End and the Farpoint Relay for me, which I can imagine would be rather bad for business if you had interests there.
EDIT: If you destroy the command station for either race (McCallum Station is the Terran one and Farpoint Station is the Argon) then that race will stop invading until the station is rebuilt.
EDIT: If you destroy the command station for either race (McCallum Station is the Terran one and Farpoint Station is the Argon) then that race will stop invading until the station is rebuilt.
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If at first you don't succeed, delegate the job to a minion.
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I meant I cant even find gonor space if I use my universe map will it show as being 'owned' by the gonor? Ive only found one goner temple a few jumps from argon prime that sells the jump drivepaulwheeler wrote:EThere are lots of places to buy the jumpdrive in xrm other than from the Goners. You can increase Goner rep by killing enemies in their sectors or trading at their stations.Smart_Bomb wrote:I have three questions:
1) How can I increase my goner rep so I can buy the jumpdrives? (is their somewhere else I should buy, I'm on argon start.)
2) Where can I find buy-able illegal goods factory's ie space weed & fuel?
3) Can I buy Kha'ak weapons anywhere and if not do you think it will ever be implemented?
Thanks!
There are plenty of fabs selling illegal goods in the universe.
Kha'ak weapons are not sold anywhere.

I meant the factors to produce the illegal goods Im having trouble finding those they are in the normal places ie cloudbase southeast or ceos sprite.
Any chance you can add kha'ak weapons and missiles sellable at large well guarded pirate bases for an expensive price or did you already make the change to PHQ to RE special weapons and missiles?