[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 »

Actually the easiest way is to simply put the altered tbullets into the local "types" folder in your AP directory. Just don't forget its in there as it will override all cat/dats.
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Tiek
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Post by Tiek »

paulwheeler wrote:G
Litcube wrote:Paul, I've recently updated to 1.19b, and I'm having a few issues that you are expected to sort out for me:

I'm using a Salton® 2 Slice StainlessSteel Toaster. I'm trying to make toast, but the toast is coming out uneven and irregular. It's as though the heating elements are configured incorrectly.

Can you please change it to a four slice toaster and fix this bug?

Immediately, thx in advance!
Actually I was planning on adding an eight slice toaster in 1.20 and I'm completely overhauling the heating scripts which should make it all much more even.

Apparently the mission director can add special heating effects to the toast but there's no documentation for it and no one knows the syntax...

:lol:
Hi Paul,

The documentation is missing because the Paranid Secret Service have obtained classified information relating to your projects for the manufacture of a futuristic Toaster and fearing to be the victim of abductions for experimental purposes (see the characteristic and exotic flavor of the flesh of some parts of their bodies) have opened a temporary quantum singularity in the vicinity of your reserved archives sucking the knowledge that they contained.
Pay special attention because even the special heating effects of Mission Director are unreliable now because of the parallel evil actions of the terrorists located in Sector 21. They, pushed out by jealousy for your great work with the XRM, have decided to sabotage your next project of the Toaster and have contaminated the Mission Director with sub-routines designed to implement in the Toaster AGI nano-technology; there is the danger, if you should decide to use the toaster for breakfast, to trigger fleets of Xenon mini-bots programmed to loot your fridge and leave you without the necessary nutrients to feed your beautiful brain. The future itself of the XRM project is at risk if you activate the prototype of the Toaster.
I've warned you :wink: !
nap_rz
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Post by nap_rz »

paulwheeler wrote:
nap_rz wrote:hm I didn't see this has been updated to 19c, mine still 19b; how/which one do I need to update?
You need to update part 2 and the hull packs.
do I need to re run any script?
Requiemfang
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Post by Requiemfang »

Tiek wrote:
Hi Paul,

The documentation is missing because the Paranid Secret Service have obtained classified information relating to your projects for the manufacture of a futuristic Toaster and fearing to be the victim of abductions for experimental purposes (see the characteristic and exotic flavor of the flesh of some parts of their bodies) have opened a temporary quantum singularity in the vicinity of your reserved archives sucking the knowledge that they contained.
Pay special attention because even the special heating effects of Mission Director are unreliable now because of the parallel evil actions of the terrorists located in Sector 21. They, pushed out by jealousy for your great work with the XRM, have decided to sabotage your next project of the Toaster and have contaminated the Mission Director with sub-routines designed to implement in the Toaster AGI nano-technology; there is the danger, if you should decide to use the toaster for breakfast, to trigger fleets of Xenon mini-bots programmed to loot your fridge and leave you without the necessary nutrients to feed your beautiful brain. The future itself of the XRM project is at risk if you activate the prototype of the Toaster.
I've warned you :wink: !
:o :D :lol: :rofl:
Mad_CatMk2
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Post by Mad_CatMk2 »

paulwheeler wrote:
Mad_CatMk2 wrote:hey paul, when I visit and target the Goner's shipyard (Home of Light) it says 'Yaki Shipyard'

Running latest X3AP XRM.
I've not added a goner shipyard to home of light. You must have some script installed which is spawning that.
Woops, sorry, I mean Elysium of Light (the standard Goner sector yeah?)

EDIT: Wow, I missed Tiek's post, thanks! I'll just ignore that 'shipyard' then :P
I fly an OWP. What about you?
lght
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Post by lght »

Hello,

I'm both new to the game, and new to the mod. Saw this today and wanted to try it out, however after I tried to install the mod, I get a CTD when the game tries to go to the main screen. I do not believe this is something to do with the mod itself, however I hope that someone on here could assist me.

Here is a screencap of my folder http://imgur.com/yIjNA with the mod installed. I placed it in
C:\Program Files (x86)\Steam\steamapps\common\x3 terran conflict\addon
and changed part 1 and part 2 to 03 and 04 respectively. I then added the 'director' and merged the 't' and 'script' folders, then I copied the contents of the RRF fix into the 'scripts' folder.

I opened and closed the PluginManager as the instructions said, then I opened the game, and when it gets to the menu screen, it crashes.

I have played the vanilla game, so I know my computer can run it fine, and haven't added anything else to the game other than the XRM mod.

If you guys need any other information please let me know.

Thank you
A5PECT
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Post by A5PECT »

Are you running any modifications in the x3 terran conflict folder?
Admitting you have a problem is the first step in figuring out how to make it worse.
lght
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Joined: Sun, 25. Mar 12, 07:09
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Post by lght »

nope, i just downloaded the game today, my roommate has it and i thought it looked fun. everything was vanilla until I added XRM
Tarzan02
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Joined: Sun, 10. Feb 08, 13:41
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Post by Tarzan02 »

Hello

i'm using XRM on X3TC3.2, i've got a question:

how PAR is working ? How can i use it ?

thank's
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

O
lght wrote:Hello,

I'm both new to the game, and new to the mod. Saw this today and wanted to try it out, however after I tried to install the mod, I get a CTD when the game tries to go to the main screen. I do not believe this is something to do with the mod itself, however I hope that someone on here could assist me.

Here is a screencap of my folder http://imgur.com/yIjNA with the mod installed. I placed it in
C:\Program Files (x86)\Steam\steamapps\common\x3 terran conflict\addon
and changed part 1 and part 2 to 03 and 04 respectively. I then added the 'director' and merged the 't' and 'script' folders, then I copied the contents of the RRF fix into the 'scripts' folder.

I opened and closed the PluginManager as the instructions said, then I opened the game, and when it gets to the menu screen, it crashes.

I have played the vanilla game, so I know my computer can run it fine, and haven't added anything else to the game other than the XRM mod.

If you guys need any other information please let me know.

Thank you
Make sure you have put the xrm in the "addon" folder and not the root TC folder. This will cause crashes when you run AP.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Tarzan02 wrote:Hello

i'm using XRM on X3TC3.2, i've got a question:

how PAR is working ? How can i use it ?

thank's
There are full instructions in the main post and also in the pdf file included in part 2.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

nap_rz wrote:
paulwheeler wrote:
nap_rz wrote:hm I didn't see this has been updated to 19c, mine still 19b; how/which one do I need to update?
You need to update part 2 and the hull packs.
do I need to re run any script?
No. The release thread is just a couple of pages back. The instructions are there.
swatti
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Post by swatti »

paulwheeler wrote:Actually the easiest way is to simply put the altered tbullets into the local "types" folder in your AP directory. Just don't forget its in there as it will override all cat/dats.
Hmm. This sounds good. What extension should it be? Its PCK-file atm.

EDIT: Moron Megaloldon shield-gen. How much should it be in-game? Im trying to see if my updating went bad or not.
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joelR
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Post by joelR »

lght wrote:Hello,

I'm both new to the game, and new to the mod. Saw this today and wanted to try it out, however after I tried to install the mod, I get a CTD when the game tries to go to the main screen. I do not believe this is something to do with the mod itself, however I hope that someone on here could assist me.

Here is a screencap of my folder http://imgur.com/yIjNA with the mod installed. I placed it in
C:\Program Files (x86)\Steam\steamapps\common\x3 terran conflict\addon
and changed part 1 and part 2 to 03 and 04 respectively. I then added the 'director' and merged the 't' and 'script' folders, then I copied the contents of the RRF fix into the 'scripts' folder.

I opened and closed the PluginManager as the instructions said, then I opened the game, and when it gets to the menu screen, it crashes.

I have played the vanilla game, so I know my computer can run it fine, and haven't added anything else to the game other than the XRM mod.

If you guys need any other information please let me know.

Thank you
Make sure you have windows set to show file extensions. Im pretty sure those dats are actually named 03.dat.dat which would cause a crash.

Also, its obvious that you have not installed all the folders from XRM part 2. All you installed was the cat/dat pair. If you installed it properly you would have a folder in there named "XRM-AP RRF FIX" as well as a couple text files.
AlfieUK
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Post by AlfieUK »

paulwheeler wrote:
AlfieUK wrote:1) I cannot find a USC Security Licence on any Orbital Defence Stations?
I have had a few mods installed in the past so did a complete fresh Steam install (delete local content and re-download) + Bonus Pack (4.1.01)+ XRM 1.19c (installed to cat/dat 14/15, copied part 2 folders overwriting existing and deleted mov\00044.pck) + Backgrounds pack (cat/dat 16), no other mods installed, yet still no licences.
Sounds like something is blocking the xrm twaret. Have you open and closed the plugin manager? This is required to integrate the xrm twaret changes.
I hadn't re-installed the plugin manager as I wasn't using any other mods and it was a clean install.

I've tried a few different things;

>Uninstall X3TC + Plugin Manager, delete all folders, re-install X3TC + Bonus Pack + XRM 1.19 (no Plugin Manager)
>Uninstall X3TC + Plugin Manager, delete all folders, re-install X3TC + Bonus Pack + Plugin Manager (run once) + XRM 1.19
>Uninstall X3TC + Plugin Manager, delete all folders, re-install X3TC + Bonus Pack + XRM 1.19 + Plugin Manager (run once)
>Uninstall X3TC + Plugin Manager, delete all folders, re-install X3TC + Bonus Pack + XRM 1.19 + Plugin Manager (run once) + Salvage Claim Software (as I think this adds a ware upgrade, install via Plugin Manager)

Argon Patriot start, save, exit, reload, play through Terran link mission to access Asteroid Belt, yet still no USC Licences available.

Its not a huge deal if that is the only thing missing as I assume it just means that I can't collect Terran bounties. Other ware upgrade changes seem to be there (starter ship has an Advanced Scanner, prices and sizes appear to be changed properly on other upgrades like JumpDrive, etc). I'm just concerned I might be missing other bits as well?
paulwheeler
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Post by paulwheeler »

Sorry - I completely forgot... I couldn't add the USC Security Licence in tc. In order the get it to correctly show in the inventory in AP rather than a standard ware, i had use to use an old TC plot ware. Of course in tc, i cant do this. All you need is the data storage device (or whatever it's called... Can't remember off the top of my head) in your inventory in TC and you'll be able to access the terran military intel network. If you've completed the TC plot you will have it. Otherwise you'll have to cheat it in.
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Litcube
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Post by Litcube »

I've hacked the x3story.obj KC code to allow the USC security licence to a) show up in the proper place (including the [L]), and b) have the Terran give you rewards when you destroy an enemy.

If you want, I can send it to you when I get home.

Edit: Without the right KC code, what you're trying to do it's doable.
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Sorkvild
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Post by Sorkvild »

I noticed that all engine particle trails changed, all of them has this 'rainbow bubbles' effect :/ I preferred the old one with one race specific color.

Why is that? Paul didn't mention about new engine trails.
Just look at the Dolphin trail, wtf?!

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Jack08
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Post by Jack08 »

Litcube wrote:I've hacked the x3story.obj KC code to allow the USC security licence to a) show up in the proper place (including the [L]), and b) have the Terran give you rewards when you destroy an enemy.

If you want, I can send it to you when I get home.

Edit: Without the right KC code, what you're trying to do it's doable.
note:
Modifying KC code invalidates save games; if egosoft release a new version of AP, a game with a KC mod installed will not run the next patch data from the version of AP; Also, there is a small chance that if egosoft change the KC engine, that the KC mod will need to be remade in order to function on a new AP version, otherwise it will crash. After remaking the KC mod, it will invalidate all savegames, again.
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paulwheeler
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Post by paulwheeler »

Sorkvild wrote:I noticed that all engine particle trails changed, all of them has this 'rainbow bubbles' effect :/ I preferred the old one with one race specific color.

Why is that? Paul didn't mention about new engine trails.
Just look at the Dolphin trail, wtf?!
I'd say that is something wrong with your installation. I have not changed engine trails at all. My guess is that you have a conflict with particles3 or maybe a dds file.

Its certainly not xrm causing what you are seeing.

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