[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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delray
Posts: 4442
Joined: Thu, 23. Oct 08, 10:27
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Post by delray »

Jumee wrote:
delray wrote:This just crashes for me when installed. While starting a new game, or soon after, while docking at the first gate. With or without bonus package and other scripts.
you are playing AP right? did you properly name the cat/dat pairs? if you have a clean, they should be 03.cat/03.dat from the XRM part 1 and 04.cat/04.dat from XRM part 2 and also have you copied all the scripts and everything over to proper folders? are you using any of the addon packs? if yes how did you number them?

also, when it manages to start, pick a start from Argon Prime (I think its the nostalgic argon) look at the shipyard - is it the huge model? then look at Argon One is it the colossus or a new model?
It CTDs from the AP exe, I can get playing from TC exe but I have plenty of READTEXT-named objects around me. AP exe doesn't have extra starts from XRM. In AP exe, it just crashes when I take that Nostalgic start when loading the game, with TC exe I can see the new model for the shipyard and Argon One, but Argon One itself is named Readtext17-65006. Betty isn't speaking new ship names, just says "Argon" when I target them. Terran Shipyard is just called <invalid>.

I have no addon packs, just unpacked XRM over my normal AP (with bonus package) and added background (they were put in mods by PM, without a rename to 16.cat/16.dat), FDL and marine repairs.

What file am I missing?
Where is it?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

My guess is youve installed to the root TC directory.

The XRM must be installed to the "addon" folder.
delray
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Joined: Thu, 23. Oct 08, 10:27
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Post by delray »

Even the part1/part2 .cat/.dat itself? Lemme try that then. :-)
Where is it?
Rizkerd
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Joined: Wed, 11. Apr 12, 05:06
xr

Post by Rizkerd »

you need to name the cat / dat folders 03.dat not 3.dat

I had the same problem with the readme and no betty voice and just realised that i had not named the files appropriately.

Also make sure everything is installed to \addon if your using albion
delray
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Joined: Thu, 23. Oct 08, 10:27
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Post by delray »

Yea, I don't know why I was under impression it installs to the main dir. :-)
Where is it?
Mizuchi
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Joined: Thu, 10. Feb 11, 05:48

Post by Mizuchi »

delray wrote:Yea, I don't know why I was under impression it installs to the main dir. :-)
Because of reasons. :goner:
dreamer2008
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Joined: Sat, 24. Dec 11, 11:14
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Post by dreamer2008 »

delray wrote:Yea, I don't know why I was under impression it installs to the main dir. :-)
My advice is to read the install instructions on the first page of the thread to avoid any problems. They explain very clearly what you need to do to have a successful install :)

As for backgrounds I recommend looking at XRM + IEX. I've played with both of them with no problems so far, and the galaxy looks great. Both mods enhance the game a lot.

By the way, paulwheeler, could you please mention this patch on the first page?

Instead of "Compatibility with Immersive Environments: Install the IE base mod to a lower cat/dat than the XRM. You will lose the universe changes IE makes, but you will still see the new backgrounds. Do not install the XRM backgrounds pack if running IE. ", maybe mention IEX and this compatibility patch?

The combination of XRM and IEX is great IMO, and worth mentioning.
gefer8
Posts: 96
Joined: Thu, 1. Sep 11, 01:45

Post by gefer8 »

Did anyone else have an advanced destroyer attack you from behind right after you spawn with Anonymous Argon start? Well not necessarily attacking, but it was 1 km away.

Also, when will the next update come? If there is anything to update, of course.
dougeye
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Joined: Sat, 7. Mar 09, 18:29
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Post by dougeye »

Khaak invasion spawns are random i believe, try that satrt again and chances are the destroyer wont be there.
I used to list PC parts here, but "the best" will suffice!
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

The khaak spawns are random. There is a chance of one spawning next to you on a game start, but its very unlikely.

Im hoping 1.20 will be ready towards the end of next week.



edit - damn beaten by a minute! :wink:
xalien
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Joined: Fri, 12. Mar 04, 01:03
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Post by xalien »

I have a little problem - can't start the terran plot. There are 2 things that could be cause of it that I can think of:

1 - I picked the hunted hero start scenario, although I worked up my terran rep to 3 and argon to 8.
2 - the orbital defense station in Heretics End was destroyed by damn paranid.

My money would be on #2, but I'm not sure. Anyway, any advice on how to proceed?
A5PECT
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Post by A5PECT »

xalien wrote:I have a little problem - can't start the terran plot.
Which game are you playing, TC or AP?
Admitting you have a problem is the first step in figuring out how to make it worse.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

I assume TC?

Id definitely say #2 was your culprit - what on Earth were the Paranid doing all the way up there?

The Orbital Defence Station should respawn after a while... cant be certain that the plot actor will respawn with it though.

I assume you're running a script in order to get the Paranid all the way up in Heretics End. I suggest you ask in the scripts' thread on how to procede if the actor doesnt spawn with the station.
xalien
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Post by xalien »

paulwheeler wrote:I assume TC?

Id definitely say #2 was your culprit - what on Earth were the Paranid doing all the way up there?

The Orbital Defence Station should respawn after a while... cant be certain that the plot actor will respawn with it though.

I assume you're running a script in order to get the Paranid all the way up in Heretics End. I suggest you ask in the scripts' thread on how to procede if the actor doesnt spawn with the station.
Yeah, it's TC. I followed some recommendations and installed MBRR, I guess it's responsible for constant Split/Paranid/Terran skirmishes in HE, although I turned off all the invasion/takeover settings. Well, I guess I'll wait for respawn then.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

If its MBRR theres no point posting in the scripts thread as the author is no longer around.

I seem to recall there being a script which resets the mission cues. If the actor fails to respawn with the station (there will be no mission icon on the station), it might fix it.

Its tricky to turn off invasions in MBRR as the invasion switch in the interface doesnt work.

I found this method works if you want to stop all invasions - make sure sector take over is off and set all race's invasions to defensive only (this switch seems to work). That way no invasions are called as no sectors are ever lost.
feygan
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Joined: Fri, 26. Dec 03, 18:41
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Post by feygan »

I know it was mentioned before, but the size of this thread makes things hard to find. But why is it we don't have the corporation plots in the AP version of XRM? I'm guessing that all AP did was turn a swith for them to be available compared to TC, so what makes it difficult to switch them back on?
Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
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Post by Ragemaster9999 »

Yeah its a shame theres no corp plots, some actully gave pretty good rewards. I suppose i can live without it, though.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Well it may be a simple case of dropping the TC corp plot scripts into the addon/director folder. Im not certain as id have to have a proper look at them to see what the starting conditions are.

The XRM:AP universe map is still based on the vanilla TC map. All the TC sectors and stations are present and correct (except for plutarch hq which has moved). So its likely that the plots would mostly work - i wouldnt be able to guarentee it though without playing them all through which i dont have time to do

The only problem id have thought would be the Plutarch plots, which would need a lot of adusting because the HQ is now in a different sector.

Ill do some investigating...
gefer8
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Joined: Thu, 1. Sep 11, 01:45

Post by gefer8 »

How much does this mod impact CPU?
Slashman
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Post by Slashman »

Well it seems like the Mosquito missile defense is indeed working since I used it in two battles just now. No idea why it seemed to fail in an earlier fight.

In the first I was taking on some Paranid invader M3s in my Elite. I got lots of missiles fired at me...I kept hearing 'mosquito missile self destructed' though, which probably means that the mosquito doesn't always hit its target missile or that sometimes the target missile runs out of gas before the mosquito can get to it. I died in that battle due to doing a tight turn into an asteroid. :P

The second battle I just had one missile incoming, but it was shot down by a mosquito.

I'm almost sure that the M3s I was fighting were shooting down my missiles with their own mosquitoes. Does that happen often? Do most enemy ships use the missile defense system now?

I have to say that combat is actually somewhat of a rush now. I actually have to use my drones, missiles and maneuver to stay alive. Who knew fighting could be such a challenge in X games? :P
If you want a different perspective, stand on your head.

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