[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 18
- Joined: Fri, 15. Oct 04, 11:26
-
- Posts: 3120
- Joined: Fri, 5. Jun 09, 18:55
According to the XRM forums yes, you can. I think it is also buyable now, as well.Nailz wrote:I couldn't find an answer anywhere with Google, so I'll have to ask - in XRM, can you still find the stranded Goner Aran in random sectors that you reach with the unfocused jumpdrive?
My question: Where do you buy Salvage Insurance? I thought you could get it at any trading station (from memories that are about three years old) but I haven't seen any since I left Terran space, and I don't really want to go back there because in between there are a lot of Argons who'd like a word about their missing freighters...
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
Kadatherion wrote:catt0 wrote:I just double checked and according to the X3 Editor the newest zip contains a .cat with CBLS as built in extension. I just downloaded this again, which is the newest version linked in the download section, just to be sure. Is this the wrong file or am I doing something wrong with the editor, never used it before?Kadatherion wrote:There's your problem. It shouldn't be: built in Cargo Life Support isn't recognized by several plot missions. And it has been removed as such from TLs for that very same issue, which means you don't have the latest XRM tships. Maybe the docking ware size pack you have there in the list is outdated?catt0 wrote:Both ships had a Jumpdrive and Energy Cells on board, also the Cargo Life Support is a built-in component.
Also no higher number .cat contains a TShips and I don't have one in the types folder, so it is not overwritten by something else either.
You are right, just checked my installation with X3 Editor: the "fix" seems to be missing from the main package, while the hull pack(s) do indeed have the CBLS removed from TLs as it should. Funny nobody noticed it before, I guess pretty much everyone is using an hull pack
It's been a while (a long while), but basically the trick I used was to let the manager do its thing with the xsp (so it generates correct turret entries, a nightmare to do otherwise), manually port over the new entries into the XRM files, save as a fake patch, and then delete everything the ship manager created.Sairaf wrote: Would you be willing to PM me how you got the turrets to fire and move?
You can see a quite thorough step by step explanation here: http://forum.egosoft.com/viewtopic.php? ... t=#3664736 but it's in the italian forum. You could give it a try with a translator to see if it spits out something that makes sense to you.
I think youre both looking at the wrong tships. I left the built in CBLS in the TC tships. I only removed it from TLs in the AP tships.
-
- Posts: 196
- Joined: Mon, 2. Jan 12, 01:01
I'll give it a try. I once added all the ship's files to XRM's folders, inside the .cats. Turrets didn't fire, and the animated ones didn't move. Let's see if creating my own fake patch solves it. Quick question: My fake patch should be higher or lower than XRM's?Kadatherion wrote: It's been a while (a long while), but basically the trick I used was to let the manager do its thing with the xsp (so it generates correct turret entries, a nightmare to do otherwise), manually port over the new entries into the XRM files, save as a fake patch, and then delete everything the ship manager created.
You can see a quite thorough step by step explanation here: http://forum.egosoft.com/viewtopic.php? ... t=#3664736 but it's in the italian forum. You could give it a try with a translator to see if it spits out something that makes sense to you.
-
- Posts: 5
- Joined: Sun, 27. Sep 09, 18:34
I checked types/TShips and the addon/types/TShips of the current .cat and CBLS is in both of them.paulwheeler wrote:I think youre both looking at the wrong tships. I left the built in CBLS in the TC tships. I only removed it from TLs in the AP tships.
I also looked into the low hull pack and there it is like you described. The TC variant has the CBLS, the AP one doesn't.
Installing the hull pack removed the CBLS from my Elephant and I could install the one the mission needed, so at least that works as expected

-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
Doing that will break turrets in the xrm. You have to manually edit the xrm versions of the files (dummys, components etc) and add in the entries for the ships you are adding.Sairaf wrote:I'll give it a try. I once added all the ship's files to XRM's folders, inside the .cats. Turrets didn't fire, and the animated ones didn't move. Let's see if creating my own fake patch solves it. Quick question: My fake patch should be higher or lower than XRM's?Kadatherion wrote: It's been a while (a long while), but basically the trick I used was to let the manager do its thing with the xsp (so it generates correct turret entries, a nightmare to do otherwise), manually port over the new entries into the XRM files, save as a fake patch, and then delete everything the ship manager created.
You can see a quite thorough step by step explanation here: http://forum.egosoft.com/viewtopic.php? ... t=#3664736 but it's in the italian forum. You could give it a try with a translator to see if it spits out something that makes sense to you.
-
- Posts: 196
- Joined: Mon, 2. Jan 12, 01:01
Ah, I see. Thanks. Will try it in a future playthrough.paulwheeler wrote:
Doing that will break turrets in the xrm. You have to manually edit the xrm versions of the files (dummys, components etc) and add in the entries for the ships you are adding.
A question: How do I remove that Pirate Marine Training Barracks and all the Marine Base Mules it creates all over the universe? It's kinda annoying...
-
- Posts: 191
- Joined: Thu, 13. Apr 06, 17:56
Man that sucks because I don't have the faintest idea what the problem isSairaf wrote:Then there is something wrong with your game. I fly a Springblossom armed with 6 PSSC on the main cannons and kill small ships with no problem.Cedric_FP wrote:
No. I'm talking about front 6 user-controlled lasers. I don't mix and match lasers either. I'm talking 6x EMPC, 6x PMAML, or 6xPSSC at a time. They are incredibly inaccurate, and the lasers seem to come out so far from each other (from the center or aka my reticule) that they never converge on my actual reticule.
MARS is far better at killing stuff with EMPCs on my right/left/back turrets than I am with much more powerful PSSCs on the front guns because they just never hit anything.

Mods are: XRM, MARS, OK Trader, Lost Colony, Cheat Menu, Advanced Jump Drive, Advanced Navigation, Universe Explorer, Salvage Command Suite, Mobile Mining MKII
I don't see any conflict there that would render the targeting reticule useless on a single ship.

I'm starting to think it's my technique. The main gun barrels are so far from each other, it seems I have need to be at a certain range to get any shots to hit at all.
-
- Posts: 74
- Joined: Mon, 26. Jan 09, 03:08
-
- Posts: 5
- Joined: Sun, 27. Sep 09, 18:34
I am also using Steam and it works fine without that exe. I followed the install instructions and everything worked. Are you sure you took care of placing everything in the addon directory in the x3 terran conflict directory?BoydofZINJ wrote:I decided to start playing X3AP again - and decided to download this mod... again. I am also having problems getting it to worked. Do you need the no steam.exe file to make it work?
Also what does not work? Does the game not start or are the features just not working?
-
- Posts: 48
- Joined: Sun, 23. Jan 11, 21:16
This sounds like you are using the mouse to fly. "Cursor fire" (using the right mouse button to fire) will shoot at where-ever your cursor is but the barrels will not converge. "boresight fire" will instruct the barrels to converge on your target as long as auto aim is set to on. However you must have your ships center cursor (IE the boresight) actually pointing at the auto aim reticle. The default for this fire mode is Ctrl. I set mine to "v" for ease of use.Cedric_FP wrote:Man that sucks because I don't have the faintest idea what the problem isSairaf wrote:Then there is something wrong with your game. I fly a Springblossom armed with 6 PSSC on the main cannons and kill small ships with no problem.Cedric_FP wrote:
No. I'm talking about front 6 user-controlled lasers. I don't mix and match lasers either. I'm talking 6x EMPC, 6x PMAML, or 6xPSSC at a time. They are incredibly inaccurate, and the lasers seem to come out so far from each other (from the center or aka my reticule) that they never converge on my actual reticule.
MARS is far better at killing stuff with EMPCs on my right/left/back turrets than I am with much more powerful PSSCs on the front guns because they just never hit anything.![]()
Mods are: XRM, MARS, OK Trader, Lost Colony, Cheat Menu, Advanced Jump Drive, Advanced Navigation, Universe Explorer, Salvage Command Suite, Mobile Mining MKII
I don't see any conflict there that would render the targeting reticule useless on a single ship.
I'm starting to think it's my technique. The main gun barrels are so far from each other, it seems I have need to be at a certain range to get any shots to hit at all.
Obviously boresight fire will not aim at your target if you do not have auto aim set to "on" (which inturn requires that you have fight command software vII installed).
-
- Posts: 48
- Joined: Sun, 23. Jan 11, 21:16
I built a matter/antimatter mine forge next to my main factory in Kuiper belt but I am not being given the option to attach it using a complex construction kit. This is not a spacing issue because the m/a mine forge does not even show on the list of factories that normally appears right after ejecting a CCK.
I would just like to confirm that this is working as intended?
I would just like to confirm that this is working as intended?
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
I've never built one of those forges before, but I can 100% tell you that the XRM does not touch any vanilla factories or the complex constructor kit. So whatever is stopping it, its not the XRM.Ubern wrote:I built a matter/antimatter mine forge next to my main factory in Kuiper belt but I am not being given the option to attach it using a complex construction kit. This is not a spacing issue because the m/a mine forge does not even show on the list of factories that normally appears right after ejecting a CCK.
I would just like to confirm that this is working as intended?
-
- Posts: 48
- Joined: Sun, 23. Jan 11, 21:16
In that case, it seems like egosoft did not include a place for a CCK to connect to this factory. The thing is HUGE and odd shaped...and considering how these are not buildable in vanilla (asaik) I can see how they would omit this function.paulwheeler wrote:I've never built one of those forges before, but I can 100% tell you that the XRM does not touch any vanilla factories or the complex constructor kit. So whatever is stopping it, its not the XRM.Ubern wrote:I built a matter/antimatter mine forge next to my main factory in Kuiper belt but I am not being given the option to attach it using a complex construction kit. This is not a spacing issue because the m/a mine forge does not even show on the list of factories that normally appears right after ejecting a CCK.
I would just like to confirm that this is working as intended?
I have it running on an open loop atm....but might just blow it up once I have an M2 lol.

-
- Posts: 15
- Joined: Mon, 14. Mar 11, 21:57
Any insight here?titus1 wrote:Well, there you have itpaulwheeler wrote: Youve got something else installed that alters the map. The AU pack has a very "unique" map and is not compatible even with mods that are based on the xrm map like the xrmi version of iex or the recent tc plots in xrm-ap.
I also suspect you have something installed that is altering TWareT. List your other mods and ill see if i can spot the culprits.XRMI must be the one.
What I have installed as patches:
This is for TC, the AP install uses the same mods, but with the AP version of the mods, where applicable.
The AP still has the "Data storage device" ware problem, even with an XRM-only install.
And scripts:Code: Select all
14 - complex cleaner 15 - IE immersive environments 1.1 16 - IEX1.5a 17 - enhanced equipment docks 18 - li_modv7 19 - xrm 1 20 - xrm 2 21 - xrm hull low 22 - xrm hud 23 - docking ware size 24 - lucikes storage capacity 25 - XRMi 1.30.5a 26 - 500km comm range
Code: Select all
MARS+data (I noticed that the ship uninstalls one turret for each side after I enable this for all turrets - ie: if I have two left/right/back turrets it only lets one installed) NPC bailing addon Salvage Claim Software Salvage Command and NPCs Salvage command suite 411 JSON parser lib AP libs 2.2 Befehlsbibliothek automated satelite networks 2 MK3_Opt_1.8.9.7_fixed trade overview 2.053 Universe Explorers 2.4.2 XRM Universe Colored Map 3.0 cheat collection dock lookup fix follow me gates_no_rep_loss jump marine repairs and training numeric ranks safe undocking FDN CSecG 2.05(getting 2.05 no longer shows me the unnamed ware) PM SSDN
I've figured out that the "26 - 500km comm range" should not be there after I've re-read the first post. All good so far, except that terran police license thing. As I said, I get that even when using XRM without any others.
Thanks.
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
If you're seeing the "Data Storage Device" in AP, then its likely that you have a vanilla TWareT somewhere blocking the XRM version. This will also mean you are not seeing the XRM ware size changes, nor the XRM scanners etc.
What files does Lucikes Storage Capacity mod? I can't find it in the library...
Also, are you running the Plugin Manager? Look in your addon/types folder for a file called TWareT. If its there, rename it and then open and close the plugin manager.
What files does Lucikes Storage Capacity mod? I can't find it in the library...
Also, are you running the Plugin Manager? Look in your addon/types folder for a file called TWareT. If its there, rename it and then open and close the plugin manager.
-
- Posts: 191
- Joined: Thu, 13. Apr 06, 17:56
After all the years I've played X3, I can't believe I didn't know this.Ubern wrote: This sounds like you are using the mouse to fly. "Cursor fire" (using the right mouse button to fire) will shoot at where-ever your cursor is but the barrels will not converge. "boresight fire" will instruct the barrels to converge on your target as long as auto aim is set to on. However you must have your ships center cursor (IE the boresight) actually pointing at the auto aim reticle. The default for this fire mode is Ctrl. I set mine to "v" for ease of use.
Obviously boresight fire will not aim at your target if you do not have auto aim set to "on" (which inturn requires that you have fight command software vII installed).

Yes, I'm a bit slow.
-
- Posts: 15
- Joined: Mon, 14. Mar 11, 21:57
http://www.xuniversum.info/index.php?op ... Itemid=291paulwheeler wrote: What files does Lucikes Storage Capacity mod? I can't find it in the library...
I had the TWareT.pck file in addon/types. After deleting it and opening/closing the Plugin Manager it created a new one. It's working, the USC License is there. Do I need to do this every time I start the game?paulwheeler wrote: Also, are you running the Plugin Manager? Look in your addon/types folder for a file called TWareT. If its there, rename it and then open and close the plugin manager.
Thanks.
-
- Posts: 2525
- Joined: Tue, 12. Oct 10, 03:31
-
- Posts: 1021
- Joined: Fri, 25. Nov 05, 16:05
Depends on your rig (CPU, mainly). Generally speaking, we use to say it's advisable to not go over 6X, but if you struggle with it then go even lower.Slashman wrote:What is the highest safe SETA level to use with XRM?
I know that past a certain multiplier scripts break and ships can't fly/target properly.
I'm running at 4X now. Is 5X or 6X safe?
I have a very old dual CPU myself (3GHZ) and I can manage 6X fine though.