[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Hello,
I am new to the XRM mod and X3 mods in general and I am running in some trouble.
The other mods I tried to install using the plugin manager are:
http://nl.tinypic.com/r/35a2ni9/5
And detector V1.18 for major mods but it refuses to show up in the manager. I only use 1 of the 2 FDN mods at a time.
1st. How do I connect to a "war network?" I need to "assign a hotkey for the network in your control configuration" but I cannot find such a command anywhere in the hotkey menu (neither anything for bounties or jumpdrives) http://nl.tinypic.com/r/10fwbyw/5
2nd. I do not see any border skirmishes at the edges of terran space. I know the war elements are changed but I do not think this is correct.
3rd In ATI Forseti there are numerous stations without a name (only coördinates as the name I think) http://nl.tinypic.com/r/sbq9zd/5
4th. Whenever I start a new game I get 2 messages, the first one says something like =TextIDnotfound= and the 2nd says the XRM mod has been activated. http://nl.tinypic.com/r/15o8kjn/5
5th When I go to the gameplay menu and click Artificial Life Settings I get a menu that doesn't make any sense to me. Specially if I click the Readtext0-250 tab, then I end up with a whole list of "Readtext" tabs that make no sense. When I click them I end up in an endless loop of screens without text. http://nl.tinypic.com/r/2db457m/5 & http://nl.tinypic.com/r/213hytt/5
I think I screwed up somewhere but I do not know where. I hope somebody is willing and able to help me out. I already messed up half of my weekend trying to get a decent game started.
I am new to the XRM mod and X3 mods in general and I am running in some trouble.
The other mods I tried to install using the plugin manager are:
http://nl.tinypic.com/r/35a2ni9/5
And detector V1.18 for major mods but it refuses to show up in the manager. I only use 1 of the 2 FDN mods at a time.
1st. How do I connect to a "war network?" I need to "assign a hotkey for the network in your control configuration" but I cannot find such a command anywhere in the hotkey menu (neither anything for bounties or jumpdrives) http://nl.tinypic.com/r/10fwbyw/5
2nd. I do not see any border skirmishes at the edges of terran space. I know the war elements are changed but I do not think this is correct.
3rd In ATI Forseti there are numerous stations without a name (only coördinates as the name I think) http://nl.tinypic.com/r/sbq9zd/5
4th. Whenever I start a new game I get 2 messages, the first one says something like =TextIDnotfound= and the 2nd says the XRM mod has been activated. http://nl.tinypic.com/r/15o8kjn/5
5th When I go to the gameplay menu and click Artificial Life Settings I get a menu that doesn't make any sense to me. Specially if I click the Readtext0-250 tab, then I end up with a whole list of "Readtext" tabs that make no sense. When I click them I end up in an endless loop of screens without text. http://nl.tinypic.com/r/2db457m/5 & http://nl.tinypic.com/r/213hytt/5
I think I screwed up somewhere but I do not know where. I hope somebody is willing and able to help me out. I already messed up half of my weekend trying to get a decent game started.
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I suspect that you have not copied the scripts from the scripts_ap folder in part 2 into your addon/scripts folder in your x3 installation. Youll need to restart your game once you have fixed the problem.Hobblebobble wrote:Hello,
I am new to the XRM mod and X3 mods in general and I am running in some trouble.
The other mods I tried to install using the plugin manager are:
http://nl.tinypic.com/r/35a2ni9/5
And detector V1.18 for major mods but it refuses to show up in the manager. I only use 1 of the 2 FDN mods at a time.
1st. How do I connect to a "war network?" I need to "assign a hotkey for the network in your control configuration" but I cannot find such a command anywhere in the hotkey menu (neither anything for bounties or jumpdrives) http://nl.tinypic.com/r/10fwbyw/5
2nd. I do not see any border skirmishes at the edges of terran space. I know the war elements are changed but I do not think this is correct.
3rd In ATI Forseti there are numerous stations without a name (only coördinates as the name I think) http://nl.tinypic.com/r/sbq9zd/5
4th. Whenever I start a new game I get 2 messages, the first one says something like =TextIDnotfound= and the 2nd says the XRM mod has been activated. http://nl.tinypic.com/r/15o8kjn/5
5th When I go to the gameplay menu and click Artificial Life Settings I get a menu that doesn't make any sense to me. Specially if I click the Readtext0-250 tab, then I end up with a whole list of "Readtext" tabs that make no sense. When I click them I end up in an endless loop of screens without text. http://nl.tinypic.com/r/2db457m/5 & http://nl.tinypic.com/r/213hytt/5
I think I screwed up somewhere but I do not know where. I hope somebody is willing and able to help me out. I already messed up half of my weekend trying to get a decent game started.
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- Posts: 184
- Joined: Tue, 28. Jul 09, 15:03
I'm with Kadatherion.
XRM is what it is.
There are people who have been playing this Mod for 2.5 years and LOVE it just as it is.
People new to XRM must take time to learn how it plays and to enjoy all the changes that make this a truly unique playing experience.
Now on to other matters....
A number of people new to XRM have jumped in here DEMANDING that Paul make changes to HIS mod....well not only is that rude, it show a deep level of ignorance.
Many modders and scripters contributed their work so Paul and Mizuchi could add stuff to XRM.
The two of them work extremely hard to put XRM together, proof is in the quality of this Mod.
And for 2.5 years, Paul--pretty much single-handily(!)--has kept it going and added quick fixes and minor changes.
Paul has also been more then patient, and kind, whenever someone new to the Mod has trouble getting it loaded properly...and a number of times it's because "someone" didn't read the install instructions properly!
There are more then a few people who have downloaded this Mod since Rebirth's release that DO owe Paul an apology(!) Some need to learn a little patience and to act more civilized then they have.
There are more then a few "older" players of XRM that can help all of the "new" players with how best to play and enjoy XRM to it's fullest.
I know there is a 'sticky' on this forum about appropriate behavior on this site.
While this post probably pushes the limits, a few "new player's" posts have crossed the line!
I'm not here to make friends. I'm here because I enjoy XRM.
If board-friendships develop...fantastic and the more the welcome!
Civil posts receive civil replies.
Questions for help come. It might take a day or so, but help will come.
"Demands" for change...well, sometimes they get posts like this one.
Or replies like, "I can fix all your problems...read my signature below."
Learn XRM and enjoy it for what it is.
If it's not for you, look around. There are so many Mod out there, or scripts that can give your X3 games the changes you're looking for.
I have a Laser Tower Complex to build...
Back later.
XRM is what it is.
There are people who have been playing this Mod for 2.5 years and LOVE it just as it is.
People new to XRM must take time to learn how it plays and to enjoy all the changes that make this a truly unique playing experience.
Now on to other matters....

A number of people new to XRM have jumped in here DEMANDING that Paul make changes to HIS mod....well not only is that rude, it show a deep level of ignorance.
Many modders and scripters contributed their work so Paul and Mizuchi could add stuff to XRM.
The two of them work extremely hard to put XRM together, proof is in the quality of this Mod.
And for 2.5 years, Paul--pretty much single-handily(!)--has kept it going and added quick fixes and minor changes.
Paul has also been more then patient, and kind, whenever someone new to the Mod has trouble getting it loaded properly...and a number of times it's because "someone" didn't read the install instructions properly!
There are more then a few people who have downloaded this Mod since Rebirth's release that DO owe Paul an apology(!) Some need to learn a little patience and to act more civilized then they have.
There are more then a few "older" players of XRM that can help all of the "new" players with how best to play and enjoy XRM to it's fullest.
I know there is a 'sticky' on this forum about appropriate behavior on this site.
While this post probably pushes the limits, a few "new player's" posts have crossed the line!
I'm not here to make friends. I'm here because I enjoy XRM.
If board-friendships develop...fantastic and the more the welcome!
Civil posts receive civil replies.
Questions for help come. It might take a day or so, but help will come.
"Demands" for change...well, sometimes they get posts like this one.
Or replies like, "I can fix all your problems...read my signature below."
Learn XRM and enjoy it for what it is.
If it's not for you, look around. There are so many Mod out there, or scripts that can give your X3 games the changes you're looking for.
I have a Laser Tower Complex to build...
Back later.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
--Play vanilla!
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Thank you for your reply.paulwheeler wrote:I suspect that you have not copied the scripts from the scripts_ap folder in part 2 into your addon/scripts folder in your x3 installation. Youll need to restart your game once you have fixed the problem.Hobblebobble wrote:...
I've seen you suggest the same on another forum so I already tried that, but it did not change anything. My folder contains all the files from PART 2 scripts_ap http://nl.tinypic.com/r/zjh214/5
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Actually I just generated a new one against 1.30c, I even posted it into the bounce thread.Kadatherion wrote:It's not supposed, but it's the only thing I know of that does indeed "teleport" ships around like that... an outdated/faulty wall file, perhaps?
It may be indeed bounce related but maybe more of a bug. You can happily dock several times no problem and then suddenly you or your wingmen are chasing a warping TM. If it was a problem with wall file it should be more consistent, no?
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Do you have this issue with teleporting TM when you try to dock?Etyneo wrote:Bounce does include a wall file for XRM, but it's for an older XRM. I had to make my own wall file recently since I use Bounce.Kadatherion wrote:It's not supposed, but it's the only thing I know of that does indeed "teleport" ships around like that... an outdated/faulty wall file, perhaps?
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Got a problem a mammoth keeps spawning in asteroid belt, near the north gate and its got an unknown object as a pilot, all other ships are what there supposed to be but its this one mammoth that keeps spawning there, as much as i like to abuse the situation and capture it, it feels like cheating. Is this a xenon conspiracy or one of them damn bugs 

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I have also run afoul of the docking problem using your bounce file (thanks for generating it by the way) - an M6 docking with a Tern (M7) whilst using ADS; the M7 has 5 others which docked without problem although they actually teleported in (thanks to ADS) and one kept bouncing away just as it was seemingly docked. Found out that it was missing the transporter device which allows ADS to teleport the ships in.Barleyman wrote: Actually I just generated a new one against 1.30c, I even posted it into the bounce thread.
It may be indeed bounce related but maybe more of a bug. You can happily dock several times no problem and then suddenly you or your wingmen are chasing a warping TM. If it was a problem with wall file it should be more consistent, no?
I should really try generating my own bounce just to make sure its not the bounce file (not accusing you, Barleyman, of making a mistake though !) ...
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Type of mounted weapons and shields.Sgt Doom wrote:What's the difference between S, M and L versions of the same ship type?
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
[ external image ]
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Damnit!Gerry Howarth wrote:@Hobblebobble
From your screenshot you appear to have extracted the files into a "scripts_ap" folder instead of into the "scripts" folder.
If you copy all the files from this folder into the scripts folder it should work.
Gerry
You sir, are my hero.
It's working now, although it seems that not all my other mods are working yet.
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Hey, it's a hands off process. If your system, for whatever reason, provides a wall file which is not a) identical b) does not cause weirdness with docking, all the better. Just plz share the sucker.adrianx wrote:I should really try generating my own bounce just to make sure its not the bounce file (not accusing you, Barleyman, of making a mistake though !) ...
I guess for best results you should have a vanilla install with nothing except XRM and bounce (including fake patch) applied when you generate the wall file.
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If it's only the one Mammoth with "Unknown Object" as pilot then it's probably from a broken mission or plot, they're indestructible and you can't capture them. That used to happen sometimes in the Yaki sectors in vanilla during a declined, failed or aborted 'Delivery' mission to/from the TL.mim525 wrote:Got a problem a mammoth keeps spawning in asteroid belt, near the north gate and its got an unknown object as a pilot, all other ships are what there supposed to be but its this one mammoth that keeps spawning there, as much as i like to abuse the situation and capture it, it feels like cheating. Is this a xenon conspiracy or one of them damn bugs
I just use the cheat script to destroy them otherwise they end up being a navigation hazard in a small crowded sector.
EDIT: If you're able to capture the Mammoth then it might be from another cause. The only rogue Mammoths I've had that I could capture were ones "I think" were created by editing the jobs file during a running game so you might want to check to make sure that no MOD or script has added a jobs file that replaces the XRM version.
Reido
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Press "i" on the ship and you'll find out.Sgt Doom wrote:What's the difference between S, M and L versions of the same ship type?
In Flames We Trust
Listening to Whitechapel soothes the soul!!
¹ ¤ ¹ But, the nuns are watching...
Listening to Whitechapel soothes the soul!!

XRM Trailer - XRM Installation Guide VideoSamuel Creshal wrote:Keyboards: What separates the men from the boys.
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OBSERVATION
Recently I've been tinkering with the profile settings of ap.exe in my Nvidia driver and found that changing the "Pre-rendered Frames" setting to 4 has noticeably smoothed the frame-rate for XRM reducing the very short pauses and generally giving a small increase in FPS when flying around and most importantly it's eliminated the single digit FPS when docking a ship in the internal docking bay of the Boron Equipment Dock (the FPS was so low before (<1fps) that sometimes my ship went right through the back wall of the docking bay and ended up in the cavity behind the bay).
My best guess is that the pre-rendered frames are acting as a buffer for the GPU when the CPU is otherwise temporarily bogged down and can't send enough data to the GPU to be rendered.
I never could find an equivalent setting when I had an ATI card, it might be buried in the registry somewhere.
Hope this helps someone.
Reido
Recently I've been tinkering with the profile settings of ap.exe in my Nvidia driver and found that changing the "Pre-rendered Frames" setting to 4 has noticeably smoothed the frame-rate for XRM reducing the very short pauses and generally giving a small increase in FPS when flying around and most importantly it's eliminated the single digit FPS when docking a ship in the internal docking bay of the Boron Equipment Dock (the FPS was so low before (<1fps) that sometimes my ship went right through the back wall of the docking bay and ended up in the cavity behind the bay).
My best guess is that the pre-rendered frames are acting as a buffer for the GPU when the CPU is otherwise temporarily bogged down and can't send enough data to the GPU to be rendered.
I never could find an equivalent setting when I had an ATI card, it might be buried in the registry somewhere.
Hope this helps someone.
Reido
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Is there a command or method in XRM that allows you to send a ship around a system and collect laser towers ?
Also, not sure if it's XRM or X3ap in general, but the albion systems are very strange. If I drop some kerris or laser towers in those systems, they get randomly thrown about the entire system. Also, sometimes placing a small orbital weapons platform wont stay put if i leave the system and come back. It'll have drifted to a new location. Also, the trans orbital accelerator "gates" are disconnected from the accelerator tubes that they are intended to be connected to the end of.
Also, not sure if it's XRM or X3ap in general, but the albion systems are very strange. If I drop some kerris or laser towers in those systems, they get randomly thrown about the entire system. Also, sometimes placing a small orbital weapons platform wont stay put if i leave the system and come back. It'll have drifted to a new location. Also, the trans orbital accelerator "gates" are disconnected from the accelerator tubes that they are intended to be connected to the end of.
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I haven't had this issue when I've been testing the Drone Carrier Software 2 (DCS2), where I usually give myself an M5, plus a TM or M7C to test the script with. And I do fly the M5 around while drones are onboard to ensure that I can dock and so forth. My Wall file is compiled against 1.30d (the version of XRM I'm running), though, it occurs to me I should probably remake it as I've got Litcube's Saturn Complex Hub installed as well...don't remember if I made the Wall before or after I installed it...Barleyman wrote:Do you have this issue with teleporting TM when you try to dock?Etyneo wrote:Bounce does include a wall file for XRM, but it's for an older XRM. I had to make my own wall file recently since I use Bounce.Kadatherion wrote:It's not supposed, but it's the only thing I know of that does indeed "teleport" ships around like that... an outdated/faulty wall file, perhaps?

I've encountered one of these on a new game start. I was able to destroy it (with a Zephyrus, even).Reido wrote:If it's only the one Mammoth with "Unknown Object" as pilot then it's probably from a broken mission or plot, they're indestructible and you can't capture them. That used to happen sometimes in the Yaki sectors in vanilla during a declined, failed or aborted 'Delivery' mission to/from the TL.mim525 wrote:Got a problem a mammoth keeps spawning in asteroid belt, near the north gate and its got an unknown object as a pilot, all other ships are what there supposed to be but its this one mammoth that keeps spawning there, as much as i like to abuse the situation and capture it, it feels like cheating. Is this a xenon conspiracy or one of them damn bugs
I just use the cheat script to destroy them otherwise they end up being a navigation hazard in a small crowded sector.
EDIT: If you're able to capture the Mammoth then it might be from another cause. The only rogue Mammoths I've had that I could capture were ones "I think" were created by editing the jobs file during a running game so you might want to check to make sure that no MOD or script has added a jobs file that replaces the XRM version.
Reido
Actually, you should include any other mods that add ships, stations, or other collide-able objects as well, otherwise, Bounce will not work when you deal with them.Barleyman wrote:Hey, it's a hands off process. If your system, for whatever reason, provides a wall file which is not a) identical b) does not cause weirdness with docking, all the better. Just plz share the sucker.adrianx wrote:I should really try generating my own bounce just to make sure its not the bounce file (not accusing you, Barleyman, of making a mistake though !) ...
I guess for best results you should have a vanilla install with nothing except XRM and bounce (including fake patch) applied when you generate the wall file.
Edited to combine a few quoted replies...
Edit2: May as well not start a new post now that I've got one to play with...
Firstly, I'm wondering if my old save from XRM 1.24b may be converted to modern 1.30d standard, and if so, whether anything more than the update scripts I've seen is needed.
Secondly, anyone know offhand what ships have been added or reworked since 1.24?
Last edited by Etyneo on Sun, 8. Dec 13, 01:17, edited 2 times in total.
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1. If there are update scripts that go back that far then it should be possible, but I'd wait for an answer from Paul before trying.Etyneo wrote:Firstly, I'm wondering if my old save from XRM 1.24b may be converted to modern 1.30d standard, and if so, whether anything more than the update scripts I've seen is needed.
Secondly, anyone know offhand what ships have been added or reworked since 1.24?
2. The complete change log is about 2/3's of the way down the first page. From just taking a quick glance at it it looks like only a few new ships were added just after your last save and more were converted/renamed from AP much later on after AP 3.0 I believe.
Reido