[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Etyneo
Posts: 253
Joined: Fri, 25. May 12, 00:21
x4

Post by Etyneo »

Reido wrote:
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?
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.

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
I'm thinking it won't matter either way, attempting to load one of those old saves (AP v2.1, XRM 1.24x, other mods that I am not using now, and don't remember what all I had) refuse to load, period. X3AP CTDs when I attempt to get them to load. I've been looking for anyhting that might allow me to edit the saves to remove any mod dependencies they might have built-in. I'm glaring squarely at you, X Rebirth save files with mod dependencies right in the file...such a 'feature' may have been present in earlier X games...thankfully with Rebirth's savegames, it's easy to remove the dependencies...

As to X3AP's save files, Notepad++ show me gibberish, and so does a hex editor, so I've no clue how to modify them outside of the game...
Kadatherion
Posts: 1021
Joined: Fri, 25. Nov 05, 16:05
x4

Post by Kadatherion »

Reido wrote:OBSERVATION
found that changing the "Pre-rendered Frames" setting to 4 has noticeably smoothed the frame-rate [...]

I never could find an equivalent setting when I had an ATI card, it might be buried in the registry somewhere.
Yeah, we confirmed this with Mizuchi some years ago already, though we used to set it at 1. It's not giving me as much a boost today in AP as it gave me back then with my old gpu, but it's worth a try for everyone who suffers from stuttering.
ATI users can't do it directly from the CCC, they need ATI Tray Tools (the function is called Flip Queue Size instead of pre rendered frames).
Cedric_FP
Posts: 191
Joined: Thu, 13. Apr 06, 17:56
x4

Post by Cedric_FP »

I'm not sure if this is only in XRM or not, but I'll post it here:

I recently rescued an austronaut by the name of Shirman Leyson, and he told me that in Brennan's Triumph, there was a prototype ship that I could find.

However, there were other quest starters in the sector, such as Treasure Hunt, as well a the Xperimental Shuttle.

I've been combing the sector for hours, but cannot find any mention of this prototype ship. Is it there, or do I find it by going through the new quest lines that opened up?

Thanks.
alfabit
Posts: 2
Joined: Sat, 30. Nov 13, 05:44
x3ap

Post by alfabit »

I apologize if this has been addressed already, but with over 1600 pages in this thread and a search that only point to page 1... you get the point.

Here's my problem: all of the equipment ware sizes are one size larger in-game than what the TWareP.pck file says they should be. Tiny appear as S, Small appear as M, and so forth. Jump Drives are XL.

I noticed this when I edited the part 2 .cat to change the Jump Drive to size M so I could install it on my Mako. Well... in game it was still size L (down from XL).
Then I noticed that compared to a Vanilla AP install, all of the 'Tiny' wares were showing up as size 'Small' (indicated by 'S' in-game).

This isn't game-breaking. Just unexpected. I only have the base XRM installed on top of a Vanilla AP which in turn has been copied out of the steam managed folders and using the no-steam.exe. I'm not using the plugin-manager either. On the flip side.. I've been experimenting with a lot of mods and despite my precautions I might have mis-copied something somewhere.

So.. is this normal for XRM or is the wall waiting for my head?

Thanks.
d_ka
Posts: 254
Joined: Wed, 15. Feb 12, 18:00
x3ap

Post by d_ka »

AcidWeb wrote:Anybody here had problem with Corporation Trouble plot in XRM? Mission stuck on "Talk to: Tuffonmelkus" right before first shareholder.
Yea, i´ve got same thng in my recent game. Although, the side plot has been started, and i´ve even been able to finish it. Thought it might enable it in the process, but no... Even after that, and after i´ve completed Op. Loose Ends ( playing ATF vet. start ), since the req. was to posses the Hub, and the UFJD, i can´t continiue the plot. But since i was not terribly interested to have some rewards, but rather make that mission disapeare from my main screen, i kept playing,
"Only fools seek power, and only the greatest fools seek it through force".
User avatar
AcidWeb
Posts: 92
Joined: Fri, 26. Mar 04, 14:48
x4

Post by AcidWeb »

It might be connected with Terran start as I had not any problems with that plot during Argon one.

Anybody know how force plot to continue? I don't have idea how use mission director.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

alfabit wrote:I apologize if this has been addressed already, but with over 1600 pages in this thread and a search that only point to page 1... you get the point.

Here's my problem: all of the equipment ware sizes are one size larger in-game than what the TWareP.pck file says they should be. Tiny appear as S, Small appear as M, and so forth. Jump Drives are XL.

I noticed this when I edited the part 2 .cat to change the Jump Drive to size M so I could install it on my Mako. Well... in game it was still size L (down from XL).
Then I noticed that compared to a Vanilla AP install, all of the 'Tiny' wares were showing up as size 'Small' (indicated by 'S' in-game).

This isn't game-breaking. Just unexpected. I only have the base XRM installed on top of a Vanilla AP which in turn has been copied out of the steam managed folders and using the no-steam.exe. I'm not using the plugin-manager either. On the flip side.. I've been experimenting with a lot of mods and despite my precautions I might have mis-copied something somewhere.

So.. is this normal for XRM or is the wall waiting for my head?

Thanks.
That is because your x3 editor 2 is not pointing at your X3 install where the XRM is installed.

I urge you to embrace the XRM ware size changes - they are there for a reason.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Reido wrote:
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?
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.

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
If you can get the save to load, simply run all the update scripts in order for every version you are skipping. However, i cannot guarantee your save will load - it may crash due to the number of changes between the version you were on and the current version. You might get lucky though.
Gerry Howarth
Posts: 21
Joined: Thu, 12. Feb 04, 21:16
x4

Post by Gerry Howarth »

@Cedric_FP

I think you will find that this is part of the Salvage Command Suite by TECSG and the Xperimental Shuttle is the Shirman Prototype.

If you check your log, one of the first 3 or 4 messages after game start will give some details.

Gerry
Cedric_FP
Posts: 191
Joined: Thu, 13. Apr 06, 17:56
x4

Post by Cedric_FP »

Gerry Howarth wrote:@Cedric_FP

I think you will find that this is part of the Salvage Command Suite by TECSG and the Xperimental Shuttle is the Shirman Prototype.

If you check your log, one of the first 3 or 4 messages after game start will give some details.

Gerry
Thanks for the tip, Gerry. Apologies for cluttering up your thread, Paul.
_Axel
Posts: 20
Joined: Fri, 2. Sep 11, 22:47
x3tc

Post by _Axel »

Excuse me if the question has been asked before, but how do I add a hotkey for, say the bounty system or things like that? They don't show up in the controls menu.
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

_Axel wrote:Excuse me if the question has been asked before, but how do I add a hotkey for, say the bounty system or things like that? They don't show up in the controls menu.
They are under 'interface' not controls.
russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo »

Did XRM change the race reputation levels? The most negative you can now go with the Argon is -4; problem is, scripts such as Trickmov's Sector Takeover no longer work as designed. (you need -5 level to capture sectors)

Any easy work around?
ColManiac
Posts: 124
Joined: Thu, 17. Nov 05, 19:05
x4

Post by ColManiac »

paulwheeler wrote:- INSTALLATION INSTRUCTIONS -

RACE MILITARY INTELLIGENCE NETWORKS

Each of the main races has a Military Intelligence Network. This will report all current enemy activity in the race's space and also any current military action. In order to connect to a race's military intelligence network, you must have positive rep and hold a valid police/security license for that race. A USC Security License has been added for the Terran's and is available from Orbital Defence Stations.

To connect:

- assign a hotkey for the network in your control configuration.

- after hitting the hotkey, chose which race's network you wish to connect to.
How do you assign hot key? Its not very clear, what am I looking for? I have been though the control`s but dont see the function in the list
User avatar
joelR
Posts: 2008
Joined: Mon, 9. Jul 07, 23:33
x3tc

Post by joelR »

ColManiac wrote:
paulwheeler wrote:- INSTALLATION INSTRUCTIONS -

RACE MILITARY INTELLIGENCE NETWORKS

Each of the main races has a Military Intelligence Network. This will report all current enemy activity in the race's space and also any current military action. In order to connect to a race's military intelligence network, you must have positive rep and hold a valid police/security license for that race. A USC Security License has been added for the Terran's and is available from Orbital Defence Stations.

To connect:

- assign a hotkey for the network in your control configuration.

- after hitting the hotkey, chose which race's network you wish to connect to.
How do you assign hot key? Its not very clear, what am I looking for? I have been though the control`s but dont see the function in the list
Read two posts up.....
ColManiac
Posts: 124
Joined: Thu, 17. Nov 05, 19:05
x4

Post by ColManiac »

joelR wrote:
ColManiac wrote:
paulwheeler wrote:- INSTALLATION INSTRUCTIONS -

RACE MILITARY INTELLIGENCE NETWORKS

Each of the main races has a Military Intelligence Network. This will report all current enemy activity in the race's space and also any current military action. In order to connect to a race's military intelligence network, you must have positive rep and hold a valid police/security license for that race. A USC Security License has been added for the Terran's and is available from Orbital Defence Stations.

To connect:

- assign a hotkey for the network in your control configuration.

- after hitting the hotkey, chose which race's network you wish to connect to.
How do you assign hot key? Its not very clear, what am I looking for? I have been though the control`s but dont see the function in the list
Read two posts up.....

Doh! thanks lol, looked in the interface, what is it listed as? as I cannot see it listed.
alfabit
Posts: 2
Joined: Sat, 30. Nov 13, 05:44
x3ap

Post by alfabit »

paulwheeler wrote:
alfabit wrote:I apologize if this has been addressed already, but with over 1600 pages in this thread and a search that only point to page 1... you get the point.

Here's my problem: all of the equipment ware sizes are one size larger in-game than what the TWareP.pck file says they should be. Tiny appear as S, Small appear as M, and so forth. Jump Drives are XL.

I noticed this when I edited the part 2 .cat to change the Jump Drive to size M so I could install it on my Mako. Well... in game it was still size L (down from XL).
Then I noticed that compared to a Vanilla AP install, all of the 'Tiny' wares were showing up as size 'Small' (indicated by 'S' in-game).

This isn't game-breaking. Just unexpected. I only have the base XRM installed on top of a Vanilla AP which in turn has been copied out of the steam managed folders and using the no-steam.exe. I'm not using the plugin-manager either. On the flip side.. I've been experimenting with a lot of mods and despite my precautions I might have mis-copied something somewhere.

So.. is this normal for XRM or is the wall waiting for my head?

Thanks.
That is because your x3 editor 2 is not pointing at your X3 install where the XRM is installed.

I urge you to embrace the XRM ware size changes - they are there for a reason.
Thanks for the quick reply!
I can edit the XRM .cat just fine and see changes in the game so it's pointing at the correct location. The problem is that the wares are all one size larger than they ought to be - including anything edited in the .cat.

I can live with it. It's a great mod in any case. I can't imagine the amount of work that must have went into it. I just noticed that many of the M6/M7s have hangars now, so that really mitigates the loss of jump drives on the smaller vessels. I'll try it your way. :)

Thank again.
_Axel
Posts: 20
Joined: Fri, 2. Sep 11, 22:47
x3tc

Post by _Axel »

joelR wrote:
_Axel wrote:Excuse me if the question has been asked before, but how do I add a hotkey for, say the bounty system or things like that? They don't show up in the controls menu.
They are under 'interface' not controls.
I meant the controls menu as in Options->Controls. And I looked there, the commands are in none of the tabs (ie neither controls, game or interface).
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

@ Alfabit - The editor loads the text files directly from the game. The xrm renames the ware sizes so M becomes S, L becomes M, etc. Your editor is not loading the xrm text files otherwise youd see the renamed ware sizes.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

_Axel wrote:
joelR wrote:
_Axel wrote:Excuse me if the question has been asked before, but how do I add a hotkey for, say the bounty system or things like that? They don't show up in the controls menu.
They are under 'interface' not controls.
I meant the controls menu as in Options->Controls. And I looked there, the commands are in none of the tabs (ie neither controls, game or interface).
If you can't see the hotkeys, 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.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”