Yes to both.Etyneo wrote:
This looks like a job for Paul...or someone else with the requisite experience and skill...
However, it sounds like some of the setup scripts may not be working correctly, or maybe some of the jobs.
A couple of things that come to mind:
- You did remember to take the contents of the scripts_ap folder from part 2 and dump them into AP's scripts folder, right?
- You did install everything to the ~\X3 Terran Conflict\addon\ folder right? If you didn't put it in the addon folder, congrats, you modded TC, not AP. I've heard this may have poor results.
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Re: Races have almost no ships..? [AP]
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Re: Races have almost no ships..? [AP]
Time for someone with more experience and skill than me to help you...Where's Paul when you need him...Braekyn wrote:Yes to both.

I still think it may be a problem with the setup scripts or jobs responsible for the missing ships.
I've never had the problem you are describing, so can't be of any further help. Good luck and hopefully Paul or someone will come along and help you sort this soon.
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The Xtended team has managed to implement the cargobay shielding, don´t ask me how, but it works by 1 CBS item covering a certain % of cargohold ( it was on TC engine, when i played it ).Shaikar wrote:It doesn't. The Bankrupt Assassin start gives you a mamba raider with it already fitted but that's not stopped assorted police getting pissy with me on scanning after I've liberated some space weed/fuel/hackerchips from some pirates.Etyneo wrote:Any idea if the cargo bay shielding works?
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Re: Races have almost no ships..? [AP]
I would normally expect this if you hadn't copied the scripts from the scripts_ap folder into your addon\scripts folder - some else had a similar problem a few days ago and this was the cause - most capital ships rely on these scripts being present - but you said you'd checked this?Braekyn wrote:So, I when I first happened upon this problem, after trying a bunch of other things, I did a fresh re-install of AP, and tested it then - the issue did not occur. After installing only XRM, it was back.
Basically, there are NO capital ships anywhere. There's a few TL's (But not an influx of Mammoths like a lot of other conflicts cause), and the occasional M6, but the main races don't have any M1/2/7. An idea why this is occurring?
Is the underlying TC installation vanilla? This is a must for the XRM in AP.
If the above is not the problem, please post a screenshot of your addon folder and your scripts folder.
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I was wondering if it was normal to have a lot of instances of al.xrmbountycorescript.main running?
I've currently have 41 instances running and I don't know if that's normal or if I it's caused by an "AI pileup".
I've turned off the bounty system for now to see if they'll clear out on they're own, otherwise I'll kill them manually and restart the bounty system.
Reido
I've currently have 41 instances running and I don't know if that's normal or if I it's caused by an "AI pileup".
I've turned off the bounty system for now to see if they'll clear out on they're own, otherwise I'll kill them manually and restart the bounty system.
Reido
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Re: Races have almost no ships..? [AP]
Yeah, I checked that. Anyways, I did a re-install, this time without MARS or the MARS patch script, and it worked :/ Not sure if that was the actual problem, or it was something else that changed at the same time.paulwheeler wrote:
I would normally expect this if you hadn't copied the scripts from the scripts_ap folder into your addon\scripts folder - some else had a similar problem a few days ago and this was the cause - most capital ships rely on these scripts being present - but you said you'd checked this?
Is the underlying TC installation vanilla? This is a must for the XRM in AP.
If the above is not the problem, please post a screenshot of your addon folder and your scripts folder.
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Re: Races have almost no ships..? [AP]
If you're going to install MARS, be sure to install the correct distribution of it. I don't trust the Plugin Manager packaged versions, only the manual install directly from the MARS thread. That's what I use and I've not had any issue with it.Braekyn wrote:Yeah, I checked that. Anyways, I did a re-install, this time without MARS or the MARS patch script, and it worked :/ Not sure if that was the actual problem, or it was something else that changed at the same time.
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Hello,
I am running X3AP with XRM 1.3 and I am running into a problem that all my TL class ships have the CBLS as a built in component. This is preventing me from doing the Breaking Grounds plot. I thought this was patched out in version 1.3 of XRM. I have tried re-installing TC, AP, and XRM already. Any ideas what I could be doing wrong?
I am running X3AP with XRM 1.3 and I am running into a problem that all my TL class ships have the CBLS as a built in component. This is preventing me from doing the Breaking Grounds plot. I thought this was patched out in version 1.3 of XRM. I have tried re-installing TC, AP, and XRM already. Any ideas what I could be doing wrong?
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Re: Races have almost no ships..? [AP]
Good advice.Etyneo wrote:If you're going to install MARS, be sure to install the correct distribution of it.
Poor advice.I don't trust the Plugin Manager packaged versions
While doing a manual installation from the full package is fine if you know how to do it, the Plugin Manager is more reliable for newbies (who often gravitate to XRM before they have much experience with the game).
1) The Plugin Manager almost cannot get installations wrong. It can have *other* effects, but it is very good about installing properly-packaged scripts and mods.
2) Whether installing with the Plugin Manager or doing a manual installation, the MARS v5.26 for major mods (XRM, XTC, etc.) package is specifically made for XRM players. It does not include the files that typically confuse newbies.
- (Just don't try to install either of the packages for vanilla TShips into an XRM installation. That would be as bad as trying to do a manual installation and not following instructions correctly.)
Last edited by DrBullwinkle on Fri, 20. Dec 13, 00:29, edited 1 time in total.
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I fixed it in the hull packs in 1.30, but i forgot the base tships. I fixed it in 1.30d. Please update to 1.30d to fix this (you only need the part 2 cat/dat)simplelessons wrote:Hello,
I am running X3AP with XRM 1.3 and I am running into a problem that all my TL class ships have the CBLS as a built in component. This is preventing me from doing the Breaking Grounds plot. I thought this was patched out in version 1.3 of XRM. I have tried re-installing TC, AP, and XRM already. Any ideas what I could be doing wrong?
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Re: Races have almost no ships..? [AP]
My distrust for installing some of the packaged versions stems from something I read about one or more of them not working properly with XRM. I was unaware someone had packaged one up specifically for XRM.DrBullwinkle wrote:2) Whether installing with the Plugin Manager or doing a manual installation, the MARS v5.26 for major mods (XRM, XTC, etc.) package is specifically made for XRM players. It does not include the files that typically confuse newbies.I don't trust the Plugin Manager packaged versions
- (Just don't try to install either of the packages for vanilla TShips into an XRM installation. That would be as bad as trying to do a manual installation and not following instructions correctly.)
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It is better to not say anything than to give out bad advice, Etyneo.
Friendly Suggestion: Check your facts before posting half-baked "help". It doesn't really help the person asking the question when you reply with an answer that is wrong.
Friendly Suggestion: Check your facts before posting half-baked "help". It doesn't really help the person asking the question when you reply with an answer that is wrong.
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Hi people !
I played Reunion long long ago and now I intend to start AP.
The question is : Being a not so experienced player in X Universe, but not a total newbie either...start playing AP with XRM would be a bad start ?
I've seen people complaining about hard time playing with this mod (high prices - frequent fights), but I don't want to restart a fresh new game only for XRM.
Is there something I would miss for not playing vanilla AP ?
Is there some way to make XRM new-player friendly ?
(maybe a XRM guru full of goodwill could release some config files for this purpose).
Thanks.
I played Reunion long long ago and now I intend to start AP.
The question is : Being a not so experienced player in X Universe, but not a total newbie either...start playing AP with XRM would be a bad start ?
I've seen people complaining about hard time playing with this mod (high prices - frequent fights), but I don't want to restart a fresh new game only for XRM.
Is there something I would miss for not playing vanilla AP ?
Is there some way to make XRM new-player friendly ?
(maybe a XRM guru full of goodwill could release some config files for this purpose).
Thanks.
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I do wish I could zoom in more with the external camera (F2) on an Astraeus playership...
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Worked like a charm. Thanks so much.paulwheeler wrote:I fixed it in the hull packs in 1.30, but i forgot the base tships. I fixed it in 1.30d. Please update to 1.30d to fix this (you only need the part 2 cat/dat)simplelessons wrote:Hello,
I am running X3AP with XRM 1.3 and I am running into a problem that all my TL class ships have the CBLS as a built in component. This is preventing me from doing the Breaking Grounds plot. I thought this was patched out in version 1.3 of XRM. I have tried re-installing TC, AP, and XRM already. Any ideas what I could be doing wrong?
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Still having CTD issues in combat, particularly with multiple opponents. Seems unrelated to MARS as I've switched to Smart Turrets instead. I'd love to be able to see if it's any of the mods I'm using besides XRM, but I don't really feel like taking them out one at a time to see which one is the culprit...
Any idea of there's a way to get X3 to generate a crash log?
Edit: Found the windows generated crash log, but it's not that useful to me...perhaps it might be to someone else...
Any idea of there's a way to get X3 to generate a crash log?
Edit: Found the windows generated crash log, but it's not that useful to me...perhaps it might be to someone else...
Code: Select all
Faulting application name: X3AP_n.exe, version: 3.0.0.1, time stamp: 0x5194da7b
Faulting module name: X3AP_n.exe, version: 3.0.0.1, time stamp: 0x5194da7b
Exception code: 0xc0000005
Fault offset: 0x00088e38
Faulting process id: 0x1b28
Faulting application start time: 0x01cefd503221da21
Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\X3 Terran Conflict\X3AP_n.exe
Faulting module path: C:\Program Files (x86)\Steam\steamapps\common\X3 Terran Conflict\X3AP_n.exe
Report Id: 66a4cb0a-6947-11e3-85e3-4ceb42827791
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1) CTD's are most commonly caused by sound problems. Read the stickies at the top of the Tech Support forum for debugging tips. Try turning off "Hardware Acceleration" for sound (just as a test).
2) Another possible cause of CTD's is looping scripts where the loop is in the saved game but the script itself has been uninstalled. Scripts that add signals are notorious for this; they usually require special uninstall scripts.
So, if it is not a sound-related issue, then think about combat-related scripts that you may have uninstalled. Investigate whether they have uninstallers available.
2) Another possible cause of CTD's is looping scripts where the loop is in the saved game but the script itself has been uninstalled. Scripts that add signals are notorious for this; they usually require special uninstall scripts.
So, if it is not a sound-related issue, then think about combat-related scripts that you may have uninstalled. Investigate whether they have uninstallers available.
- (Of my scripts, Space Suit Survival Kit (with Ejector Seat) requires a special uninstaller. A link for it is in the "Uninstall" section in the first post of that thread.)
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Okay, I missed this post somehow previously. I checked some boarding threads and one of them finally dropped the important bit, boarding command is in piracy menu. Does it actually require some kind of special software?Trip_Fantastic wrote:You can do regular spacewalking boarding w/ a TM or a TP -- it's a pain in the ass, but it's possible. In my personal experience, you do need to make sure that mechanical is above 75 if you're going to board w/o pods. Also, fighting has to be above 75 regardless (again, in my personal experience), else your troops just get wiped out.Barleyman wrote:On topic on dumb XRM questions.
Is the ONLY way to board to own an M7 which can equip the boarding pod? In other words, there's no way to take over an M6 unless you have an M7?
In my case I wanted to board an M6 that the pilot had ejected, using bailing script here. It does seem that's not possible, though. You can only board hostile ships, not inert ones.
Boarding with TM seems "challenging". You'd have to get that M6's shields down by relying on wingmen only.
WRT M6s, it seems the Xenon P is waaaaay tougher than other M6s. I believe it's due to whatever weapon it's using. I've been blowing up M6s up left and right with 4 M3s but the Xenon P tends to blow ME out of the sky every time.