[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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gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
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Post by gilboa »

Thanks for the prompt answer.
Guess I'll have to reinstall X3AP and start from scratch.

Does the following plan looks sane to you?
1. Reinstall X3AP (steam).
2. IE (From IEX) main cat/dat as 05.?at.
3. IEX main cat/dat as 06.?at.
4. XRM part 1 cat/dat as 07.?at (scripts, t, et-al in addon).
5. XRM part 2 cat/dat as 08.?at (as above).
6. XRM part 3 as required (addon, main-tree).
7. Hull-pack-medium cat/dat as 09.?at.
8. Linux XRM patch cat/dat as 10.?at.
Check that everything is working.
9. MARS world+dog minus the cat/dat.
10. MARS data.
Check again.
11. Install the SPKs one by one.
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Apollo11
Posts: 77
Joined: Fri, 4. Jan 08, 15:42
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Find free ships.

Post by Apollo11 »

Are there any scripts to find free ships and crates in XRM Albion prelude game.
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Yacek
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Joined: Wed, 18. Jul 07, 11:44
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Re: Find free ships.

Post by Yacek »

Apollo11 wrote:Are there any scripts to find free ships and crates in XRM Albion prelude game.
Salvage Command Suite is the best.
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.
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paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

gilboa wrote:Thanks for the prompt answer.
Guess I'll have to reinstall X3AP and start from scratch.

Does the following plan looks sane to you?
1. Reinstall X3AP (steam).
2. IE (From IEX) main cat/dat as 05.?at.
3. IEX main cat/dat as 06.?at.
4. XRM part 1 cat/dat as 07.?at (scripts, t, et-al in addon).
5. XRM part 2 cat/dat as 08.?at (as above).
6. XRM part 3 as required (addon, main-tree).
7. Hull-pack-medium cat/dat as 09.?at.
8. Linux XRM patch cat/dat as 10.?at.
Check that everything is working.
9. MARS world+dog minus the cat/dat.
10. MARS data.
Check again.
11. Install the SPKs one by one.
I think IEX is supposed to be installed higher than the XRM - youd better check the iex thread to be sure. Otherwise it sounds like a plan.
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DrBullwinkle
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Re: Find free ships.

Post by DrBullwinkle »

Apollo11 wrote:Are there any scripts to find free ships and crates in XRM Albion prelude game.
Detector makes searching for abandoned ships and Pandora (tuning) crates fun. It takes some work (unlike other scripts which automate ship/crate finding/collection), but it will detect hidden objects at very long range.
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Yacek
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Post by Yacek »

paulwheeler wrote: I think IEX is supposed to be installed higher than the XRM - youd better check the iex thread to be sure. Otherwise it sounds like a plan.
No.

For XRM (TC) in the main TC folder...
01-13 EGOSOFT stuff
14 IE
15 IEX
16 XRM (1)
17 XRM (2)
18 XRMi

For XRM (AP) in the 'addon' folder...
01-04 EGOSOFT stuff
05 IE
06 IEX
07 XRM (1)
08 XRM (2)
09 XRMi

http://forum.egosoft.com/viewtopic.php?t=312645&start=0

@gilboa - missing you XRMi (small patch for XRM with IX)
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 ]
DevilishMoney
Posts: 114
Joined: Tue, 29. Dec 09, 14:01
x3ap

Post by DevilishMoney »

Paul is it possible you can fill in the two wing areas on the Boron M7 Sturgeon with the blue Boron force field, also I have noticed that most of the Boron capital ships are using the old vanilla turret models is it possible to get them upgraded.

Thanks
Nicoman35
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Joined: Thu, 17. Nov 05, 13:12
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Post by Nicoman35 »

Maybe I missed that, is there some variable for other mods to detect, wether XRM is installed or not?
Argon Destroyer
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Joined: Wed, 11. Jan 06, 20:32
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Post by Argon Destroyer »

Which script file add ships to shipyards? I just wont to delete from market Cheeatach and Xperimental Shuttle. Thanks!
I like Running!
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DrBullwinkle
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Joined: Sat, 17. Dec 11, 01:44
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Post by DrBullwinkle »

Nicoman35 wrote:Maybe I missed that, is there some variable for other mods to detect, wether XRM is installed or not?

Code: Select all

 * Is this XRM?
if get global variable: name='xrm.corphqlist'
   $is.xrm = [TRUE]
else
   $is.xrm = [FALSE]
end
Nicoman35
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Post by Nicoman35 »

@ Doc
Thank you :)
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Spectre01
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Joined: Tue, 23. Dec 08, 10:15
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Post by Spectre01 »

Bullwinkle, I have some questions about adding docks which I couldn't find in your ship guide.

Anyway, I want to add this kind of external docking clamp onto a capital ship. I looked through the vanilla Valhalla's scene file, and just couldn't pintpoint which line is responsible to load the clamp into the game since even the X 3d model viewer doesn't load those clamps when opening the vanilla Valhalla model.

Or this kind of thing is far beyond what text editing scene file can do, that the only way to add those is to use 3d max?
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DrBullwinkle
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Joined: Sat, 17. Dec 11, 01:44
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Post by DrBullwinkle »

Spectre01 wrote: I want to add this kind of external docking clamp onto a capital ship.
Look for a number (or name) that matches one of the docks in the dummies file. If you need more help, you should really ask me on the Ship Tricks thread (in my sig).

My personal opinion is that physical docks for ships larger than M3's are more trouble than they are worth. They look fake, and work very poorly with the AI. A better (and more realistic) solution is mooring points.

If you look at the ships in most harbors, the majority are usually tied up at mooring points rather than physical docks. Mooring points are safer, cheaper, and easier to dock and undock. A launch, taxi/shuttle, helicopter, or transporter device then transfers passengers and cargo.

Most sci-fi uses the same concept; most ships meeting in space "moor" near each other rather than physically docking -- this is the case for Star Trek, Star Wars, Battlestar Galactica, and most other space movies/shows.

In-game, mooring points are much easier for the AI to dock and undock without collisions and collision avoidance.

So you might reconsider trying to add physical docks and use invisible mooring points instead. They look better *and* work better.
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Spectre01
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Post by Spectre01 »

Yeah, I've noticed those mooring point that you are talking about in some ship's scene files. I guess I'd just listen to your advice and stick to editing those instead.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Argon Destroyer wrote:Which script file add ships to shipyards? I just wont to delete from market Cheeatach and Xperimental Shuttle. Thanks!
Most ships are added to shipyards via the map. However, those two are in research stations so are added by the various research station scripts. Look for "plugin.xrm.rest" - there are seven scripts. Its one of these.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

DevilishMoney wrote:Paul is it possible you can fill in the two wing areas on the Boron M7 Sturgeon with the blue Boron force field, also I have noticed that most of the Boron capital ships are using the old vanilla turret models is it possible to get them upgraded.

Thanks
Filling in the sturgeon holes has been asked for before. Its on my to-do list. No idea if I'll get around to it.

As for Boron turrets, I've not seen any decent 3rd party Boron turrets (I've used Cadius' models for the others and he never released Boron turrets). Besides its a massive job replacing all the turrets (they all have to be replaced one-by-one, by hand), so I doubt I'll ever get around to it.
DevilishMoney
Posts: 114
Joined: Tue, 29. Dec 09, 14:01
x3ap

Post by DevilishMoney »

Thats cool regarding the Boron Turrets.

Paul I dont know if you missed my early post is it possible you can upgrade the visuals for the navsat/advsat, lasertower, cargo crate and jumpbeacons like you did for the khack ships and MK1 ships as they look visually out of place compared to the rest of the game.

I believe you upgraded there texture or shader quality.

Thanks
gilboa
Posts: 260
Joined: Sat, 28. Apr 07, 10:33
x4

Post by gilboa »

Yacek wrote:For XRM (AP) in the 'addon' folder...
01-04 EGOSOFT stuff
05 IE
06 IEX
07 XRM (1)
08 XRM (2)
09 XRMi

http://forum.egosoft.com/viewtopic.php?t=312645&start=0

@gilboa - missing you XRMi (small patch for XRM with IX)
Yacek and Paul,

Thanks.
I'll give it a try.

- Gilboa
X2 Linux (LGP).
Heavily modified X3:R Linux w/ XTM (LGP).
Heavily modified X3:TC w/ XRM (under wine).
Heavily modified X3:AP Linux w/ XRM.
Modified X4 Linux w/ VRO.
Machine: 2 x E5-2658V2, 32G, 8TB RAID10, 1080GTX, Dell UP3216Q 4K LCD.
OS: Fedora 33/x86_64.
Aiden_Corvus
Posts: 2
Joined: Wed, 15. Jan 14, 14:59
x3ap

Post by Aiden_Corvus »

Hi. New to the X3 universe and developing a love / hate relationship with this game. I have tried searching the forums but haven't had any luck. I hope I can get some help here.

I am running with just the XTC Re-balance mod playing a Terran Commander.

A few questions

Is there a path out of Terran space? According to the map Adrin 2 links to two systems, but I explore it and it just leads to Aldrin and Mehier. Do I need to fight past the Argon to get to the rest of the systems?

Where can I get satellites? I have only seen them for sale at AGI base, but there are never any in stock. I can't find a factory either. Is there a cheat command to re-stock a base?

Is there a good tread for freighter configuration? I have been setting up Baldricks with max shields and engine tuning. I arm the turrets. Will the turrets automatically defend the ship on AI? Or do I need to buy Fight software and give the turrets Attack enemy or defend ship orders?

How do I access Terran Stock Market? I have two mining bases in Asteroid belt but the stock market is grayed out. Do I need to own some other base?

Thanks!
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Spectre01
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Post by Spectre01 »

A wee bit problem...

http://cloud-2.steampowered.com/ugc/338 ... B9AE6611B/

I installed the Cockpit Mod v1.30b with tints, HUD info and Gravidar put back. Played around ingame, and decided it's not for me (obscures view too much), so I removed the .cat/dat files. And now this happens with every save that had cockpit on.

Kinda need instruction on how to fix this...

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