[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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To be fair to the website, I don't think you're searching it in the intended way. We can click on any column title to reorganise the list alphanumerically. For example, that groups all TPs, TLs and M3s together and that's a nice way tp find and compare similar hulls.FischAP wrote:I found ans issue with the XRM ship stats http://www.strikingsoftware.com/xrmstats.html
If i use the search function with M1, M4, M5, M6, M7, M8 all is fine and all other ship clases get filtered out.
When i search for TP, i get TPs and all M1, M2 with a TP turret.
Similar searching for TLs finds Atlas, Cutlass etc.
Thats not really bothersome as there are only a few of them anyway.
But searching for M3 results in almost all M6, M7, M1, M2, TL, a few M4, TP, TS, TM.
Its wierd because there is no "M3" in any of these names.
And it adds one more problem in finding the right M3 for my carriers
I couldn't reproduce your issue with other hull types being found when I searched for "M3". It's quite a data-rich table (for want of a better expression) as it makes my PC lag a bit when I click on a column or switch from 15 to all entries. I suspect your issue with M3s could relate to that aspect of the website.
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Can the components be optional? Or could you make a standalone xrm installer as well?Boringnick wrote:Are you fine with the "Lively Universe"-bundling idea?paulwheeler wrote:I would love for someone to make an installer for the XRM, as long as I have control of the distribution and its easy to update.Boringnick wrote:Hey Paul, would you be ok if I would create an installer for XRM (it would be bundled with other scripts)?
Here's my idea:
http://forum.egosoft.com/viewtopic.php?t=362305
http://forum.egosoft.com/viewtopic.php? ... 59#4335359
I do not want lots of threads on here with outdated versions of the XRM - it would make maintaining the mod and offering support impossible.
http://forum.egosoft.com/viewtopic.php?t=362305
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Thats not been reported before and the Heavy Dragons weapons have been there for a very long time... Are you sure you don't have a mod conflict (anything that adds scene files, like a cockpit or engine effect mod)?Master of the Blade wrote:I think there's a model issue with the Split Heavy Dragon: its weapons float a metre or two off its hull.
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Paul@
Hey bro, i was wondering will you upload XRM to Nexus?
Also are you having any intentions to add new ships?
Roguey and me are working on import of his X3 Mod, which has few awesome looking ships like xenon V and Argon Goliath.
Here is the video of Xenon V:
Xenon V
The ship was made by Crip67.
Hey bro, i was wondering will you upload XRM to Nexus?
Also are you having any intentions to add new ships?
Roguey and me are working on import of his X3 Mod, which has few awesome looking ships like xenon V and Argon Goliath.
Here is the video of Xenon V:
Xenon V
The ship was made by Crip67.
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
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Shouldn't do, this is a completely clean install of both AP and TC, and the only thing I've had in my AP directory before is an older version of the XRM.paulwheeler wrote:Thats not been reported before and the Heavy Dragons weapons have been there for a very long time... Are you sure you don't have a mod conflict (anything that adds scene files, like a cockpit or engine effect mod)?
Allergic to work.
If at first you don't succeed, delegate the job to a minion.
If at first you don't succeed, delegate the job to a minion.
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Both is possible.paulwheeler wrote:Can the components be optional? Or could you make a standalone xrm installer as well?Boringnick wrote:Are you fine with the "Lively Universe"-bundling idea?paulwheeler wrote:I would love for someone to make an installer for the XRM, as long as I have control of the distribution and its easy to update.Boringnick wrote:Hey Paul, would you be ok if I would create an installer for XRM (it would be bundled with other scripts)?
Here's my idea:
http://forum.egosoft.com/viewtopic.php?t=362305
http://forum.egosoft.com/viewtopic.php? ... 59#4335359
I do not want lots of threads on here with outdated versions of the XRM - it would make maintaining the mod and offering support impossible.
http://forum.egosoft.com/viewtopic.php?t=362305
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Hello Paul
I wish to learn how to script, and would like to know if you are using the lasted versions of Litcube's Custom Weapon Priorities (CWP) v1.2 and Litcube's Missile Boat Add-On Turret:V0.92b / Supply:V0.93b
http://forum.egosoft.com/viewtopic.php?t=300664
http://forum.egosoft.com/viewtopic.php?t=300021
So I have a frame of reference to compare his and your modified version.
Edit: Also Litcube's Missile Boat Add-On Turret is it used in XRM:AP or just
XRM:TC, I belive his missle supply script works in both.
Thanks
I wish to learn how to script, and would like to know if you are using the lasted versions of Litcube's Custom Weapon Priorities (CWP) v1.2 and Litcube's Missile Boat Add-On Turret:V0.92b / Supply:V0.93b
http://forum.egosoft.com/viewtopic.php?t=300664
http://forum.egosoft.com/viewtopic.php?t=300021
So I have a frame of reference to compare his and your modified version.
Edit: Also Litcube's Missile Boat Add-On Turret is it used in XRM:AP or just
XRM:TC, I belive his missle supply script works in both.
Thanks
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The CWP in XRM is heavily modified - I have added a lot of tweaks for the spawning of extra wares and certain missiles depending on race (e.g. pirates spawn with disruptor missiles and illegal wares, which they don't in vanilla CWP).DevilishMoney wrote:Hello Paul
I wish to learn how to script, and would like to know if you are using the lasted versions of Litcube's Custom Weapon Priorities (CWP) v1.2 and Litcube's Missile Boat Add-On Turret:V0.92b / Supply:V0.93b
http://forum.egosoft.com/viewtopic.php?t=300664
http://forum.egosoft.com/viewtopic.php?t=300021
So I have a frame of reference to compare his and your modified version.
Edit: Also Litcube's Missile Boat Add-On Turret is it used in XRM:AP or just
XRM:TC, I belive his missle supply script works in both.
Thanks
The missile boat script is pretty much vanilla in the XRM. It only functions in TC - AP has its own version of the missile boat script.
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There are many "safe" areas of the universe - mainly near races home sectors. If you want to trade safely, thats the place to do it - in vanilla pretty much everywhere is safe.manollette wrote:Is there any way to decrease the aggressiveness of the hostile factions? Maybe it's just me, but it feels impossible to do any real trading or money making; half the time when I enter a new sector I'm immediately accosted by a xenon/pirate corvette, if not an M1/M2.
The levels are not adjustable.
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Hi there,
i just installed X3AP on my new PC and wanted to try out this mod.
I had a clean Steam-install(copied it into another Folder to prevent Steam from messing with the data)
After that i installed XRM via Fake-Patch-method just as i was told in the second post. Copied everything else in the according folders and started the Plugin Manager - closed it and started a new game.
Started as Humble Merchant in Argon space, but there was no Message stating anything about XRM, nor are there any changes to the shipyard in Argon Prime.
So i assume, i did something wrong.
Oh, i installed the NPC Bailing addon before XRM. May that be the Problem?
i just installed X3AP on my new PC and wanted to try out this mod.
I had a clean Steam-install(copied it into another Folder to prevent Steam from messing with the data)
After that i installed XRM via Fake-Patch-method just as i was told in the second post. Copied everything else in the according folders and started the Plugin Manager - closed it and started a new game.
Started as Humble Merchant in Argon space, but there was no Message stating anything about XRM, nor are there any changes to the shipyard in Argon Prime.
So i assume, i did something wrong.
Oh, i installed the NPC Bailing addon before XRM. May that be the Problem?
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I experienced the same issue when I restarted X3AP this month (installing X3AP with Steam then copying it to a non-Steam directory, adding XRM and some patches, not getting XRM to work). After several rounds of trying different things in different orders, I was finally able to get XRM working by using XRM in the Steam directory rather than the other one.Hanfritter wrote:Hi there,
i just installed X3AP on my new PC and wanted to try out this mod.
I had a clean Steam-install(copied it into another Folder to prevent Steam from messing with the data)
After that i installed XRM via Fake-Patch-method just as i was told in the second post. Copied everything else in the according folders and started the Plugin Manager - closed it and started a new game.
Started as Humble Merchant in Argon space, but there was no Message stating anything about XRM, nor are there any changes to the shipyard in Argon Prime.
So i assume, i did something wrong.
Oh, i installed the NPC Bailing addon before XRM. May that be the Problem?
I am not sure why using the Steam directory instead solved the problem. Plus since I've not used X3AP for years, I am not confident it wasn't a coincidence that it worked in the Steam directory.
Subsequently, I’ve learned that there is such a thing as a non-Steam .EXE file ( http://forum.egosoft.com/posting.php?mo ... &p=4335887 ). That left me wondering if perhaps my problem was that I was using the copied Steam .EXE in the non-Steam directory.
Someone more experienced will be able to give a better answer but in the meantime, if you are itching to try XRM (it is fantastic), you could try putting the non-Steam EXE in the non-Steam directory or putting XRM in the Steam directory.
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