[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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_Axel
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Post by _Axel »

So have you updated the mod with the shipyard resources fix? If not, where is the hq.xml located? It doesn't bother me to change it myself if that's not too complicated.
Monstrous Regiment
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Post by Monstrous Regiment »

I've just downloaded the XRM mod and have a query about installation. Sorry if this has been asked before.

I have a vanilla steam installation of X3AP v3.1 and have made a copy of the terran conflict folder in steamapps (including the addon folder) to a new directory. I've downloaded the nonsteam .exe and renamed it so I can play the mod without messing up my steam install although I did make a steam backup of AP just in case. I also had the bonus pack installed on my steam version and so that is also in my new directory for the mod. Should I uninstall the bonus pack first? I'm unsure about whether the bonus pack will register as "installed" to the modded directory since the files were copied from the steam directory they were originally installed in to the new directory. Is the bonus pack even needed in XRM?
zanzal
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Post by zanzal »

If you copied your directory after you installed the bonus pack then your copy should contain the bonus pack. The bonus pack works fine with XRM. If you don't want bonus pack scripts such as Turbo Booster, CAG, CLS, Heph Corp, MDM, etc then you'll have to uninstall them manually, because the windows installer only knows how to uninstall them from the place it originally put them (not your copied directory). I wouldn't worry about it since most of it is optional so if you decide not to use it then its no big deal having it installed anyway.
builder680
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Post by builder680 »

Docked a Jaguar Explorer on my Vidar.

While piloting the Vidar (internal view), I can hear the engine noises of the Jaguar being made in response to things like rolling/turning.

I hear the same engine noises while piloting the Jaguar if I'm in external view only (F2). It's odd.

Telling the Jaguar to go somewhere else besides my Vidar's docking bay results in the sounds going away.

I earlier had a Discoverer Explorer docked with my Vidar for several days and never heard engine noises from it.
Monstrous Regiment
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Post by Monstrous Regiment »

builder680 wrote:Docked a Jaguar Explorer on my Vidar.

While piloting the Vidar (internal view), I can hear the engine noises of the Jaguar being made in response to things like rolling/turning.

I hear the same engine noises while piloting the Jaguar if I'm in external view only (F2). It's odd.

Telling the Jaguar to go somewhere else besides my Vidar's docking bay results in the sounds going away.

I earlier had a Discoverer Explorer docked with my Vidar for several days and never heard engine noises from it.
I've noticed that problem when I docked a kestrel to my Hyperion in vanilla X3 which makes me think it's not an XRM specific bug, but I'm not entirely sure.

I've read some posts on this thread about using X3 Editor to change the prices of wares and have been trying to lower the price of docking computers as well as change the size of jumpdrives back to medium. I've run into a bit of trouble since any changes I make to the second XRM CAT file aren't registered in the game. Since I have the "Docking Computer Ware Size Fix" also installed as a higher numbered false patch, I opened the TWareT.pck located in that cat file. However even if I change values in that version of TWareT they still aren't registered in game. I'm not sure what i'm doing wrong.
Cedric_FP
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Post by Cedric_FP »

Regarding another docking bug:

I capped a Condor MK1 (M1) and I was apparently able to dock my M6 into it. So I tried to, but the M6 got to about 2km away from the Condor, made to turn, but never actually docked. No guiding lights showed up either.

I thought this was an in-sector bug and so tried docking another M6 to it OOS, but still it wouldn't dock. However, in the sector map after going 1. Navigation > 4. Dock at > the Condor MK1 still shows up as a docking possibility.
paulwheeler
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Post by paulwheeler »

_Axel wrote:So have you updated the mod with the shipyard resources fix? If not, where is the hq.xml located? It doesn't bother me to change it myself if that's not too complicated.
Not yet - its been a busy week at work so I've not had a chance to get the update ready. Hopefully next week. HQ.xml is in types.
paulwheeler
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Post by paulwheeler »

builder680 wrote:Docked a Jaguar Explorer on my Vidar.

While piloting the Vidar (internal view), I can hear the engine noises of the Jaguar being made in response to things like rolling/turning.

I hear the same engine noises while piloting the Jaguar if I'm in external view only (F2). It's odd.

Telling the Jaguar to go somewhere else besides my Vidar's docking bay results in the sounds going away.

I earlier had a Discoverer Explorer docked with my Vidar for several days and never heard engine noises from it.
I believe its the manoeuvring thrusters on the M5 - its a vanilla issue. They are simply an affect that reacts to ship pitch and roll. Nothing I can do except remove the thrusters.
paulwheeler
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Post by paulwheeler »

Monstrous Regiment wrote:
I've read some posts on this thread about using X3 Editor to change the prices of wares and have been trying to lower the price of docking computers as well as change the size of jumpdrives back to medium. I've run into a bit of trouble since any changes I make to the second XRM CAT file aren't registered in the game. Since I have the "Docking Computer Ware Size Fix" also installed as a higher numbered false patch, I opened the TWareT.pck located in that cat file. However even if I change values in that version of TWareT they still aren't registered in game. I'm not sure what i'm doing wrong.
Make sure you open and close the plugin manager after making the changes - it has its own TWareT and running it makes it assimilate the changes you have made.
paulwheeler
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Post by paulwheeler »

Cedric_FP wrote:Regarding another docking bug:

I capped a Condor MK1 (M1) and I was apparently able to dock my M6 into it. So I tried to, but the M6 got to about 2km away from the Condor, made to turn, but never actually docked. No guiding lights showed up either.

I thought this was an in-sector bug and so tried docking another M6 to it OOS, but still it wouldn't dock. However, in the sector map after going 1. Navigation > 4. Dock at > the Condor MK1 still shows up as a docking possibility.
Killerog added non-standard docks to the Mk1 M1 ships which appear to not correctly register the docking compatibility (I think they are taken from X2 - you can only dock fighters). Since hardly anyone flies the Mk1s (yours is the first complaint), I've not bothered to fix it. If I get a chance I'll sort it.
Monstrous Regiment
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Post by Monstrous Regiment »

paulwheeler wrote:
Make sure you open and close the plugin manager after making the changes - it has its own TWareT and running it makes it assimilate the changes you have made.
Thanks for your answer but I've done that after saving the TwareT file and there's still no change in-game. BTW the version of TWareT I've been altering is located in the cat file of the docking computer fix, this cat file contains only TWareT.pck. But I've noticed there is another TWareT.pck in the types folder (in my case: X3 Terran Conflict XRM\addon\types). Maybe this is the file I should be editing? Or is it the main XRM cat file that contains a copy of TWareT as well as a bunch of other pck files. To clarify my cats/dats are ordered in the following way in the directory:

01-04 (vanilla X3AP files)
05 (XRM part 1)
06 (XRM part 2, contains TWareT amongst other things)
07 (Docking comp size fix, this contains a TWareT file but no others)
08 (XRM Backgrounds Pack)
Cedric_FP
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Post by Cedric_FP »

paulwheeler wrote:
Cedric_FP wrote:Regarding another docking bug:

I capped a Condor MK1 (M1) and I was apparently able to dock my M6 into it. So I tried to, but the M6 got to about 2km away from the Condor, made to turn, but never actually docked. No guiding lights showed up either.

I thought this was an in-sector bug and so tried docking another M6 to it OOS, but still it wouldn't dock. However, in the sector map after going 1. Navigation > 4. Dock at > the Condor MK1 still shows up as a docking possibility.
Killerog added non-standard docks to the Mk1 M1 ships which appear to not correctly register the docking compatibility (I think they are taken from X2 - you can only dock fighters). Since hardly anyone flies the Mk1s (yours is the first complaint), I've not bothered to fix it. If I get a chance I'll sort it.
Don't worry too much about it, paul. It's not a big deal, I was only posting in case you didn't know about it. Thanks again for your continued support - XRM is some great stuff.
paulwheeler
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Post by paulwheeler »

Monstrous Regiment wrote:
paulwheeler wrote:
Make sure you open and close the plugin manager after making the changes - it has its own TWareT and running it makes it assimilate the changes you have made.
Thanks for your answer but I've done that after saving the TwareT file and there's still no change in-game. BTW the version of TWareT I've been altering is located in the cat file of the docking computer fix, this cat file contains only TWareT.pck. But I've noticed there is another TWareT.pck in the types folder (in my case: X3 Terran Conflict XRM\addon\types). Maybe this is the file I should be editing? Or is it the main XRM cat file that contains a copy of TWareT as well as a bunch of other pck files. To clarify my cats/dats are ordered in the following way in the directory:

01-04 (vanilla X3AP files)
05 (XRM part 1)
06 (XRM part 2, contains TWareT amongst other things)
07 (Docking comp size fix, this contains a TWareT file but no others)
08 (XRM Backgrounds Pack)
If you're playing AP you should be editing the TWareT in the "addon\types" folder inside the highest numbered cat/dat that contains a TWareT - there should be two TWareT files in the docking computer fix addon - make sure you edit the right one.

The TWareT in the local "addon\types" folder is the one belonging to the plugin manager. This overrides all other TwareT files, but it should update after you make your changes when you open and close the PM.

To be sure, delete the TWareT in the local types folder and run the plugin manager - it should recreate that TWareT file.
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Yacek
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Post by Yacek »

Cedric_FP wrote: I capped a Condor MK1 (M1) and I was apparently able to dock my M6 into it. So I tried to, but the M6 got to about 2km away from the Condor, made to turn, but never actually docked. No guiding lights showed up either.
Issue the command ship Condor Mk1 "Fly to position".
Condor starts to fly, then it stops, and you dock.
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Ferenczy66
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Post by Ferenczy66 »

builder680 wrote:Docked a Jaguar Explorer on my Vidar.

While piloting the Vidar (internal view), I can hear the engine noises of the Jaguar being made in response to things like rolling/turning.

I hear the same engine noises while piloting the Jaguar if I'm in external view only (F2). It's odd.

Telling the Jaguar to go somewhere else besides my Vidar's docking bay results in the sounds going away.

I earlier had a Discoverer Explorer docked with my Vidar for several days and never heard engine noises from it.
Easily fixed with this:

Advanced Navigation Software
http://forum.egosoft.com/viewtopic.php?t=250425

Downside (to some): Docked ship isn't visible in external view (unless you dock it yourself)

Used in conjunction ANS override and docking computer works well for me.
Monstrous Regiment
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Post by Monstrous Regiment »

paulwheeler wrote: If you're playing AP you should be editing the TWareT in the "addon\types" folder inside the highest numbered cat/dat that contains a TWareT - there should be two TWareT files in the docking computer fix addon - make sure you edit the right one.

The TWareT in the local "addon\types" folder is the one belonging to the plugin manager. This overrides all other TwareT files, but it should update after you make your changes when you open and close the PM.

To be sure, delete the TWareT in the local types folder and run the plugin manager - it should recreate that TWareT file.
Thanks a lot, I know what I was doing wrong now, you were right I was editing the TWareT in "types" rather than in "addon\types", so now the changes I make do register in-game.

I am very impressed with the mod so far, my only gripe was some of the price changes to wares and equipment however I can see the reasoning, as the mod gives an extra challenge to the player after vanilla. The mod itself is very good, the level of detail and thought put into minor things I am really happy with, congrats to all who worked on/contributed.
Urillch
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Post by Urillch »

:D :D :D :D :D :D :D I got it to work :roll: time to explore the X3 err XRM quadrant. Also tip humble trader go sell your ships at shipyard to get 3mil! But your rep is low so use your discovers to get it higher! :lol:
" It is better to live one day as a lion than a hundred years as a sheep. "

- Italian proverb
Urillch
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Help

Post by Urillch »

How does one get military reports? :? it was telling me to "simply assign a hotkey".
" It is better to live one day as a lion than a hundred years as a sheep. "

- Italian proverb
paulwheeler
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Re: Help

Post by paulwheeler »

Urillch wrote:How does one get military reports? :? it was telling me to "simply assign a hotkey".
Go to the controls menu and the interface tab. You should see several assignable hotkeys for the XRM. Assign a key to the race military intelligence network.
builder680
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Post by builder680 »

Paul, I have a question about the Military Intel Network.

I've been using it to find places I can go and earn some bounty cash. It's very handy and a great idea to make fighting both profitable and fun. My question is a matter of ease of use.

For example, I bring up Teladi network and select Xenon Incursions. I get a list of sectors being attacked by Xenon at the moment. Awesome! However I then have to back out of the Intel network, go to map, find that sector, and check it out (via my satellites to make sure I actually have a chance against the enemy).

Is there a way to make it so that I can select a sector under attack --from the list on the Intel network screen itself-- and have it take me directly to that sector map (or even a jumpgate selection)?

Similar functionality for the bounty system would be nice too.

Obviously it's still a great feature, this would just make it a bit less clunky to use.

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