[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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What do you mean by that? Does the game start? Do you find yourself in a vanilla universe instead of XRM?mijati wrote:still the mod is not loading ....
Did you make a copy of your game folder for the XRM installation?
When you say, "clicktobuy", is that clicktobuy.nl? I am not aware of any way that you can run AP without either the no_steam.exe or Steam. Is it possible that Steam is running in the background and you did not notice it? I ask this because, if you do not use the no_Steam.exe, then clicking on the X3AP.exe will launch the game from your Steam folder, rather than from whatever folder you thought you were launching from.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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for the XRM when i start the game i have all vanilla stuff .....ingame i get the message that XRM was loading, but thats not true .. all is vanilla ....
about steam : yepp clicktobuy.nl payed 15 euro for it ......
and steam is realy not running .....i have a TC.exe and an AP.exe
so i use the ap.exe to start the game
steam is not in the background or even loaded .......
about the readtext error 9950..
anyone knows where this belongs too ?
cuz i have a CLEAN install from AP 3.0 and only using XRM and again i have these wired readtext 9950 error in AL settings ......
about steam : yepp clicktobuy.nl payed 15 euro for it ......
and steam is realy not running .....i have a TC.exe and an AP.exe
so i use the ap.exe to start the game
steam is not in the background or even loaded .......
about the readtext error 9950..
anyone knows where this belongs too ?
cuz i have a CLEAN install from AP 3.0 and only using XRM and again i have these wired readtext 9950 error in AL settings ......
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That sounds like the XRM scripts are installed but the cat/dats are not.
I recommend reinstalling the XRM on a clean X3 installation, following the XRM installation instructions to the letter. Install it on its own with no other scripts or mods. Then check its working.
I recommend reinstalling the XRM on a clean X3 installation, following the XRM installation instructions to the letter. Install it on its own with no other scripts or mods. Then check its working.
Last edited by paulwheeler on Tue, 11. Mar 14, 00:14, edited 1 time in total.
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If the AU pack is installed, you should see jump beacons dotted around the universe and ships jumping in at these locations, not at gates.Maj. Tom wrote:I haven't played in ages, and I can't afford a JD yet, so I haven't been able to figure it out...
What's the definitive way to know the Advanced Universe mod is working?
Also, does the XRM backgrounds pack require a restart?
Thanks
The backgrounds pack does not require a restart.
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Thanks Paul.paulwheeler wrote:
If the AU pack is installed, you should see jump beacons dotted around the universe and ships jumping in at these locations, not at gates.
The backgrounds pack does not require a restart.
Thanks, I haven't noticed if there are any jump beacons, because I don't have a JD yet. I'll look. Come to think of it the gates look different though- they have 2 long tails on the outside end of them. Is that from AU?
Cheers
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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ok i think i found the redtext error 9950 .....
its the AL settings for the XRM core function and the XRM bounty system ....
the mod XRM is ONLY loading when i install any other kind of mod via the plugin manager
for example : necron warp gate mod
as long as this mod is enabled the XRM mod is fine .....
if i uninstall the necron warp gate mod.. XRM is not loading at all ..
why ??
btw i have a clean installed game x3 tc/AP and ONLY the XRM mod .. installed llike its written on the first page.. and yes, letter for letter ....
does XRM reqires the gem to be set to "modiefied" or something ?
or is it possible its cuz i have a german game version ?
its the AL settings for the XRM core function and the XRM bounty system ....
the mod XRM is ONLY loading when i install any other kind of mod via the plugin manager
for example : necron warp gate mod
as long as this mod is enabled the XRM mod is fine .....
if i uninstall the necron warp gate mod.. XRM is not loading at all ..
why ??
btw i have a clean installed game x3 tc/AP and ONLY the XRM mod .. installed llike its written on the first page.. and yes, letter for letter ....
does XRM reqires the gem to be set to "modiefied" or something ?
or is it possible its cuz i have a german game version ?
Last edited by mijati on Tue, 11. Mar 14, 00:30, edited 1 time in total.
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So your installation is not clean then and the XRM is not the only thing installed...mijati wrote:ok i think i found the redtext error 9950 .....
its the AL settings for the XRM core function and the XRM bounty system ....
the mod XRM is ONLY loading when i install any other kind of mod via the plugin manager
for example : necron warp gate mod
as long as this mod is enabled the XRM mod is fine .....
if i uninstall the necron warp gate mod.. XRM is not loading at all ..
why ??
Start from a clean X3 - dont install the plugin manager - get the XRM working on its own first, then add other things.
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Right... They do have the blue warp effect thing unlike Terran accelerators, but they have the tails and look different from the usual jump gates.Master of the Blade wrote:IIRC the AU replaces gates with transorbital accelerators, which do indeed have those 'tails' on the outside, so it's probably working.
Thanks
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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Please post a screenshot of your "addon" folder and ill see if I can spot the problem.mijati wrote:oO thats the point .....
i installed it 2x CLEAN only AP and XRM ....
installed it letter by letter like on the first page
got the read text error 9950 ......
and the XRM mod is NOT loading at all.. im sitting a vanilla universe ..no matter what ill do ....
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Also, you dont need the JD to see the jump beacons, they're not the same thing as AP's beacons. You should see them every three or four sectors in the map, regardless of whether or not you have a JD.Maj. Tom wrote:Right... They do have the blue warp effect thing unlike Terran accelerators, but they have the tails and look different from the usual jump gates.Master of the Blade wrote:IIRC the AU replaces gates with transorbital accelerators, which do indeed have those 'tails' on the outside, so it's probably working.
Thanks
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paulwheeler wrote:Please post a screenshot of your "addon" folder and ill see if I can spot the problem.mijati wrote:oO thats the point .....
i installed it 2x CLEAN only AP and XRM ....
installed it letter by letter like on the first page
got the read text error 9950 ......
and the XRM mod is NOT loading at all.. im sitting a vanilla universe ..no matter what ill do ....
ok, when iam back home from work ill post a SS
will be arround 17 to 18:00 german time
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I tried AU again after a year and a half and all beacons were invisible, and it seemed all jump gates were replace with them. AI ships kept swarming over that one point in space where the beacon was supposed to be, unable to leave the sector. Maybe I installed AU wrong, but that seemed unlikely, since its just one cat/dat. So I assumed AU changed since I last played it and I was just unlucky to start in a sector without jump gates.paulwheeler wrote:Also, you dont need the JD to see the jump beacons, they're not the same thing as AP's beacons. You should see them every three or four sectors in the map, regardless of whether or not you have a JD.
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Yeah - thats not right. Something's wrong with your install. You're not running any of the 3rd party XRM mods are you (like TC plots in XRM or IEX)? These aren't compatible with the AU.Czenda wrote:I tried AU again after a year and a half and all beacons were invisible, and it seemed all jump gates were replace with them. AI ships kept swarming over that one point in space where the beacon was supposed to be, unable to leave the sector. Maybe I installed AU wrong, but that seemed unlikely, since its just one cat/dat. So I assumed AU changed since I last played it and I was just unlucky to start in a sector without jump gates.paulwheeler wrote:Also, you dont need the JD to see the jump beacons, they're not the same thing as AP's beacons. You should see them every three or four sectors in the map, regardless of whether or not you have a JD.