[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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BiancoAngelo7
Posts: 163
Joined: Thu, 15. Apr 10, 06:43
x3tc

Two suns in Terran Sectors

Post by BiancoAngelo7 »

Could someone please assist me with this problem I have?

In all terrn sectors I have two suns, one is distant looking an generally higher quality looking, and another is larger, orangy and fuzzy looking. Both are in different relative locations in the background.

I have installed the immersive backgrounds mod, but I followed the compatibility instructions on the XRM main page.

Any help is GREATLY appreciated.
Czenda
Posts: 18
Joined: Sat, 8. Dec 12, 00:11
x3ap

Post by Czenda »

paulwheeler wrote:Yeah - thats not right. Something's wrong with your install.
Have you considered streamlining the installation - e.g. zipping the files with a real directory structure (addon stuf in addon folder, TC stuff one level up), making an empty 00044.pck so that it can be overwritten instead of having to delete it manually and so on? I realize that the installation is pretty straightforward (after you have done it a dozen times), but if you make one small mistake, you have to start over, and that's frustrating.
alqatta
Posts: 46
Joined: Mon, 5. Mar 12, 12:18
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Strongamrs weapons dealer missing

Post by alqatta »

Hi everyone!

Last week I reinstalled X3 and obviously I re-downloaded XRM (1.30d).

From last time I used it I knew that something was wrong/missing,today I discovered wich things are missing: 1-Strongs arms Weapons Dealer stations in various Uknown Sector's are diappear (never seen one) 2-Corporation Showroms are (from game start)all named "Argon Shipyard", even if it's teladi, boron or something else 3-Dunno where to find Jumpdrive developement kit.

Thank for help and really really really realy NICE WORK!

C.
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

@Bianco: It sounds like you have background pack conflicts. Without seeing your install folder, the quickest advice that can be offered is to check everything about your installation of the background pack and/or packs you might have installed.

Regarding streamlining the install, I agree that would be nice, but I believe he releases things this way for two main reasons. First, to limit the size of downloads... secondly, to allow more modularization for people to choose what portions they do or don't want.

Near as I can tell, he actually has streamlined the install quite a bit... I remember it being a bit more involved in the past when you had SRM separate from CMOD, separate SRM jobs, separate trail packs, and assorted other things to install.
Last edited by builder680 on Tue, 11. Mar 14, 23:41, edited 1 time in total.
builder680
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Re: Strongamrs weapons dealer missing

Post by builder680 »

alqatta wrote:From last time I used it I knew that something was wrong/missing,today I discovered wich things are missing: 1-Strongs arms Weapons Dealer stations in various Uknown Sector's are diappear (never seen one) 2-Corporation Showroms are (from game start)all named "Argon Shipyard", even if it's teladi, boron or something else 3-Dunno where to find Jumpdrive developement kit.

1: Do you have the Bounce cat/dats installed? If so, you shouldn't... except when you're generating a wall file. :P If that's not it, do you have some other mod with its own TFactories?

2: Same as above.

3: For the Jumpdrive kits, you can check the encyclopedia under Misc Wares.
unit757
Posts: 116
Joined: Fri, 21. Feb 14, 21:20
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Re: Strongamrs weapons dealer missing

Post by unit757 »

alqatta wrote:Hi everyone!

Last week I reinstalled X3 and obviously I re-downloaded XRM (1.30d).

From last time I used it I knew that something was wrong/missing,today I discovered wich things are missing: 1-Strongs arms Weapons Dealer stations in various Uknown Sector's are diappear (never seen one) 2-Corporation Showroms are (from game start)all named "Argon Shipyard", even if it's teladi, boron or something else 3-Dunno where to find Jumpdrive developement kit.

Thank for help and really really really realy NICE WORK!

C.
Make sure you have no other mods installed after XRM that modify the Tfactories file.
agleave
Posts: 183
Joined: Thu, 24. Nov 05, 10:28
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Indestructable Stations

Post by agleave »

Hi All,

I have installed X3AP with XRM, and all is well except for an issue where stations seem to be indestructable. Some will not take any hull damage at all, others take a small amount and then will not take any further damage.

After installing XRM, I did install the "low hull pack", one of the background mod packs and the docking computer warez fix that was recommended, so I'm not sure if those caused any issues.

Any ideas?
builder680
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Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

agleave,

I don't think those would cause issues... Though, one thing you should make sure to do is to manually run the temp.srm.hull.reload script. The OP says temp.xrm.hull.reload, but I think he just hasn't gotten around to renaming it. Anyhow, it should have come with your hull pack of choice, and should have been placed in your scripts folder.

Run it from within the game's script editor (highlight it and hit 'r')... I don't *think* that will fix your problem -- but it might -- and it should be done anyway if you've installed any of the hull packs, so that ships in your universe gain the new hull values. Just run it on null when it asks.

:)
Spider0804
Posts: 17
Joined: Fri, 30. Aug 13, 20:00

Post by Spider0804 »

Is there a way to disable racial weapons? If I want to use other races weapons on my ship I should be able to, getting kindof bored of the same few weapons.
agleave
Posts: 183
Joined: Thu, 24. Nov 05, 10:28
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Why stations are so hard to kill.

Post by agleave »

Thanks for the info - since having a sniff through the .PCK files that come with XRM I believe I know why stations are so hard to kill now. The weapons have been really stripped down in terms of hull damage compared to the original vanilla files.

I thought that the hull pack "increased" the hulls? Perhaps its more that the weapons "hull damage" has been stripped back so much the end result is the same.....

Mind you, this doesn't explain why some stations simply do not take hull damage either at all, or after they get to a certain point.

Does anyone know in what .PCK file the hull amounts for stations are as I have not been able to find this information out.

EDIT: Looks like it is not the hull pack itself, simply the way XRM is - i.e. it is a re-balancing mod, and the weapons have been altered as part of the rebalancing, making stations much harder to destroy.
alqatta
Posts: 46
Joined: Mon, 5. Mar 12, 12:18
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Post by alqatta »

"do you have some other mod with its own TFactories? "

These are my installed mods and scripts:
-yaki armada2
-MARS
-Pirate guild
-Numeric ranks
-galaxy explorer
-complex cleaner 4.09
-ads
-salvage claim software & suite
-npc bailing add-on
-FDN

and no I dont have any Bounce cat/dat file installed!
builder680
Posts: 1315
Joined: Mon, 14. Feb 11, 03:58
x4

Post by builder680 »

agleave:

Yeah, the hull packs don't affect stations anyway... as far as I know... just ships. Still should run the script to reset ship hulls if you haven't.

For station killing, a couple destroyers will still chew through anything pretty quick, just throw more guns at it. :)

aqatta:

FDN and Complex Cleaner I know need to be lower cat/dat pairs than XRM's. What are your cat/dat install orders (numbers)? Also I'm curious why you'd use both... but I guess sometimes I don't crunch my factories either with CC so I can see them. As long as they work fine together.
alqatta
Posts: 46
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Post by alqatta »

I installed XRM first and after all the mods with Plugin manager but I dont know which order
builder680
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Post by builder680 »

alqatta wrote:I installed XRM first and after all the mods with Plugin manager but I dont know which order
There's your problem.

Try this:
Uninstall all mods with PM.
Re-install FDN.
Re-install Complex Cleaner.
Re-install XRM
Re-install everything else.

Install order is essential for cat/dat pairs. You really need to know the order you put things in.

Either the advice from the poster below or my method above should work. I have the CC cat/dats loaded for my game, but they're before (lower than) XRM. That's the important part. Not installing them at all would reduce clutter in your game directory, but if you're using .spk files and the PM, they might get put in automatically. You can try both ways.
Last edited by builder680 on Wed, 12. Mar 14, 03:41, edited 3 times in total.
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DrBullwinkle
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Joined: Sat, 17. Dec 11, 01:44
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Post by DrBullwinkle »

alqatta wrote:complex cleaner 4.09
Complex Cleaner has a TFactories mod.

The factories should already be in XRM, so do not install the .cat/.dat from Complex Cleaner.
alqatta
Posts: 46
Joined: Mon, 5. Mar 12, 12:18
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Post by alqatta »

I found by myself unistalling Complex Cleaner, now the game crash at the start probably of wrong tfactories files...uffff, I dont want to start again (and reinstalling agains all mod and scripts from start), do you think that if I replace all XRM files the problem could be repaired?

Thank you very much for help!!!!!
alqatta
Posts: 46
Joined: Mon, 5. Mar 12, 12:18
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Post by alqatta »

I read your message late, Ill reinstall everything following your rules...
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DrBullwinkle
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Post by DrBullwinkle »

If you played from the start with the Complex Cleaner TFactories rather than the XRM TFactories, then I suspect that your game may not be recoverable. Paul will know, for sure.
builder680
Posts: 1315
Joined: Mon, 14. Feb 11, 03:58
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Post by builder680 »

Your game will be recoverable simply by installing XRM before Complex Cleaner (like you had it before). The only problem is that you will be using the wrong Tfactories (like you have been), and therefore won't see the stations from XRM. Plus probably lots of other things that derive from that.

If your game won't load after following my or the poster above's suggestion, your choices are:

Go back to your original install order (XRM before Complex Cleaner) and miss out on its stations... but still be able to play your save.

Install in the correct order and start a new game.
agleave
Posts: 183
Joined: Thu, 24. Nov 05, 10:28
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Post by agleave »

builder680 wrote:agleave:

Yeah, the hull packs don't affect stations anyway... as far as I know... just ships. Still should run the script to reset ship hulls if you haven't.

For station killing, a couple destroyers will still chew through anything pretty quick, just throw more guns at it. :)
Yes I have run the hull reset script, and as I said everything else is fine. Its just the odd station refuses to accept any damage either at all, or after a certain point. I might use the cheat script to simply "delete" the stations and see what happens when they respawn.

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