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

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Zaknafein
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Post by Zaknafein »

Hi Paul,
i got a really awkward bug to report. i post this on the xrm-thread because im not sure if it has sth to do with the way you implemented the plots to xrm.
im playing xrm ap with other mods/scripts

im doing the "shady business" plot right now and im at the point where the assasins spawn every hour or so. now whenever a group of assasins spawns i get this bug:

when they spawn and i hear them saying "bla bla gonna kill you now" and at the same time i have my properties-menu open it goes from normal to this:

http://cloud-2.steampowered.com/ugc/579 ... 50B294B0D/


after closing the menu i cant reenter it again. when i press the properties-hotkey the sidemonitors where enemy targets are tracked left and right in the ui close up and i cant control my ship, just like if the properties-menu was popped up but it stays completeley invisible. there is not even the frame like in my screenshot. i cant click anything until i press escape.
everything else workes fine, menus,scripts,maps etc. i just cant enter the properties menu again after the spawn.
i got a savegame right before the assasins spawn and can reproduce it every time.


have u heard of a bug like that with xrm?
Ofc ***modified***, modders doing what Egosoft cant.
paulwheeler
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Post by paulwheeler »

There's no way thats an XRM bug - I've not altered the plots at all except to change the start conditions. I suggest you report this in the tech support boards.
paulwheeler
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Post by paulwheeler »

ezza84 wrote:Hi, I am having a problem with the sound.

I do not get any voices at all for some reason. I have followed the installation instructions and removed the 00044.pck file from addon\mov directory not sure what else i can do.

I have XRM running with IE, IEx and XRMi

05 Complex Cleaner
06 Advanced Complex Hub
07 FDN
08 Enhanced Equipment Dock
09 IE
10 IEX
11 XRM1
12 XRM2
13 XRMi
14 Hull High
15 DockingWareSize

I have tried it with a clean install and just XRM ( the Part 1 and Part 2 cat/dats only) but still having same issues so not sure where to go from here.
I suspect you have not installed the cat/dats correctly - the game cannot see part 2 for some reason. Please post a screenshot of your installation folder and I'll see if I can spot the problem.
paulwheeler
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Post by paulwheeler »

unit757 wrote:
paulwheeler wrote:
unit757 wrote:Is there anywhere else besides the jobs file that deals with spawning NPC ships?

I've held Redemption for quite a while now, and recently a pair of pirate blastclaws have been spawning somewhere in the sector, and flying off to some other sector were they apparently both die, and then re spawn again.

I've been in that system for some time, and have SEWN running, and it's been pretty much clear, but recently these two have decided to start showing up. They don't attack unless one of my patrols takes a swing at them, they just spawn and leave. And considering this was once a Yaki sector, and not a pirate one, I'm a little surprised that they would spawn as frequently as these two are.

I've searched through the jobs file, and can't find anything dealing with a pair of blastclaws. Any ideas?
There are no XRM pirate patrols with only two Blastclaws.

I suspect a pirate base has spawned in the sector off map somewhere - all pirate bases are hard coded to spawn small pirate patrols like you describe. I don't think you can stop it. You can always destroy the base though.
Thanks! Never thought of that, I'll expand my search and see if I can find it.

Edit - Ok, I think I've figured it out. These two blastclaws are spawned by XRM. They are job ID 9628, which deals with a single blastclaw that is linked to the caravals that pop up around the universe, which it spawns 4 of with each ship. What is odd I've never had any caravals come through my space, so I'm wondering if the pirate base that was apparently hiding 4-15 out of radar range for some reason is grabbing this job, and spawning 2 of them. I might also see if I can trail them next time they spawn, and find out were they are going.

Edit 2 - Nope, blew up the pirate base, and they still spawned.

Edit 3 - Tracked the pair to a pirate base in unseen domain, were they both docked, and then appear to have been deleted by the game shortly after.

Thanks for the suggestion on the script editor to builder, made it easier to narrow things down.
If they were indeed spawned with the Caraval, then once the Caraval is destroyed its escorts will fly to the nearest base to dismantle. As to whats happening to the Caravel, I've no idea.
Zaknafein
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Post by Zaknafein »

paulwheeler wrote:There's no way thats an XRM bug - I've not altered the plots at all except to change the start conditions. I suggest you report this in the tech support boards.
thx, ill try my luck there
Ofc ***modified***, modders doing what Egosoft cant.
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NovaTempest
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Post by NovaTempest »

Im sorry if I jutted this post in the middle of a troubleshooting spree, but A thought dawned on me, particularly for ease of management for paulwheeler's XRM mod.

Specifically outside of the game, the XRM mod seems very very large [file size wise], the modification containing many files that change many things that make X3 TC or X3 AP.

I opened up cyrcrow's plugin manager one day recently and thought, "Has paul thought of a manager specifically for his mod?"

I know that sounds like a tall order, but think about it, for a mod this in-depth. I am sure such a manager [again specifically for the XRM mod] would make the lives of those that may have a few more troubles installing said mod than others much easier.

I am imagining a program similar to cycrows wonderful plugin manager, only considerably simpler [without a ton of the bells and whistles that the PM has] just for the XRM. With it a player could basically turn parts of the mod on/off when they enter the game, and possibly more easily install the mod as a whole.

If that's not within reason, I understand as was just throwing a thought out there, I know one person can't do everything but I figured it was worth a shot to mention.
1. When It comes to hunting Pirates, Overkill is the law.
2. When It comes to hunting Xenon, Superiority is the law.
3. When It comes to hunting Kha'ak, see rule 1.
4. In all due respect, there is no such thing as being over prepared in the X-universe.

Alternative account: The X-Plorer
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DrBullwinkle
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Post by DrBullwinkle »

NovaTempest wrote:I opened up cyrcrow's plugin manager one day recently and thought, "Has paul thought of a manager specifically for his mod?"
No need for anything special. The PM installs XRM just fine (with a little bit of adjustment of the XRM .zips).

All that needs to be done is to rename the XRM .cat and .dat files to two-digit numbers. Any two-digit numbers will work. For example, 20.cat/.dat for XRM Part 1 and 21.cat/.dat for XRM Part 2.

The PM will then automatically re-number the .cat/.dat pairs and will install them as fake patches.

Even better, you can then run the PM in advanced mode (an icon for Advanced Mode should have been created when you installed the PM). The pull down down the Advanced menu (in Advanced Mode) to use the PM's excellent fake-patch management tools.
builder680
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Post by builder680 »

I think your idea is a good one, Nova, though I doubt there would be many volunteers to make such a tool. It would be nice if a new XRM user could just click options to install modules (with toolltips that indicate if a new game is required, and options graying out if they conflict with other selections) and know it'd be right. But, such a tool would be a lot of work to make, and a lot of work to keep current.

My main problem with the Plugin Manager is that using it without issue requires that you already have the knowledge to install mods manually to begin with. If you don't have this knowledge, then you inevitably run into problems which are only solvable by learning all of the stuff that the PM automates.

Making packages, keeping track of numbering orders, and remembering when to open/close the PM for changes to take effect... this all requires a level of expertise that makes using it unnecessary. If you have that expertise, you gain more control by managing your addons (and backups) manually, avoiding numbering issues and open/close rigamarole. Such, at least has been my experience.
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DrBullwinkle
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Post by DrBullwinkle »

The only PM "trick" that confuses newbies is that the PM must be closed before starting the game.
  • (People who create their own mods must further know which file they intend to edit, and whether or not to open the PM before loading X3Editor, so that VFS will find the correct file. But people who create their own mods must be aware of which file they want to edit anyway.)

Beyond that, the PM makes life much easier. It is not required, no, but it is a terrific organization tool, in addition to making most installations headache-free.

How people install the game is an individual choice, of course. Personally, I use the PM to install *everything*. I find the fake-patch management tools, alone, are sufficient reason to do so.
  • (Oh, and do not use the PM's built-in Saved Game Manager. Seriously.)
Thorghar
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Joined: Fri, 21. Mar 14, 16:38
x3ap

Post by Thorghar »

Hi,

It’s my first post, so hi again ;)

Could you please let me know whether I would have to start a new game after

1. Editing by “X3 editor 2”:
a) TMissiles , TBullets (for example to change their speed or power)
b) TShips and TCocpits (for example to change ships speed, compatibility weapon or change front turret to main guns)
c) Jobs (for example to change some respawn time)

2. Adding or removing compatible scripts (saying scripts I mean no dat / cat files).

3. Adding or removing compatible addon packs like cocpits, background.

If points 2 and 3 are too general - I have especially in mind those mentioned on first page, e.i. Salvage Commands and NPCs, LazCorp Claim Sector, Logain Industries Capital Ship Energy Cell Generator (CSecG), NPC Bailing script, Grazz scripts, ect. and of course MARS and CODEA.

Alternatively, maybe you can inform me what important to you or most popular scripts / plugins / addons have to be installed before starting new game (like No Argon/Terran War Pack).

I have installed latest 1.30d version on clear X3AP with Bonus Pack.

Thanks in advance,

Thorghar

EDIT: Unit757, thanks.
Last edited by Thorghar on Sun, 23. Mar 14, 11:55, edited 1 time in total.
unit757
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Post by unit757 »

Thorghar wrote:Hi,

It’s my first post, so hi again ;)

Could you please let me know whether I would have to start a new game after

1. Editing by “X3 editor 2”:
a) TMissiles , TBullets (for example to change their speed or power)
b) TShips and TCocpits (for example to change ships speed, compatibility weapon or change front turret to main guns)
c) Jobs (for example to change some respawn time)

2. Adding or removing compatible scripts (saying scripts I mean no dat / cat files).

3. Adding or removing compatible addon packs like cocpits, background.

If points 2 and 3 are too general - I have especially in mind those mentioned on first page, e.i. Salvage Commands and NPCs, LazCorp Claim Sector, Logain Industries Capital Ship Energy Cell Generator (CSecG), NPC Bailing script, Grazz scripts, ect. and of course MARS and CODEA.

Alternatively, maybe you can inform me what important to you or most popular scripts / plugins / addons have to be installed before starting new game (like No Argon/Terran War Pack).

I have installed latest 1.30d version on clear X3AP with Bonus Pack.

Thanks in advance,

Thorghar
1a - Nope

b - no, but be careful what you change. Adjusting some settings will only change newly spawned ships. Anything already active when you load with the new change will likely either not change, or have issues.
As for changing weapon compatibility, adding more weapons on top of what was already there shouldn't cause issues, but removing vanilla XRM options might. If you want to modify the weapons of a specific ship, say a Cerberus, unfitting all it's weapons and saving BEFORE you do it might save you some problems later.

c - I don't think so, it may depend on what you change.

As for the rest, I'll leave them to someone who knows more then I do, although I don't think would need to start a new game for those.

One thing I WILL stress though, is that you get X3 Mod Manager, and extract a copy of the Tfiles you intend to modify.

This way if you mess something up you can easily add the original file back in and fix what you did. Since I modify the job file on the fly, I've got the default XRM one backed up, so when/if I go to start a new game, I just overwrite the modified one with the original, and the games back to normal.

I do have a question though for those who have been more active in the AP war. The main page mentions objectives and targets in order to "win". What exactly am I looking for? I've just started taking a more active role on the Argon side (I plan to conquer the solar system :D), and I'm not 100% sure were I should be focusing. A few recon ships into Terran space uncovered an AGI Task Force command station, and a USC command station. I'm guessing hitting those would be beneficial? What happens if I destory them?

Also, what are the structures for the Argon side? I know of the Argon Military Command in sector M148, but I have yet to find a second critical command structure.

Edit - Also Paul, yeah I'm not sure why the game is spawning these two. I'm going to guess it actually IS linked to pirate bases, as the Redemption ones seem to have stopped, and now started showing up in my fleet base in sector 8-16, were they travel to the pirate base in Unseen domain.

I'm guessing for some unknown reason it's spawning these two near pirate bases, but since they are normally linked to a Caraval, they just go to the base and disappear because they don't have a Caraval.

I would take out the Pirate base and find out if that works, but my fleet is mostly Carracks, and I'm not to keen on sending them against 5 laser towers, so it may be a while before I can get some M7M's armed and take it all out :(
Barleyman
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Post by Barleyman »

XRM makes bad guys tougher, how about boardings?

In my somewhat vanilla game I progressed to capture my 1st frigate. After that it was almost trivial to cap the 2nd frigate as I now had a robust platform for engaging the prey and 20 marines rolled into one. Lots of unlove for Akurei but it's fast which makes it good for getting close to prey and running away after marines break hull. After a few iterations I had enough money to buy M7M which is a capping machine. I'm using Bullwinkle's enchanced boarding mod but I'm not using the boarding transporter.

It seems to me I can pretty much generate unlimited money this way. Who cares about "op" UTs which can manage 100-200k /mizura when I trouser 20 mil for a captured frigate? Minus marine repairs but even so.

Would XRM teleport some angry Yaki on top of me after capping their capital ships or something?
Shush
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Post by Shush »

Barleyman wrote:Would XRM teleport some angry Yaki on top of me after capping their capital ships or something?
If this is not doable in XRM, I can implement it in LIFE, (I really like this idea, hence my reply).

It's not possible to detect if a ship is currently being boarded in the MSCI, but it is possible in the MD. In LIFE I would simply build up a list of ships currently being attacked by the player in the MSCI, hand that list over to the MD, the MD would then check each ship within the list using "{object.boarding@object}" in an instanced boarding handler, (exactly the same way as my News Representatives and Ship/Pilot missions work now). If a ship is found to be currently boarding, then the MD would call an appropriate RRF script to the boarding ship's position and voila, no more easy monies and a potential torrent of player tears.
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DrBullwinkle
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Post by DrBullwinkle »

Shush wrote:I can implement it in LIFE, (I really like this idea...)

If a ship is found to be currently boarding, then the MD would call an appropriate RRF script to the boarding ship's position and voila, no more easy monies and a potential torrent of player tears.
Nice!
agleave
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Shady Business Mission

Post by agleave »

Zaknafein wrote:im doing the "shady business" plot right now and im at the point where the assasins spawn every hour or so. now whenever a group of assasins spawns i get this bug:
I don't get any bugs, however I am curious..... As far as I was aware I had finished this mission because finally after doing everything the mission is no longer listed when I press Shift+I. However, I am randomly getting attacked by 4-6 corporation ships, M6 and M7 combos which sounds exactly like the post I have just quoted. Is this still part of a mission which I can't see anymore? If so, does it go for very long, or is there something I am supposed to do even though there is no missions existing??
Zaknafein
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Re: Shady Business Mission

Post by Zaknafein »

agleave wrote: Is this still part of a mission which I can't see anymore? If so, does it go for very long, or is there something I am supposed to do even though there is no missions existing??
yes, its still a part of this mission and goes on for about 6-12 ingame hours. the ships are getting stronger btw so be prepared :)
Ofc ***modified***, modders doing what Egosoft cant.
agleave
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Re: Shady Business Mission

Post by agleave »

Zaknafein wrote:
agleave wrote: Is this still part of a mission which I can't see anymore? If so, does it go for very long, or is there something I am supposed to do even though there is no missions existing??
yes, its still a part of this mission and goes on for about 6-12 ingame hours. the ships are getting stronger btw so be prepared :)
That's excellent - hopefully a good challenge awaits!!
ezza84
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Post by ezza84 »

[quote="paulwheeler"][quote="ezza84"]Hi, I am having a problem with the sound.

I do not get any voices at all for some reason. I have followed the installation instructions and removed the 00044.pck file from addon\mov directory not sure what else i can do.

I have XRM running with IE, IEx and XRMi

05 Complex Cleaner
06 Advanced Complex Hub
07 FDN
08 Enhanced Equipment Dock
09 IE
10 IEX
11 XRM1
12 XRM2
13 XRMi
14 Hull High
15 DockingWareSize

I have tried it with a clean install and just XRM ( the Part 1 and Part 2 cat/dats only) but still having same issues so not sure where to go from here.[/quote]

I suspect you have not installed the cat/dats correctly - the game cannot see part 2 for some reason. Please post a screenshot of your installation folder and I'll see if I can spot the problem.[/quote]

Please see link to screenshot of installation folder.

https://www.dropbox.com/s/2yzb5wzrswtku ... .23.15.png

And also showing \addon\mov folder contents
https://www.dropbox.com/s/t3w0dk34sbnog ... .25.46.png
Barleyman
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Post by Barleyman »

Shush wrote:
Barleyman wrote:Would XRM teleport some angry Yaki on top of me after capping their capital ships or something?
If this is not doable in XRM, I can implement it in LIFE, (I really like this idea, hence my reply).

It's not possible to detect if a ship is currently being boarded in the MSCI, but it is possible in the MD. In LIFE I would simply build up a list of ships currently being attacked by the player in the MSCI, hand that list over to the MD, the MD would then check each ship within the list using "{object.boarding@object}" in an instanced boarding handler, (exactly the same way as my News Representatives and Ship/Pilot missions work now). If a ship is found to be currently boarding, then the MD would call an appropriate RRF script to the boarding ship's position and voila, no more easy monies and a potential torrent of player tears.
Ooh, me and my big mouth.. Boarding actions should still be possible, though. Perhaps RRF script should try to retake the ship? In any case, ships shouldn't teleport on top of you, that's just gamey cheating. Nearest jumpgate/beacon should serve.
paulwheeler
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Post by paulwheeler »

ezza84 wrote:
paulwheeler wrote:
ezza84 wrote:Hi, I am having a problem with the sound.

I do not get any voices at all for some reason. I have followed the installation instructions and removed the 00044.pck file from addon\mov directory not sure what else i can do.

I have XRM running with IE, IEx and XRMi

05 Complex Cleaner
06 Advanced Complex Hub
07 FDN
08 Enhanced Equipment Dock
09 IE
10 IEX
11 XRM1
12 XRM2
13 XRMi
14 Hull High
15 DockingWareSize

I have tried it with a clean install and just XRM ( the Part 1 and Part 2 cat/dats only) but still having same issues so not sure where to go from here.
I suspect you have not installed the cat/dats correctly - the game cannot see part 2 for some reason. Please post a screenshot of your installation folder and I'll see if I can spot the problem.
Please see link to screenshot of installation folder.

https://www.dropbox.com/s/2yzb5wzrswtku ... .23.15.png

And also showing \addon\mov folder contents
https://www.dropbox.com/s/t3w0dk34sbnog ... .25.46.png
Ah - Mac version?

I believe this is may be a codec issue. Macs have trouble with the replacement Betty audio file. Is the rest of the XRM functioning ok? Do you see all the new ships/sectors?

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