The large ship models are in the part 1 cat/dat. Look in the "objects" folder.Black_hole_suN wrote:Hi!
Im trying to use XRM ships for a mod that Im making (this mod is for my own use only)
Im able to successfully use smaller ships without problems..My problems come when I'm trying to use Argon large ships such as the Atlas and Daedalus..
the Atlas scene file has this entry:I could not find theCode: Select all
P 0; B ships\LAN\argon_m1p; N ships\LAN\ATF_LI01_Tydin\hull; // idx 0 { 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0
Code: Select all
ships\LAN\ATF_LI01_Tydin\hull
anywhere in the XRM files thus I cannot use these ships.. any help?
ps. im a newbie in modding and im just trying to piece together some mods to create my own "ideal mod"
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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That is normal. It's not how I would like it to be, but the equipment loss rate is hard coded.Akrilloth wrote:Hey, might be weird if i noticed it just now after playing this game/mod for so long, but is it normal for boron capship weaponry to destroy 80% of my equipment/software and 40% of my weapons by the time my Split Taipan is at 85% health?
I just decided to launch a strike against a Boron core sector, and i'm like "Ion cannons? Meh, split has no shield anyway". Thinking the massive amount of HP on the beast would be enough to tank out the slugfest between the ships, i suddenly noticed that Betty went crazy, and by the time the battle was over, i had lost about 20 million credits worth of gear.
Is this normal?
I could have sworn that my ship hp needed to be much lower before i started loosing gear. But if this is the case, i will be staying away from the squids in the future.
Regards, Akrilloth.
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I know where to find the files, I have successfully incorporated some of your ships to my own mod..paulwheeler wrote:The large ship models are in the part 1 cat/dat. Look in the "objects" folder.
Im asking here because
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ships\LAN\ATF_LI01_Tydin\hull
its strange because if I start a Vanilla X3TC+XRM game the Atlas loads fine.. but if I extract the Atlas Scene files, edit them a bit to fit my mod, it doesnt load at all..
I'll try some more thing.. If I could make it work Ill be back here..
Edit:
It works now... I tried to go back to scene file I modified and I found simple error that broke the whole ship... I got it sorted out without any problems now... sorry for bothering you
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XRM - missing cockpits
Hello. I have just installed XRM v1.30d (02.12.13) for X3TC (Steam version – but actually I'm using no Steam .exe file to start the game). In description of Xrm it says that includes 'cockpit packs'. To be honest I have now idea where these cockpits are. I really would like to flight with the cockpit. Can someone tell me please, how to activate cockpits in Xrm. I couldn't find any options in graphics settings or controls. Any suggestions? Thanks
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The cockpits are additional downloads you have to download and add after you have installed the main XRM mod. Download links and instructions are on the OP of the XRM thread. Please post there for additional help and support.
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Running LU 1.4.7 + XM-O 1.0 + Quick Wings 1.0
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Try my script: Quick Wings for better wing control in LU!
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Hi.paulwheeler wrote:XRM is NOT compatible with the following mods:
XSP ships installed via the plugin manager.
I've installed 21 Star Trek XSP ships into XRM using the plugin manager. Would it still break XRM even when they've only been added to Argon shipyards with owner race set to Player (via the Package Creator)?
I've spawned them via Cheat Mode inside the game to test and they seem fine, but I don't know whether anything behind the scenes in XRM gets broken in the process.
Can you please elaborate on this? What exactly does it break within XRM?
Thank you for the excellent work you're doing

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As far as I was aware, if you install XSP ships, vital files like Components will be missing essential entries so the ships simply won't work correctly - for instance any non-vanilla components, like turrets simply won't function.ryancastlemaine wrote:Hi.paulwheeler wrote:XRM is NOT compatible with the following mods:
XSP ships installed via the plugin manager.
I've installed 21 Star Trek XSP ships into XRM using the plugin manager. Would it still break XRM even when they've only been added to Argon shipyards with owner race set to Player (via the Package Creator)?
I've spawned them via Cheat Mode inside the game to test and they seem fine, but I don't know whether anything behind the scenes in XRM gets broken in the process.
Can you please elaborate on this? What exactly does it break within XRM?
Thank you for the excellent work you're doing
I did hear that the plugin manager was going to be altered to fix this issue - no idea if it has been.
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Readtext errors means you either didn't copy the scripts from the "scripts_AP" folder in part 2 into your "addon\scripts" folder or you didn't drop the xrminst.xml file into the addon\director folder.noms wrote:Hey guys,
I've -only- installed the XRM mod to my Steam version of Albion Prelude and I'm getting readtext errors with the new ships and missile names.
I followed the AP instructions carefully twice over now.
Any ideas?
You'll need to restart once you fix this.
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Sorry if this has been asked before. The description under the cockpit files says:
1.Fix the description in the original post and delete the "no reflections" part, it's false/outdated.
2. Provide a cockpit version that doesn't have reflections? I'm even willing to play one with glass tints as long as it doesn't have laser reflections as the latter is just impossible for me to get over :(
Thanks!
However, there is no file that has "no reflections" in the name, there is only one that says "no glass tints" and indeed, if I download and use that file, I get no glass tints but still get full laser reflections over the cockpit interior which makes it impossible for me to use it (I really can't use something that flashes 30% of the screen surface many times per second). So 2 things:There are five versions of the cockpit mod - the original, one with no glass tints or reflections, one with no tints and the HUD info bar put back in, PSCO1's new version with a lite, cut down HUD, and one with the Gravidar and HUD info in.
1.Fix the description in the original post and delete the "no reflections" part, it's false/outdated.
2. Provide a cockpit version that doesn't have reflections? I'm even willing to play one with glass tints as long as it doesn't have laser reflections as the latter is just impossible for me to get over :(
Thanks!
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Couldn't you switch em with the M6+ turrets then? I tried it myself, and it looks quite a lot better.paulwheeler wrote:IIRC this is because the turrets can only mount smallish weapons.Akrilloth wrote:Hey Paul!
What do you say about changing the ridiculous M3 turrets on the Terran M7 Shard?
The same goes for the Split turrets that came with the Cheetah, they would look good on a lot of the other ships.
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Hey sorry for having to randomly quote the person above me but I'm new the these forums and every time I hit "reply" to this topic it brings me to the main forum listing, odd.
But anyway my question is, can the military scanners built into M5's be replaced if broken? Due to it being a XXL part it say's your little M5 can't hold one. This makes salvaging M5's pointless as their scanners always seem to blow up when their pilots bail
But anyway my question is, can the military scanners built into M5's be replaced if broken? Due to it being a XXL part it say's your little M5 can't hold one. This makes salvaging M5's pointless as their scanners always seem to blow up when their pilots bail
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memeics wrote:So 2 things:
1.Fix the description in the original post and delete the "no reflections" part, it's false/outdated.
2. Provide a cockpit version that doesn't have reflections? I'm even willing to play one with glass tints as long as it doesn't have laser reflections as the latter is just impossible for me to get over
Thanks!
You are describing lighting effects, not reflections. The lighting effects in the cockpit cannot be altered as far as I'm aware.
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The scanners in Explorer M5s are built-in equipment so cannot be destroyed.Eidolan wrote:Hey sorry for having to randomly quote the person above me but I'm new the these forums and every time I hit "reply" to this topic it brings me to the main forum listing, odd.
But anyway my question is, can the military scanners built into M5's be replaced if broken? Due to it being a XXL part it say's your little M5 can't hold one. This makes salvaging M5's pointless as their scanners always seem to blow up when their pilots bail
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If I had the time, yes I could - there are other things ahead in the priority list though.Akrilloth wrote:Couldn't you switch em with the M6+ turrets then? I tried it myself, and it looks quite a lot better.paulwheeler wrote:IIRC this is because the turrets can only mount smallish weapons.Akrilloth wrote:Hey Paul!
What do you say about changing the ridiculous M3 turrets on the Terran M7 Shard?
The same goes for the Split turrets that came with the Cheetah, they would look good on a lot of the other ships.