[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.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

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:

Code: 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
I could not find the

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"
The large ship models are in the part 1 cat/dat. Look in the "objects" folder.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

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.
That is normal. It's not how I would like it to be, but the equipment loss rate is hard coded.
User avatar
Black_hole_suN
Posts: 362
Joined: Thu, 2. Aug 12, 07:30

Post by Black_hole_suN »

paulwheeler wrote:The large ship models are in the part 1 cat/dat. Look in the "objects" folder.
I know where to find the files, I have successfully incorporated some of your ships to my own mod..

Im asking here because

Code: Select all

ships\LAN\ATF_LI01_Tydin\hull
seems to be a folder/file that is missing in the CAT, I couldnt find it at all in object/ships/LAN or anywhere in all XRM files..

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
Freespirit2000
Posts: 41
Joined: Mon, 16. Sep 13, 21:18

XRM - missing cockpits

Post by Freespirit2000 »

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
kaistern
Posts: 443
Joined: Mon, 30. Jun 14, 13:29
x3ap

Post by kaistern »

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.

ENJOY!!!
[ external image ]
Running LU 1.4.7 + XM-O 1.0 + Quick Wings 1.0
Rise of Phanon DiD LUV
Wrath of the Hive DiD XM-O
Try my script: Quick Wings for better wing control in LU!
Bad Debt
Posts: 8
Joined: Fri, 27. Jul 12, 09:25
x4

Post by Bad Debt »

xxx_L.E.O.P.A.R.D_xxx wrote: We have, for example, in Russia, we - the developers of global modifications, always sharing and ideas, ideas, and in the end - the content.

In Soviet Russia, mod develops YOU!

Sorry, had to say it! Carry on. :D
mikeyssx
Posts: 1
Joined: Fri, 19. Sep 14, 18:13
x3ap

Post by mikeyssx »

Hello i have question concerning the IR do I have set it up for other races to go to war with each other in XRM or having it on with sector take over will cause them to go to war eventually
ryancastlemaine
Posts: 3
Joined: Wed, 17. Sep 08, 14:23
x3

Post by ryancastlemaine »

paulwheeler wrote:XRM is NOT compatible with the following mods:

XSP ships installed via the plugin manager.
Hi.

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 :)
Akrilloth
Posts: 49
Joined: Tue, 17. Jan 12, 01:18
x3tc

Post by Akrilloth »

Hey Paul!

What do you say about changing the ridiculous M3 turrets on the Terran M7 Shard?
noms
Posts: 1
Joined: Mon, 15. Dec 14, 17:35

Post by noms »

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?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

ryancastlemaine wrote:
paulwheeler wrote:XRM is NOT compatible with the following mods:

XSP ships installed via the plugin manager.
Hi.

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 :)
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.

I did hear that the plugin manager was going to be altered to fix this issue - no idea if it has been.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Akrilloth wrote:Hey Paul!

What do you say about changing the ridiculous M3 turrets on the Terran M7 Shard?
IIRC this is because the turrets can only mount smallish weapons.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

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?
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.

You'll need to restart once you fix this.
User avatar
dizzy
Posts: 1019
Joined: Sun, 26. Sep 10, 06:00
x4

Post by dizzy »

Sorry if this has been asked before. The description under the cockpit files says:
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.
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:
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!
Akrilloth
Posts: 49
Joined: Tue, 17. Jan 12, 01:18
x3tc

Post by Akrilloth »

paulwheeler wrote:
Akrilloth wrote:Hey Paul!

What do you say about changing the ridiculous M3 turrets on the Terran M7 Shard?
IIRC this is because the turrets can only mount smallish weapons.
Couldn't you switch em with the M6+ turrets then? I tried it myself, and it looks quite a lot better.
The same goes for the Split turrets that came with the Cheetah, they would look good on a lot of the other ships.
Eidolan
Posts: 59
Joined: Fri, 19. Dec 14, 06:27

Post by Eidolan »

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
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

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.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

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
The scanners in Explorer M5s are built-in equipment so cannot be destroyed.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

Akrilloth wrote:
paulwheeler wrote:
Akrilloth wrote:Hey Paul!

What do you say about changing the ridiculous M3 turrets on the Terran M7 Shard?
IIRC this is because the turrets can only mount smallish weapons.
Couldn't you switch em with the M6+ turrets then? I tried it myself, and it looks quite a lot better.
The same goes for the Split turrets that came with the Cheetah, they would look good on a lot of the other ships.
If I had the time, yes I could - there are other things ahead in the priority list though.
User avatar
Litcube
Posts: 4254
Joined: Fri, 20. Oct 06, 19:02
xr

Post by Litcube »

ryancastlemaine wrote:
paulwheeler wrote:XRM is NOT compatible with the following mods:

XSP ships installed via the plugin manager.
Hi.

I've installed 21 Star Trek XSP ships into XRM using the plugin manager.
This cracked me up.

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”