[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.

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dizzy
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Post by dizzy »

paulwheeler wrote:You are describing lighting effects, not reflections. The lighting effects in the cockpit cannot be altered as far as I'm aware.
Thanks, that sucks :(
Eidolan
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Post by Eidolan »

paulwheeler wrote:
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.
Odd because when I salvage one it has no sensor "bubble" and under "installed" hardware there is nothing listed and 0 units in freight space used.

Also when at the EQ dock the mill scanner is shown as not install (0/1) but when you try to buy it wont let you.
paulwheeler
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Post by paulwheeler »

memeics wrote:
paulwheeler wrote:You are describing lighting effects, not reflections. The lighting effects in the cockpit cannot be altered as far as I'm aware.
Thanks, that sucks :(
Actually saying it cant be altered is not strictly accurate. You would have to remove all lighting effects from weapons - which would kind of ruin them.
paulwheeler
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Post by paulwheeler »

Eidolan wrote:
paulwheeler wrote:
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.
Odd because when I salvage one it has no sensor "bubble" and under "installed" hardware there is nothing listed and 0 units in freight space used.

Also when at the EQ dock the mill scanner is shown as not install (0/1) but when you try to buy it wont let you.
That is odd. They certainly dont get destroyed when youre under attack in an M5e. In any case theres not much I can do to fix it. All those parts of the game are hard coded.
paulwheeler
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Post by paulwheeler »

A little off topic…. spent 4 hours last night playing Elite Dangerous - go and try it everyone! It may be a little light on content at the moment, but the mechanics and framework of the game is excellent. Graphics are superb and its the whole galaxy, proper solar systems, proper space. Its huge!
Hausser
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Post by Hausser »

First of all I would like to thank you for your great job,paulwheeler!Sorry for disturbing you,but I have a question(may be you were asked many times already about it...)-why there is no M7 Longsword ship from Cadius X-tra ship mod?This ship is very beautiful,and I was trying to include it by myself,but failed.I would greatly appreciate(and many players as well) if you could include it in your next update.Thank you very much!
Pierre'70
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Post by Pierre'70 »

I'm reinstalling this (not sure why I uninstalled!) and I'm looking for the optimised ship and station LOD files provided by Feuerriese on page 1703 of this thread. I downloaded them previously but for some reason didn't keep them - and the file hosting site they were on has shut down. Does anyone have these files? I can't believe I didn't save them myself.
Lord Dakier
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Post by Lord Dakier »

Hausser wrote:First of all I would like to thank you for your great job,paulwheeler!Sorry for disturbing you,but I have a question(may be you were asked many times already about it...)-why there is no M7 Longsword ship from Cadius X-tra ship mod?This ship is very beautiful,and I was trying to include it by myself,but failed.I would greatly appreciate(and many players as well) if you could include it in your next update.Thank you very much!
It's because it's not really that lore friendly compared to any of the races. Personally I do think it should be included as it would be a sweet thing to have especially with a unique advanced player ship build quest/mini-campaign.
Viliae
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Post by Viliae »

Hello
Pierre'70 wrote:I'm reinstalling this (not sure why I uninstalled!) and I'm looking for the optimised ship and station LOD files provided by Feuerriese on page 1703 of this thread. I downloaded them previously but for some reason didn't keep them - and the file hosting site they were on has shut down. Does anyone have these files? I can't believe I didn't save them myself.
Here you go:
http://www.mediafire.com/download/mdqdy ... _Pack_1.7z
http://www.mediafire.com/download/t0d20 ... _Pack_1.7z
but you should know that if autor of this optimisation will ask me to remove those links, I will do it.
Feuerriese is the author of this LOD optimisation and all credits are going to him.
Pierre'70
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Post by Pierre'70 »

Thanks Villiae!
NoxMortem
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Post by NoxMortem »

That bold warning text has been at the top of the Bounce OP for the better part of a year. And within that time, there's been at least one user per month who hasn't read it.

How much bigger should I make it? Should I use colours? Arrows?
And even after so much time people (=me) are still stupid enough to not read it :) Just wanted to leave this here for laugther...
Eidolan
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Post by Eidolan »

I have a question about the company research stations added in XRM, I know they are supposed to be hidden and move about randomly but do they hold true to the rule that if you have a ship docked at that "GoD" can not move/delete the station? I had a M6 docked at the Jonferco (SP?) research station to keep it in place so I could have a steady supply of prototype argon ships. But later when I had the funds to buy said ships my M6 and the station where gone. I attempted to look in my log for what might have happened to it but it is ether lost in the log spam or did not get logged.

The sector it was in did have light xenon activity could they have sent in a larger force and blew up the station I did not see any defensive JONFERCO forces to protect the station. If it was blown up is it gone forever or will it re-spawn?


On the topic of prototype ships I have a question on the hierarchy of ships, it goes something like this right from order of best to least:

Prototype
Enhanced
Vanguard

I have also seen some ships with the tag "experimental" where does this tag fit into the list, I have also seen "Enhanced-Experimental" tho it is VERY rare to see one with the dual tag.


PS: I have finally found shipyards selling Kestrals(SP?) as they are super fast M5s with decent shielding but a problem I have found is NONE of them come with built in scanners and since they can only mount S class cargo you can not buy even normal scanners for them. I have also found no "explorer" variants that normally can hold M class so using them as satellite droppers is out the window as well. Was this by design or just a bug?

How would one go about changing the scanner ware size? I have the editor program but I have no idea what .dat / .cat file holds that ware inside of it. And do I run a big risk of blowing up my game if I change this ware?
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Sorkvild
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Post by Sorkvild »

I have AP-XRM with "no war" XRM patch applied. Will TC plots for AP work when the war is disabled?

http://forum.egosoft.com/viewtopic.php? ... &start=510
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
Darkphase
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X3 AP + XRM = no npc dialogue, including "Betty"

Post by Darkphase »

Hi there,

I have X3:TC/AP from steam. Works fine both games and i decided to give it a try on XRM. These was the process i used to install it: copied the folder containing the games on steam directory and pasted it on a different location, downloaded the AP.exe from egosoft website and gave it a try to both TC/AP... all working fine. Then followed the instructions to install the mod and gave it a try... everythings appear to be in place, everything works except the in game voice interactions and "betty" narrations.

Any idea how to solve this issue would be extremely apreciated.

Best Regards and happy new year

Sorry Paul... i placed this thread on the X3: tc/ap tech support but got moved here so sorry repeating the subject when i posted on your forum. Was just trying to get extra info on the mather.
If it makes me dream awake... I'm in
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Eidolan
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Re: X3 AP + XRM = no npc dialogue, including "Betty"

Post by Eidolan »

Darkphase wrote:Hi there,

I have X3:TC/AP from steam. Works fine both games and i decided to give it a try on XRM. These was the process i used to install it: copied the folder containing the games on steam directory and pasted it on a different location, downloaded the AP.exe from egosoft website and gave it a try to both TC/AP... all working fine. Then followed the instructions to install the mod and gave it a try... everythings appear to be in place, everything works except the in game voice interactions and "betty" narrations.

Any idea how to solve this issue would be extremely apreciated.

Best Regards and happy new year

Sorry Paul... i placed this thread on the X3: tc/ap tech support but got moved here so sorry repeating the subject when i posted on your forum. Was just trying to get extra info on the mather.

"- You will need to navigate to the \mov folder in your TC directory, locate the 00044 file and either rename, move, or delete this file. Without doing this you will not get any new custom names said by "betty"."

I know you followed the steps just make sure you didn't miss this one. I almost when I installed XRM. Think the 00044 file is what deals with Betty
Darkphase
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Joined: Mon, 29. Dec 14, 17:35
x3ap

Post by Darkphase »

1st- Thank you for taking your time trying to help me. 2nd- Unfortunatly thats not the issue, i deleted that file then reinstalled everything from scratch and rename it and still no vocals. Im starting to belive it might be codec related? i found many posts about this issue but solutions not really. Well most of them were related to some mistake during install but others looks like were just forgotten.

Thank you again Eidolan, i spent hole night trying to find a solution and im still here trying hehe hate giving up on a task :D hope to get a solution and wont stop fighting that soon
paulwheeler
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Post by paulwheeler »

Darkphase wrote:1st- Thank you for taking your time trying to help me. 2nd- Unfortunatly thats not the issue, i deleted that file then reinstalled everything from scratch and rename it and still no vocals. Im starting to belive it might be codec related? i found many posts about this issue but solutions not really. Well most of them were related to some mistake during install but others looks like were just forgotten.

Thank you again Eidolan, i spent hole night trying to find a solution and im still here trying hehe hate giving up on a task :D hope to get a solution and wont stop fighting that soon
Ive replied to this on the xrm forum - its a simple fix.
paulwheeler
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Post by paulwheeler »

Sorkvild wrote:I have AP-XRM with "no war" XRM patch applied. Will TC plots for AP work when the war is disabled?

http://forum.egosoft.com/viewtopic.php? ... &start=510
I think it should be ok.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

Eidolan wrote:I have a question about the company research stations added in XRM, I know they are supposed to be hidden and move about randomly but do they hold true to the rule that if you have a ship docked at that "GoD" can not move/delete the station? I had a M6 docked at the Jonferco (SP?) research station to keep it in place so I could have a steady supply of prototype argon ships. But later when I had the funds to buy said ships my M6 and the station where gone. I attempted to look in my log for what might have happened to it but it is ether lost in the log spam or did not get logged.

The sector it was in did have light xenon activity could they have sent in a larger force and blew up the station I did not see any defensive JONFERCO forces to protect the station. If it was blown up is it gone forever or will it re-spawn?


On the topic of prototype ships I have a question on the hierarchy of ships, it goes something like this right from order of best to least:

Prototype
Enhanced
Vanguard

I have also seen some ships with the tag "experimental" where does this tag fit into the list, I have also seen "Enhanced-Experimental" tho it is VERY rare to see one with the dual tag.


PS: I have finally found shipyards selling Kestrals(SP?) as they are super fast M5s with decent shielding but a problem I have found is NONE of them come with built in scanners and since they can only mount S class cargo you can not buy even normal scanners for them. I have also found no "explorer" variants that normally can hold M class so using them as satellite droppers is out the window as well. Was this by design or just a bug?

How would one go about changing the scanner ware size? I have the editor program but I have no idea what .dat / .cat file holds that ware inside of it. And do I run a big risk of blowing up my game if I change this ware?
The corporate research stations will launch your docked ships into space when they move.

The Kestrels have the standard scanner built in - as do all ships. There is no explorer variant. The Explorer m5s have comparable speeds to the kestrel.
Darkphase
Posts: 6
Joined: Mon, 29. Dec 14, 17:35
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Post by Darkphase »

Thanks Paul,

Its fixed indeed and im surprised to see you so soon around after working... thanks again, amazing support you give :)

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