Again odd, the only built in parts I see on them are nav software mark I, and their speed is about 200 MPS faster then the discover, I am starting to think I botched the install of XRM as we are seeing so many differences in ships, I have XRM, MARS and ADS installed, some script mods that didn't contain any T-ship files like prospector and improved freight drones.paulwheeler wrote:The corporate research stations will launch your docked ships into space when they move.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 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.
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Its nothing to do with the xrm. All ships in x3 have a default scanner built in - theres no way to remove it - its hard coded. It isn't listed on equipment lists and doesnt have a name. Buy yourself a Kestrel and fire up the sector map - you will see that you have a scanner. Its range in the xrm is larger than vanilla.
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I'm not quite really sure why there is unlimited salvage insurance in my game? What I have is XRM+IEX and cheat package only. No other scripts. No matter if I start a new game or load any save, saving is unlimited. Why?
Next thing I found in key shortcut configuration something called "detector mute button". Pressed the button and nothing, dunno what it does? Hmmm?
Next thing I found in key shortcut configuration something called "detector mute button". Pressed the button and nothing, dunno what it does? Hmmm?
Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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A limited version of Detector is built into AP 3.x (for use by a couple of missions in the Shady Business plot).Sorkvild wrote:I found in key shortcut configuration something called "detector mute button". Pressed the button and nothing, dunno what it does?
The full version will work with the plots and with other items throughout the game. Works with TC and AP.
The Detector Mute Button simply mutes Detector until you change sectors. That is sometimes helpful if you find Detector's alerts distracting (for example, during combat).
You can safely ignore the mute button if you do not want to use it.
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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So again anyone know if the research stations can be blown up and if they do, do they respawn, still have not be able to find the Jonferco station again. I have M5's parked at 3 other research stations and they have stayed put for a LONG time, over a week, they are in safe sectors so I'm scared Jonferco who was in a xenon sector is gone for good 

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Just found it again, once again in a xenon system, have to fly past a M1 and a M2 to get to them lol.paulwheeler wrote:They can be destroyed and they do respawn.
My scanner wares are called duplex and triplex again, but same ware sizes as XRM and same ranges, just the names changed. Anyone know off hand what XRM file handles scanner wares so I can make sure I didn't mess something up.
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Sorry for the delayed response... You are indeed correct. The ships simply do not work correctly. They look fine, but there are docking problems, weapon installation problems and some ships are not even available after installation. Thank you for responding and your great work.paulwheeler wrote: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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paulwheeler wrote:If thats what your scanners are called then there is a problem, most likely a TWareT conflict. Do you have the plugin manager installed? If so, go to the addon/types folder and delete the twaret in there. Then open and close the plugin manager and then run the game.
I have both the plugin manager that opens before game and the community script manager that opens in game to adjust mod settings.
In the pre game manger the only mod that has the word "ware" in it is ware manger by Cycrow I don't have many mods installed,
NPC bailing,
Universe explorers
MARS with XRM patch
Military base response
Salvage commands and NPCs
Weapon Section Extension (WSE)
ADS (something defense system, the CODEA light from the sound of it)
Pirate guild
Yaki Guild
Improved freight drones.
There is also a bunch of script libraries but I do not think they would mess with wares.
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paulwheeler wrote:Ensure you have not installed the MARS cat/dat.
Then do as I suggested in my previous post - go to the addon/types folder and delete the twaret in there. Then open and close the plugin manager and then run the game.
If that doesn't work, then post a screenshot of your installation folder.
Oh you mean the folder inside the game directory, I was going nuts look for a folder / option named "add on" or "types" inside the plugin manger.
I found a types folder (I think you only have add on if your playing AP right?) and there is nothing in side of it, blank. I will go find a image hosting site so I can post the S/S you asked for.
https://imageshack.com/i/pbfzov5Hp
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Sorry - forget the "addon" stuff - I assumed you were playing AP.
OK if you're running the plugin manager then it should put a TWareT file inside your "types" folder. If this is not happening, then check that the PM is set for the correct flavour of X3 and that its pointing at the right installation.
OK if you're running the plugin manager then it should put a TWareT file inside your "types" folder. If this is not happening, then check that the PM is set for the correct flavour of X3 and that its pointing at the right installation.
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This mod doesn't but its compatible with most scripts availble on this forum.dannyxx30 wrote:Thanks for the time spent making this mod, I'm just about to try it out
Does the mod give you any info on how much credits your ST's and UT's have made?
Or is it compatible with the scripts that do give you such info?
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Hello
Can someone help me ?
I'm playing Albion Prelude 3.0 and using Improved races mod . After installing and starting new game no new sectors appeared on galaxy map (checked via cheat "reveal all sectors") also there are occasional "ReadText #" on ships and the what was supposed to be "military intelligence network".
I noticed that after installing mod one of the dat/cat files is not paired. Maybe 1 was corrupted/missing in my download ?
Can someone help me ?
I'm playing Albion Prelude 3.0 and using Improved races mod . After installing and starting new game no new sectors appeared on galaxy map (checked via cheat "reveal all sectors") also there are occasional "ReadText #" on ships and the what was supposed to be "military intelligence network".
I noticed that after installing mod one of the dat/cat files is not paired. Maybe 1 was corrupted/missing in my download ?
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This means part 2 of the XRM is not correctly installed. Please post a screenshot of your installation folder and I'll take a look.Nyxonos wrote:Hello
Can someone help me ?
I'm playing Albion Prelude 3.0 and using Improved races mod . After installing and starting new game no new sectors appeared on galaxy map (checked via cheat "reveal all sectors") also there are occasional "ReadText #" on ships and the what was supposed to be "military intelligence network".
I noticed that after installing mod one of the dat/cat files is not paired. Maybe 1 was corrupted/missing in my download ?
(the most common cause of this is not having file extensions showing in Windows so you end up giving the .cat files a double extension).
You'll need to restart your game once this is fixed.
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https://yadi.sk/i/UtX_m5Pndqy8g
Just the addon folder ? [/img]
Just the addon folder ? [/img]