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

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GDI-BOSS
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Post by GDI-BOSS »

thanks for information hehe
Elsin
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Post by Elsin »

Hallo guys
I have a little problem with XRM{prabably}.My exchange menu,just above trade in station is inactive{grey}.This happens when i start quests in NMMC Teladi company,they whant me do bring 75 Nvidium to them.I dont know is XRm or other mod i listed below,is matter of reputation or somthing else i dont know.I check this in all stations possible all around universe and evrywhere is the same:grey exchange goods menu.Meaby this have nothing to do with NMMC,meaby game just bugged.
All my older saves ,few days back is working,new game same working ,all in same instalation of AP and XRM.
Mods/scripts i use:
XRM
LostColony 2.2
cockpit mod for xrm
IE
IEX
Improved Races 2.0

Advice me somthing because i dont whant start from older saves.

Thank you
Regards
KRM398
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Post by KRM398 »

tried adding modded bombers, and the Terran mission failed and froze as well as every convoy mission in game, threw it out they work again, added some ships from the approved ship list in the modding section, froze again. using TC 3.2 and your mod...does that make any more ships or mods unusable?

tried speeding bombers up to 200 for escorts for corvettes and added some medium missiles, but then things start freezing. doesn't matter if I use exact specs from generic ships without modding them, any changes freezes the convoy missions forever. :cry:

thats all I'm doing TC 3.2 and Rebalance mod..oh and marine repairs and bailing extension.
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DrBullwinkle
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Post by DrBullwinkle »

I have never seen a success report that explains how to install .xsp ships into XRM.

There *are* some known issues.

For AP, some players have had better success when they install the .xsp into both TC and AP.

For XRM, there was a bug in XRM's dummies file a couple of years ago that created trouble for the Plugin Manager. Don't know whether this has been fixed in XRM.

However, there is a "beta" patch for the Plugin Manager that may work around the dummies bug. So far, nobody has reported a clear description of whether it solves the problem with dummies.

Here are some related threads:

Ships (XSP) may have trouble with XRM

Ships (Adding to XRM) - Combining XSP ships into mods (with beta patch for PM)

Question: how to extract .xsp file and merge it into XRM

* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TL,DNR Version: XSP ships may not be fully compatible with XRM.

I am *certain* that it could be done by someone sufficiently familiar with modding and XSP's. If anyone *has* done it, then they have not explained "how" they did it (to the best of my knowledge).
KRM398
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Post by KRM398 »

ty for the input, decided that since I had troubles will make my own custom game, deleted all and started with a clean install of TC from disk, upgraded to 3.2 and now getting all the little stuff I want to add, so ty for the info but will drop the mod for now and go it alone for once. :wink:
KRM398
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Post by KRM398 »

hey Paul I want to add the Khaak TM to my custom game but its not listed on the approved ships list that I can see, but it was in your mod...can I get a XSP of it somewhere? :wink:
Elsin
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Post by Elsin »

Hey guys
Can anyone can advice me somthing abaut this exchange with marchants in station?Anyone meet the same problem?Is matter of reputation?I dont know how to deal with this when this happen in new game.
BlackArchon
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Post by BlackArchon »

Can I improve my relations with the Pirates if I destroy Xenon ships in Nopileos' Memorial?
Elsin
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Post by Elsin »

Guys,is bad rep in terran faction{terrorist atm} can meake exchanging in stations in ALL universe not terrans sectors only impossible? GREY exchange window? I try find whats meakes this to happen.
paulwheeler
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Post by paulwheeler »

BlackArchon wrote:Can I improve my relations with the Pirates if I destroy Xenon ships in Nopileos' Memorial?
I think that will work.
paulwheeler
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Post by paulwheeler »

Elsin wrote:Hey guys
Can anyone can advice me somthing abaut this exchange with marchants in station?Anyone meet the same problem?Is matter of reputation?I dont know how to deal with this when this happen in new game.

Do mean the bartering system? Has it ever worked correctly?

If its grey, then there are no merchants. However, in the XRM that should not happen. Please check that you have copied all the scripts from the "scripts_ap" or "scripts_tc" folders into your local "scripts" folder.

You'll need restart if this is the problem as there will be a lot more wrong with your game than just the bartering not working.
paulwheeler
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Post by paulwheeler »

DrBullwinkle wrote:I have never seen a success report that explains how to install .xsp ships into XRM.

There *are* some known issues.

For AP, some players have had better success when they install the .xsp into both TC and AP.

For XRM, there was a bug in XRM's dummies file a couple of years ago that created trouble for the Plugin Manager. Don't know whether this has been fixed in XRM.

However, there is a "beta" patch for the Plugin Manager that may work around the dummies bug. So far, nobody has reported a clear description of whether it solves the problem with dummies.

Here are some related threads:

Ships (XSP) may have trouble with XRM

Ships (Adding to XRM) - Combining XSP ships into mods (with beta patch for PM)

Question: how to extract .xsp file and merge it into XRM

* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
TL,DNR Version: XSP ships may not be fully compatible with XRM.

I am *certain* that it could be done by someone sufficiently familiar with modding and XSP's. If anyone *has* done it, then they have not explained "how" they did it (to the best of my knowledge).
The dummies file is indeed the problem - The version I inherited from the original Ship Rebalance Mod from Someone Else had its entries in a different order to the vanilla dummies. I believe the plugin manager does not handle this order change and it breaks the file. I've just never got around to fixing the problem.

A manual install of the dummies entries should work just fine.
Elsin
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Post by Elsin »

But in saves from 20 hours back all works good,i installed xrm corectly and very cerful.Is just happenn.
Is possible Improved races ejected merchants from stations somnehow?
I play on this saves 100h+ and game runs smoth,zero problems with anything.
BlackArchon
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Post by BlackArchon »

paulwheeler wrote:
BlackArchon wrote:Can I improve my relations with the Pirates if I destroy Xenon ships in Nopileos' Memorial?
I think that will work.
Thanks, I will try this. :)
GDI-BOSS
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Post by GDI-BOSS »

Any know if the military scaner (triplex scanner in vanilla) is needed for trader mk3?i have 5 baldric with mk3 (really expensive, maybe not recomended) military scaner need cargo size XXL and baldric have XL
BlackArchon
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Post by BlackArchon »

You don't need a special scanner for your MK3 traders.
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solarahawk
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Post by solarahawk »

No, there is no scanner requirement for the MK3 trader.

EDIT: Jinx!
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DrBullwinkle
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Post by DrBullwinkle »

paulwheeler wrote:The dummies file is indeed the problem - The version I inherited ... had its entries in a different order to the vanilla dummies.
I'm not sure that the order should matter (although it is possible, I suppose).

Cycrow reported that there is a blank entry just after the new_535_ExtDock:

ships\props\new_535_ExtDock_dummy;ANIMATEDF_DOCKPORT_FIGHTER|ANIMATEDF_DOCKPORT_UDDOWN|ANIMATEDF_DOCKPORT_BELOW30;0;
; // <<==== This line is blank.

He seemed to think that was the main problem with the dummies file. I don't know one way or the other, but fixing it would be an easy thing to try.

That's part of the frustration with .xsp's -- there have been several solutions suggested, but not a single soul has *tried* the solutions and reported back *sigh*.

Anyway, that's all I know about it. :)
Cycrow
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Post by Cycrow »

i did actually fix the problem with the blank entries, so the plugin manager was able to detect it and adjust it accordingly.

i cant remember if i ever actually released that version, or if it was only ever in a beta version.

Ill have to check and see if i need to release it properly
KRM398
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Post by KRM398 »

where did you guys get the missile mod you used in XRM? It helped a lot making dumb fires more useful, the missile mod mentioned in the mod list is dead and lost, so thought I'd ask here. :wink:

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