[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Hey guys, so I am having a problem too.
I just started playing X3AP again, and installed XRM. For once I decided to try out the addon packs, amongst them the cockpit pack.
I added the cockpit pack as 11.cat and 11.dat in the addon folder. But it appears I have no cockpit view in the game. Or at least I cannot figure out how to access them, any suggestions?
Also, should there be so many addons by default with the game install, that I have to name them 10, 11, 12, etc? The installation guide never mentions the naming convention beyond 09.
If not, I suspect steam may not have deleted the original mod files last time I played, and that I may have 2 XRMs on top of eachother, if so that is probably the reason why it's not working.
(By the way, the installation guide appears to be quite outdated by now. There's a lot of folders/files you need to add that it never mentions, and it sometimes gets the game install folder and addon folder mixed up. But I believe I managed to get it working, as I get the alternate starts, and the XRM installed message. I however don't get the long loading time (It's near instant), so I am not entirely certain.)
I just started playing X3AP again, and installed XRM. For once I decided to try out the addon packs, amongst them the cockpit pack.
I added the cockpit pack as 11.cat and 11.dat in the addon folder. But it appears I have no cockpit view in the game. Or at least I cannot figure out how to access them, any suggestions?
Also, should there be so many addons by default with the game install, that I have to name them 10, 11, 12, etc? The installation guide never mentions the naming convention beyond 09.
If not, I suspect steam may not have deleted the original mod files last time I played, and that I may have 2 XRMs on top of eachother, if so that is probably the reason why it's not working.
(By the way, the installation guide appears to be quite outdated by now. There's a lot of folders/files you need to add that it never mentions, and it sometimes gets the game install folder and addon folder mixed up. But I believe I managed to get it working, as I get the alternate starts, and the XRM installed message. I however don't get the long loading time (It's near instant), so I am not entirely certain.)
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Hi paulwheeler! I want to thanks you for the great job, XRM is amazing! And i have a question: I loved the bullet effect of EMP back in vanila game, so i used X3 Editor 2 to restore them, and the ion emitter principle of firing, and find that if i change the model file of bullet (in Tbullets) - i get the old bullet model like it was in vanila game, but bullet is not glowing, it's just like white point flying in space. So can you tell how to modify bullets effects in game, or give link to some tutorials?
Last edited by darklead on Sun, 25. Jan 15, 02:49, edited 1 time in total.
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Anyone else have a issue of the Goner plot restarting over and over again after you have finished it? About every 5 min they want to save that dude it wastelands sector and start the whole plot chain again.
As an aside the Treasure Hunt quest is VERY hard in XRM
Xenon sector 101 where you have to get the ship has like 15 capital ships in it and 100s of fighters. If you go in a ship fast enough out run them (like an m5) you get blasted to bits by the shuttle you need to fight.
As an aside the Treasure Hunt quest is VERY hard in XRM
Xenon sector 101 where you have to get the ship has like 15 capital ships in it and 100s of fighters. If you go in a ship fast enough out run them (like an m5) you get blasted to bits by the shuttle you need to fight.
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The installation instructions on the first page of this thread is up to date. Please read this carefully and follow each point to the letter.Graylord wrote:Hey guys, so I am having a problem too.
I just started playing X3AP again, and installed XRM. For once I decided to try out the addon packs, amongst them the cockpit pack.
I added the cockpit pack as 11.cat and 11.dat in the addon folder. But it appears I have no cockpit view in the game. Or at least I cannot figure out how to access them, any suggestions?
Also, should there be so many addons by default with the game install, that I have to name them 10, 11, 12, etc? The installation guide never mentions the naming convention beyond 09.
If not, I suspect steam may not have deleted the original mod files last time I played, and that I may have 2 XRMs on top of eachother, if so that is probably the reason why it's not working.
(By the way, the installation guide appears to be quite outdated by now. There's a lot of folders/files you need to add that it never mentions, and it sometimes gets the game install folder and addon folder mixed up. But I believe I managed to get it working, as I get the alternate starts, and the XRM installed message. I however don't get the long loading time (It's near instant), so I am not entirely certain.)
I didn't make the video guide.
If you're not getting the long loading time, something is wrong. I suspect you have not copied the scripts from the "scripts_ap" folder into your "addon/scripts" folder.
Vanilla AP, I believe goes up to 04. If yours is higher, then you may well have two XRMs installed - might be safer to reinstall AP (delete the folders after uninstalling).
above 09, just keep going 10, 11, 12, etc.
Note - when adding a cockpit pack onto an existing game, you need to change sectors before it appears.
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If you're playing the XRM, the full version of that missile mod is not compatible.KRM398 wrote:ok against all odds I found a copy of the missile rebalance mod...lol but after making it into a false patch and numbering it 14...it goes right in, and it seems to work, but the names are all text files now for anything they changed, any way to fix that anyone?
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It should be as simple as pointing TBullets to the original model file.darklead wrote:Hi paulwheeler! I want to thanks you for the great job, XRM is amazing! And i have a question: I loved the bullet effect of EMP back in vanila game, so i used X3 Editor 2 to restore them, and the ion emitter principle of firing, and find that if i change the model file of bullet (in Tbullets) - i get the old bullet model like it was in vanila game, but bullet is not glowing, it's just like white point flying in space. So can you tell how to modify bullets effects in game, or give link to some tutorials?
There's plenty of tutorials in the stickies on this board.
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Never heard of that issue before for the Goner plot.Eidolan wrote:Anyone else have a issue of the Goner plot restarting over and over again after you have finished it? About every 5 min they want to save that dude it wastelands sector and start the whole plot chain again.
As an aside the Treasure Hunt quest is VERY hard in XRM
Xenon sector 101 where you have to get the ship has like 15 capital ships in it and 100s of fighters. If you go in a ship fast enough out run them (like an m5) you get blasted to bits by the shuttle you need to fight.
I'm glad the Treasure Hunt is hard!!
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actually Paul I'm building a custom game so no I'm not using the XRM for a base only TC 3.2 but didnt figure out how to fix the text files, so currently ignoring it and using the missile description add on...the names arent that important so long as I have the info, just hoped to fix it dont like doping things half way 

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For now I have just re done some of the Gonor plot to a part where you are off a time limit so it will stop failing and restarting so it is kinda "solved"paulwheeler wrote:Never heard of that issue before for the Goner plot.Eidolan wrote:Anyone else have a issue of the Goner plot restarting over and over again after you have finished it? About every 5 min they want to save that dude it wastelands sector and start the whole plot chain again.
As an aside the Treasure Hunt quest is VERY hard in XRM
Xenon sector 101 where you have to get the ship has like 15 capital ships in it and 100s of fighters. If you go in a ship fast enough out run them (like an m5) you get blasted to bits by the shuttle you need to fight.
I'm glad the Treasure Hunt is hard!!
As for Xenon sector 101, saved up for a M7M with a full cargo bay of missiles lol.
Speaking of M7M was it by design the Aqullio having tons more shields then then minotaur has such a weak shield generator? More upfront HP but once they are down they are staying down sorta thing?
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nice
here it be 2015 and I have started playing this mod AGAIN!!!
Great work m8, not many mods or even games this old keep me coming back again and again and again and again etc.
you workin on anything else(or did you post updated info on the front page?)
as from the beginning, the missiles, or rather the proximity ones are my biggest headache.
they're be no love from the races when they be shooting them off
my poor M4
Great work m8, not many mods or even games this old keep me coming back again and again and again and again etc.
you workin on anything else(or did you post updated info on the front page?)
as from the beginning, the missiles, or rather the proximity ones are my biggest headache.
they're be no love from the races when they be shooting them off
my poor M4

to Protect The Helpless From The Heartless
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Re: nice
Been trying to play around with the X-3 editor and just one little thing is tripping me up. I'm just trying to adjust some ware sizes. I find the said wares in several .dat files. I am assuming the highest number (in my case 17.dat) is the one that overrides the others so any changes done to that will ripple down the others.
My problem comes when I open the game with the plugin manager my changes are seemly undone. The files when reopened still have the changes but they do not show up in game. I have since found that the manager makes a Tware.pack file when it is opened. So I attempted to edit this file, while the changes now show up in game it tends to crash not long after loading.
And if I load the game without using the manager my changes are still there but scanners are called triplex and duplex again, they seem to still have the same scanning range but I am scared if their names got reverted other wares such as weapons have reverted to their base values thus running all the hard work you guys put into balancing the weapons, or are wares and weapon values handled separately?
So the big upthrust to all of this is, if one wants to edit wares such as jump drives and teleporters what file do you edit?
My problem comes when I open the game with the plugin manager my changes are seemly undone. The files when reopened still have the changes but they do not show up in game. I have since found that the manager makes a Tware.pack file when it is opened. So I attempted to edit this file, while the changes now show up in game it tends to crash not long after loading.
And if I load the game without using the manager my changes are still there but scanners are called triplex and duplex again, they seem to still have the same scanning range but I am scared if their names got reverted other wares such as weapons have reverted to their base values thus running all the hard work you guys put into balancing the weapons, or are wares and weapon values handled separately?
So the big upthrust to all of this is, if one wants to edit wares such as jump drives and teleporters what file do you edit?
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The Plugin Manager (PM) merges your TWareT file with any custom scripts requiring EMP wares, then writes out TWareT.pck in your addon\types folder.
The .pck overrides all other TWareT files in your installation.
So proper usage with the PM is:
1) Close TWareT, X3Editor2, and the game.
2) Open the PM. (deletes TWareT.pck).
3) Open X3Editor (reads file structure, without TWareT.pck).
4) Open from VFS types\TWareT. (VFS will find the highest-precedent version of TWareT. You can check the path in the title bar.)
5) Edit and save your changes.
6) Close the PM (merges and writes TWareT.pck).
7) Start the game.
7a) Or, close and reopen X3Editor2 to re-read the file structure (which was changed by the PM). Now, if you Open TWareT from VFS, you will see the TWareT.pck that was generated by the PM, and it will contain the contents of your edits.)
The .pck overrides all other TWareT files in your installation.
So proper usage with the PM is:
1) Close TWareT, X3Editor2, and the game.
2) Open the PM. (deletes TWareT.pck).
3) Open X3Editor (reads file structure, without TWareT.pck).
4) Open from VFS types\TWareT. (VFS will find the highest-precedent version of TWareT. You can check the path in the title bar.)
5) Edit and save your changes.
6) Close the PM (merges and writes TWareT.pck).
7) Start the game.
7a) Or, close and reopen X3Editor2 to re-read the file structure (which was changed by the PM). Now, if you Open TWareT from VFS, you will see the TWareT.pck that was generated by the PM, and it will contain the contents of your edits.)
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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Hey Paul,
on the Military Bases Response Revamp thread you said IR is pretty much redudant with XRM:
http://forum.egosoft.com/viewtopic.php? ... 55#3699655
Is that still the case with IR 2.0?
on the Military Bases Response Revamp thread you said IR is pretty much redudant with XRM:
http://forum.egosoft.com/viewtopic.php? ... 55#3699655
Is that still the case with IR 2.0?
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Got it fixed thank you, game runs smooth with my new S class military scanners, I can now use my Kesterals as scouts again! lol.
I know this question isn't XRM related so feel free to tell me go to hell but this post is one of the more active ones and you guys will prolly know the answer right off the top of your heads. How in the hell do you order a TL to UNBUILD a station, I spazed out and put one in way wrong place I can't seem to find out to pick it back up.
I know this question isn't XRM related so feel free to tell me go to hell but this post is one of the more active ones and you guys will prolly know the answer right off the top of your heads. How in the hell do you order a TL to UNBUILD a station, I spazed out and put one in way wrong place I can't seem to find out to pick it back up.
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Look in the library for the "station repacker" script. Once you have it all you do is ensure your station has zero items onboard, and zero credits, then move a TL to it's location and order it to repack. Your station vanishes and the TL gets a station of that type in it's cargo bay to deploy elsewhere.Eidolan wrote:Got it fixed thank you, game runs smooth with my new S class military scanners, I can now use my Kesterals as scouts again! lol.
I know this question isn't XRM related so feel free to tell me go to hell but this post is one of the more active ones and you guys will prolly know the answer right off the top of your heads. How in the hell do you order a TL to UNBUILD a station, I spazed out and put one in way wrong place I can't seem to find out to pick it back up.
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Hoping someone can help with an issue I have been having with regards to Terran weapons. The EMR is a nice addition as in vanilla the Terrans really have no effective weapon for fighter vs fighter use at anything below M3+ size. However it seems to have a problem.
I am finding that things like Keris drones are being equipped with EMR instead of EMPC, this makes them great against small craft but almost useless against M6+ or larger, they do eventually win but you throw hundreds of them at M2 ships.
In addition to this Bullwinkles drone carrier script suffers the same problem, when a carrier creates a Terran M3 fighter drone to use it comes with EMR as default instead of EMPC. Now when you have a carrier launching 40 M3 Excalibur's at a target you expect some serious fireworks. What you do not expect is to watch them drop like flies as they can barely dent the targets shields.
I think the problem here is down the the way the weapons are set up. In X3 editor there is a class of weapons for Terran light guns, this includes both EMR and EMPC, with EMR coming first in the list. For whatever reason it seems that because EMR is first in the list when drones are created via launch, or ships made with scripts like drone carrier then it is chosen as the default weapon for them.
For now I have make a tempoary hack by altering the Tbullets so EMR work the same way as EMPC, but is there a more viable proper solution to this issue?
I am finding that things like Keris drones are being equipped with EMR instead of EMPC, this makes them great against small craft but almost useless against M6+ or larger, they do eventually win but you throw hundreds of them at M2 ships.
In addition to this Bullwinkles drone carrier script suffers the same problem, when a carrier creates a Terran M3 fighter drone to use it comes with EMR as default instead of EMPC. Now when you have a carrier launching 40 M3 Excalibur's at a target you expect some serious fireworks. What you do not expect is to watch them drop like flies as they can barely dent the targets shields.
I think the problem here is down the the way the weapons are set up. In X3 editor there is a class of weapons for Terran light guns, this includes both EMR and EMPC, with EMR coming first in the list. For whatever reason it seems that because EMR is first in the list when drones are created via launch, or ships made with scripts like drone carrier then it is chosen as the default weapon for them.
For now I have make a tempoary hack by altering the Tbullets so EMR work the same way as EMPC, but is there a more viable proper solution to this issue?