[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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DrBullwinkle
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Post by DrBullwinkle »

Eidolan wrote:I have account protection for windows off anyway
That is not related to the protections of the Program Files folder.


Eidolan wrote:My changes to the "bullet" for the repair beam still shows in the editor as being 0 energy usage but in game it still says it consumes 25 a second.
Did you open TLasers from VFS?
Eidolan
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Post by Eidolan »

DrBullwinkle wrote:
Eidolan wrote:I have account protection for windows off anyway
That is not related to the protections of the Program Files folder.


Eidolan wrote:My changes to the "bullet" for the repair beam still shows in the editor as being 0 energy usage but in game it still says it consumes 25 a second.
Did you open TLasers from VFS?
My steam games are in C:\Steam not program files.

Anyway I opened Tlaser from VFS and then VIA Tlaser opened Tbullet as it seems to adjust the energy cost you must change the bullet not the gun, seems odd but hey. When you open TLaser in the editor it gives you a spawn button to get into Tbullet, maybe I need to open Tbullet specifically?
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DrBullwinkle
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Post by DrBullwinkle »

C:\Steam should be good enough. (Folders at the root of a drive also get special protections, which is why C:\Games is usually recommended. But the X3 folder is down a couple of levels from there, so should be OK. Probably.).

Unless there is something obvious that you are not telling us (such as dialogs), then I do not know why X3Editor2 crashes on exit. However, it should not matter, as long as you are able to *save* while you have the editor open.

If you get the crash when you try to save, then that would be a different issue.
Eidolan
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Post by Eidolan »

DrBullwinkle wrote:C:\Steam should be good enough. (Folders at the root of a drive also get special protections, which is why C:\Games is usually recommended. But the X3 folder is down a couple of levels from there, so should be OK. Probably.).

Unless there is something obvious that you are not telling us (such as dialogs), then I do not know why X3Editor2 crashes on exit. However, it should not matter, as long as you are able to *save* while you have the editor open.

If you get the crash when you try to save, then that would be a different issue.
No the crash only happens when I go to close it and it starts "creating virtual file system". I can give you the crash report I just didn't before as most people can't make heads or tails of them lol.
Valangar
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Post by Valangar »

Hello,

I'm having a bit of technical difficulties with this mod, namely a lot of crashes ingame when encountering medium amounts of Xenon(P + LWings).
The game usually freezes after I get close enough to fire a few shots.
Other medium scale battles run smoothly.

My setup was the usual steam version of AP+ bonuspackage, latest XRM + XRM Backgrounds and the FDN Lite Script. Followed the install instructions precisely, got the initialization message upon gamestart etc.

I then scrapped that setup (deleted addon folder + verify) and tried again,
same as above + MARS. Encountered the same problem.

I picked the Xenon start both times, maybe that has something to do with it.

Hopefully someone has an idea. I very much enjoyed what little I could play of the mod.
Arsozah
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Post by Arsozah »

Hey everyone,

I recently reinstalled this game (AGAIN) and started a new playthrough.
Now I used to use a few mods already, but I ran into a problem with this mod (in conjuction with those other ones).

The base where they sell the Argon Mobile Research Ship, is named invalid.

My mods are:
XRM (loaded first!)
ADS
Crystal Free solar PowerPlants
Complex Cleaner
Galaxy Explorer
LazCorp Clain Unknown Sector
Cheat Collection Package AP (yes I know, I'm a cheater)
Marine Repairs And Training.
And the Terraformer Hub bug-fix 1.0

Is one of those mods conflicting with XRM?

EDIT:
I forgot to mention I was on Albion Prelude.
BlackArchon
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Post by BlackArchon »

Have you correctly installed the Complex Cleaner cat/dat files before the XRM cat/dat files?
Arsozah
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Post by Arsozah »

wait, XRM shouldn't be the first cat/dat file? If so that should be the problem then :)

Will test it and edit this message with my findings :D
BlackArchon
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Post by BlackArchon »

The third entry to this topic has compatibility notes for other mods/scripts, including Complex Cleaner. :)
Valangar
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Post by Valangar »

Any idea on my little problem 5 posts up?
Master of the Blade
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Post by Master of the Blade »

I'm beginning to suspect my install is borked somehow.

In addition to the Heavy Dragon's guns floating off its hull, the Shady Business plot appears to be broken, the Teladi Trading Station in Freedom's Reach wasn't properly highlighted for the plot, and the mission brief told me to dock at '<invalid>'.

When I went to dock at the station, the mission updated to tell me to talk to the character, but they weren't in the comms menu.

I was flying a cheetah for the mission (supposed to be the final reward of the plot AFAIK), but that shouldn't matter right?

Any ideas as to where I went wrong on install? Apart from these two things everything appears to work fine, so it's not a huge deal.
Allergic to work.

If at first you don't succeed, delegate the job to a minion.
BlackArchon
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Post by BlackArchon »

Valangar wrote:Any idea on my little problem 5 posts up?
Not exactly, sorry. You can try reinstalling X3: AP from Steam and reinstall plain XRM. Then check if you have any issues. If not, add the first of your mods/scripts and check again. At the end, you will either have a working game or you will find the mod/script which is responsible for your problem.

Guess I'm lucky that I haven't ran into any issues despite the tons of scripts I'm using with XRM. :)
Valangar
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Post by Valangar »

Too bad, I was hoping there would be an easy solution.

I'll try redownloading the mod, maybe there were some corrupted files. Maybe drop the backgrounds and cockpits from the extras, we'll see.

Thanks anyway.
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dizzy
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Post by dizzy »

This issue (of potentially corrupted install) seems to come up often on these forums, seems that it would be useful to have a tool (I suspect one already exists somewhere) to checksum all files in a vanilla X3:AP installation directory (with and without the Bonus Package) and put out the result, a checksum of the result and instructions on how to check this. I bet a .bat file can be written to automate all that.

That way people can know for sure if they have the right installation or not instead of "try this and that".

Similarly, mod authors could post checksums of a proper installation of their mod and again users would know instantly if they have a corrupted install or not.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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BlackArchon
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Post by BlackArchon »

This would be a start for some kinds of problems, but it cannot detect problems created by a wrong install order or by incompatibilities between mods or scripts.
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dizzy
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Post by dizzy »

It should detect wrong install order problems, because the file layout will be different if users installed things in the wrong order, all X3 game state is in its game directory, it doesn't store stuff outside (just the user save games but we assume start a new game).

Yes, it doesn't solve script incompatibilities, but it does tell the mod author if the user has new scripts installed or not. It can instantly answer the following question for both the user and the mod author: does the user have a pristine vanilla and correct install of this mod?
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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RayF
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Post by RayF »

Guys,
i have a kinda serious problem with my game.

My big ships M7 (so far) when i issue a command to attack something they repeatedly go and crash on their target.

I ordered 3 ships (m7) to attack a pirate base and all of them multiple times have crashed on the target. They dont stop! one of them was even destroyed by a target that does not fire back!

Any ideas why this is?? and how to fix?

*bounce is on.
RicoOcho
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Post by RicoOcho »

You need to set the turrets to attack enemies...if i you set turrets to something specific like fighters for example, they wont shoot at capitals and vis versa..and also make sure you have guns equipped 8)
An object in motion, stays in motion unless acted on by an outside force.
Sir Isaac Newton, The meanest person in space.
paulwheeler
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Post by paulwheeler »

RayF wrote:Guys,
i have a kinda serious problem with my game.

My big ships M7 (so far) when i issue a command to attack something they repeatedly go and crash on their target.

I ordered 3 ships (m7) to attack a pirate base and all of them multiple times have crashed on the target. They dont stop! one of them was even destroyed by a target that does not fire back!

Any ideas why this is?? and how to fix?

*bounce is on.
This is because X3s pathfinding is incredibly basic and was designed for the original X:BTF, where ships were smaller and slower.

With large ships, order them to a position near the target and set the turrets to attack, not the ship.
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dizzy
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Post by dizzy »

Hmm, in LU Litcube has changed the !fight.cmd.attack.std script with something that might improve this behavior:
- if the attacking ship is a Huge Ship (ie M7 and up) the distance to close in to the victim is tripled (so the attacker won't get too close to the victim)
- if it detects that the attacking ship has no front lasers (ie M2s & co) it won't use the default algorithm but instead order the ship to position itself sideways of the attacker (so it faces the broadside weapons)

Those changes had some bugs (which hopefully I have fixed) but it does seem to specifically address this issue.

You won't be able to just copy over and use that LU script outside of LU because it's using at least one custom MSCI command (for computing the position on the side of the victim) but it should be possible to modify it to not need that command.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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