[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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Lokked
Posts: 3
Joined: Wed, 15. Jul 15, 01:27
x3tc

Post by Lokked »

BlackArchon wrote:This indicates a mod or script conflict - your game is broken. Which mods and scripts have you installed and in which order?
I have the steam version. I installed (also from Steam) the AP Bonus Pack.
I put Complex Cleaner as next highest cat #, then the 2 XRM cats, then cockpit and hull size modifier cats, then bounce cats, then Improved Races.
I also installed MARS via plugin manager, added the appropriate T file for MARS/XRM.
I used a bunch of scripts such as Salvage Command Software, Salvage Command Suite (for the remote claiming) and NPC Bailing. Might have been some others.

Now that you mention it, other aspects of the game are messed up as well, like I noticed that ships don't ever fire lasers at me, only missiles, and some items in the barter screen have no name, but do have a quantity and value.
I also noticed, when I finally reached Argon Prime, that I could not dock at some facilities there even though they are Argon owned and I'm allied with them (would say Docking Request Denied, for a regular sort of base).

Time to reinstall :)
Dazzard
Posts: 21
Joined: Sat, 10. Sep 11, 23:32
x4

Post by Dazzard »

Lokked wrote: I have the steam version. I installed (also from Steam) the AP Bonus Pack.
paulwheeler wrote: STEAM INSTALLATIONS -

You will need to recopy all scripts from Part 2 whenever TC or AP update via Steam or if Steam verifies the game cache - BEFORE loading an XRM save. This is because it will pick up the XRM modified versions of scripts and replace them with vanilla versions. Also steam will put the 00044 file back into the mov folder so this will need removing again.

Best practise is to create a completely separate X3 installation for the XRM and keep your main steam install as vanilla. Simply copy and past the entire Terran Conflict directory (for both AP and TC) to a new location. Use the no-steam exe from the Egosoft downloads section. Be aware than if you have multiple copies of X3, they will all use the same save game folder.
Did you de-steam your installation?
Lokked
Posts: 3
Joined: Wed, 15. Jul 15, 01:27
x3tc

Post by Lokked »

Dazzard wrote:
Lokked wrote: I have the steam version. I installed (also from Steam) the AP Bonus Pack.
paulwheeler wrote: STEAM INSTALLATIONS -

You will need to recopy all scripts from Part 2 whenever TC or AP update via Steam or if Steam verifies the game cache - BEFORE loading an XRM save. This is because it will pick up the XRM modified versions of scripts and replace them with vanilla versions. Also steam will put the 00044 file back into the mov folder so this will need removing again.

Best practise is to create a completely separate X3 installation for the XRM and keep your main steam install as vanilla. Simply copy and past the entire Terran Conflict directory (for both AP and TC) to a new location. Use the no-steam exe from the Egosoft downloads section. Be aware than if you have multiple copies of X3, they will all use the same save game folder.
Did you de-steam your installation?
Forgot to mention that. Yes I am running the ap version of nosteam from egosofts site.
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scoutster
Posts: 97
Joined: Sun, 13. Jul 08, 11:45
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Post by scoutster »

I just tried to take down a pirate anarchy port in Tempestine, but its hull froze at 92% no matter what... so I gave up. Can these stations actually be destroyed?
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

Indestructible stations usually indicate that they are protected because they are essential for a plot mission. However, I don't think this is the case for this station...

I just tested it in my game: I'm able to destroy this station. Well, I don't know why it should be different on your game... which additional scripts do you use?
Slothdemon
Posts: 7
Joined: Wed, 15. Jul 15, 21:56
x3ap

Post by Slothdemon »

Any body having problems with the Corporation Troubles plot? I just finished it and the dude just take my money and says he will let me know what I need to do, but then nothing happens. According to the guides I found he is supposed to direct you to a nearby shipyard. Is there some arbitrary wait time? or was it changed by RBM?

Edit: nevermind I found the issue, it was deactivated in my missions que.
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scoutster
Posts: 97
Joined: Sun, 13. Jul 08, 11:45
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Post by scoutster »

BlackArchon wrote:Indestructible stations usually indicate that they are protected because they are essential for a plot mission. However, I don't think this is the case for this station...

I just tested it in my game: I'm able to destroy this station. Well, I don't know why it should be different on your game... which additional scripts do you use?
Plenty, but nothing that should interfere with actual game objects. Scripts to manage cargo, information.. this kind of stuff.
Except for >improved races 2.0< where I have disabled everything but the sector takeover feature.

I'll try again, maybe those guns just kept missing...
BlackArchon
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Joined: Wed, 4. Feb 04, 17:37
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Post by BlackArchon »

Are you sure you haven't enabled the plot protection from IR 2.0? This could cause such a behaviour.
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scoutster
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Post by scoutster »

Yes, it was enabled. Disabling it though, save, reload, 'clean universe'.. etc didn't change anything. It seems I'll have to stick with that specific station (others of the same type can also be destroyed in my game), or just script it out at some point.
Shervin
Posts: 6
Joined: Fri, 31. Jul 15, 14:48

Annoying khaak

Post by Shervin »

Hello there
Im recently installed XRM for AP
and these khaak patrols and ship that speared across the universe, are bothering me....
is there a way to remove them from game using x3 editor??
or something like that?
thx
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

Don't you like to encounter a Kha'ak battle group consisting of an Advanced Destroyer and some frigates while your first exploration hours in XRM? :D
Shervin
Posts: 6
Joined: Fri, 31. Jul 15, 14:48

Post by Shervin »

:D
that why I hate them.....
I think the khaak patrols are unbalancing the universe
they even invading core sector
its really annoying for me.......
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
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Post by BlackArchon »

Even the Kha'ak M2+ fleets will get eventually destroyed by a race's security forces. Especially if you see a sector owner's missile frigate, jump to this sector. While you are IS, they will quite easily deal with the Kha'ak capital ships.

Besides, the longer a Kha'ak fleet stays in a sector, the more loot there is for you after the battle. :wink:
Shervin
Posts: 6
Joined: Fri, 31. Jul 15, 14:48

Post by Shervin »

yes right
but I saw a khaak capital ship attacked a large orbital weapon platform and destroyed it.....
also the khaak ships usually attacks to my trade convoy
.... its really bad
I play the game without cheat package and I'd like to play normally
but these khaaks dont let me to do that.....
and ofc I'd like to play XRM.....:D
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

Then either get one or two M7M (be sure to get a type with 20 missile turrets) or a dozen M8. Problem solved!

Edit:
Oh and there are a few M2s which can destroy a Kha'ak Advanced Destroyer in a duel if you are commanding them...
Shervin
Posts: 6
Joined: Fri, 31. Jul 15, 14:48

Post by Shervin »

OK thx .... I will try it....
and there is another problem
there is no plot in the game for me
every time that i start a new game a massage pops up
==TextID Not Found==
is there any problem with xrm installation or something else
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

Yeah, this indicates there is a problem with your XRM install. Have you precisely followed the installation procedure? Were there any points on which you weren't exactly sure what to do?
Shervin
Posts: 6
Joined: Fri, 31. Jul 15, 14:48

Post by Shervin »

BlackArchon wrote:Yeah, this indicates there is a problem with your XRM install. Have you precisely followed the installation procedure? Were there any points on which you weren't exactly sure what to do?
problem solved ....thx
Shervin
Posts: 6
Joined: Fri, 31. Jul 15, 14:48

Seta Lag

Post by Shervin »

OMG......perfect :evil:
one problem solves ..... another rises.....:l
When I set the SETA to x10 the game gets lag and fps reduces
what am I to do with this????
even with SETA x4 it get lag....
BlackArchon
Posts: 1016
Joined: Wed, 4. Feb 04, 17:37
xr

Post by BlackArchon »

Yeah, XRM isn't quite performance optimized. You get a performance boost when you disable the ship's engine trails (there is a manual here to do that). But even with that, I can only use SETA 5x with a 4 GHz Intel Haswell CPU. I learned to live with that. :)

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