[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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BlackArchon
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Post by BlackArchon »

Please read the first post carefully, it says:
MARS: MARS is compatible - Do not use the full repackaged version - either use the manual install and do not install the MARS drones cat/dat - just the scripts. The drones are already merged into the XRM and installing them will break the XRM, or use Bullwinkle's repackaged version for mods that include TShips. You will also need the custom MARS data file above. Simply copy this into your "t" folder ("addon\t" for AP)
Nova225
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Re: Changing music of a specific sector?

Post by Nova225 »

BlackArchon wrote:
Nova225 wrote:I know you can swap out the soundtrack with your own music if you just rename your music file to the one the game used (i.e. replacing 01001 with your combat tune, etc.)

What I'm curious is if there is a way to change the music for a specific sector and only that specific sector.

I'm playing XRM and just waltzed into Solitas, and the few high yield asteroids I found there look great for some mines, and possibly for a future homebase. But the music is very downtrodden (and rightfully so, it's a memorial area, like Presidents End), but if I start working in it, I'd like to swap out the music in that sector without changing that music for every sector that uses the same file.
If you look at the file director\XRMINST.xml (use the X3 Editor 2), you see how you can change a sector's music theme.
Unfortunately that only has a handful of sectors in it, and none of them were for Solitas. Currently trying to see if one of the .cat files shows where they are.
BlackArchon
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Post by BlackArchon »

Correct, it has only a few sectors in it. But what prevents you from inserting your own sector?
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THE_TrashMan
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Post by THE_TrashMan »

BlackArchon wrote:Please read the first post carefully, it says:
MARS: MARS is compatible - Do not use the full repackaged version - either use the manual install and do not install the MARS drones cat/dat - just the scripts. The drones are already merged into the XRM and installing them will break the XRM, or use Bullwinkle's repackaged version for mods that include TShips. You will also need the custom MARS data file above. Simply copy this into your "t" folder ("addon\t" for AP)
I'm an idiot.
Clicked the wrong link the first time.
- Burning with Awesomeness

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Nova225
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Post by Nova225 »

BlackArchon wrote:Correct, it has only a few sectors in it. But what prevents you from inserting your own sector?
Well I just tried that and it didn't work:

For example, the sector of Nikkonofune is set up like such:

<find_sector name="Nikkonofune" x="0" y="12"/>
<alter_sector sector="Nikkonofune" music="8303"/>

and I currently have Solitas set up as such:

<find_sector name="Solitas" x="5" y="10"/>
<alter_sector sector="Solitas" music="8102"/>

The only thing I can think of is if I messed up the coordinates somehow.

EDIT: Still no luck, but I noticed some of the sectors have oddball names that don't match anything in game. Like one of the names is "Hellforge", but the only sector I've seen that uses that music is Tempestine directly to the south of Solitas.
Last edited by Nova225 on Mon, 5. Oct 15, 01:51, edited 1 time in total.
skylinedr
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Post by skylinedr »

Hey guys.

Two years ago i finished TC with XTM. After the XR desaster i finally decided - never play any X again. Just by coincidence i landed in this thread...so...after 5 minutes of reading i grabbed AP for 5 bucks and now i play your XRM mod.


I came by just to say: i NEVER had SO MUCH FUN in the X universe.


THANK YOU !! 8) 8)
Ich mag den Gedanken einer "Spukhaften Fernwirkung" nicht. - A.Einstein
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scoutster
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Post by scoutster »

Nova225 wrote:Well I just tried that and it didn't work:

For example, the sector of Nikkonofune is set up like such:

<find_sector name="Nikkonofune" x="0" y="12"/>
<alter_sector sector="Nikkonofune" music="8303"/>

and I currently have Solitas set up as such:

<find_sector name="Solitas" x="5" y="10"/>
<alter_sector sector="Solitas" music="8102"/>
You can study Universe colored map if you want to get into this odd :) name-reference mechanic. Example Solitas:
0001-L044.xml

Code: Select all

page 17
<t id="6201">Solitas</t>
7027-L044.xml

Code: Select all

page 7
<t id="1021106">{17,6201}</t>
You could try changing to name={17,6201} and/or x="6" y="11". No guaranty it'll work though, never done this.
Viliae
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Post by Viliae »

Hello
Nova225 wrote:Well I just tried that and it didn't work(...)

The only thing I can think of is if I messed up the coordinates somehow.

EDIT: Still no luck, but I noticed (...)
You didn't mess anything, you just didn't run MD Script again in game to activate your changes. I don't remember how I did this in the past but I think (someone correct me if I'm wrong) you should run script: "temp.xrm.1.29to1.30patch.AP.xml" to run MD script "XRMINST.xml" where you did your changes,
or
Run a new game :).

WARNING: before you will do this, leave sector where you wanna change music!
scoutster wrote:You can study Universe colored map if you want to get into this odd :) name-reference mechanic. (..).
Explanation of this name reference mechanic is simple, author just don't want to make another script to reference Betty where to look in voice file that particular name. It was done by EGO earlier in 0001-L0xx.xml for a page 17, t id="6201".
Your proposal is wrong, cause MD and tfiles are using other name schemes.
Nova225
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Post by Nova225 »

Viliae wrote:You didn't mess anything, you just didn't run MD Script again in game to activate your changes. I don't remember how I did this in the past but I think (someone correct me if I'm wrong) you should run script: "temp.xrm.1.29to1.30patch.AP.xml" to run MD script "XRMINST.xml" where you did your changes,
or
Run a new game :).

WARNING: before you will do this, leave sector where you wanna change music!
Unfortunately the modding and script scene is a little new to me still, I'm not really sure what you mean by "run MD script again in game". How would I go about doing that? I've gotten as far as opening the script editor and finding the XML file you mentioned, but I'm really not sure what I'm supposed to do otherwise.
Viliae
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Post by Viliae »

Nova225 wrote:(..)
Unfortunately the modding and script scene is a little new to me still, I'm not really sure what you mean by "run MD script again in game". How would I go about doing that? I've gotten as far as opening the script editor and finding the XML file you mentioned, but I'm really not sure what I'm supposed to do otherwise.
MD scripts are running only once - when you put them into "/director" - and when specified conditions are met in game. "New game" always activate MD (mission director) scripts. MDs are used for plots or to implement something new into the game (like new MSCI commands, different maps and so on). But because you are changing XRMINST.xml so you only need to:
paulwheeler wrote:(...)
- If not already enabled, enable the script editor (change pilot name to "Thereshallbewings")


If running Albion Prelude:

- Open the script editor and scroll down to the following script: "temp.xrm.1.29to1.30patch.AP".

- Hit "r" then enter twice to run the script
(...)
Nova225
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Post by Nova225 »

Viliae wrote:
Nova225 wrote:(..)
Unfortunately the modding and script scene is a little new to me still, I'm not really sure what you mean by "run MD script again in game". How would I go about doing that? I've gotten as far as opening the script editor and finding the XML file you mentioned, but I'm really not sure what I'm supposed to do otherwise.
MD scripts are running only once - when you put them into "/director" - and when specified conditions are met in game. "New game" always activate MD (mission director) scripts. MDs are used for plots or to implement something new into the game (like new MSCI commands, different maps and so on). But because you are changing XRMINST.xml so you only need to:
paulwheeler wrote:(...)
- If not already enabled, enable the script editor (change pilot name to "Thereshallbewings")


If running Albion Prelude:

- Open the script editor and scroll down to the following script: "temp.xrm.1.29to1.30patch.AP".

- Hit "r" then enter twice to run the script
(...)
Did that, it said "patching" at the bottom, then I went to Solitas and the music was still unchanged. Either my XML coding is off somewhere or I'm just going to have to bite the bullet and just replace the original song with a different one. I was hoping to keep that music for other lonely style sectors, but I don't want my home base to be all dreary.
Devinw188
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Post by Devinw188 »

Not sure if anyone will see this, I can't seem to find any info on what's happening here. After I installed this, following the instructions exactly of course. When I use SETI, I get this weird thing where it looks like the thruster flames of my ship are flying out of the front. The game then lags to high heaven. Am I missing something? :P
Viliae
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Post by Viliae »

Hello
Devinw188 wrote:Not sure if anyone will see this,(...) Am I missing something? :P
Maybe someone see it, but not only you have this (caused by graphic engine) error. If you try to read last 300 :P pages you will see that. Try to limit SETA to max 6x.
This error is present even in vanilla game but engine dust is black, so its not so visible.

Nova225
I have installed X3AP + XRM and try to alter music in one of empty sector to find that my attempts to do this were futile.
But don't worry I did it in working game and I will write here how I did this:
First :arrow: you need to do changes in XRMINST.xml like you did.
Second :arrow: start New Game :twisted: (joke :lol: )
or add new hotkey (highlighted item on screen)
http://www.mediafire.com/view/3r7f87xat ... n00001.jpg
go to gameplay > Mission Director (highlighted item on screen)
http://www.mediafire.com/view/myucax7ax ... n00002.jpg
and activate highlighted (XRMINST) line by pressing specified by you hotkey
http://www.mediafire.com/view/y75ct3hqm ... n00003.jpg
calvhugs
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Post by calvhugs »

Devinw188 wrote:Not sure if anyone will see this, I can't seem to find any info on what's happening here. After I installed this, following the instructions exactly of course. When I use SETI, I get this weird thing where it looks like the thruster flames of my ship are flying out of the front. The game then lags to high heaven. Am I missing something? :P
HI,

This is a common issue. What setting do you have your SETA on?

Basically your CPU cannot keep up with all the live changes happening at once and you experience lag. This is particularly annoying when all your transports start crashing into the side of other ships and stations.

The fix here is for you to lower the SETA setting to 6x as im sure you (like many others) have cranked it upto 10x. If it is already at the default 6x keep lowering it and testing until the trails disappear.

There are MODs that change ship trails that can help but that lag will still happen.

This game is very script heavy and alot of stuff goes on in most sectors. All of that stuff is worked out by your CPU live. As soon as you speed that up using SETA, all those scripts happen live but much faster. All these calculations can put alot of strain on your CPU.

I hope this helps
Karmaticdamage
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Post by Karmaticdamage »

I've noticed that as time goes on the game becomes slower with stuttering fps. Battles that play smooth on day one are stuttering on day three and then a complete lag fest on day five. Has anyone else encountered this?
This feels like the old vanilla X3AP bug which would cause the game to slow down the more missions you did and the more you used the stock exchanges.
Has anyone run a long game with XRM without doing missions or using the stock exchange? If so does the game still play like its day one or is it slowing down? I like this mod but it has become unplayable for me in the late game.
calvhugs
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Post by calvhugs »

Karmaticdamage wrote:I've noticed that as time goes on the game becomes slower with stuttering fps. Battles that play smooth on day one are stuttering on day three and then a complete lag fest on day five. Has anyone else encountered this?
This feels like the old vanilla X3AP bug which would cause the game to slow down the more missions you did and the more you used the stock exchanges.
Has anyone run a long game with XRM without doing missions or using the stock exchange? If so does the game still play like its day one or is it slowing down? I like this mod but it has become unplayable for me in the late game.
It could be that the X3 world has just so much stuff going on in your sectors as time has passed, that everything has ground to a halt.

What are your PC specs? Particularly the CPU.

Sadly i have played the stock market in this game for days and days but not experienced any slow down at all.
Nova225
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Post by Nova225 »

Viliae wrote:Hello
Devinw188 wrote:Not sure if anyone will see this,(...) Am I missing something? :P
Maybe someone see it, but not only you have this (caused by graphic engine) error. If you try to read last 300 :P pages you will see that. Try to limit SETA to max 6x.
This error is present even in vanilla game but engine dust is black, so its not so visible.

Nova225
I have installed X3AP + XRM and try to alter music in one of empty sector to find that my attempts to do this were futile.
But don't worry I did it in working game and I will write here how I did this:
First :arrow: you need to do changes in XRMINST.xml like you did.
Second :arrow: start New Game :twisted: (joke :lol: )
or add new hotkey (highlighted item on screen)
http://www.mediafire.com/view/3r7f87xat ... n00001.jpg
go to gameplay > Mission Director (highlighted item on screen)
http://www.mediafire.com/view/myucax7ax ... n00002.jpg
and activate highlighted (XRMINST) line by pressing specified by you hotkey
http://www.mediafire.com/view/y75ct3hqm ... n00003.jpg
Thank you so much, this did the trick and was exactly what I needed.
Karmaticdamage
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Post by Karmaticdamage »

calvhugs wrote: What are your PC specs? Particularly the CPU.

Sadly i have played the stock market in this game for days and days but not experienced any slow down at all.
My specs are above and beyond this game. This game is limited to one core anyway so their is only so much performance you can squeeze into it. The XRM game world has way more ships, sectors, and stations functioning at the same time so adding more and more of my own ships and stations must be putting a strain on an already strained game world compared to vanilla.
Its a shame if this is the case as I enjoy building a financial empire and blowing things up at the same time. At the time the game became completely unplayable I was approaching 100 stations contained within various complexes and over 50 ships ranging from traders to destroyer fleets.
calvhugs
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Post by calvhugs »

Karmaticdamage wrote:
calvhugs wrote: What are your PC specs? Particularly the CPU.

Sadly i have played the stock market in this game for days and days but not experienced any slow down at all.
My specs are above and beyond this game. This game is limited to one core anyway so their is only so much performance you can squeeze into it. The XRM game world has way more ships, sectors, and stations functioning at the same time so adding more and more of my own ships and stations must be putting a strain on an already strained game world compared to vanilla.
Its a shame if this is the case as I enjoy building a financial empire and blowing things up at the same time. At the time the game became completely unplayable I was approaching 100 stations contained within various complexes and over 50 ships ranging from traders to destroyer fleets.
I think you may have just answered your own question there although i think it strange that stations and ships are afecting performance negativity outside your current sector. Im sure you are also not alone you your end game performance... Are there other posts where people have mentioned this?
Karmaticdamage
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Post by Karmaticdamage »

calvhugs wrote:I think you may have just answered your own question there although i think it strange that stations and ships are afecting performance negativity outside your current sector. Im sure you are also not alone you your end game performance... Are there other posts where people have mentioned this?
Everything in the game world adds a little bit even if its OOS. Every script, ship, station, and action taking place. I guess it was just wishful thinking on my part that it might be a bug, leak, or something I could get around without having to restrict how I play. This game engine is very old now and just can't handle it. Their have been posts about performance within this thread and on reddit within the x3tc subreddit. I thought about trying the cmod4 stand alone but x3ap vanilla hull strength is just way to high for XRM weapons.

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