[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Another question. I have my heavily modded XRM AP from 2 years ago and now just start playing X3 again since I got a better CPU (so no more 10FPS yeah!). I'm trying to "fix up" my AP so I can zip it and send it to a friend who is "too lazy to mod". On top of the base AP, I have XRM, TC plot for XRM AP, and colored universe map(from http://forum.egosoft.com/viewtopic.php?t=302247) installed in that order.
I was trying to fix up the colored universe map since some sectors are missing its color. However, it seems that there are still some sectors that are not in the XRM AP colored map language files (9961-L044.xml under addon/t). And I just couldn't find where are those sector names are located. Not even in XRM's t folder. I know that I just couldn't add them into 9961-L044.xml directly because those sectors can be read by Betty, and I suspect those <t id="xxxxxx"> points to a Betty sound file somewhere, so I couldn't just use a random id number for each new sector entry. Here's the list of all the sectors that are still not colored, and are not under 9961-L044.xml colored universe map file:
Nikkonofune
Matriarch's Thorn
Creditania
Waverider Corp. Headquarter
Blue Storm
Blue Arrow
Trinity Corp. Headquarter
Ago of Oedipus
Matriach's Vanguard
Overmaster's Talon
Credits Denied
Duke's Nemesis
Pyramid Income
Aquata
Venturer's Sentinel
Thuruk's Inc.
Pilgrim's Casino
Are those sectors added in XRM? And which language file is those sectors located?
I was trying to fix up the colored universe map since some sectors are missing its color. However, it seems that there are still some sectors that are not in the XRM AP colored map language files (9961-L044.xml under addon/t). And I just couldn't find where are those sector names are located. Not even in XRM's t folder. I know that I just couldn't add them into 9961-L044.xml directly because those sectors can be read by Betty, and I suspect those <t id="xxxxxx"> points to a Betty sound file somewhere, so I couldn't just use a random id number for each new sector entry. Here's the list of all the sectors that are still not colored, and are not under 9961-L044.xml colored universe map file:
Nikkonofune
Matriarch's Thorn
Creditania
Waverider Corp. Headquarter
Blue Storm
Blue Arrow
Trinity Corp. Headquarter
Ago of Oedipus
Matriach's Vanguard
Overmaster's Talon
Credits Denied
Duke's Nemesis
Pyramid Income
Aquata
Venturer's Sentinel
Thuruk's Inc.
Pilgrim's Casino
Are those sectors added in XRM? And which language file is those sectors located?
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I would guess, that the sector names you listed are taken and put together from the main (i.e. vanilla) textfile 0001-L044.xml. Since there are only ever voice recordings for the release of a new game or major expansions/DLCs, there are usually spare (job, object, sector etc.) names recorded, which can later be used in updates. Not all of these items are used in the game though. So mod authors usually take these to name their own stuff.Spectre01 wrote:Are those sectors added in XRM? And which language file is those sectors located?
As BlackArchon already mentioned, Nikkonofune can be found under {17,5511}. If it's used as a sector name you would have to look on page 7 for the text id containing just this reference (see my explanation about the connection of sector names and coordinates below). If a name is put together from two different ids - for example Matriach's Thorn (Matriach's {301000,1020}, Thorn {17,4923}) - the reference would look like this: {301000,1020} {17,4923}. Some additional pieces of information on how to reuse existing text and what you need to do, so that it is actually spoken, can be found in this topic.
The connection from the map file to the text file are the sector coordinates, which are defined in the x3_universe.xml. Origin of ordinates is Kingdom End, which has the coordinates (0/0). Going east, the x-coordinate is increased, going south, it's the y-coordinate. So Argon Prime for example is (x=1, y=3) or simply (1/3).BlackArchon wrote:but I don't yet understand how the relation from x3_universe.xml to the t files is working.
All sector names are defined on page 7 following the same formula for their text id:
Code: Select all
t id = 102(y-coordinate + 1)(x-coordinate + 1)
Code: Select all
t id = 103(y-coordinate + 1)(x-coordinate + 1)
Please note that there are different instances of each of these page ids. A page id has up to four digits. If it has more (i.e. six), than the first two numbers identify the game the page id was added with: 30 = X3R, 35 = X3TC, 38 = X3AP. To stay within the example of sector names, the pages 7, 300007, 350007 and 380007 all contain sector names, and are considered by the game as the page 7. That means when entering page ids in a script you only have to reference page id 7, and the game will still look on all of the mentioned four pages (7, 300007, 350007 and 380007) - provided that it can load the page id. The games will only load page ids up to and including their ids mentioned above: a page 380007 would be ignored in X3TC for example. Additionally, ids on greater page numbers take precedence over lower ones. So if there's the same text id on page 7 and on page 300007, the game would use the text from page 300007. (The last paragraph applies to all page ids, not just for sector names and description. But I thought I would still add it for completeness.)
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Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)
Neuauflage der fünf X-Romane als Taschenbuch
The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
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Another thing modders can do is hack up and rearrange syllables from words to make new words, and use a formant shifter to modify the vowel sound, and use a pitch bender to correct inflection so the emphasis is on the correct syllable...Spectre01 wrote:Thanks Illuminatus for the in depth explanation. I will see what I can do with those information to achieve what I want to do.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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I hope someone can help me here because i dont know what's the problem with my game.
Anyways im playing with XRM obviously and currently on Shady Business plotline, problem is i've entered Acinonyx Prototype (Cheetah) and after i jump in Lost Order, i go to Xenon Graveyard map but during loading of the map i crash.
Has anyone experienced this?
EDIT: Fixed it seems i put wrong number on IEXXRMi patch, works now
Anyways im playing with XRM obviously and currently on Shady Business plotline, problem is i've entered Acinonyx Prototype (Cheetah) and after i jump in Lost Order, i go to Xenon Graveyard map but during loading of the map i crash.
Has anyone experienced this?
EDIT: Fixed it seems i put wrong number on IEXXRMi patch, works now
Last edited by -XeNoN- on Mon, 14. Dec 15, 20:33, edited 1 time in total.
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
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To start the Commonwealth HQ plot you must have a good Teladi reputation (Majority shareholder IIRC) and at least one station, additionally you have to know where the NMMC and the Plutarch headquarters are.
You will get a message that NMMC has an offer for you, so talk with their headquarters in sector PTNI headquarters. There should be a blue plot mission available at them.
I don't know if the Terran HQ plot is also available for your game start.
You will get a message that NMMC has an offer for you, so talk with their headquarters in sector PTNI headquarters. There should be a blue plot mission available at them.
I don't know if the Terran HQ plot is also available for your game start.
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Another question- does anyone happen to have the slightest idea how to get going with Terran Economy? I originally started as a Terran, but it seemed like almost every factory was selling products at higher than I could sell them anywhere else.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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The product selling price is directly related to the filling level of this product in the factory. If the price is above average, it means that the factory has less than half of its maximum amount stored. Either the factory's product is really selling well, or the factory can't produce non-stop because of resource shortage.
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Any new XRM versions coming out?
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
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- Joined: Tue, 23. Dec 08, 10:15
So... I found out that for some reason, the Argon Swarm Missile Production Complex (13000 ST size) crashes my game now. And for the record, I only modded Tships, Tbullets, Tlaser(made a copy in a higher order .cat with only those files). Never touched any station files. And the funny thing is, it didn't do this yesterday(only less than 1 hour difference in-game-time), now all of a sudden every sector that has this station crashes unless I manually remove them with cheat package, and newly spawned in sector one crashes too. I really don't know how to fix this. I will try on a new game start and see how it goes.
edit: tested, still crashes in new game as soon as it's spawned in. Maybe it's scene file related?
edit2: found the cause. Somehow the swarm missile factory all have missing models(turns up empty when in x3modelviewer). I've tried to copy the original XRM part1 and part2's .cat files and seems it doesn't contain the model file. Where should I look to fix this?
edit: tested, still crashes in new game as soon as it's spawned in. Maybe it's scene file related?
edit2: found the cause. Somehow the swarm missile factory all have missing models(turns up empty when in x3modelviewer). I've tried to copy the original XRM part1 and part2's .cat files and seems it doesn't contain the model file. Where should I look to fix this?
Last edited by Spectre01 on Thu, 17. Dec 15, 23:19, edited 1 time in total.
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What happens if you undo/remove your modded tships, tbullets and tlaser?
Try to reinstall the game and the mod, perhaps someting got damaged (either the files could be damaged or maybe your harddrive part where the files are located could be damaged). Or maybe something else went wrong.
Try to reinstall the game+mods and start a new game. See if it still crashes.
PS: Don't forget to backup your saves.
Try to reinstall the game and the mod, perhaps someting got damaged (either the files could be damaged or maybe your harddrive part where the files are located could be damaged). Or maybe something else went wrong.
Try to reinstall the game+mods and start a new game. See if it still crashes.
PS: Don't forget to backup your saves.
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Read Text Error?
I just began playing X3:AP, set up XRM (nothing else) I hop into the Humble Merchant to start, I'm watching a guide that takes you through playing as the Humble Merchant to start. I go to sell the Mercury for 100,000 as the guy does in the video, but mine sells for 3,000,000 credits. I think something is wrong here............
Also, Readtext17-80424 is an listed component, I check the value and it's worth nearly 400,000 credits on my Mercury.
I ONLY have XRM installed, nothing else and I'm getting Readtext errors on weapons and ship components. I followed the guide on youtube for installing XRM exactly and I'm still getting this readtext errors.
In addition to those issues, when I put my discoverer on follow, he takes off at light speed circling me and crashes into an asteroid almost immediately and without fail.
Any help for a newbie?
Also, Readtext17-80424 is an listed component, I check the value and it's worth nearly 400,000 credits on my Mercury.
I ONLY have XRM installed, nothing else and I'm getting Readtext errors on weapons and ship components. I followed the guide on youtube for installing XRM exactly and I'm still getting this readtext errors.
In addition to those issues, when I put my discoverer on follow, he takes off at light speed circling me and crashes into an asteroid almost immediately and without fail.
Any help for a newbie?
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- Posts: 373
- Joined: Tue, 6. Mar 12, 12:04
Did you run the Plugin Menager before running XRM?
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
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- Joined: Fri, 18. Dec 15, 02:27