[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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paulwheeler
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Post by paulwheeler »

AlfieUK wrote:I've been away from the X Universe for a while, came back to check the AP buzz, and spotted the XRM mod. I tried 1.18 a couple of weeks ago, just flying around exploring the modified universe, and I must say I'm very impressed with the changes, Paul and Mizuchi :)

I have 2 issues though (X3TC XRM 1.19c, Argon Patriot start);

1) I cannot find a USC Security Licence on any Orbital Defence Stations?
I have had a few mods installed in the past so did a complete fresh Steam install (delete local content and re-download) + Bonus Pack (4.1.01)+ XRM 1.19c (installed to cat/dat 14/15, copied part 2 folders overwriting existing and deleted mov\00044.pck) + Backgrounds pack (cat/dat 16), no other mods installed, yet still no licences.

2) Possible missing ware; Zeta Rho, OTAS Research Station, ReadText17-10063 on one of the wares. This was under 1.18, I haven't been back down there in 1.19 yet.

All in all a great mod, love the ware changes (particularly jumpdrive) as it makes the early game a bit more of a challenge again :)
Sounds like something is blocking the xrm twaret. Have you open and closed the plugin manager? This is required to integrate the xrm twaret changes.
paulwheeler
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Post by paulwheeler »

Mad_CatMk2 wrote:hey paul, when I visit and target the Goner's shipyard (Home of Light) it says 'Yaki Shipyard'

Running latest X3AP XRM.
I've not added a goner shipyard to home of light. You must have some script installed which is spawning that.
paulwheeler
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Post by paulwheeler »

nap_rz wrote:hm I didn't see this has been updated to 19c, mine still 19b; how/which one do I need to update?
You need to update part 2 and the hull packs.
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Litcube
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Post by Litcube »

Paul, I've recently updated to 1.19b, and I'm having a few issues that you are expected to sort out for me:

I'm using a Salton® 2 Slice StainlessSteel Toaster. I'm trying to make toast, but the toast is coming out uneven and irregular. It's as though the heating elements are configured incorrectly.

Can you please change it to a four slice toaster and fix this bug?

Immediately, thx in advance!
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TrixX
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Post by TrixX »

:lol:

I needed that bit of humour. Damn headache wouldn't go away!!!
"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
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Tiek
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Post by Tiek »

paulwheeler wrote: You have not updated correctly.

The new Valhalla id is pointing to the new copy I made of the Valhalla in the ap tships so that it jumps properly. If you are not seeing it, then you have an out of date tships somewhere. Have you updated you hull packs?
Hi Paul,

1.19c_Part_2 cat 23/03/2012 hours 14:30;

\addon\types\Jobs:

Job ID: 6502.

Ship Class: SS_SH_TR_M0v2.


HullHigh pack of 23/03/2012 hours 13:54 (last cat);

\addon\types\Tships:

Entry 212: Valhalla Hauler.

ID: SS_SH_TR_M0.

Ship Scene: ships\Cadius\ATF\M0_Valhalla_scene.

That makes a difference I think is missing v2 :? .

What do you think?

Edit:
As I wrote... I introduced that v2 in Tships and it works;
I wrote the previous post just to inform you :wink: !
Last edited by Tiek on Sat, 24. Mar 12, 17:58, edited 2 times in total.
swatti
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Post by swatti »

GRR! Why on earth does this have to be so damn complicated...

I extracted "Tbullets" that seems to affect in-game dmg-values. Its a .pck-file atm.

How can i (or can i?) turn that into SPK-file that i use with Plugin Manager? I simply wish to over-write few simple values on some weapons regardless of current XRM-version.

EDIT: Update inproved Megaloldon shield-gen, how much should the value be? I think my updating went boo boo... :evil:
Last edited by swatti on Sat, 24. Mar 12, 18:01, edited 1 time in total.
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Tiek
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Post by Tiek »

Litcube wrote:Paul, I've recently updated to 1.19b, and I'm having a few issues that you are expected to sort out for me:

I'm using a Salton® 2 Slice StainlessSteel Toaster. I'm trying to make toast, but the toast is coming out uneven and irregular. It's as though the heating elements are configured incorrectly.

Can you please change it to a four slice toaster and fix this bug?

Immediately, thx in advance!

Just a word ..... Mythic :lol: :lol: :lol: !!!
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Tiek
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Post by Tiek »

swatti wrote:GRR! Why on earth does this have to be so damn complicated...

I extracted "Tbullets" that seems to affect in-game dmg-values. Its a .pck-file atm.

How can i (or can i?) turn that into SPK-file that i use with Plugin Manager? I simply wish to over-write few simple values on some weapons regardless of current XRM-version.

EDIT: Update inproved Megaloldon shield-gen, how much should the value be? I think my updating went boo boo... :evil:

Hi swatti,

If you've extracted from the catalog I assume you've used the X-Editor2, right?

So when extracting files make sure you select the option of decompression (Decompress compressed files) if you want the file in txt format.

You can edit it with the X-Editor2 in either the pck that with txt format;

Regards the format spk I do not understand what you mean.

SPK is the format of catalogs created with the Plugin Manager; If you want to create a catalog containing the files you changed and then install it, then use the Package Creator program annex to the Plugin Manager :wink: .
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Tiek
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Post by Tiek »

Mad_CatMk2 wrote:hey paul, when I visit and target the Goner's shipyard (Home of Light) it says 'Yaki Shipyard'

Running latest X3AP XRM.
Hi MAd_CatMk2,

About the Sector, you mean Elysium of Light? If so I believe that you have installed the valuable package SCS from TECSG, right? Because that package installs a Yaki Shipyard owned by Goner in Elysium of Light!
paulwheeler
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Post by paulwheeler »

Tiek wrote:
paulwheeler wrote: You have not updated correctly.

The new Valhalla id is pointing to the new copy I made of the Valhalla in the ap tships so that it jumps properly. If you are not seeing it, then you have an out of date tships somewhere. Have you updated you hull packs?
Hi Paul,

1.19c_Part_2 cat 23/03/2012 hours 14:30;

\addon\types\Jobs:

Job ID: 6502.

Ship Class: SS_SH_TR_M0v2.


HullHigh pack of 23/03/2012 hours 13:54 (last cat);

\addon\types\Tships:

Entry 212: Valhalla Hauler.

ID: SS_SH_TR_M0.

Ship Scene: ships\Cadius\ATF\M0_Valhalla_scene.

That makes a difference I think is missing v2 :? .

What do you think?

Edit:
As I wrote... I introduced that v2 in Tships and it works;
I wrote the previous post just to inform you :wink: !
There should be two Valhalla entries.

The last entry in the AP tships is a copy of the vanilla Valhalla with the v2 id.



EDIT - confirmed - High hull pack - addon\types\tships - last entry - Valhalla - has an ID of SS_SH_TR_M0v2
Last edited by paulwheeler on Sat, 24. Mar 12, 19:13, edited 2 times in total.
swatti
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Post by swatti »

Basicly, i want a Plugin Manager compatible "mod" of my modification to the Tbullet file. (i just saved to file incase i need a backup)

Plaah... Complicated. Lets start from the beginning:

I have "X3 Editor 2" open, I've edited the Tbullets to my liking, what do i do next if i want to make into a Plugin Manager mod?
Into similar format of lets say, "marine rapair" is atm.

I hope im making any sense :oops:
paulwheeler
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Post by paulwheeler »

@ Swatti - just drop your TBullets into its own cat/dat, put it in front of the XRM (higher number) and job done.
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Tiek
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Post by Tiek »

paulwheeler wrote:
There should be two Valhalla entries.

The last entry in the AP tships is a copy of the vanilla Valhalla with the v2 id.



EDIT - confirmed - High hull pack - addon\types\tships - last entry - Valhalla - has an ID of SS_SH_TR_M0v2
Hi Paul,

Thanks for the information! The catalog where I looked was the old one! The right one I'd put it into another installation of AP! My mistake :oops:! Sorry!!!

Thanks again!!!
paulwheeler
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Post by paulwheeler »

G
Litcube wrote:Paul, I've recently updated to 1.19b, and I'm having a few issues that you are expected to sort out for me:

I'm using a Salton® 2 Slice StainlessSteel Toaster. I'm trying to make toast, but the toast is coming out uneven and irregular. It's as though the heating elements are configured incorrectly.

Can you please change it to a four slice toaster and fix this bug?

Immediately, thx in advance!
Actually I was planning on adding an eight slice toaster in 1.20 and I'm completely overhauling the heating scripts which should make it all much more even.

Apparently the mission director can add special heating effects to the toast but there's no documentation for it and no one knows the syntax...

:lol:
xxxxxxx7
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Post by xxxxxxx7 »

Hello,
I've noticed that the Enhanced Equipment Docks are included in TDocks, t-files are also present. But it seems the script files are missing? So I wonder if eEQ-Docks are available in XRM or if it's possible to use them with XRM?
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mr.WHO
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Post by mr.WHO »

Hey Paul, any plans to introduce the software package that would work like jumpdrive package?

With AP HQ script we can fast equip fighters, but software upgrade can't be used so easy co we can't stock them.
A simple package that would contain Fight software mk1, mk.2 and navigation software would be quite useful to mass equip fighters that are not PAR ones (which means all the cool XRM fighters).


Also, any ideas to fix bomber wings to fire all their missiles from long range not just one bomber in a wing?
paulwheeler
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Post by paulwheeler »

S
xxxxxxx7 wrote:Hello,
I've noticed that the Enhanced Equipment Docks are included in TDocks, t-files are also present. But it seems the script files are missing? So I wonder if eEQ-Docks are available in XRM or if it's possible to use them with XRM?
See the compatibility section of the main post. All the info is there.
paulwheeler
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Post by paulwheeler »

mr.WHO wrote:Hey Paul, any plans to introduce the software package that would work like jumpdrive package?

With AP HQ script we can fast equip fighters, but software upgrade can't be used so easy co we can't stock them.
A simple package that would contain Fight software mk1, mk.2 and navigation software would be quite useful to mass equip fighters that are not PAR ones (which means all the cool XRM fighters).


Also, any ideas to fix bomber wings to fire all their missiles from long range not just one bomber in a wing?
I'll have a think about the first question.

The second question would be better aimed at Gazz... They are his scripts.
swatti
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Post by swatti »

paulwheeler wrote:@ Swatti - just drop your TBullets into its own cat/dat, put it in front of the XRM (higher number) and job done.
I tried that, for some reason it didnt work. Maybe the problem is in my end, but for testing and comparison it would be faster if it were a Plugin Manager mod and not a manual fake-patch.
How hard is to create such compared to cat/dat?

Il try some more when i get back home. Trackday, just my laptop with me.

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