[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 2525
- Joined: Tue, 12. Oct 10, 03:31
-
- Posts: 240
- Joined: Mon, 17. May 10, 08:53
Hi, im getting a consistent crash in a big battle going down in Circle of Labor. Soon after I enter Circle of Labor I see a massive battle unfolding as an invasion fleet of terrans come into cricle of labor from Heretics End. The game drops to 15 frames and then stops responding soon after. I can see numeruous cap ships in the distance and lots of explosions.
forgot to add, im using xrm part 1 2, hull mods low, and docking computer size change on a fresh install. Have not added any other mods or scripts yet.
forgot to add, im using xrm part 1 2, hull mods low, and docking computer size change on a fresh install. Have not added any other mods or scripts yet.
-
- Posts: 2893
- Joined: Sat, 29. Oct 11, 20:19
are your ships flying around with damaged hulls? that would be the case if you installed hull packs after starting the game, if you installed it before starting new game you should not have to run the script,Slashman wrote:Ok...I have another question.
It says I need to run the script with the hull modification addon manually...
How do I actually do that?
if you do need to run it - than I guess opening the script editor -> finding something along the lines of "xrm.reload.all.hulls" clicking "r" and then enter once or twice should do it
-
- Posts: 2525
- Joined: Tue, 12. Oct 10, 03:31
In that case I don't need to run it. This is a new AP game entirely.Jumee wrote:are your ships flying around with damaged hulls? that would be the case if you installed hull packs after starting the game, if you installed it before starting new game you should not have to run the script,Slashman wrote:Ok...I have another question.
It says I need to run the script with the hull modification addon manually...
How do I actually do that?
if you do need to run it - than I guess opening the script editor -> finding something along the lines of "xrm.reload.all.hulls" clicking "r" and then enter once or twice should do it
Thanks again.
If you want a different perspective, stand on your head.
-
- Posts: 11
- Joined: Thu, 28. Oct 10, 04:00
So this is the fourth time I have tried installing XRM and I am near defeat. I figure it is time to call in reinforcements. For the life of me I can't get the darn thing to work. It gives me the message stating it has been installed, but then it doesn't actually do anything.
I am using the Steam version and have deactivated updates, but it is still all vanilla for the most part. Is there some sort of script I have to manually run to get things rolling?
I am using the Steam version and have deactivated updates, but it is still all vanilla for the most part. Is there some sort of script I have to manually run to get things rolling?
-
- Posts: 2893
- Joined: Sat, 29. Oct 11, 20:19
can you list exactly all the steps you take when installing it?malhavoc431 wrote:So this is the fourth time I have tried installing XRM and I am near defeat. I figure it is time to call in reinforcements. For the life of me I can't get the darn thing to work. It gives me the message stating it has been installed, but then it doesn't actually do anything.
I am using the Steam version and have deactivated updates, but it is still all vanilla for the most part. Is there some sort of script I have to manually run to get things rolling?
-
- Posts: 11
- Joined: Thu, 28. Oct 10, 04:00
-
- Posts: 2893
- Joined: Sat, 29. Oct 11, 20:19
so just to get this out of the way, you are using AP or TC? if AP all the stuff needs to be in the addon folder, either way did you download both part 1 and part 2? did you rename them to higher cat/dat numbers then the base ones? copied over all the scripts and t files and etc?
don't get me wrong but if you did do all exactly the way it is said in instructions - xrm would work, unless you could have a mod conflict issue but that should not happen since you said you have clean instal
edit: if you are using AP do you have any mods installed on TC?
don't get me wrong but if you did do all exactly the way it is said in instructions - xrm would work, unless you could have a mod conflict issue but that should not happen since you said you have clean instal
edit: if you are using AP do you have any mods installed on TC?
-
- Posts: 11
- Joined: Thu, 28. Oct 10, 04:00
I honestly have done all of the above. I recently found some old XTC saves and deleted those, but I was playing a new game anyway. I used to have the disk version of XTC but switched to Steam when AP came out. I am replaying XTC before going to AP. AP mods are in the addon folder as well. I had zero problems till using the Steam version of the game.
-
- Posts: 1278
- Joined: Sun, 7. Dec 03, 12:03
QUESTION:
What happened to the vanilla ion-d?
While i like the new one better, the vanilla one had quite unique mechanic of fire arching to nearby targets, it was also a seemingly functional "beam" with a built in auto-aim.
So, why was it left out completely? Friendly fire issues?
I imagine XRM weapons have been modded with x3edit(?), if so, what flags do i need to re-create the vanilla ion-d? Hoping to test out some ideas.
What happened to the vanilla ion-d?
While i like the new one better, the vanilla one had quite unique mechanic of fire arching to nearby targets, it was also a seemingly functional "beam" with a built in auto-aim.
So, why was it left out completely? Friendly fire issues?
I imagine XRM weapons have been modded with x3edit(?), if so, what flags do i need to re-create the vanilla ion-d? Hoping to test out some ideas.
-
- Posts: 11
- Joined: Thu, 28. Oct 10, 04:00
Going to try a third clean install. I'll also be removing the Plugin Manager and trying to reinstall that into the Steam folder. Maybe a total purge of the old Egosoft folder too. I can honestly think of no reason why this shouldn't be working. If after this third time it still glitches, I will be swapping back to the disk version.
-
- Posts: 2893
- Joined: Sat, 29. Oct 11, 20:19
having XTC installed could cause the problems (this is more of a guess) because afaik AP also uses files from TC. so if they are modified then it wont run
edit: If a complete clean install of both TC and AP, and after that installing only XRM still won't work than just ignore me and wait for someone more knowledgeable (Paul probably
) to see your problems, I would hate to add to confusion and cause extra problems
edit: If a complete clean install of both TC and AP, and after that installing only XRM still won't work than just ignore me and wait for someone more knowledgeable (Paul probably

Last edited by Jumee on Thu, 5. Apr 12, 04:24, edited 2 times in total.
-
- Posts: 11
- Joined: Thu, 28. Oct 10, 04:00
There was lingering stuff in the Egosoft folder, but how that would interfere with the Steam folder is a mystery. I would hazard to say it wouldn't, but I am not taking any chances. We'll see how this works.
EDIT: Well I dunno what I did, but I got XRM working for XTC. I held off installing AP till I resolved the issue. I figure I'll replay through XTC then try plugging AP and then XRM for that. Anywho, I am off to play!
EDIT: Well I dunno what I did, but I got XRM working for XTC. I held off installing AP till I resolved the issue. I figure I'll replay through XTC then try plugging AP and then XRM for that. Anywho, I am off to play!
Last edited by malhavoc431 on Thu, 5. Apr 12, 07:44, edited 1 time in total.
-
- Posts: 3206
- Joined: Thu, 16. Jul 09, 12:24
-
- Posts: 3445
- Joined: Thu, 8. Jun 06, 14:07
Paul changed the ion-d back in srm era, he said it was causing lag during fights.swatti wrote:QUESTION:
What happened to the vanilla ion-d?
While i like the new one better, the vanilla one had quite unique mechanic of fire arching to nearby targets, it was also a seemingly functional "beam" with a built in auto-aim.
So, why was it left out completely? Friendly fire issues?
I imagine XRM weapons have been modded with x3edit(?), if so, what flags do i need to re-create the vanilla ion-d? Hoping to test out some ideas.
No more space fly hunting

Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
Do you mean you got it working with Terran Conflict? XRM and the XTC mod are inherently incompatible....malhavoc431 wrote:There was lingering stuff in the Egosoft folder, but how that would interfere with the Steam folder is a mystery. I would hazard to say it wouldn't, but I am not taking any chances. We'll see how this works.
EDIT: Well I dunno what I did, but I got XRM working for XTC. I held off installing AP till I resolved the issue. I figure I'll replay through XTC then try plugging AP and then XRM for that. Anywho, I am off to play!
Anyway, common causes of problems like you are describing in AP:
- Having two mods that alter tships installed.
- Putting the xrm in the base terran conflict folder instead of the addon folder.
- not naming the cat/dat pairs correctly. On a bare AP install, part 1 should be 03.cat/03.dat and part 2 should be 04.cat/04.dat (note the "0" is essential - they must be two digits).
- Trying to install to the steam tc and ap folder simultaneously.
-
- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
The vanilla iond was a port straight from x2 hence it was an extremely laggy effect.swatti wrote:QUESTION:
What happened to the vanilla ion-d?
While i like the new one better, the vanilla one had quite unique mechanic of fire arching to nearby targets, it was also a seemingly functional "beam" with a built in auto-aim.
So, why was it left out completely? Friendly fire issues?
I imagine XRM weapons have been modded with x3edit(?), if so, what flags do i need to re-create the vanilla ion-d? Hoping to test out some ideas.
Also its target jumping effect meant it wiped out all incoming missiles at the touch of a button - basically it was an i-win button against missiles.
So I removed it back in the cmod4 days.
There is a flag for it, but you will also need to change the model back to vanilla as well. Its all in the tbullets file.
-
- Posts: 11184
- Joined: Thu, 27. Feb 03, 22:28
-
- Posts: 11
- Joined: Sun, 22. Jan 12, 18:24