Its difficult to know what else to suggest. No one else has reported random crashes in xrm:ap.MikDream wrote:All of that is ok. I have check and check and check again like you have say. All is ok.paulwheeler wrote:First, as youre already running a 64bit os get yourself another 4gb of memory. Youll be amazed at the difference.MikDream wrote:I don't use MARS. I just installed the mod and the the cockpit mod. That's all. No other scripts.
My rig : CPU : AMD FX-4100 quad core 3.6GHz
MB : ASUS M5A99X EVO
GPU : Sapphire HD 6850 1Gb
RAM : 4Gb Corsair
OS : Windows 7 64 bit SP1
To paulwheeler : I'm not running TC. The crashes are on AP.
However, you should not be getting any crashes on a bare xrm:ap install, on any system.
First, lets check that the xrm is correctly installed. Start a new game using the Nostalgic Argon start. This puts you in Argon Prime. Target the shipyard and look at the model. You should see the huge argon shipyard model not the standard vanilla shipyard model. If you are seeing the standard shipyard model then XRM Part 2 is not installed correctly. Next, target Argon One. What do you see? If its invisible, then xrm part 1 is not installed correctly. If you see the standard Collosus, then part 2 is not installed correctly.
Next, double check that you have copied all the scripts from the "scripts" folder in part2.
Then make sure you graphics and sound card drivers are up to date.
If you still get the crashes after that, then id recommend reinstalling x3.
In vanilla or with some scripts ( marines repair, improved races ) but without XRM AP work fine. I have already try to reinstalling X3 yesterday. That's why I came here to ask for help.
Thanks again for trying to help me
MikDream
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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This is just a very minor bug report. Using X-Models to view the ships, all is well except one of the Terran Freight Drones seems to have the description pasted into the "name", resulting in the columns being unnecessarily large (vertically speaking).
I'll probably fix it myself later (not unfamiliar to modding), but since I had noticed it I figured I'd say something...
I'll probably fix it myself later (not unfamiliar to modding), but since I had noticed it I figured I'd say something...
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Ill check that - thanks.zhukov032186 wrote:This is just a very minor bug report. Using X-Models to view the ships, all is well except one of the Terran Freight Drones seems to have the description pasted into the "name", resulting in the columns being unnecessarily large (vertically speaking).
I'll probably fix it myself later (not unfamiliar to modding), but since I had noticed it I figured I'd say something...
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Job Wing id's in job entries (jobs.pck) must always correspond to existing Wing ID's (jobwings.pck), otherwise it's obvious they won't spawn those wings.dougeye wrote:the numbers dont correlat as simply as that. there may be 500 jobs and only 290 job wings but those 500 jobs are a mixture of these wings. so it could be a m7 from one wing and a fighter group form another. In short dont worry about the numbers going higher they are not the same thing. Paul is very good at keeping the game runing smooth with all the new content. The problem in terran space is that alot of the new terran cap models are not 100% optimised so they end up being resource hogs. ive found this in sectors when a couple of terran caps jump in and i get breif pauses somethimes even with my rig.
Really I could be careless sometimes but I am not that sillypaulwheeler wrote:My guess is you are looking at the AP jobs, but the TC jobwings. The files are not identical between the two games. Im 99.9% certain that everything is fine, although i cant check right now as im not in front of my pc.ezra-r wrote:Been checking jobs and jobwings for XRM, and XRM job wings has a list of 290 wings while XRM jobs refer to wings higher than that number.
These files are in part 2 of the dat/cat file
Job -> wing
8801 - 291
8802 - 292
8804 - 294
8811 - 304
I'm still checking.
Did I go blank again? Am I missing something?
Thanks and I apologize I am being too annoying
In anycase, if a job tries to call a jobwing entry that doesnt exist, it just wont spawn anything.

It's the XRM 1.9e PART 2 dat/cat - addon/types/jobwings.pck and jobs.pck that I'm looking at, pretty sure of that.
It's no big deal anyways, just that I never saw jobs with wings that didn't exist so I don't know if that causes problems or not.
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That's exactly what I wanted to know. Thanks for the clarification. I think I just got freaked a bit because I noticed that there was no depletion in energy.morikaane wrote:Relax. We just love mods! (and so many different ones!)
I think the repair laser has been tweaked somewhat. However, having said that it becomes less effective depending upon which hull pack you're using (if any). The whole not running out of laser energy more prevents Betty from reminding you (repeatedly) that you're running low of laser energy. I'm not sure if it affects the effectiveness on the repair laser when you're out... but from what I've been able to tell I don't think so.
I hope that answers it. Paul could comment on it more than I though (and correct me if I'm wrong on that last part).
Cheers,
M.
I did repair a TS and noticed it taking a lot longer than an M4 even with the energy not going down.
As a side note, I really love this mod. Its great to see stuff happening in the universe that doesn't directly concern me. The border skirmishes etc. Its refreshing to see incursions actually meet resistance.
I also like the bounty system and military network interface. All good stuff!
If you want a different perspective, stand on your head.
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I have a problem that I think may be related to XRM.
I have played in the past XRM with no problems in a simple TC install with just XRM and a few scripts.
Now I made an install for Albion Prelude, trying to play XRM together with IEX using the compatibility patch found here.
And now, every time I enter Circle of Labor with Argon Peacekeeper start, the game freezes after about 1 minute. Everything seems fine, happily fighting terrans, with no obvious problems, then the freeze.
I also reinstalled the game, and did the mod installs again, just in case maybe I made some mistake, but it was the same result.
Did anyone else encounter this problem?
I have played in the past XRM with no problems in a simple TC install with just XRM and a few scripts.
Now I made an install for Albion Prelude, trying to play XRM together with IEX using the compatibility patch found here.
And now, every time I enter Circle of Labor with Argon Peacekeeper start, the game freezes after about 1 minute. Everything seems fine, happily fighting terrans, with no obvious problems, then the freeze.
I also reinstalled the game, and did the mod installs again, just in case maybe I made some mistake, but it was the same result.
Did anyone else encounter this problem?
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Alright.... back from hiatus... It has been a year since i've played TC with the old SRM... looks like you have been sorta kinda busy Paul... Nice work...
I'm loving all this integration...So I read all the stuff and one thing caught my eye... Jumpdrives are XL....since I'm a cheat and like my JD's smalll, is there a way to make it small again? It has probably been answer so i do appreciate the communities patience.

I'm loving all this integration...So I read all the stuff and one thing caught my eye... Jumpdrives are XL....since I'm a cheat and like my JD's smalll, is there a way to make it small again? It has probably been answer so i do appreciate the communities patience.

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You can change size of docking assistant to S but not the jumpdrive (front page). Changing JD to S without file editing - not possible.taskforce3 wrote:Alright.... back from hiatus... It has been a year since i've played TC with the old SRM... looks like you have been sorta kinda busy Paul... Nice work...
I'm loving all this integration...So I read all the stuff and one thing caught my eye... Jumpdrives are XL....since I'm a cheat and like my JD's smalll, is there a way to make it small again? It has probably been answer so i do appreciate the communities patience.
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!
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Sadly not fixed as far as I can tell (AP2.0, XRM1.19d), at least not using the script editor add blueprint commands, not even if you run the script on the less new HQ/SY. I'm not sufficiently familiar with MD to know if it has better control of where new BPs go, or even if BPs can be given in a player reward.paulwheeler wrote:From what i recall, you can only add blueprints to the last hq you created. Not sure if this is still the case... egosoft may have fixed this.SoggyGoat wrote:Hi paulwheeler. Thanks for this great mod, which I've been playing for ages, more recently with AP.
Now we've got all these lovely HQs and SYs, i thought it would be nice to be able to share/manage the blueprints between them, then found out the SE doesn't have the required commands. I wish add/remove BP worked on [THIS]!
I know you're doing a lot of BP related stuff for 1.20, so was wondering whether you (or some other script/MD guru) has a workaround for this? Anything short of a hacked binary with non-broken SE commands?
All the best, Soggy.
Thanks anyway.
[Edit] Looks like MD's <add_blueprints_to_headquarters> and {player.headquarters.blueprints.*} are all geared up for just one HQ still.

Last edited by SoggyGoat on Sat, 7. Apr 12, 23:14, edited 1 time in total.
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No, that's mine. Lib.Cmd is my denomination style. Vanilla doesn't use that.paulwheeler wrote:Having said that... are you sure youve got tbe right script? I dont think Litcubes script alters the script you mention... thats the vanilla barrage command script i think. Litcubes alters the turret attack script.
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Well I just checked the AP jobwings in a fresh download of part 2 and it goes up to 304, so you are mistaken. The TC jobwings goes up to 290, so I think you are looking at that by mistake.ezra-r wrote:
Really I could be careless sometimes but I am not that silly
It's the XRM 1.9e PART 2 dat/cat - addon/types/jobwings.pck and jobs.pck that I'm looking at, pretty sure of that.
It's no big deal anyways, just that I never saw jobs with wings that didn't exist so I don't know if that causes problems or not.
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I've had only had the odd report of freezing and it has nearly always been related to something other than the XRM.dreamer2008 wrote:I have a problem that I think may be related to XRM.
I have played in the past XRM with no problems in a simple TC install with just XRM and a few scripts.
Now I made an install for Albion Prelude, trying to play XRM together with IEX using the compatibility patch found here.
And now, every time I enter Circle of Labor with Argon Peacekeeper start, the game freezes after about 1 minute. Everything seems fine, happily fighting terrans, with no obvious problems, then the freeze.
I also reinstalled the game, and did the mod installs again, just in case maybe I made some mistake, but it was the same result.
Did anyone else encounter this problem?
Try it without the IEX patch and see if it still crashes. Otherwise double check that both parts are installed correctly and that you have installed all scripts from part 2.
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I was wondering. Does Betty voice all the new sector names as well? I went to a new sector just off Ringo Moon (19-03) and when I select the gate, Betty just says 'Gate....', then nothing else.
Is that normal or do I have something installed incorrectly?
Is that normal or do I have something installed incorrectly?
If you want a different perspective, stand on your head.
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She does in my game. Have you removed that 0044 thingy it says in the OP, I think that's the voices.Slashman wrote:I was wondering. Does Betty voice all the new sector names as well? I went to a new sector just off Ringo Moon (19-03) and when I select the gate, Betty just says 'Gate....', then nothing else.
Is that normal or do I have something installed incorrectly?
In Flames We Trust
Listening to Whitechapel soothes the soul!!
¹ ¤ ¹ But, the nuns are watching...
Listening to Whitechapel soothes the soul!!

XRM Trailer - XRM Installation Guide VideoSamuel Creshal wrote:Keyboards: What separates the men from the boys.
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I renamed it. Didn't think I'd need to completely remove it...but I suppose I could do that. Hope that's the cause.InFlamesForEver wrote:She does in my game. Have you removed that 0044 thingy it says in the OP, I think that's the voices.Slashman wrote:I was wondering. Does Betty voice all the new sector names as well? I went to a new sector just off Ringo Moon (19-03) and when I select the gate, Betty just says 'Gate....', then nothing else.
Is that normal or do I have something installed incorrectly?
Would I need to start a new game to have it take effect if that's the problem?
Just to be clear...it's a .pck file right? I renamed it by putting a few extra 1s in front of the name...but maybe the game reads it anyway.
If you want a different perspective, stand on your head.
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I'm just saying thing I've heard Paul say so take my advice with a pinch of salt <span class='tooltiptrolol'><img src='https://s3.amazonaws.com/TrollEmoticons/lol.png' /><span>lol</span></span>Slashman wrote:I renamed it. Didn't think I'd need to completely remove it...but I suppose I could do that. Hope that's the cause.InFlamesForEver wrote:She does in my game. Have you removed that 0044 thingy it says in the OP, I think that's the voices.Slashman wrote:I was wondering. Does Betty voice all the new sector names as well? I went to a new sector just off Ringo Moon (19-03) and when I select the gate, Betty just says 'Gate....', then nothing else.
Is that normal or do I have something installed incorrectly?
Would I need to start a new game to have it take effect if that's the problem?
Renaming it should have sufficed yes. So honestly, it sounds like you've missed out a script or something. But I'm pretty sure that if you find a cause you'll have to start a new game.
If I were you, I'd copy your save and your x3 folder to somewhere safe, and do a reinstall. Then cheat your way to said sector and if it says the name then great, you can cheat back in everything you had, if not then you can go back to your other game. Unless its not that big a deal to you.
I'll say again, I'm by no means an official voice on this!
EDIT for your edit: Perhaps putting numbers in front of it may have effected it, what I usually do is just move it to another location, but if you just want to rename it I suggest putting letters in there instead of numbers.
In Flames We Trust
Listening to Whitechapel soothes the soul!!
¹ ¤ ¹ But, the nuns are watching...
Listening to Whitechapel soothes the soul!!

XRM Trailer - XRM Installation Guide VideoSamuel Creshal wrote:Keyboards: What separates the men from the boys.
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The weird thing is that everything else seems voiced.
The only things that aren't voiced are the long descriptions for new ships...which I assume is intentional.
That's why I found it so strange to click on the gate and hear nothing but Gate...so I was wondering if that was how it was for that particular sector only.
The only things that aren't voiced are the long descriptions for new ships...which I assume is intentional.
That's why I found it so strange to click on the gate and hear nothing but Gate...so I was wondering if that was how it was for that particular sector only.
If you want a different perspective, stand on your head.
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I completely removed the file and started a new game to test. Went right to Ringo Moon and headed for the west gate. Sector 19-03 has no corresponding Betty dialogue.
Can anyone name me something that is completely new from XRM only that is voiced by Betty when targeted? I thought the Advanced Khaak corvette was a new thing...but I'm not sure. That has a Betty voice.
Can anyone name me something that is completely new from XRM only that is voiced by Betty when targeted? I thought the Advanced Khaak corvette was a new thing...but I'm not sure. That has a Betty voice.
If you want a different perspective, stand on your head.