[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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Hmm I think you removed the file stated on the front page you would have no problem. I havnt actully done this myself, so I could be wrong. I personally find betty to be annoying most of the time, especially when your in a dog fight and constantly changing targets.
It gets even worse if your getting detailed info to watch shields of ships fighting... i think i can recite most of the common argon fighters descriptions in my sleep now. Sadly whoever designed x3 decided that ONLY hostile ships should have their shield/hull bars displayed on the sector map, so you have to manually target stuff to see whos winning in npc vs npc battles. Very annoying to say the least.
It gets even worse if your getting detailed info to watch shields of ships fighting... i think i can recite most of the common argon fighters descriptions in my sleep now. Sadly whoever designed x3 decided that ONLY hostile ships should have their shield/hull bars displayed on the sector map, so you have to manually target stuff to see whos winning in npc vs npc battles. Very annoying to say the least.
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Well the odd thing is that I haven't noticed anything else missing Betty's descriptions. I'm less concerned about the actual voice and more about if I did something wrong during my installation and having it affect other things.Ragemaster9999 wrote:Hmm I think you removed the file stated on the front page you would have no problem. I havnt actully done this myself, so I could be wrong. I personally find betty to be annoying most of the time, especially when your in a dog fight and constantly changing targets.
I can't say I've been annoyed by this yet...but I could see it being annoying in certain situations.It gets even worse if your getting detailed info to watch shields of ships fighting... i think i can recite most of the common argon fighters descriptions in my sleep now. Sadly whoever designed x3 decided that ONLY hostile ships should have their shield/hull bars displayed on the sector map, so you have to manually target stuff to see whos winning in npc vs npc battles. Very annoying to say the least.
If you want a different perspective, stand on your head.
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OK...I did just find something I missed before.
For some reason I hadn't copied the 'director' folder to my AP addon folder.
I have no idea what it does though, so I don't know how I may have been affected. I suppose I should start a new game???
Edit: That seems to have fixed it. Well it fixed the missing sector name. It wasn't a number...it was a fully named sector with a description.
I think the director folder probably links in all the new sectors together.
For some reason I hadn't copied the 'director' folder to my AP addon folder.
I have no idea what it does though, so I don't know how I may have been affected. I suppose I should start a new game???
Edit: That seems to have fixed it. Well it fixed the missing sector name. It wasn't a number...it was a fully named sector with a description.
I think the director folder probably links in all the new sectors together.
Last edited by Slashman on Sun, 8. Apr 12, 08:59, edited 1 time in total.
If you want a different perspective, stand on your head.
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I deleted only the patch and left IEX and XRM in place, started a new game, and this time there was no crash even after 10 minutes of flying around in that sector.paulwheeler wrote: I've had only had the odd report of freezing and it has nearly always been related to something other than the XRM.
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.
So I guess the patch has some problems. I will report in its thread.
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I used the Cheat package to discover all encyclopedia objects in a new AP game, and there are a lot of 'undefined objects', blank entries and placeholders - Is this normal, or have I a balked install (all objects look right, both stations and ships and I see no issues in the game - In fact I am staggered at how much better the performance is than TC)
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Normal. They are placeholders for certain mods (I think they're listed in the first page somewhere).Gavrushka wrote:...a lot of 'undefined objects', blank entries and placeholders - Is this normal, or have I a balked install...
If you've borked the install you'll see a lot of 'world famous' Mammoths flying about the place (ATF Mapping Service excluded --- that's a vanilla AP script problem).
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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Ive not really thought about it to be honest... I guess i could add it in - it will only be cosmetic though as the Phantom and Tomahawk are very close stat-wise.
If there were spare missile subtypes, id add a set of xenon missiles. But i could only do that by completely rearranging the subtype spread to free one or two up - not sure its really worth the effort involved...
If there were spare missile subtypes, id add a set of xenon missiles. But i could only do that by completely rearranging the subtype spread to free one or two up - not sure its really worth the effort involved...
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I was thinking about it terms of consistency. That's all -- hence why I pointed it out.paulwheeler wrote:Ive not really thought about it to be honest... I guess i could add it in - it will only be cosmetic though as the Phantom and Tomahawk are very close stat-wise.
Eh....... no need, not really. Sounds like too much fiddling around to really be worth it.paulwheeler wrote:If there were spare missile subtypes, id add a set of xenon missiles. But i could only do that by completely rearranging the subtype spread to free one or two up - not sure its really worth the effort involved...

M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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I noticed the Xenon Q become kinda rare. It's so hard to spot the Q these days. Whether it's invasion mission or regular intrusion from Xenon sectors there's no Q in the battle group.
I want to paralyze the Q by ion cannons and then board it with my supermarines, this action would be possible in the commonwealth space only.
I want to paralyze the Q by ion cannons and then board it with my supermarines, this action would be possible in the commonwealth space only.
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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Just a quick query. According to the notes a USC licence has been added for the Terrans and is available at Orbital Defence Stations. Have not been able to find this in my game. Have all the other race police licences but there is no licence available at any Defence Station or any other Terran station as far as I can tell. Any idea what the problem could be?
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are you playing TC? if yes then afaik you either have to cheat it in, or finish one of the standard plots (USC license uses the same slot as one of the plot wares)NGR wrote:Just a quick query. According to the notes a USC licence has been added for the Terrans and is available at Orbital Defence Stations. Have not been able to find this in my game. Have all the other race police licences but there is no licence available at any Defence Station or any other Terran station as far as I can tell. Any idea what the problem could be?
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No - it should be perfectly fine if added after the game was started.Slashman wrote:@paulwheeler
Just to confirm, could you tell what the consequences of installing everything but the 'director' folder and file would be? If I add it in after starting a game in AP would anything be permanently borked?