You have not copied the scripts from the scripts_ap folder from part 2 into the addon/scripts folder in x3.Shaikar wrote:I've just installed XRM (into a newly downloaded copy of X3:AP from steam), however when I start up a new game I get a message from Military Command saying simply "=TextIDNotFound=".
Then I get a second message from XRM saying it has installed ok - which given the first message I doubt.
Any idea what I've done wrong? I followed the instructions for AP install in the second post here, also watched the linked youtube video but can't see anything different from what I did. Have reinstalled twice now to the same effect so I'm stumped.
[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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Re: System Override Software
Try corporation HQs.emmasteadman wrote:Yo,
I'm having difficulty finding the system override software and scrambler, I've searched some 100 sectors and nothing.
Other than Duke's Haven, does some one have a list of all the locations to pick these up, inc any special reqs to obtain them?
Many Thanks
p.s. if you don't want other's knowing (spoilers etc) PM me instead. Cheers.
::: emma :::
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Yes its Ok. But the bonus pack is very out of date so its better to get the stand alone versions of the scripts from the this forum.Slashman wrote:Sorry to ask what may be a dumb question, but I can't remember if it is Ok or even recommended to install the bonus pack scripts with XRM.
Can anyone tell me? Thanks in advance!
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I was looking at the original pages for some of the scripts but they don't seem to have had any updates. Am I missing something or looking in the wrong places?paulwheeler wrote:Yes its Ok. But the bonus pack is very out of date so its better to get the stand alone versions of the scripts from the this forum.Slashman wrote:Sorry to ask what may be a dumb question, but I can't remember if it is Ok or even recommended to install the bonus pack scripts with XRM.
Can anyone tell me? Thanks in advance!

If you want a different perspective, stand on your head.
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Re: System Override Software
I tried the Waverider Corp HQ, the Trinity Corp HQ and the PTNI (NMMC) HQ, nothing there...are there specific ones?paulwheeler wrote:Try corporation HQs.emmasteadman wrote:Yo,
I'm having difficulty finding the system override software and scrambler, I've searched some 100 sectors and nothing.
Other than Duke's Haven, does some one have a list of all the locations to pick these up, inc any special reqs to obtain them?
Many Thanks
p.s. if you don't want other's knowing (spoilers etc) PM me instead. Cheers.
::: emma :::
Last edited by emmasteadman on Mon, 25. Nov 13, 02:53, edited 2 times in total.
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OK, so I'm new to this whole X series of games and I installed this mod without a problem but I also wanted to have some Star Wars, BSG and Star Trek Ships into my game, I used the plugin manager to install the spk files and I got them installed, so the plugin manager says, and when I load the game I don't get any error messages or anything, and I can even sometimes see the ships on loading screens, an A wing or X wing shooting etc, but when I try to look for them in shipyards they are nowhere to be found, nor can I see them in the available ships listing with the cheat commands.
Any help would be greatly appreciated, I really want to have those ships on my game
Any help would be greatly appreciated, I really want to have those ships on my game

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Did it again from scratch and it worked without error - could've sworn I copied the scripts the first couple of times but apparently not. Thanks!paulwheeler wrote:You have not copied the scripts from the scripts_ap folder from part 2 into the addon/scripts folder in x3.Shaikar wrote:I've just installed XRM (into a newly downloaded copy of X3:AP from steam), however when I start up a new game I get a message from Military Command saying simply "=TextIDNotFound=".
Then I get a second message from XRM saying it has installed ok - which given the first message I doubt.
Any idea what I've done wrong? I followed the instructions for AP install in the second post here, also watched the linked youtube video but can't see anything different from what I did. Have reinstalled twice now to the same effect so I'm stumped.
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Your added ships would have to be either replacing vanilla ship slots or adding new ones. If they add new ones, regular ship yards and such probably wouldn't know anything about their existence. It's not like they just have a random selection of ships to be able to produce. If these addon ships dont replace a vanilla slot, then you will probably need a script to add ships to shipyard stations (these exist) or use the script editor to generate the ships yourself.
If they do replace stock ship slots, then you may be coming into an issue where the mod is overriding the addon ships .. I dont know enough about how X3 deals with the scripts to give you much on plugin manager vs false patch mods etc. I'm betting more that since you see the models in use in loading screens and such that they are visible to the engine but the shipyards dont have the additional ship info that includes them ...so you'll have to manually add them to shipyards. Which, as i said before, can be done with available scripts.
If they do replace stock ship slots, then you may be coming into an issue where the mod is overriding the addon ships .. I dont know enough about how X3 deals with the scripts to give you much on plugin manager vs false patch mods etc. I'm betting more that since you see the models in use in loading screens and such that they are visible to the engine but the shipyards dont have the additional ship info that includes them ...so you'll have to manually add them to shipyards. Which, as i said before, can be done with available scripts.
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So I'm playing as Aldran Adventurer... When does Operation Loose Ends begin? I got a message from some admiral telling me to go to The Moon, and I did. Upon docking at the station there I received a bunch of messages giving me info on the Xperimental Shuttle, the Unfocused Jumpdrive and a multi-use device (?). Is that it? That's the mission? I got the Shuttle, docked it at the same station, but nothing happened.
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I've been playing X3 for several years and while I still enjoy it, I needed something new. I tried Rebirth, then I installed XRM 
This mod made me fall back in love with the game. Thank you for the outstanding work! I'm sure your mod will still get much love since X3 will most likely become the FSX of the space sims.
There is one thing that XRM could use though. It's a proper, well written Wiki. The changes in XRM are overwhelming, even for an old timer such as myself.

This mod made me fall back in love with the game. Thank you for the outstanding work! I'm sure your mod will still get much love since X3 will most likely become the FSX of the space sims.
There is one thing that XRM could use though. It's a proper, well written Wiki. The changes in XRM are overwhelming, even for an old timer such as myself.
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Well thanks, I assumed that adding new ships to the game would add them automatically to the shipyards, thanks for your help.
Trying to add the ships but I cant find them on the Ship listing; and when I brwose the wares list I can see a lot of readtext.xxxxxxx
I read a thread about something concerning this but, I'm still not sure on whether the ships are installed or not.
The thing is other than the loading screens I havent seen the ships at all, none of the NPCs have used them or anything
Trying to add the ships but I cant find them on the Ship listing; and when I brwose the wares list I can see a lot of readtext.xxxxxxx
I read a thread about something concerning this but, I'm still not sure on whether the ships are installed or not.
The thing is other than the loading screens I havent seen the ships at all, none of the NPCs have used them or anything
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I didn't use the TOA converter, I merely said it hadn't been an issue in past games. I'm also not running the advanced universe addon.
Even with the auto/terran jump script loaded in my ships refuse to jump no matter where the destination is, Terran or otherwise. Straight jump commands are simply ignored and they return to idle and jump to and do x commands just make them fly there.
Even with the auto/terran jump script loaded in my ships refuse to jump no matter where the destination is, Terran or otherwise. Straight jump commands are simply ignored and they return to idle and jump to and do x commands just make them fly there.
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Oh, it is broken, believe me.GkSanchez wrote:Mmmmm, is there any way to add custom ship then? some way that doesnt use xsp files?
I have the ships added on the plugin manager and although they dont show up at all on the game (except for the loading screens) nothing else seems to be broken in the game, fortunately might I add.
Anyway, if you want to add more custom ships, you'll have to do it manually, the old and dirty way. Which requires a fair bit of knowledge about how the ships/turrets etc files work, how to have them spawned when needed by the jobs file, how to make them work with the heavily (and cleverly) modified weapon compatibility in XRM, and so on.
Basically, with the exception of the actual 3d model, you have to do the entire modding work. Which is... well... a bit overwhelming unless you only plan to add just one or two for personal use.
I did it with the Angelwing from Nexus: The Jupiter Incident a couple years ago, but it took some days of intense cursing before I was able to make it work 100%.

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No new script that I know of, but the issue with them is simply the fact XRM doesn't use the original trade/EQ docks, so they can't recognize them for activating the takeover routine.AcidWeb wrote:Both Lazerath's LazCorp Claim Sector and Trickmov's STO versions are ancient. There is any other newer script (compatible with XRM) that allow to have own territory or I should use one of them?
You can either fix the scripts yourself (it isn't very hard, a couple lines of code; see here: http://www.strikingsoftware.com/forum/i ... pic=2486.0), or simply use the cheat package to have the shipyards sell the old stations again.
Last edited by Kadatherion on Mon, 25. Nov 13, 09:46, edited 1 time in total.
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Can you jump to the Terran gates yourself using the standard jump mechanic? If you can, then there is nothing fundamentally wrong as far as the XRM is concerned.digdug83 wrote:I didn't use the TOA converter, I merely said it hadn't been an issue in past games. I'm also not running the advanced universe addon.
Even with the auto/terran jump script loaded in my ships refuse to jump no matter where the destination is, Terran or otherwise. Straight jump commands are simply ignored and they return to idle and jump to and do x commands just make them fly there.
Silly question... the ships do have jumpdrives installed and enough ecells?
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I can't jump to anywhere (Terran or otherwise) without the Advanced Jumpdrive from Cycrow.paulwheeler wrote:Can you jump to the Terran gates yourself using the standard jump mechanic? If you can, then there is nothing fundamentally wrong as far as the XRM is concerned.
Lol no worries I understand the necessities of helping people. Yeah the ships have JD's, EC's and all the usual software upgrades.paulwheeler wrote:Silly question... the ships do have jumpdrives installed and enough ecells?
Edit: A new game didn't fix the issue. I'll try re-installing the whole game and see what that gets me.
Last edited by digdug83 on Mon, 25. Nov 13, 11:21, edited 1 time in total.