[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 »

firestorm79 wrote:
paulwheeler wrote:MINI-UPDATE RELEASED
--------------------------------

This just includes the removal of Cargo Bay Life Support from TLs to the basic version of AP which I missed in the initial 1.30 release (it was already in the hull packs).

You only need to update if you are NOT running a hull pack, or if you remove a hull pack and revert to the base hull values.


COMPONENTS THAT NEED TO BE UPDATED:

XRM Part 2 - the cat/dat only.
I'm a bit lost with my XRM versions... I'm afraid I didn't make a note of which cat/dat was which. I don't think I've updated the last 1.30 update and I am running the basic hull pack...

Can I now add a hull pack and then add the standard 1.30 update without a restart?

If not how can I do the mini update if I've forgotten which cat/dat is which?? In fact is there anyway to use the cheat pack to make a TL without the inbuilt CBLSS? I'm just stuck in the breaking grounds plot where you have to park a TL with a CBLSS - The plot does not progress even when I part the TL at Terracorp HQ...
You can update to a hull pack at any time - you just need to run the included hull reload script. This would solve your problem without having to update.

However, its easy to spot the two XRM parts apart (awkward sentence) - part one is big - about 700MB, part two is small - about 3.5MB.
paulwheeler
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Post by paulwheeler »

cellsafemode wrote: And as far as XRM in-game universe goes. Wouldn't the advent of jump beacons negate the need to make what would obviously be trans orbital accelerators in the terran systems into jump gates? It seems like it would make way more sense for the Sol system to be linked by trans orbital accelerators with strategically placed beacons for long distance or slow traveling ships.
When Mizuchi and I created the XRM, jump beacons were not in X3.

However, look at the Advanced Universe pack. The map is pretty much arranged how you describe, with non-jumpable gates (essentially TOAs in disguise) connecting all sectors and jump beacons strategically placed around the universe.
paulwheeler
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Post by paulwheeler »

Barleyman wrote: XRM makes getting started on trading a fairly darn steep proposal. Mk3 trader? That'd be 2 million thank you. Jump drive? Another 2 million. the Actual ship is rather economical in comparison. I wonder how long does it take on average for a CAG to break even.
This is true - but the Mk3 trader is too much of a "fire and forget", easy route to cash in vanilla.

Its difficult to balance the universe for both trading and combat. With the X3 economy being so static, your options are limited. Favour the trader and you need to create gaps in the market by making resources scarce - this means factories will stop producing and wares will run out, so a purely combat game will suffer. Favour the fighter and you want a healthy economy which keeps producing all the weapons and missiles needed - this means closing all the holes. Vanilla favours the trader IMO, whereas the XRM probably leans towards the fighter. I'd say its practically impossible to cater to both without throwing out the existing mechanics and creating a more fluid system.
firestorm79
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Post by firestorm79 »

paulwheeler wrote: You can update to a hull pack at any time - you just need to run the included hull reload script. This would solve your problem without having to update.

However, its easy to spot the two XRM parts apart (awkward sentence) - part one is big - about 700MB, part two is small - about 3.5MB.
excellent.

...how do you run the hull reload script?

:oops:
Whitejade
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Post by Whitejade »

Hello, just wanted to ask if anyone has come across similar problems to mine regarding the Loose Ends plot with XRM installed.

I cannot get access to the Xperimental shuttle. Having started as a Terran Commander and spent a long time exploring sectors and gathering resources, after I make the last delivery to the Pirate Station, mission status freezes and I hear nothing of the shuttle. It seems to me that XRM pirate activity could be interfering with the mission, because when I first entered the sector in which the shuttle is located, it was under attack by a fleet of pirates. After the goods gathering mission failed, I got rid of all of the pirates in combat with the shuttle, yet it just sits in space, still invincible and not possible to be acquired.

If there are no easy solutions to this, would a complete game restart change anything? Thanks

firestorm79 wrote:
...how do you run the hull reload script?

:oops:
You go into the script editor in-game (google how to enable it if you don't know that either), find a script called temp.srm.hull.reload.xml, hover over it, press R and then Enter a few times.
Last edited by Whitejade on Tue, 3. Dec 13, 10:35, edited 1 time in total.
Ragemaster9999
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Post by Ragemaster9999 »

Im trying to edit the TwareT pack file to bring the jump drive cost down, as well as make MARS a L item. however, when I edit it using X3 Editor 2, it isn't being updated in game. Iv tried updating the price in both the core xrm file dat/cat and the codea docking ware size cat/dat file, but the cost isnt updating in game. What am i doing wrong?

Note: im using AP version of the mod
firestorm79
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Post by firestorm79 »

Whitejade wrote:Hello, just wanted to ask if anyone has come across similar problems to mine regarding the Loose Ends plot with XRM installed.

I cannot get access to the Xperimental shuttle. Having started as a Terran Commander and spent a long time exploring sectors and gathering resources, after I make the last delivery to the Pirate Station, mission status freezes and I hear nothing of the shuttle. It seems to me that XRM pirate activity could be interfering with the mission, because when I first entered the sector in which the shuttle is located, it was under attack by a fleet of pirates. After the goods gathering mission failed, I got rid of all of the pirates in combat with the shuttle, yet it just sits in space, still invincible and not possible to be acquired.

If there are no easy solutions to this, would a complete game restart change anything? Thanks

firestorm79 wrote:
...how do you run the hull reload script?

:oops:
You go into the script editor in-game (google how to enable it if you don't know that either), find a script called temp.srm.hull.reload.xml, hover over it, press R and then Enter a few times.
thanks mate.

re experimental shuttle I had a similar problem I just used the cheat script to dock it at the station. that gave me the 'mission completed' line and a huge weight off my shoulders!

by the way I cannot recall whether I have the 1.30 XRM installed or the one before... any easy in-game way to check? Oort cloud and kupier belt says 'border' does that mean I have the latest version?

edit: is there quite a big jump from low hull pack to medium? I mean I've read the hull boosts, but I want to know how it appears in gameplay. And can I increase my hull back if I start at low?
gastovski
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Post by gastovski »

Got my first M6(Shamsir) and went for Terran Randevous Mission. But after i took the mission couple hours later multiple Yaki armada invaded many Teladi core sectors and destroyed everything they can. My plot has broken so i'm gonna start a new game. Any ideas/suggestions what should i do to prevent this kinda stuff. If possible i would use any counter-mod.
VaporSnake
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Post by VaporSnake »

I'm wasn't really sure which thread to post this in, but does anyone know why my ship may slow down all of a sudden or go at speeds lower than my max speed? I think this only happens during combat,and this has only happened to me in my Boreas.

Here's an example: I warp into a pirate sector in my Boreas and I would target the nearest capital ship. As I initially move towards it, I would be going at 101 m/s (max), then as I close in and start firing it suddenly caps out at only 78 m/s. My shields are all still up and my hull is 100%. Sometimes my ships even drops to single digit speeds or just straight up stops.
I think it may have to do with a weapon one of the many swarming enemy ships are using on me. Tractor beams maybe?

Mind you, I'm never in autopilot in these situations and not matching speeds. Also, I'm using MARS,ADS, and Bounce, just in case that provides any insight into this.
Crular
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Post by Crular »

I hope someone here can help me with a small problem. I was forced to reinstall X3:TC and X3:AP due to a hd crash. I reinstalled all MODs I used before, though not necessarily in the order I did before the crash.

I followed the installation instructions in the OP to the letter and installed all additional MODs afterwards. So far I do not get errors, but in the map I can see many ships without names, which wasn't the case before.

All X3 patches are installed, and I use the following MODs, installed in this order:
- XRM
- XRM Hull High
- XRM Cockpitpit Pack
- XRM Background
- XRM Docking Computer Ware Size Fix for CODEA
- TC Plots for AP
- MARS repackaged for major mods, including the XRM dat file
- UniversalBestBuySells (per X Plugin Manager)
- CheatCollectionPackage...I know, don't judge me... (per X Plugin Manager)

FWIW I used the normal steam installation before, and after the crash I copied all files over to another directory using the no-steam exe.

I also tried using the "temp.xrm.1.29to1.30patch.AP" in the script editor, didn't help either. Also waited a while and saved/reloaded a couple of times, didn't help. When I start a new game I get the ingame message that XRM is enabled, which I don't get when I load one my old save games.

Any idea how to solve this issue? I can't start over from scratch guys.
Kadatherion
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Post by Kadatherion »

VaporSnake wrote:I'm wasn't really sure which thread to post this in, but does anyone know why my ship may slow down all of a sudden or go at speeds lower than my max speed? I think this only happens during combat,and this has only happened to me in my Boreas.
Many weapons in XRM have secondary effects, one of which is slowing down the victim. Gauss Cannons, for instance, are among the weapons with that additional effect.
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Stealthman
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Post by Stealthman »

Best practise is to create a completely separate X3 installation for the XRM and keep your main steam install as vanilla. Simply copy and past the entire Terran Conflict directory (for both AP and TC) to a new location. Use the no-steam exe from the Egosoft downloads section. Be aware than if you have multiple copies of X3, they will all use the same save game folder.
That means I can't launch X3:Terran Conflict with that mod from that seperate folder but have to use the Albion Prelude game?

Do I have to mod the Steam version for TC to play TC with this mod?
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InFlamesForEver
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Post by InFlamesForEver »

Stealthman wrote:
Best practise is to create a completely separate X3 installation for the XRM and keep your main steam install as vanilla. Simply copy and past the entire Terran Conflict directory (for both AP and TC) to a new location. Use the no-steam exe from the Egosoft downloads section. Be aware than if you have multiple copies of X3, they will all use the same save game folder.
That means I can't launch X3:Terran Conflict with that mod from that seperate folder but have to use the Albion Prelude game?

Do I have to mod the Steam version for TC to play TC with this mod?
I think that's correct unfortunately because there is no non-steam exe for TC.
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Stealthman
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Post by Stealthman »

Thank you, so I just gonna play AP with it then.
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InFlamesForEver
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Post by InFlamesForEver »

TBH installing XRM in the steam folder is fine now since I doubt there will be any (maybe 1 or 2) updates for the games any more and that's the reason for not installing it in there.
In Flames We Trust
Listening to Whitechapel soothes the soul!! :D     ¹ ¤ ¹      But, the nuns are watching...
Samuel Creshal wrote:Keyboards: What separates the men from the boys.
XRM Trailer - XRM Installation Guide Video
paulwheeler
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Post by paulwheeler »

Crular wrote:I hope someone here can help me with a small problem. I was forced to reinstall X3:TC and X3:AP due to a hd crash. I reinstalled all MODs I used before, though not necessarily in the order I did before the crash.

I followed the installation instructions in the OP to the letter and installed all additional MODs afterwards. So far I do not get errors, but in the map I can see many ships without names, which wasn't the case before.

All X3 patches are installed, and I use the following MODs, installed in this order:
- XRM
- XRM Hull High
- XRM Cockpitpit Pack
- XRM Background
- XRM Docking Computer Ware Size Fix for CODEA
- TC Plots for AP
- MARS repackaged for major mods, including the XRM dat file
- UniversalBestBuySells (per X Plugin Manager)
- CheatCollectionPackage...I know, don't judge me... (per X Plugin Manager)

FWIW I used the normal steam installation before, and after the crash I copied all files over to another directory using the no-steam exe.

I also tried using the "temp.xrm.1.29to1.30patch.AP" in the script editor, didn't help either. Also waited a while and saved/reloaded a couple of times, didn't help. When I start a new game I get the ingame message that XRM is enabled, which I don't get when I load one my old save games.

Any idea how to solve this issue? I can't start over from scratch guys.
Are they blank names or readtext errors?

Readtext errors means you've not copied the scripts from part 2 into the scripts folder.

Blank names means you have a jobs conflict. The TC plots for AP mod is not compatible with the XRM (there is a special XRM compatible version).
paulwheeler
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Post by paulwheeler »

Ragemaster9999 wrote:Im trying to edit the TwareT pack file to bring the jump drive cost down, as well as make MARS a L item. however, when I edit it using X3 Editor 2, it isn't being updated in game. Iv tried updating the price in both the core xrm file dat/cat and the codea docking ware size cat/dat file, but the cost isnt updating in game. What am i doing wrong?

Note: im using AP version of the mod
I expect you are modding the wrong TWareT. There are two in the XRM cat/dat - one for AP and one for TC. You want the one in addon/types.

Otherwise, open and close the plugin manager after making the changes.
Crular
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Post by Crular »

paulwheeler wrote:
Crular wrote:I hope someone here can help me with a small problem. I was forced to reinstall X3:TC and X3:AP due to a hd crash. I reinstalled all MODs I used before, though not necessarily in the order I did before the crash.

I followed the installation instructions in the OP to the letter and installed all additional MODs afterwards. So far I do not get errors, but in the map I can see many ships without names, which wasn't the case before.

All X3 patches are installed, and I use the following MODs, installed in this order:
- XRM
- XRM Hull High
- XRM Cockpitpit Pack
- XRM Background
- XRM Docking Computer Ware Size Fix for CODEA
- TC Plots for AP
- MARS repackaged for major mods, including the XRM dat file
- UniversalBestBuySells (per X Plugin Manager)
- CheatCollectionPackage...I know, don't judge me... (per X Plugin Manager)

FWIW I used the normal steam installation before, and after the crash I copied all files over to another directory using the no-steam exe.

I also tried using the "temp.xrm.1.29to1.30patch.AP" in the script editor, didn't help either. Also waited a while and saved/reloaded a couple of times, didn't help. When I start a new game I get the ingame message that XRM is enabled, which I don't get when I load one my old save games.

Any idea how to solve this issue? I can't start over from scratch guys.
Are they blank names or readtext errors?

Readtext errors means you've not copied the scripts from part 2 into the scripts folder.

Blank names means you have a jobs conflict. The TC plots for AP mod is not compatible with the XRM (there is a special XRM compatible version).
Thank you very much, in fact I really forgot that compatibility patch for the Terran plot mod. The names were indeed empty and are now shown again. I am a happy astronaut now.
Dine344
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Post by Dine344 »

Hello again guys!

Is there any easy way to reduce prices of equipment in XRM back to these from vanilla game?

I also have other question, but I doubt anyone tried something like that. I would also like to reduce the value of ships I'm selling to the shipyards. This is because I really like to set my Bailing Addon so NPCs often leave their ships instead of just dying, but it generates so much money that game is kinda too easy.
Reido
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Post by Reido »

Dine344 wrote:I also have other question, but I doubt anyone tried something like that. I would also like to reduce the value of ships I'm selling to the shipyards. This is because I really like to set my Bailing Addon so NPCs often leave their ships instead of just dying, but it generates so much money that game is kinda too easy.
To help reduce the 'cheaty' aspect of NPC Bailer you could reduce the bail factors and the destruct timer to just a few minutes and/or install the Salvage Commands and NPCs http://forum.egosoft.com/viewtopic.php?t=221059 script which creates NPC's that will start collecting the wrecks after a configurable amount of time after a ship bails to give you some competition and clear up the clutter.


Reido

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