[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
InFlamesForEver
Posts: 2266
Joined: Fri, 22. Jul 11, 13:42
x3tc

Post by InFlamesForEver »

Can't you just talk to him again? He is in the list. Its been a while since I did the mission so I'm not sure where you're supposed to go from 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
User avatar
Stealthman
Posts: 30
Joined: Wed, 25. Feb 04, 13:10
x3tc

Post by Stealthman »

paulwheeler wrote:Well the only thing that can stop your changes from appearing in game is if X3 cannot see the TWareT file you're editing. This can be for one of three reasons:

1 - the XRM is not installed correctly, but you'd see lots of problems in game if this were the case.

2 - you're modding the TC TWareT but playing AP, or vice versa. They are both in the XRM part 2 cat/dat (and the docking ware addon pack).

3 - You have another TWareT that is blocking the one you are modding. This can either be in a higher cat/dat or in your local "types" folder.
Looks like it's #3, thank you for the help I'll go hunt TWareT files now and see how it goes.
Show me your skills please...
no seriously, show me your skills, now!
--------------------------------------------------
Welcome to Forums: You will never find a more wretched hive of scum and villainy. We must be cautious.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Stealthman wrote:I'll go hunt TWareT files now and see how it goes.
If you always "Open from VFS" then you will always get the version of the file that the game uses. It eliminates hunting and guesswork.
  • Plugin Manager Trick: If the PM has created a TWareT.pck as a loose file, then this file is generated from others, including the XRM TWareT. In that case, you want to first open the PM (leave it open), then "Open from VFS" in X3Editor. When you are done editing, close the PM, then open and close it again. That will ensure that the PM refreshes its file from your modified version.
Daisai
Posts: 142
Joined: Tue, 7. Feb 12, 23:12
x4

Post by Daisai »

InFlamesForEver wrote:Can't you just talk to him again? He is in the list. Its been a while since I did the mission so I'm not sure where you're supposed to go from there.
I can talk to him only then you get the standard menu when you talk to someone, not something that is about the mission.
As you can see it also does not have a icon next to his name for the mission.
User avatar
Stealthman
Posts: 30
Joined: Wed, 25. Feb 04, 13:10
x3tc

Post by Stealthman »

DrBullwinkle wrote:
Stealthman wrote:I'll go hunt TWareT files now and see how it goes.
If you always "Open from VFS" then you will always get the version of the file that the game uses. It eliminates hunting and guesswork.
  • Plugin Manager Trick: If the PM has created a TWareT.pck as a loose file, then this file is generated from others, including the XRM TWareT. In that case, you want to first open the PM (leave it open), then "Open from VFS" in X3Editor. When you are done editing, close the PM, then open and close it again. That will ensure that the PM refreshes its file from your modified version.
Success, thanks for the help.
Show me your skills please...
no seriously, show me your skills, now!
--------------------------------------------------
Welcome to Forums: You will never find a more wretched hive of scum and villainy. We must be cautious.
Reido
Posts: 129
Joined: Sun, 9. Sep 12, 12:12
x3tc

Post by Reido »

Barleyman wrote:I think at least on terran end of the map the argon factories are resource starved. At least I have had to hunt for 25MJ shields and even humble PACs. The advanced satellite factory for example seems to stall all the time when I'm not spoonfeeding it. I really need to make an effort to get that freighter jump-capable and seed some more satellites around.

Possibly the aggressive incursions by xenos accounts for some of the resource scarcity as traders get wiped out.
I apologize for the wall of text, I seem to have got carried away this morning, my excuse is that I haven't finished my morning coffee yet :D

Resource scarcity/over-abundance or lack of movement of resources is a good profit opportunity, either build some factories to supply products that are always scarce or factories that can use any over production from the NPC's or add some trading ships to moved goods around faster to stimulate the economy.

If the economy is stalled in one area because of conflict that's taking out the NPC traders then build factories of the type that the NPC's need away from the conflict zone, if the affected factories are stalled too long then the game will eventually get rid of them.

I usually try to 'localize' the economy of each sector as much as possible. It always seems absurd for example to produce beef and wheat in one sector and then ship it 2-3 sectors to the bakeries when you can just build a new bakery or 2 where the beef/wheat is and then produce beef/wheat where the bakeries are and make a good profit in both sectors and take advantage of the now much more abundant i.e. cheap output from the bakeries to produce other higher end products. The more you localize the economy the shorter the trips will be for the NPC's and they'll loose fewer ships. The key to making the best profit is to mix up the production cycle with as much player/NPC interactions as possible making a profit at every other step in the process. This also stimulates the NPC economy to increase production and lower the cost and/or increases availability of those 'big ticket' items, it also has the effect of dispersing your empire so it's less susceptible to a single point of failure.

Because the XRM universe is a lot more dangerous than vanilla I generally just build stations, set competitive prices (either fixed or dynamic pricing) and let the NPC's take the risk of shipping the goods around, it's not as efficient as using CAG or CLS or one of the other trading scripts but it's cheaper at the start and you don't have as much micromanaging to do as far as babysitting your trading ships or setting up patrols.


Reido
GkSanchez
Posts: 27
Joined: Tue, 19. Nov 13, 01:27
x4

Post by GkSanchez »

I'm very sorry to spam my post but could anybody give me a hand with this or any kind of guidance, please?

I really want those ships in my game and any help would be greatly appreciated
GkSanchez wrote:So, as it was pointed out to me earlier, there is a way to intall cutom ships into an XRM modded game, I had the xsp files enabled in the plugin manager and I was told that would break my game, but 30 hours into the game I didnt see any problems whatsoever, except for the fact that the custom ships would not appear anywhere but the loading screens, but then I noticed that some of my ships started dying, for no apparent reason, I checked my message logs and it said that those ships died because the autopilot decided to make them crash into things, with no explanation whatsoever, they just crashed into things, asteroids, bases, gates, you name it.
So yeah my game was broken, I deleted everything and reinstalled the game and I would very much like to have XRM in it, along with a couple of custom ships.
So, to the person who told me what I would have to do to get the ships with XRM and if possible to one of the developers of the mod, what steps or tutorials should I follow in order to get those custom ships into my XRM modded game?

Tl;dr want to put custom ships into an XRM modded game, what do?
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Well, first of all, ships crashing into things on autopilot is normal. That is not a sign that you have a bad installation.

From your description, it sounds as though you may have added the ship *types* to your game, but perhaps you forgot to actually create one of your new ships? The usual way to do that is to use the Cheat Package to "create ship" of your new type. If your new ship is added correctly, then you will be able to see its name on the Cheat Package "Create ship" menu.

Also, if you link the instructions that you used, and tell us which ships you are trying to install, then people will be able to comment on whether you have everything you need.
Reido
Posts: 129
Joined: Sun, 9. Sep 12, 12:12
x3tc

Post by Reido »

GkSanchez wrote:I'm very sorry to spam my post but could anybody give me a hand with this or any kind of guidance, please?

I really want those ships in my game and any help would be greatly appreciated
GkSanchez wrote:So, as it was pointed out to me earlier, there is a way to intall cutom ships into an XRM modded game, I had the xsp files enabled in the plugin manager and I was told that would break my game, but 30 hours into the game I didnt see any problems whatsoever, except for the fact that the custom ships would not appear anywhere but the loading screens, but then I noticed that some of my ships started dying, for no apparent reason, I checked my message logs and it said that those ships died because the autopilot decided to make them crash into things, with no explanation whatsoever, they just crashed into things, asteroids, bases, gates, you name it.
So yeah my game was broken, I deleted everything and reinstalled the game and I would very much like to have XRM in it, along with a couple of custom ships.
So, to the person who told me what I would have to do to get the ships with XRM and if possible to one of the developers of the mod, what steps or tutorials should I follow in order to get those custom ships into my XRM modded game?

Tl;dr want to put custom ships into an XRM modded game, what do?
You could try going through this thread to do a manual install:
http://forum.egosoft.com/viewtopic.php?t=330659

From what I remember there was a problem with the PM installing XSP ships into XRM because of a 'rogue space' in the XRM dummies file, but I'm not sure if that ever got resolved.


Reido
Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
x4

Post by Ragemaster9999 »

paulwheeler wrote:Well the only thing that can stop your changes from appearing in game is if X3 cannot see the TWareT file you're editing. This can be for one of three reasons:

1 - the XRM is not installed correctly, but you'd see lots of problems in game if this were the case.

2 - you're modding the TC TWareT but playing AP, or vice versa. They are both in the XRM part 2 cat/dat (and the docking ware addon pack).

3 - You have another TWareT that is blocking the one you are modding. This can either be in a higher cat/dat or in your local "types" folder.
I had the same problem. I had to open and close the plugin manager. THEN it worked.
Ragemaster9999
Posts: 240
Joined: Mon, 17. May 10, 08:53
x4

Post by Ragemaster9999 »

paulwheeler wrote:
Ragemaster9999 wrote:Im getting an issue that recently cropped up in my current game. Every 5 minutes or so i get a message in the upper right hand corner about Yaki going after a target, but the target is a debug code string.

Now I have a small group of yaki spawning every 5 minutes in the middle of the sector out of no where and coming to attack me. This happens no matter what sector I am in. Yaki job is spawning endlessly to attack me every 5 minutes. How can I fix this?

EDIT: This is the debug readout.

Yaki spotted heading for object.sector.name@L2M183 Offer.1L0m83
Convoy 2 Leader
Thats not the xrm. You must have some script installed that is causing that. From the wording it looks like some MD mission... Youre not trying to run the latest xrm on an older version of AP are you? You must be running the current AP release.
Paul, I just had this issue crop up yesterday. I am running XRM 1.30c on steam install, AP 3.1. I installed a few scripts yesterday, OK traders, marine repairs,, emergency jump, logain freight dist network lite, galaxy explorers,mobile mining mk2, none of these deal with pirates or jobs as far as I can tell. Is there a way to open the script editor and kill whatever task is spawning these yakis? They are quite annoying and artficially boosting my fight rank by suicideing into my MARS cerberus every 5 mins
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

The "object.sector.name@L2M183 Offer.1L0m83" bit looks like a mission director script to me, so it cant be killed from the in game script editor. L2M183 looks like the kind of ID Egosoft uses in plots and missions.
cellsafemode
Posts: 31
Joined: Tue, 19. Nov 13, 01:02
x4

Post by cellsafemode »

Has anyone else gotten MARS to work with the latest AP patch and XRM (current version)? I copy the correct files in but it corrupts the text visible in the launcher application and once inside the game, it locks up after about 30 seconds with an error about unable to load the notoriety script. I'm assuming something is out of date in MARS


Are there any other compatible turret AI enhancement scripts for xrm?


Edit: Well apparently that was a bad idea. Even though MARS doesn't overwrite scripts in the scripts dir, and the t dir only has one overwrite (with the XRM data file download at the beginning of this thread) ...I was unable to get the game to behave at all again even after manually removing all the new MARS files (though i was unable to retrieve the overwritten t file).. So back to re-downloading AP and re-installing xrm etc.

So unless un-installing a addon requires doing more than just removing the new files ...I guess that t file that i had to overwrite is the reason why the game got borked.


Edit2: I'm going to try Smart Turrets since that seems to be actively tested against XRM.
Etyneo
Posts: 253
Joined: Fri, 25. May 12, 00:21
x4

Post by Etyneo »

After being away from X3AP for awhile, it's nice to see that XRM development has continued. Just finished setting up a Wallfile for XRM 1.30d for use with Litcube's Bounce script.

I see some are having issues with MARS...hopefully it's an isolated thing and I won't run into it...
Reido
Posts: 129
Joined: Sun, 9. Sep 12, 12:12
x3tc

Post by Reido »

cellsafemode wrote:Has anyone else gotten MARS to work with the latest AP patch and XRM (current version)? I copy the correct files in but it corrupts the text visible in the launcher application and once inside the game, it locks up after about 30 seconds with an error about unable to load the notoriety script. I'm assuming something is out of date in MARS
You might have missed the notes on compatibility on the first page:
MARS: MARS is compatible - Do not use the full repackaged version - either use the manual install and do not install the MARS drones cat/dat - just the scripts. The drones are already merged into the XRM and installing them will break the XRM, or use Bullwinkle's repackaged version for mods that include TShips. You will also need the custom MARS data file above. Simply copy this into your "t" folder ("addon\t" for AP)
cellsafemode wrote:So back to re-downloading AP and re-installing xrm etc.
It's probably too late now, but if you have a Steam install just right click the shortcut in your library view, select "Properties", go to the 'Local Files" tab and click "Verify Integrity of Game Cache", Steam will then only download missing or altered files instead of the whole game. Once you have a fresh vanilla version it's a good idea to copy it somewhere and either use that for modding with the noSteam.exe (preferred) or use it to quickly replace a borked Steam version (after deleting the borked Steam files first).
cellsafemode wrote:I'm going to try Smart Turrets since that seems to be actively tested against XRM.
I can confirm that Smart Turrets does indeed work quite well with XRM but like any extra turret script the more ships that run it the more your CPU will be loaded down.


Reido
cellsafemode
Posts: 31
Joined: Tue, 19. Nov 13, 01:02
x4

Post by cellsafemode »

Reido wrote:
cellsafemode wrote:Has anyone else gotten MARS to work with the latest AP patch and XRM (current version)? I copy the correct files in but it corrupts the text visible in the launcher application and once inside the game, it locks up after about 30 seconds with an error about unable to load the notoriety script. I'm assuming something is out of date in MARS
You might have missed the notes on compatibility on the first page:
MARS: MARS is compatible - Do not use the full repackaged version - either use the manual install and do not install the MARS drones cat/dat - just the scripts. The drones are already merged into the XRM and installing them will break the XRM, or use Bullwinkle's repackaged version for mods that include TShips. You will also need the custom MARS data file above. Simply copy this into your "t" folder ("addon\t" for AP)
I did read that. I didn't install the extra drone mod. The problem seemed to stem from installing the xrm MARS data file at the start of the thread. Though i didn't re-install and avoid that to verify. I just didn't bother messing with mars again post re-install.
cellsafemode wrote:So back to re-downloading AP and re-installing xrm etc.
It's probably too late now, but if you have a Steam install just right click the shortcut in your library view, select "Properties", go to the 'Local Files" tab and click "Verify Integrity of Game Cache", Steam will then only download missing or altered files instead of the whole game. Once you have a fresh vanilla version it's a good idea to copy it somewhere and either use that for modding with the noSteam.exe (preferred) or use it to quickly replace a borked Steam version (after deleting the borked Steam files first).
cellsafemode wrote:I'm going to try Smart Turrets since that seems to be actively tested against XRM.
I can confirm that Smart Turrets does indeed work quite well with XRM but like any extra turret script the more ships that run it the more your CPU will be loaded down.


Reido
Indeed, i can verify that Smart Turrets does work.
BammBamm
Posts: 298
Joined: Thu, 21. Nov 13, 15:45

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by BammBamm »

paulwheeler wrote: Ammo based weapons have been converted into standard energy weapons and rebalanced to compensate.
a question about this.

projectilecannons fire without ammo now? so the fabrics which produce ammo for them are useless? is it correct that the info shows they make 70 hull damage and 0 shield damage? doesnt that mean they are useless?
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler »

@ cellsafemode

There is no way any script can corrupt the text in the X3 launcher - its outside of the game - the scripts haven't even been loaded yet.

That can only be a broken X3 installation. The text for the launcher is in the main 0001-L044 text file. No mod or script should alter this file. The latest version of this is in the 04.cat/dat added with AP v3.1. Make sure you haven't overwritten this with a mod - it should be a vanilla cat/dat.
Last edited by paulwheeler on Thu, 5. Dec 13, 09:53, edited 2 times in total.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Re: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

Post by paulwheeler »

BammBamm wrote:
paulwheeler wrote: Ammo based weapons have been converted into standard energy weapons and rebalanced to compensate.
a question about this.

projectilecannons fire without ammo now? so the fabrics which produce ammo for them are useless? is it correct that the info shows they make 70 hull damage and 0 shield damage? doesnt that mean they are useless?
The ammo fabs were left in to avoid any unforseen consequences for the economy.

0 shield damage means it bypasses the shields - this is the Mass Driver and it does this in vanilla as well.
Barleyman
Posts: 127
Joined: Sun, 16. Apr 06, 00:52
x3

Post by Barleyman »

Reido wrote:Because the XRM universe is a lot more dangerous than vanilla I generally just build stations, set competitive prices (either fixed or dynamic pricing) and let the NPC's take the risk of shipping the goods around, it's not as efficient as using CAG or CLS or one of the other trading scripts but it's cheaper at the start and you don't have as much micromanaging to do as far as babysitting your trading ships or setting up patrols.
That's more or less what I was (trying to) say. XRM makes life difficult (by design) for the "peaceful trader" who wants to automate trading in "hands off" fashion. It's a harder to get started as you need to have more cash in front. On the other hand "shooting stuff" is quite lucrative in XRM. More shooting things, less optimizing trade routes.

I really just wanted to "quickly" go through the main plot missions in X3TC and then move on to AP, I guess XRM is not really helping the "quickly" part :wink:

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”