[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

unity100
Posts: 145
Joined: Sun, 16. May 10, 11:50
x3tc

Post by unity100 »

DrBullwinkle wrote:
unity100 wrote:Here is split elephant scene file
I do not see an external dock in the scene you posted. Just follow Paul's original advice to use an external dock from another ship (Panther).

Or, you know... follow the tutorial. ;)

How to add Docking Bays to Any Ship (Part 2)
Then how can this be happening :

advanced heavy osprey landing in Elephant :

http://imgur.com/0cTmIyh

Neatly tucked in under the wing of the elephant :

http://imgur.com/pbRQreD

Taking off of elephant :

http://imgur.com/15XGMJ8

This shouldnt be happening if there are no external docking points.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Paul just told you. You are looking at the wrong scene.
unity100
Posts: 145
Joined: Sun, 16. May 10, 11:50
x3tc

Post by unity100 »

DrBullwinkle wrote:Paul just told you. You are looking at the wrong scene.
With x3 editor :

Open from vfs,

vfs - types - TShips - Elephant

under model tab it shows :

Ship scene : ships\split\split_TL_scene

After that i go to :

open from vfs :

vfs - objects - ships - split - split_TL_scene.pbd

thats the scene file i posted.

You just have told me that this was correct a few posts ago ?
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Check the path in the title bar.

Your description of your process is correct, but something is not working as expected. Only you can figure out what that is.
unity100
Posts: 145
Joined: Sun, 16. May 10, 11:50
x3tc

Post by unity100 »

DrBullwinkle wrote:Check the path in the title bar.

Your description of your process is correct, but something is not working as expected. Only you can figure out what that is.
Alright this clears it out :

I have checked x3 editor, it had profile for x3 tc. I created a profile for x3 ap and then followed the path to the split elephant scene file, and here is the true scene file - sorry for all the stampede i have caused with this mistake :


/# Exported with dbox2 1.10 from TL Elephant.max at 16/1/2011 12:49:24 AM

VER: 6;

P 0; B ships\Cadius\Split\TL_Elephant\hull; N ships\Cadius\Split\TL_Elephant\hull; // idx 0
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 1; B ships\props\cameradummy; C 1; N Bships\props\cameradummy_1bridge; b // idx 1
{ 0x2002; 0; 105664; -166088; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 2; B ships\props\cameradummy; C 2; N Bships\props\cameradummy_2front; b // idx 2
{ 0x2002; 0; 105664; 304100; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 3; B ships\props\cameradummy; C 3; N Bships\props\cameradummy_3right; b // idx 3
{ 0x2002; 83500; 58500; -72602; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0

P 4; B ships\props\cameradummy; C 4; N Bships\props\cameradummy_4rear; b // idx 4
{ 0x2002; 0; 96060; -481509; 0.500000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0

P 5; B ships\props\cameradummy; C 5; N Bships\props\cameradummy_5left; b // idx 5
{ 0x2002; -83500; 58500; -72602; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0

P 6; B ships\Cadius\Split\Prop\Predator_Dummy; C 2; N ships\Cadius\Split\Prop\Predator_Dummy_2fronta; // idx 6
{ 0x2002; 0; 82827; 305322; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 7; B ships\Cadius\Split\Prop\Predator_Dummy; C 3; N ships\Cadius\Split\Prop\Predator_Dummy_3righta; // idx 7
{ 0x2002; 60340; 39472; -70029; 0.250000; 0.000000; 1.000000; 0.000000; -1; 1; } // 0

P 8; B ships\Cadius\Split\Prop\Predator_Dummy; C 4; N ships\Cadius\Split\Prop\Predator_Dummy_4reara; // idx 8
{ 0x2002; 0; 81606; -481223; 0.500000; -0.000000; 1.000000; 0.000000; -1; 1; } // 0

P 9; B ships\Cadius\Split\Prop\Predator_Dummy; C 5; N ships\Cadius\Split\Prop\Predator_Dummy_5lefta; // idx 9
{ 0x2002; -60340; 39472; -70029; 0.250000; 0.000000; -1.000000; 0.000000; -1; 1; } // 0

P 10; B 19027; N B19027a; b // idx 10
{ 0x2002; -73; -48400; -204305; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 11; B 19026; C 1; N B19026_1; b // idx 11
{ 0x2002; -21687; 51865; 21032; 0.250942; -0.089031; 0.981057; 0.172050; -1; 1; } // 0

P 12; B 19026; C 2; N B19026_2; b // idx 12
{ 0x2002; -21687; 54011; -1920; 0.250942; -0.089031; 0.981057; 0.172050; -1; 1; } // 0

P 13; B 19026; C 3; N B19026_3; b // idx 13
{ 0x2002; -21668; 56048; -24758; 0.250942; -0.089031; 0.981057; 0.172050; -1; 1; } // 0

P 14; B 19026; C 6; N B19026_6; b // idx 14
{ 0x2002; 21674; 51865; 21032; 0.254696; -0.081587; -0.981495; -0.173238; -1; 1; } // 0

P 15; B 19026; C 7; N B19026_7; b // idx 15
{ 0x2002; 21674; 54011; -1920; 0.254696; -0.081587; -0.981495; -0.173238; -1; 1; } // 0

P 16; B 19026; C 8; N B19026_8; b // idx 16
{ 0x2002; 21656; 56048; -24758; 0.254696; -0.081587; -0.981495; -0.173238; -1; 1; } // 0

P 17; B ships\props\tstp_extdock_dummy; N ships\props\tstp_extdock_dummy; // idx 17
{ 0x2002; -61071; 5142; -157437; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 18; B ships\props\tstp_extdock_dummy; N ships\props\tstp_extdock_dummy; // idx 18
{ 0x2002; 61071; 5142; -157437; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 19; B ships\Cadius\Split\TL_Elephant\safety_net; N ships\Cadius\Split\TL_Elephant\safety_net; // idx 19
{ 0x2002; 0; 0; 0; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 20; B effects\engines\fx_engine_emitter; C 1; N Beffects\engines\fx_engine_emitter_1b; b // idx 20
{ 0x2002; -7648; 49135; -545932; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 21; B effects\engines\fx_engine_emitter; C 1; N Beffects\engines\fx_engine_emitter_1b; b // idx 21
{ 0x2002; -5178; -5504; -555807; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 22; B effects\engines\fx_engine_emitter; C 1; N Beffects\engines\fx_engine_emitter_1b; b // idx 22
{ 0x2002; -215; 20288; -556480; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 23; B effects\engines\fx_engine_emitter; C 1; N Beffects\engines\fx_engine_emitter_1b; b // idx 23
{ 0x2002; -316; 57540; -552436; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 24; B effects\engines\fx_engine_emitter; C 1; N Beffects\engines\fx_engine_emitter_1b; b // idx 24
{ 0x2002; 5088; -5504; -555807; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 25; B effects\engines\fx_engine_emitter; C 1; N Beffects\engines\fx_engine_emitter_1b; b // idx 25
{ 0x2002; -43; 37915; -556991; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 26; B effects\engines\fx_engine_emitter; C 1; N Beffects\engines\fx_engine_emitter_1b; b // idx 26
{ 0x2002; 7554; 49154; -545932; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 27; B effects\engines\fx_engine_killerog_red_large; C 28673; N Beffects\engines\fx_engine_killerog_red_large_28673b; b // idx 27
{ 0x2002; 0; 37810; -545581; 0.250000; 0.000000; 0.000000; -1.000000; -1; 1; } // 0

P 28; B effects\engines\fx_engine_killerog_red_large; C 28673; N Beffects\engines\fx_engine_killerog_red_large_28673b; b // idx 28
{ 0x2002; 0; 57196; -545581; 0.250000; 0.000000; 0.000000; -1.000000; -1; 1; } // 0

P 29; B effects\engines\fx_engine_killerog_red_large; C 28673; N Beffects\engines\fx_engine_killerog_red_large_28673b; b // idx 29
{ 0x2002; 0; 20514; -545581; 0.250000; 0.000000; 0.000000; -1.000000; -1; 1; } // 0

P 30; B effects\engines\fx_engine_killerog_red_large_M1; C 28673; N Beffects\engines\fx_engine_killerog_red_large_M1_28673b; b // idx 30
{ 0x2002; 7437; 49001; -539988; 0.250000; 0.000000; 0.000000; -1.000000; -1; 1; } // 0

P 31; B effects\engines\fx_engine_killerog_red_large_M1; C 28673; N Beffects\engines\fx_engine_killerog_red_large_M1_28673b; b // idx 31
{ 0x2002; -4960; -5536; -545581; 0.250000; 0.000000; 0.000000; -1.000000; -1; 1; } // 0

P 32; B effects\engines\fx_engine_killerog_red_large_M1; C 28673; N Beffects\engines\fx_engine_killerog_red_large_M1_28673b; b // idx 32
{ 0x2002; 4959; -5536; -545581; 0.250000; 0.000000; 0.000000; -1.000000; -1; 1; } // 0

P 33; B effects\engines\fx_engine_killerog_red_large_M1; C 28673; N Beffects\engines\fx_engine_killerog_red_large_M1_28673b; b // idx 33
{ 0x2002; -7439; 49001; -539988; 0.250000; 0.000000; 0.000000; -1.000000; -1; 1; } // 0
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

:thumb_up:
unity100
Posts: 145
Joined: Sun, 16. May 10, 11:50
x3tc

Post by unity100 »

Ok now i will try replacing the lines from split elephant scene file below :

P 17; B ships\props\tstp_extdock_dummy; N ships\props\tstp_extdock_dummy; // idx 17
{ 0x2002; -61071; 5142; -157437; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 18; B ships\props\tstp_extdock_dummy; N ships\props\tstp_extdock_dummy; // idx 18
{ 0x2002; 61071; 5142; -157437; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

Into the yaki ryu scene file, replacing what yaki had in its scene file below :

P 24; B ships\props\extern_TS_dock; N Bships\props\extern_TS_dock; b // idx 24
{ 0x2002; -20901; -93875; -297586; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 25; B ships\props\extern_TS_dock; N Bships\props\extern_TS_dock; b // idx 25
{ 0x2002; 20930; -93875; -297586; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

Checking dummies file, i found this :

ships\props\TSTP_extdock_dummy;ANIMATEDF_DOCKPORT_TRANSPORT|ANIMATEDF_DOCKPORT_M6|ANIMATEDF_DOCKPORT_M8|ANIMATEDF_DOCKPORT_UDFWD|ANIMATEDF_DOCKPORT_UDDOWN;0;

This 'tstp_extdock_dummy' is present in elephant scene file, so it must be the one enabling m6 docking.

Im going to test it out and let you know if this works, for anyone who may read this thread for the same thing in future.
unity100
Posts: 145
Joined: Sun, 16. May 10, 11:50
x3tc

Post by unity100 »

well. no go. 'docking denied'.

I just saved the tships.pck opened from vfs to same place from vfs.

specifying ships\Yaki\Yaki_TL_scene_m6docking in tships.pck didnt work apparently, for yaki Ryu model is missing in the game.
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Testing Your Modded Ship

(Also, be sure that the external docks are positioned outside the hull of the ship.)
unity100
Posts: 145
Joined: Sun, 16. May 10, 11:50
x3tc

Post by unity100 »

It was due to x3 editor saving the pbd file with .txt extension. I corrected it and now model loads, allowed docking of m6+, allowed docking of a TS (superfreighter) with it, accepted a khaak fighter into its internal bay.

An additional superfreighter and an additional m6 were not able to dock though.

I sent one of the TS away, and an argon truelight seeker was able to dock in addition to already docked advanced heavy osprey.

So far seems to work quite fine.

Thanks to everyone who helped. im detailing the process i have gone through here for anyone who may need this in future :

- Opened x3 editor, with x3 AP profile.

- I chose Open from VFS, and found TShips.pck under types folder, and opened it.

- Scrolled down to Split Elephant and selected it

- In its Model tab, in front of Ship Scene, i saw that "ships\Cadius\Split\TL_Elephant_scene" was listed.

- I went to 'open from vfs', went down to 'objects\Cadius\Split' and opened 'TL_Elephant_scene'

- It asked me to open this with '3d Viewer', instead i went to "All" tab, and chose 'text viewer' instead, and opened with it.

- Noticed two blocks of lines with word 'dock' in it :

P 17; B ships\props\tstp_extdock_dummy; N ships\props\tstp_extdock_dummy; // idx 17
{ 0x2002; -61071; 5142; -157437; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 18; B ships\props\tstp_extdock_dummy; N ships\props\tstp_extdock_dummy; // idx 18
{ 0x2002; 61071; 5142; -157437; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

- I found the scene file for Yaki Ryu with the SAME procedure, and opened its scene file

- Opened this file with the same method 'text viewer'

- Observed two blocks of lines for docking :

P 24; B ships\props\extern_TS_dock; N Bships\props\extern_TS_dock; b // idx 24
{ 0x2002; -20901; -93875; -297586; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 25; B ships\props\extern_TS_dock; N Bships\props\extern_TS_dock; b // idx 25
{ 0x2002; 20930; -93875; -297586; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

- I took the parts after the first ';' for first lines from each block from Elephant scene file like this :

B ships\props\tstp_extdock_dummy; N ships\props\tstp_extdock_dummy; // idx 17

B ships\props\tstp_extdock_dummy; N ships\props\tstp_extdock_dummy; // idx 18

- And then replaced these into the same places (after first ;) in the Ryu scene file so it became like this :

P 24; B ships\props\tstp_extdock_dummy; N ships\props\tstp_extdock_dummy; // idx 17
{ 0x2002; -20901; -93875; -297586; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

P 25; B ships\props\tstp_extdock_dummy; N ships\props\tstp_extdock_dummy; // idx 18
{ 0x2002; 20930; -93875; -297586; 0.000000; 0.000000; 0.000000; 0.000000; -1; 1; } // 0

- I didnt change anything else.

- Then, for ryu scene file, i went to save as from menu, then chose 'switch to system dialog' and then saved it under Top X3 directory under 'objects\ships\yaki' with a different name 'yaki_TL_scene_m6docking.pbd'

- Whatever you do the x3editor saves the file with .txt extension added. you have to go there manually from windows and correct the filename to yaki_TL_scene_m6docking.pbd from yaki_TL_scene_m6docking.pbd.txt

- after that i went to the yaki ryu entry in TShips.pck i opened before, to model section, and changed the value for Ship Scene from 'ships\Yaki\Yaki_TL_scene' to 'ships\Yaki\Yaki_TL_scene_m6docking'

- I directly clicked save, and saved the TShips.pck directly as it was, (via vfs), and overwrote what was in there

- I launched the game, reloaded an earlier save, bought a Ryu from yaki shipyard, and i was able to dock my m6s.


...........

hopefully this will help someone in future.
helldesign
Posts: 4
Joined: Tue, 4. Feb 14, 01:01
x4

Post by helldesign »

Can anyone tell me where can I buy Paranid Computer Plant because it seems that XRM changed default locations and now I cant finish one of the plot missions?
builder680
Posts: 1315
Joined: Mon, 14. Feb 11, 03:58
x4

Post by builder680 »

hell,

I figured I'd spoiler this just in case someone wants to find it for themselves:
Spoiler
Show
I don't know if this is one of those things that's random in every game, but I show that you can buy those at the Trinity Corp Showrooms in Heaven's
Assertion, Emperor's Ridge, and Perdition's End.
If you haven't checked it out yet, the "Universal Best Buys/Sells Locator" is really handy! :)
helldesign
Posts: 4
Joined: Tue, 4. Feb 14, 01:01
x4

Post by helldesign »

Thanks builder!
Sparky Sparkycorp
Moderator (English)
Moderator (English)
Posts: 8074
Joined: Tue, 30. Mar 04, 12:28
x4

Post by Sparky Sparkycorp »

Spoiler
Show
If you've ever had one appear on your system map, it's Argonopedia entry will tell you where they are sold so it may not be spoiler material.
Das_Poop
Posts: 3
Joined: Thu, 31. Jan 13, 05:19
x3ap

Problem: Missions (non plot) will not initialize

Post by Das_Poop »

Greetings all,

I am experiencing an issue with a new XRM AP install/start, wherein I accept (for this example) a station defend mission and nothing happens. I comm the NPC and accept the mission, it appears in tracking however it never kicks in.

No enemy ships appear or enter the sector to attack even after sitting for a good five minutes. Also, a Xenon squad popped in the sector and immediately stopped responding. They did not attack passing ships, did not move, and when I attacked they just sat there and took it. In contrast, a pirate squad popped in and was attacking passing ships left and right.

This is in Matriarch's Vanguard, and when speaking with the Split NPC, the dialogue they provide indicates an escort mission ("protect me for my journey" but also "stay away from police patrols on this mission") but the actual mission is a station defense.

My current mod list is as follows:

XRM
Bailing addon
STO
Claim Unknown Sector
Salvage Claim Software
Salvage Commands and NPCs
Marine Repairs and Training
MARS
Docking Ware size

Has anyone experienced something similar, or better yet, know which of these mods might be causing a conflict?

Thanks for any help.
Ferenczy66
Posts: 142
Joined: Sat, 14. May 11, 07:09
x3tc

Post by Ferenczy66 »

I've used all of those together with no issues...

Best Suggestion: Recheck the way you did your XRM install...

STO and Claim sector are pretty much the same...you only need one.
TheEarl
Posts: 352
Joined: Fri, 3. Aug 07, 17:27
x3ap

Post by TheEarl »

Hi !
I know the plots have other conditions to start.
Most plots can be startet from beginning.
But I do not know how to start shady buisiness in XRM.
What do I need for it ?
Please give me a hint in spoilers.
Thanks !
User avatar
DrBullwinkle
Posts: 5715
Joined: Sat, 17. Dec 11, 01:44
x3tc

Post by DrBullwinkle »

Spike's Walkthroughs are all spoilered.
TheEarl
Posts: 352
Joined: Fri, 3. Aug 07, 17:27
x3ap

Post by TheEarl »

That are vanilla conditions.
But maybe I know what it is.
Spoiler
Show
Split Rank?
Thanks.
Barleyman
Posts: 127
Joined: Sun, 16. Apr 06, 00:52
x3

Post by Barleyman »

builder680 wrote:Hey Barleyman,

I do agree with you that XRM makes getting started pretty tough, though personally that's one of about a zillion reasons I like it!

Anyhow I wanted to mention that picking the "Advanced Start" gets you going pretty decent as you start in the M6 Vidar, can sell off your M3, M4, a couple M5's and the TP if you wish, plus you have 2 TS with Trade MkIII + JD on them already (just gotta train their pilots up, I'd use Power Circle or other smallish sector with SPP's and factories for fast levelling). Basically you get the Terran plot rewards right away (handy in AP especially).

In this way you can get going pretty quick and start on bigger things :)
Just changing the trade + jumpdrive ware prices would go a long way to redress the issue too. I have 8 or 9 UT's with improved Mk3 ware running in my vanilla game, they generate between 100k to 200k per hour. In other words with the XRM 5 million cred trade ware costs it'd take 25 hours of game time just to break even. What's the life expectancy of an UT in XRM? Half an hour?

200k/hour isn't really staggering amounts of dough or even 2 million / hour. Life of interstellar playboy slash mercenary has expenses after all.. Just arming up one M3 takes a few million.

Where would I find the trade ware costs? Is there a simple way to stop everyone and their dog hating player property? I think it's a bit much that every single hostile always shoots *my* freighters given any choice.

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