
[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Hi there,
I'm new to XRM and I`ve been playing around with it's features, but I can't seem to locate some of them...
For example, if I understood correctly, to activate the military intelligence network I have to assign a hotkey to this feature, but when I go to Controls>interface there is no such option.
Other mods' features show up correctly, but I can't find any of XRM's features, so I can't assign any hotkey to them.
Are this hotkeys assigned some other way or am I missing something?

I'm new to XRM and I`ve been playing around with it's features, but I can't seem to locate some of them...
For example, if I understood correctly, to activate the military intelligence network I have to assign a hotkey to this feature, but when I go to Controls>interface there is no such option.
Other mods' features show up correctly, but I can't find any of XRM's features, so I can't assign any hotkey to them.
Are this hotkeys assigned some other way or am I missing something?

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well a few questions first. Was your game vanilla before you installed XRM? Are you running windows?
XRM can conflict with other mods (any custom ships etc..).
Otherwise, if you are running windows, the install is actually pretty easy. You should have all 3 of the files downloaded. Open each one and extract the contents of the files into the TC root folder. When it asks to merge the folders click yes, and overwrite any files (I don't remember there being any but just in case). One of the folders will have .cat and .dat files in them. As the instructions state, you must have a look in your TC folder and see which the last series of cat and dat files you have. mine were 13.cat and 13.dat because my install was fresh. So name the 2 sets of files 14.cat/dat and 15.cat/dat respectively and drop them into your root folder. Make sure EVERYTHING is copied from the 3 download files into your TC root folder.
Now open the game. The splash screen should say XRM.
Don't forget, with XRM, you have to start a new game. It won't update a saved game.
There are some things you should notice right away if XRM is properly installed. One of them is the option to configure your hotkeys. The other is the bounty system. If you have NPC's running around with a $ symbol next to their name then the bounty system is running and XRM should be installed. You should also see the XRM splash screens. hope this helps..
XRM can conflict with other mods (any custom ships etc..).
Otherwise, if you are running windows, the install is actually pretty easy. You should have all 3 of the files downloaded. Open each one and extract the contents of the files into the TC root folder. When it asks to merge the folders click yes, and overwrite any files (I don't remember there being any but just in case). One of the folders will have .cat and .dat files in them. As the instructions state, you must have a look in your TC folder and see which the last series of cat and dat files you have. mine were 13.cat and 13.dat because my install was fresh. So name the 2 sets of files 14.cat/dat and 15.cat/dat respectively and drop them into your root folder. Make sure EVERYTHING is copied from the 3 download files into your TC root folder.
Now open the game. The splash screen should say XRM.
Don't forget, with XRM, you have to start a new game. It won't update a saved game.
There are some things you should notice right away if XRM is properly installed. One of them is the option to configure your hotkeys. The other is the bounty system. If you have NPC's running around with a $ symbol next to their name then the bounty system is running and XRM should be installed. You should also see the XRM splash screens. hope this helps..
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First of all thank you for the quick response
I installed XRM over a vanilla AP, so my cat/dat files are 05 and 06 in the addon folder. After XRM, I also installed MARS and some of the recommended scripts in the main page of this thread, but I don't think those should cause any conflict.
I also recieved the XRM splash screen when I started a new game, so up to that step, everyting OK.
Thing is, I don't have any XRM commands in the Interface menu, and, now that you say that, nor I can see NPC's with $ symbols...
I installed XRM over a vanilla AP, so my cat/dat files are 05 and 06 in the addon folder. After XRM, I also installed MARS and some of the recommended scripts in the main page of this thread, but I don't think those should cause any conflict.
I also recieved the XRM splash screen when I started a new game, so up to that step, everyting OK.
Thing is, I don't have any XRM commands in the Interface menu, and, now that you say that, nor I can see NPC's with $ symbols...
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the cat files don't go in your addon folder. They go straight into your main TC folder. there should be 13 cat/dat files there already. You need to rename the new files and copy them there. not your addon folder. Sounds like your XRM install is not quite right as of yet 
The vanilla version of the game has 13 cat/dat files. The files of the recommended installs usually also get added to the main TC folder, just with the next higher number cat/dat files. I installed extended cockpits, so those file #'s went up to 16. I also installed the docking computer size fix for CODEA, so 17. Some mods want to install cat/dat files in the addons folder. Those mods are unfortunately incompatible with XRM. Compatible mods for XRM I believe also install their cat/dat files in the main TC folder. you just have to keep naming the cat/dat files the next higher number every mod you install.
I hope it works out for ya, and you are welcome. FYI XRM is awesome once it's running

The vanilla version of the game has 13 cat/dat files. The files of the recommended installs usually also get added to the main TC folder, just with the next higher number cat/dat files. I installed extended cockpits, so those file #'s went up to 16. I also installed the docking computer size fix for CODEA, so 17. Some mods want to install cat/dat files in the addons folder. Those mods are unfortunately incompatible with XRM. Compatible mods for XRM I believe also install their cat/dat files in the main TC folder. you just have to keep naming the cat/dat files the next higher number every mod you install.
I hope it works out for ya, and you are welcome. FYI XRM is awesome once it's running

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Oops sorry I realize you said AP and not TC. Since my version is not AP I'm not sure I can help you any further
Just make sure you follow the instructions step by step. It seems there's some files you have to move into a specific folder and not the main root folder like in TC. Just read the instructions carefully. If you have a vanilla install and all you are installing is XRM for AP then by following the instructions very carefully should get you a running copy. There shouldn't be any glitches..

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OK maybe I can help you. I have taken the liberty of looking at the instructions for your AP install. It seems the AP root folder is inside the TC root folder. the root folder for AP is "addons". So here is what your folder structure should look like (and the actions needed to be taken):
steam -> steamapp -> common -> X3 tc
X3 TC ROOT FOLDER
- ADDONS folder (this is in the TC root folder)
-- FOLDER [director] - copy/merge/overwrite existing files
-- FOLDER [t] - copy/merge/overwrite existing files
-- FOLDER [scripts_AP] - copy/merge/overwrite existing files
-- FOLDER [mov] - copy/merge/overwrite existing files
--- FILE {00044} - rename/delete
-- 04.cat
-- 04.dat
-- 05.cat
-- 05.dat
- FOLDER [soundtrack] (this is in the TC root folder) - copy/merge
EDIT: I believe as well that any new mod you install for use with XRM that you want to have working for AP should go in the addons folder. Any mod you want to have work with TC would go into the main root folder for the game (the TC folder). "addons" is the ROOT folder for AP. So any mod you are trying to install for AP and they say "just copy the cat/dat files into your TC root directory", that would be your signal to put the files in the addons folder instead
Hope this clarifies things for you. Not having the hotkey functions is definitely an install issue and not a mod related issue 
EDIT 2: Also, in part 2 of the download, you will see a folder called "scripts TC". you are NOT to copy this folder over for the install of XRM into AP. If you have, you should delete it out of your addons folder.
steam -> steamapp -> common -> X3 tc
X3 TC ROOT FOLDER
- ADDONS folder (this is in the TC root folder)
-- FOLDER [director] - copy/merge/overwrite existing files
-- FOLDER [t] - copy/merge/overwrite existing files
-- FOLDER [scripts_AP] - copy/merge/overwrite existing files
-- FOLDER [mov] - copy/merge/overwrite existing files
--- FILE {00044} - rename/delete
-- 04.cat
-- 04.dat
-- 05.cat
-- 05.dat
- FOLDER [soundtrack] (this is in the TC root folder) - copy/merge
EDIT: I believe as well that any new mod you install for use with XRM that you want to have working for AP should go in the addons folder. Any mod you want to have work with TC would go into the main root folder for the game (the TC folder). "addons" is the ROOT folder for AP. So any mod you are trying to install for AP and they say "just copy the cat/dat files into your TC root directory", that would be your signal to put the files in the addons folder instead


EDIT 2: Also, in part 2 of the download, you will see a folder called "scripts TC". you are NOT to copy this folder over for the install of XRM into AP. If you have, you should delete it out of your addons folder.
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are you running off an old save? Remember, you have to start a new game with XRM. You can't pull up your old pilot..
And now that you have pulled the TC scripts folder out, I would re-copy everything back into the addons folder, just to be sure. Could be a script got jumbled up somewhere from having the scripts_tc folder in there. A re-install might just be what the doctor ordered
And now that you have pulled the TC scripts folder out, I would re-copy everything back into the addons folder, just to be sure. Could be a script got jumbled up somewhere from having the scripts_tc folder in there. A re-install might just be what the doctor ordered

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Your problems are caused by not copying the contents of the "scripts_ap" folder into the addon\scripts folder.Tyrion363 wrote:No, I started a new game after installing XRM, and also after deleting "scripts TC". I get the "XRM installled" message, but not the hotkey options.
(it makes no difference whatsoever whether you have a scripts_tc folder there as the game doesnt load this folder)
You will need to restart your game once you fix this - youre missing alot more than just the hotkeys.
Please ignore Aven Valkyr's installation instructions above - they are not correct.
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You only get a full message if the target has a full bounty ($ in the name), otherwise you only get a popup.Doctor Uburian wrote:Hello paulwheeler, i have a doubt about XRM and maybe you can help me.
If i recall correctly, in XRM when you kill a criminal/enemy on a race controlled territory and you have the security license of said race you get paid from it, and a message pop up notifies you the payment, and you receive a message on the "incoming message" mailbox. However, suddenly those messages have stopped to appear in the mailbox (the popup works well), although i still receive the money. Also, i loaded a previous save to see if the problem didn't occur on it, but it did.
The question is. How did this happen? Could it be a bug, or is it simply that the game has decided that i was receiving to many kill payment messages and deactivated that feature?
Thanks in advance
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mr. wheeler since you are watching the forums right now, can I ask, is there a way to actually manufacture zeta missiles? And if not, can you please give us an update to include zetas with swarm production facilities? Or better YET, give us a zeta production plant
I'm going with an all terran/ATF fleet and those zetas are going to be extremely handy to have in mass quantities. BTW THANK YOU for fixing it so we can buy ATF ships. Vidar corvette group MUCH? OMG can't wait... CAN'T WAIT!

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Adding all missing missile fabs is on the to-do list. Ive got no eta though.Aven Valkyr wrote:mr. wheeler since you are watching the forums right now, can I ask, is there a way to actually manufacture zeta missiles? And if not, can you please give us an update to include zetas with swarm production facilities? Or better YET, give us a zeta production plantI'm going with an all terran/ATF fleet and those zetas are going to be extremely handy to have in mass quantities. BTW THANK YOU for fixing it so we can buy ATF ships. Vidar corvette group MUCH? OMG can't wait... CAN'T WAIT!
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Well, i have encountered a somewhat serious problem related to the mod, that while not being a bug per se, makes the completion of a Loose ends Terran plot almost impossible.
In the mission where you have to escort a Boron through two pirate sectors (to kidnap him later on), the pirates in the vanilla game don't cause much trouble. However, with XRM installed the pirates are extremely abundant in both sectors. They now have stations, tens of fighter wings, corvettes frigates, and even destroyers (while i am obliged to pilot an M3). I can bring my own ships to the fight, but it is not enough, as sooner or later i blow up under the fire of never ending tomahawk missiles.
The real problem is, that the ship that i'm escorting and it's own fighter wing don't follow the route they are supposed to. They are invulnerable, but Instead of traveling towards the objective sector, they fight against every pirate ship they come across, getting trapped on the first sector forever.
What can i do to get through the mission? Should i blow up every station in both sectors?
Thanks in advance
In the mission where you have to escort a Boron through two pirate sectors (to kidnap him later on), the pirates in the vanilla game don't cause much trouble. However, with XRM installed the pirates are extremely abundant in both sectors. They now have stations, tens of fighter wings, corvettes frigates, and even destroyers (while i am obliged to pilot an M3). I can bring my own ships to the fight, but it is not enough, as sooner or later i blow up under the fire of never ending tomahawk missiles.
The real problem is, that the ship that i'm escorting and it's own fighter wing don't follow the route they are supposed to. They are invulnerable, but Instead of traveling towards the objective sector, they fight against every pirate ship they come across, getting trapped on the first sector forever.
What can i do to get through the mission? Should i blow up every station in both sectors?
Thanks in advance

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Mission accomplished several times in the XRM.Doctor Uburian wrote:What can i do to get through the mission?
A good solution is to raise your reputation with the pirates before execution.
You can also before it is clear the pirate sectors, but it requires a large fleet of combat.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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I just wanted to start with XRM, but directly failed - I think because I have choosen the "Poisoned Paranid" gamestart.
In original gamestarts XML, this Gamestart should start:
So please can you modifiy this gamestart in a way, to start not in a central paranid sector...
In original gamestarts XML, this Gamestart should start:
But because of the modified map of XRM I always start in Paranid Prime - and in combination with much more agressive enemies and heavy usage of missiles, there is absolutely no chance to leave the sector still living...<!-- Select randomly from this list -->
<sectors>
<!-- Preachers Refuge -->
<sector x="4" y="9"/>
<!-- Heaven's Assertion -->
<sector x="10" y="15"/>
</sectors>

So please can you modifiy this gamestart in a way, to start not in a central paranid sector...