You can install these at any stage in a game - just make sure you follow the ordering instructions from the Compatibility Notes section on the first page of this thread.-EposOne- wrote:Hi Paul
This is a great mod and I am enjoying it so far, nice work!
I have already installed the mod but now i like to fake patch the following Complex Cleaner, FDN v7, MPM v7, SSDN v7.
I have seen they come before the base XRM files, is this still possible at this stage to install them or will this void my current game saves and I have to start from scratch?
thanks much
[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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Last edited by paulwheeler on Fri, 28. Nov 14, 10:12, edited 1 time in total.
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Great, thanks Paulpaulwheeler wrote:You can install these at any stage in a game - just make sure you following the order instructions from the Compatibility Notes section on the first page of this thread.-EposOne- wrote:Hi Paul
This is a great mod and I am enjoying it so far, nice work!
I have already installed the mod but now i like to fake patch the following Complex Cleaner, FDN v7, MPM v7, SSDN v7.
I have seen they come before the base XRM files, is this still possible at this stage to install them or will this void my current game saves and I have to start from scratch?
thanks much
Cheers
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hey sorry for my english, I just wanted to say thank you for this mod, I'm playing it for a year and now after XR I'm coming back to X3AP with XRM.
I'm installing the mod right now and I wanted to know more about the Advanced universe, because I'm really interested to play with it, but I wonder if the AI can adapt to it, will Improved races or MBR ships still be sent to defend sectors that are under attack, will they jump to the sector or will they have to travel all the way to that sector.
Thank you very much !!
I'm installing the mod right now and I wanted to know more about the Advanced universe, because I'm really interested to play with it, but I wonder if the AI can adapt to it, will Improved races or MBR ships still be sent to defend sectors that are under attack, will they jump to the sector or will they have to travel all the way to that sector.
Thank you very much !!
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The AI has to follow the same rules as the player - they will jump to the nearest beacon and then fly to the sector they are trying to get to. This includes all jobs and RRF ships. No idea what happens with IR or MBRR.Bozz13 wrote:hey sorry for my english, I just wanted to say thank you for this mod, I'm playing it for a year and now after XR I'm coming back to X3AP with XRM.
I'm installing the mod right now and I wanted to know more about the Advanced universe, because I'm really interested to play with it, but I wonder if the AI can adapt to it, will Improved races or MBR ships still be sent to defend sectors that are under attack, will they jump to the sector or will they have to travel all the way to that sector.
Thank you very much !!
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I just installed this mod after installing the game for the first time and I'm curious on how to remove the "ship nose" from my screen? I want to just see an open main screen with my hud. I'm using the Mercury ship and I have this long view of my ship in my main screen and it's obstructing somewhat.
How do I get my main viewing screen back to the way it was in the vanilla AP game?
How do I get my main viewing screen back to the way it was in the vanilla AP game?
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The only reason its like that in vanilla is because the bridge camera is in the wrong place. The XRM has corrected all the bridge cameras to the correct position on the model - there's no way to easily put it back without editing the model scene files.joejccva71 wrote:I just installed this mod after installing the game for the first time and I'm curious on how to remove the "ship nose" from my screen? I want to just see an open main screen with my hud. I'm using the Mercury ship and I have this long view of my ship in my main screen and it's obstructing somewhat.
How do I get my main viewing screen back to the way it was in the vanilla AP game?
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The AU is a completely new universe map - as LC alters the XRM map, they would have to produce an LC version of the AU map.Bozz13 wrote:yeah it is, but it seems that it is not compatible with lost colony because when I install LC and then Advanced universe I have no more gates in the new sectors and some of them have no name... I don't see why it's related...
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Any script that calls the vanilla jump scripts to initiate jumps will follow the AU rules. If a script has its own jump mechanism that bypasses the "find nearest jumpable gate" command and goes straight to the "add ship to environment" bit will not follow the rules (quite often the case with response scripts as then they don't have to wait in turn if the gate is in use).Bozz13 wrote:Okey thank you Paulwheeler
For what I have seen it looks like MBRR ships are using their jumpdrives as if there was no restrictions jumping to any sectors.
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I am at a loss. Having played various X3AP starts with XRM, I cannot get the XRM to start. Deleted the game for space and now wish to play again. Clean install, followed printed dirctions, as well as a video and no joy at the start of a new game. Other mods, including the Cockpit SPK install well and truely. Any ideas Friends?
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Is this mod finished or will there be future updates?
In case the latter is true, I can recommend the following mods:
- Encyclopedia mod: adds stations and ships from the X novels into the game, accompanied by better backgrounds and a rotating planet earth with improved textures.
- Lucikes script collection: I can't play X without them.
- GalaxyExplorer: script that handles automatic galaxy exploration.
- BiggerJumpGates: increases the gate sized for bigger ships.
- Life: more talking/swearing during battles adds to the immersion
- A bank account mod with interest and loans would also be great
In case the latter is true, I can recommend the following mods:
- Encyclopedia mod: adds stations and ships from the X novels into the game, accompanied by better backgrounds and a rotating planet earth with improved textures.
- Lucikes script collection: I can't play X without them.
- GalaxyExplorer: script that handles automatic galaxy exploration.
- BiggerJumpGates: increases the gate sized for bigger ships.
- Life: more talking/swearing during battles adds to the immersion
- A bank account mod with interest and loans would also be great
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Post a screenshot of your installation folder and ill see if I can spot whats causing the problem.fatlarry1954 wrote:I am at a loss. Having played various X3AP starts with XRM, I cannot get the XRM to start. Deleted the game for space and now wish to play again. Clean install, followed printed dirctions, as well as a video and no joy at the start of a new game. Other mods, including the Cockpit SPK install well and truely. Any ideas Friends?
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Hello everyone!
When is the next update? Is there any improvement in terms of performance?
I'll just leave a link here ...
https://www.youtube.com/user/MrLEOPARDIST/videos
When is the next update? Is there any improvement in terms of performance?
I'll just leave a link here ...
https://www.youtube.com/user/MrLEOPARDIST/videos
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@BlackArchon, There are a few ships in XRM that won't appear in your in-game encyclopedia because they do not have a maker race. If the race appears in the Ship Browser as 'Unknown' then they won't appear in the in-game encyclopedia. The reason why they don't appear in the encyclopedia is that it only shows ships grouped by their maker race and doesn't show ships that do not have a maker race attached to them in the TShips file. I have always assumed that Paul did that intentionally because the ships that don't appear are usually pretty OP.
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