[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.

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adriancos
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Re: kha'ak cluster spawning

Post by adriancos »

BlackArchon wrote:
adriancos wrote:hello

does anyone know what is the script that controls the interval for kha'ak cluster re-spawn inside races sectors?

i would like to lower it a bit...
This is done by a job and is defined in types\Jobs.txt.
arghh, i was searching it in the wrong place, through the scripts...

thank you :)
Khadafi
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Post by Khadafi »

Khadafi wrote:hello everyone,

Im running Albion Prelude 3.1 with XRM and trying to get in to work with CODEA 3.2.0.6 and the recent 3.3.1.1 files. When activating the mod the game goes totally crazy. When starting as "humble trader" for example, the additional starting discoverer is gone and I see funny things like enemy "khaak mammoths" in herrons nebular...
Can anyone help me and tell me how to get it to work probably?

Thanks in advance...
Anyone?
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X2-Illuminatus
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Post by X2-Illuminatus »

Mammoths being created instead of normal job ships always points to a damaged or wrong installation. Especially with regards to a TShips file. That means you have either the XRM not correctly installed or have tried to install a second mod, which adds ships and which has not been adjusted to work with the XRM.
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Khadafi
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Post by Khadafi »

Thank you for your response.
I thought so too but the funny thing is: this only happens as soon as I activate CODEA. It also doesn't matter whether I do it by using the mid launcher or the fake patch method... XRM on its own works fine for me. Which is the right version of CODEA to use? When using 3.2.0.6 alone, I'm receiving the message which tells me to update and as soon as I update to 3.3.xx it works but it's bugged.
Khadafi
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Post by Khadafi »

Could it be a conflict related to the loading order? Right now CODEA loads after XRM using the fake patch method...
sepa
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Post by sepa »

Just wanted to say THANK YOU for all the work on this mod - awesome!

For years I used to play Vanilla + many many small mods, sometimes going as far as modifying jobs and rebalancing ships, but never had so much fun with X as now.

Used my favorite 'Bankrupt Assasin' start, with NPC Bailing addon and NPC slavagers scripts, too - and I love the challenge it offers.

Only things missing for me are Vipers, Cyclone Raiders, Raptor, Tarsus, Serenity and Millenium Falcon (well, could be nice to have some pirates in TIE Ugly's as I once had, too) - I would love to learn how to add ships to your mod, anything superspecial required?

I must say again that I LOVE the way you rebalanced ships - they really got distinguished roles and each race does feel pretty unique.

Right, off to arm my Crusader's, add Cutlass to their wing and try them out as an close anti-swarm support role.
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The X-Plorer
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[TC+XRM]: Invisible ships glitch?

Post by The X-Plorer »

I finally decided to try out XRM last night, and my god was it glorious. Absolutely love the enhanced graphics. It almost plays like an unofficial expansion pack for X3:TC, a lot of effort was put into this for sure.

However I have been running into a slight problem, though this doesn't cause the game any serious issues, it is much more so a visual problem.

Several of the ships, for me, have completely invisible hulls, others are named 'readtext-somethingblahblahsomething'. It's not with ALL of the XRM ships, but it is with a small handful. However, turrets, hangars, launch bays, and engine effects are still visible on most of them.

IIRC, in my XRM, 2 Split ships (I think an M2 and an M1), the blackbird, Gauntlet, 1 Boron ship (an M2), 1 Xenon ship (I can see the G, C, Z, R, and X), 2 M6s, and a few fighter craft suffer from this glitch.

Is this a problem others have had? or is this something even fixable? I did read instructions on how to install XRM, but I feel like It may have missed something.

On a side note: for me there are 2 instances where two different ships have the same name (the acinonyx and Hawk, though I can easily fix that myself with X3 Editor 2.


Edit: merged with XRM thread. X2-Illuminatus
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BlackArchon
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Post by BlackArchon »

Your XRM install is broken. Reinstall it and follow the instructions exactly. If there are any questions or unclear parts, please ask. :)
The X-Plorer
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Post by The X-Plorer »

BlackArchon wrote:Your XRM install is broken. Reinstall it and follow the instructions exactly. If there are any questions or unclear parts, please ask. :)
Did exactly that, No change. the hulls of the effected ships are still invisible. (Though I think I may have been incorrect initially about not being able to see the gauntlet, I could see its hull.)

I even removed the .cat and .dat files from the first install of parts 1 and 2, and then put in the replacements for them from the second go. Nothing different.

Are the files from the mirror provided in the egosoft forum's damaged? Again, the game still plays absolutely fine, these bugged ships simply don't appear anywhere.

The following ships I can confirm are suffering from the problem:


Split M2 Komodo
Boron M7 Hammerhead
TP Blackbird
Terran M6
Type IV
Macana
Terran Lance


'ReadText' Ships:

1 Boron M2
Xenon M2+ (Not the Z)
1 M6
6 M4s
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rcollins779x
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AP Poisoned Paranid Main Plot Missing?

Post by rcollins779x »

I play AP XRM. I've read on forums that the Poisoned Paranid Start should allow me to join the Argon in the war effort.

I've restarted 3 times and after getting my HV and meeting the requirement of +4 Argon Rep and -5 Terran Rep and walking in to Argon Sector 148 I get nothing, just a bunch of Terran vs Argon near the 148 gate, but no quest message.

In another forum I saw Poisoned Paranid does not have a Main Plot War option. Which is true?

If I can't, could someone point to how I can mod that flag so I can do it?
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The Q
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Post by The Q »

XRM questions are best asked in its respective thread, where you find the following information: <Merged. Alan Phipps>
paulwheeler wrote:PLOTS - For Terran Conflict all the plots are available. For Albion Prelude, the main Argon plot is disabled as it is not compatible with the XRM replacement "war". However, all other plots are available. Also, the Corporation and Treasure Hunt plots from TC are playable in AP.
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Maj. Tom
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Post by Maj. Tom »

Hi guys,

Just started a new game on a new install, and noticed almost all shipyards (ATF flight school, ATF command, etc.) are labelled simply as "USC Shipyard". Betty says the correct name, but they're labelled wrong.

What did I bugger up this time?
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BlackArchon
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Post by BlackArchon »

Do you use any other mods or scripts than XRM?
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Maj. Tom
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Post by Maj. Tom »

BlackArchon wrote:Do you use any other mods or scripts than XRM?
xrm backgrounds, hull medium, csesg, marine repairs & training, improved races.

edit: also FDNL
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BlackArchon
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Post by BlackArchon »

Hm... those scripts don't ring a bell for being problematic. Can you remember if the problem was there before using these scripts?
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Maj. Tom
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Post by Maj. Tom »

I added these in with the fresh install. haven't played without them.
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genarus
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Post by genarus »

Really loving this mod makes the game feel new just coming from vanilla to this makes me interested in the game again and starting a new game.

but just one little issue... Massive hauler parking in kingdoms end... any way to fix this?http://i.imgur.com/gdulguR.jpg :?:

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okabig
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Post by okabig »

Hey just wondering, does the AI conquer sectors in this mod or is are these boarder conflicts just for show?
BlackArchon
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Post by BlackArchon »

The sector ownerships won't change in XRM. If you want this, you should have a look at the scripts "Improved Races" or "Improved Races 2".
insolent1
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Post by insolent1 »

I'm having trouble advancing the commonwealth hub plot.
Loose ends has been finished up to the hub part(no TL yet).
When I first played through I got control of the hub and started storing stuff there, I triggered the commonwealth plot a bit later and was able to complete up to the ecell delivery part for the gate realignment. I was unable to progress further after this.

I loaded an earliar save from before I gained control of the hub through the terran plot.
I started the commonwealth plot and made sure not to do anything to the hub and was able to progress to the gate realignment.
But after realigning the gate to zyarth's stand the game does not appear to register it, I have tried the 3 different sectors(that border ZS) but these do not seem to make any difference.

I think it might have to do with "loose ends" activating the 3 gates
Has anyone got any ideas?

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