[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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morikaane
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Post by morikaane »

eldyranx3 wrote:Good to know that the TRP is near the top of the list for known incompatibilities ;)
Ah, that was a handy mod you made. Used that quite a bit but they've redone the Terran sectors so its overhauled by default now.

Cheers,
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
morikaane
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Joined: Mon, 7. Dec 09, 10:57
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Post by morikaane »

robalexhall wrote:Is this with a new game?

I warped into some khaak sectors with cycrows cheats and nothing happened.

- edit - nm I'm slow :)
Don't worry about it - it's all good.

I'll assume that you've got it working now, and well, that's all that really matters :)

Cheers,
M.

PS: Is it just me or is the xuniverse server -really- sluggish atm?
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
blspblackdeath
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Joined: Thu, 8. Mar 07, 17:59
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Post by blspblackdeath »

Funny Thing happened...
I made a reinstall of your Mod and accidentaly renamed my scripts folder.
So that only your mod script files where in the script directory.

So I made a new game start and activated the plot complete mod.

I got 2 Griffons one crappy equipped the other very good equiped and about 25 Mill. credits.

then iI reallized I made a mistake and made a new install. this time everything is in the right order... BUT...

I made a new gamestart and activated the plot complete mod.

I got 1 Griffon crappy equipped and no credits.

Soooo... what do I have to do to get back the very good equiped Griffon and the 26 mil credits?

Wonder if you can help... again. :roll:
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surferx
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Post by surferx »

JrK, I agree how very early in the game a player can really need a r/l not for monetary gain but to just be able to continue his game. I guess it's at later stages when it's commonly used as profit leverage. That was the point I should have made about the jumpdrive. It was never my intention to make a misleading statement. And as everyone wants it left in I will be the minority whip. :D
paulwheeler wrote:I'm certainly not going to take it away. It may be a touch too powerful at the moment, especially if you're not using a hull pack. Its much more powerful than the vanilla RL and uses less energy.

Anyway, I'm undecided at the moment.
I see no reason it should be "much more powerful." And this just made me realize I think I forgot to add the hull packs when I installed the mod. :oops:
That would make a noticeable difference.
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
fluffyzerg
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Joined: Fri, 5. Dec 03, 18:29
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Post by fluffyzerg »

The latest update has Federal Argon Shipyards appearing in some odd places, instead of Thuruk's Showroom, etc

First time i saw this, i started a new game, and they were showing up in Terran space using the ATF Vet start (I went to saturn an saw it there)

So i removed and put in a clean install of X3TC 3.1 and re-installed XRM and the scripts I use, and still getting odd Argon Shipyard's popping up.

I'd read elsewhere this is sometimes the issue of an errant script if you dont start a new game / clean install but since I have...

Currently using:
Immersive Env
All Plots Complete
Game Start Sector reveal
Cycrow's Advanced Jumpdrive + cheat package
Mars
Improved Races
CODEA
Missle safety
Universal Banking

And i've modified the TwareT with the X editor 2 to pop docking computers an transporters back to small for easier codea use.
paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

fluffyzerg wrote:The latest update has Federal Argon Shipyards appearing in some odd places, instead of Thuruk's Showroom, etc

First time i saw this, i started a new game, and they were showing up in Terran space using the ATF Vet start (I went to saturn an saw it there)

So i removed and put in a clean install of X3TC 3.1 and re-installed XRM and the scripts I use, and still getting odd Argon Shipyard's popping up.

I'd read elsewhere this is sometimes the issue of an errant script if you dont start a new game / clean install but since I have...

Currently using:
Immersive Env
All Plots Complete
Game Start Sector reveal
Cycrow's Advanced Jumpdrive + cheat package
Mars
Improved Races
CODEA
Missle safety
Universal Banking

And i've modified the TwareT with the X editor 2 to pop docking computers an transporters back to small for easier codea use.
The most likely cause of this is that you have another mod with TDocks in which is blocking the XRM TDocks. The game can't find the XRM entries so just puts a generic shipyard model in instead.
paulwheeler
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Post by paulwheeler »

blspblackdeath wrote:Funny Thing happened...
I made a reinstall of your Mod and accidentaly renamed my scripts folder.
So that only your mod script files where in the script directory.

So I made a new game start and activated the plot complete mod.

I got 2 Griffons one crappy equipped the other very good equiped and about 25 Mill. credits.

then iI reallized I made a mistake and made a new install. this time everything is in the right order... BUT...

I made a new gamestart and activated the plot complete mod.

I got 1 Griffon crappy equipped and no credits.

Soooo... what do I have to do to get back the very good equiped Griffon and the 26 mil credits?

Wonder if you can help... again. :roll:
I would have thought it would be missing scripts that would be the cause. If I remember correctly, the all plots complete script is a director script. Make sure this folder is present and correct as well as the main scripts folder.

Of course, there may be some kind of compatibility issue between it and the XRM.
soulmonarch
Posts: 69
Joined: Wed, 20. Apr 11, 17:54
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Post by soulmonarch »

Just checked out ATF Veteran start on 1.03... still get blasted out of the sky when going to Asteroid Belt.

Did Mizuchi lie to me when he said those fixes were in 1.03? :P
"I pledge to punch all switches, to never shoot where I could use grenades, to admit the existence of no level except Total Carnage, to never use Caps Lock as my 'run' key, and to never, ever, leave a single Bob alive."
- The Oath of the Vidmaster
fluffyzerg
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Joined: Fri, 5. Dec 03, 18:29
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Post by fluffyzerg »

paulwheeler wrote:
fluffyzerg wrote:The latest update has Federal Argon Shipyards appearing in some odd places, instead of Thuruk's Showroom, etc (snipped for easy reading)
The most likely cause of this is that you have another mod with TDocks in which is blocking the XRM TDocks. The game can't find the XRM entries so just puts a generic shipyard model in instead.

The only actual "Mods" (installed as fake patches) in use are Immersive (loaded first and def doesnt have a dock file)
Then XRM part 1
XRM part 2
and the cockpit mod (which also has no tdocks)

Could it be a script? thats the only thing i could think of. Yet this hadnt happened till this most recent update.

Its still probably something totally on my end just checking.

Edit: Did a new clean install, forgoing anything except Immersive Environments, XRM pt 1+2, cockpit mod, cheat script.
Did a sector reveal an warped around into problem areas, and Federal Argon Shipyards are still showing up.
Last edited by fluffyzerg on Thu, 21. Jul 11, 23:16, edited 1 time in total.
Kadatherion
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Joined: Fri, 25. Nov 05, 16:05
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Post by Kadatherion »

The all plots complete script IS buggy in regard to the Griffon. This is not XRM fault. The problem I discovered (and - in a sense - solved) is that it usually fails the universe check to see if there's a Griffon already around somewhere - anywhere. To that check is also linked the money reward AND the ATF rank increase (while the removing of plot items and the resetting of khaak aggression happen before).

In short, the script looks if there's a Griffon in the universe to understand if you have or not already done the FF plot with the latest reward (since it can be used at mid game, it will just complete the plots you have not yet finished, also giving backwards compatible rewards).
At first I thought the problem was just that: as mods with custom jobs like XRM do have Griffons around from the very beginning, the MD script would confuse 'em for you reward. This is true, but seems to be only part of the issue: even making that line check for a ship you KNOW can't be around (a placeholder for instance, o just a plainly invented ID), still the <action> often doesn't take place.
As such, the issue might be wider than just a job overlap: anyway, just removing that check solves everything. You WOULD be able to exploit that enabling the script after having already got your Griffon through normal ways to get another one, but really, if one wants to cheat he can just spawn a thousand of the pretties with 3 clicks, so who gives a damn?

I already posted the lines to delete/comment out of the script in its relative thread, blspblackdeath, that should fix it for you.
Still, it is unusual it is actually givin' it to you, just not equipped: as if it does, then it SHOULD also offer the reward and update the ATF rank. As paul said, then, a double check of your folders is still in order :)
Meknor
Posts: 21
Joined: Sat, 2. Jul 11, 10:54

Post by Meknor »

Nope, I started a new game and I cant clean install the game, I downloaded it from steam and ill have to pay again.

I think its something to do with the kyon emitters, ive managed to get into a sector and to a khaak without firing, but as soon as they target me or fire it CTD.

I dont think its a computer handling problem, ive had a few of 50vs50 ish xenon battles and they dont crash and frame rate isnt affected too much

Only problem I had was the manual install did nothing, no sectors or ships so I had to use the mod manger to install it, which it didnt like much.
Its probably just a conflict somewhere in the files of the other mods


also whats with all the ships abandoned, ive captured at least 10 xenon Ks left in space, a couple TLs, tons of M6s, every sectors theres at least 2-3 ships there.
I dunno if theres meant to be so many, but they also only appeared after installing this, I just thought its a little easy as ive been on this new game for 3 days and have 12 M1, M2 and M7 mixed bought ships, just from selling Xenon Ks alone
Last edited by Meknor on Thu, 21. Jul 11, 23:15, edited 2 times in total.
soulmonarch
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Post by soulmonarch »

Meknor wrote:Nope, I started a new game and I cant clean install the game, I downloaded it from steam and ill have to pay again.
Wha- ?

If you buy a game on Steam it is forever on your account. You can download as often as you like. Where did you get the idea you'd need to pay again?
"I pledge to punch all switches, to never shoot where I could use grenades, to admit the existence of no level except Total Carnage, to never use Caps Lock as my 'run' key, and to never, ever, leave a single Bob alive."
- The Oath of the Vidmaster
Halconnen
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Post by Halconnen »

If you got it from Steam, you can reinstall it as often as you want. You only pay once. Lol.

Edit: Ninja'd by Soulmonarch.
Blancho
Posts: 99
Joined: Sat, 18. Oct 08, 01:51

Post by Blancho »

hello

Just few observation with the maintenance pod.

1- one laser don't mount correctly. (number 3), it's like it don't have switch number (no yellow square)
2- I think it is a little too effective.
3- the energy gen is too small....(when you fire the voice of betty are horrible...with fast repetition).

I love the "Hakata Support Frigate" from the X-Tra Ship/Station Pack 1.93.... who can support all ships from m1 to m5, but I don't see it, (he is perfect for scavenger job, with the mod marine repaire)
I see more the maintenance pod for abording.. smaller and with more speed.

Sorry for bad english....I hope you don't offend with my opinion...
paulwheeler
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Post by paulwheeler »

fluffyzerg wrote:
paulwheeler wrote:
fluffyzerg wrote:The latest update has Federal Argon Shipyards appearing in some odd places, instead of Thuruk's Showroom, etc (snipped for easy reading)
The most likely cause of this is that you have another mod with TDocks in which is blocking the XRM TDocks. The game can't find the XRM entries so just puts a generic shipyard model in instead.

The only actual "Mods" (installed as fake patches) in use are Immersive (loaded first and def doesnt have a dock file)
Then XRM part 1
XRM part 2
and the cockpit mod (which also has no tdocks)

Could it be a script? thats the only thing i could think of. Yet this hadnt happened till this most recent update.

Its still probably something totally on my end just checking.

Edit: Did a new clean install, forgoing anything except Immersive Environments, XRM pt 1+2, cockpit mod, cheat script.
Did a sector reveal an warped around into problem areas, and Federal Argon Shipyards are still showing up.
Check to see if any of the scripts add cat/dats. Also its probably TFactories you're looking for not TDocks. Check any trading scripts.
Meknor
Posts: 21
Joined: Sat, 2. Jul 11, 10:54

Post by Meknor »

I thought that too, i tried to download it again before and it wanted me to pay, i thought it would always be on my account but whenever I press on download on my list of games from steam it says confirm payment.
Whether or not its supposed to, it trys to charge me again :-(
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surferx
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Post by surferx »

Blancho wrote:hello


2- I think it is a little too effective.
With a hull mod? If yes, which one?
Blancho wrote:Sorry for bad english....I hope you don't offend with my opinion...
You're doing quite well, no worries. No one here will take offense. :D
If you want to go fast, go alone.
If you want to go far, go together.

Operating System:
Windows 11 Pro 64-bit CPU: 13th Gen Intel Core i9-13900KF RAM: 32606 MBytes MBO: Gigabyte Z790 UD AC (U3E1) GPU: ZOTAC GEFORCE RTX 4080 Trinity OC NVIDIA 16 GB GDDR6 SSD: AJP600M2TB 1907 GB
paulwheeler
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Post by paulwheeler »

Blancho wrote:hello

Just few observation with the maintenance pod.

1- one laser don't mount correctly. (number 3), it's like it don't have switch number (no yellow square)
2- I think it is a little too effective.
3- the energy gen is too small....(when you fire the voice of betty are horrible...with fast repetition).

I love the "Hakata Support Frigate" from the X-Tra Ship/Station Pack 1.93.... who can support all ships from m1 to m5, but I don't see it, (he is perfect for scavenger job, with the mod marine repaire)
I see more the maintenance pod for abording.. smaller and with more speed.

Sorry for bad english....I hope you don't offend with my opinion...
You have not followed the installation instructions and removed the 00044 file from your "mov" folder in your TC install. See the main post for details. That is why you can hear Betty when firing the repair lasers. The low energy gen is deliberate to get the pulsing effect. All four weapons should mount fine. Try it again.

The Hakata is there, I have just changed the name so that betty will say it.
paulwheeler
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Post by paulwheeler »

Meknor wrote: I think its something to do with the kyon emitters, ive managed to get into a sector and to a khaak without firing, but as soon as they target me or fire it CTD.

I dont think its a computer handling problem, ive had a few of 50vs50 ish xenon battles and they dont crash and frame rate isnt affected too much

Only problem I had was the manual install did nothing, no sectors or ships so I had to use the mod manger to install it, which it didnt like much.
Its probably just a conflict somewhere in the files of the other mods


also whats with all the ships abandoned, ive captured at least 10 xenon Ks left in space, a couple TLs, tons of M6s, every sectors theres at least 2-3 ships there.
I dunno if theres meant to be so many, but they also only appeared after installing this, I just thought its a little easy as ive been on this new game for 3 days and have 12 M1, M2 and M7 mixed bought ships, just from selling Xenon Ks alone
There would be a crash when kyons fire if your game was seeing part 2 and not part 1. Check that your cat/dats are sequencial.

Also the abandoned ships must be caused by a script like NPC Bailing as big ships don't bail otherwise.
paulwheeler
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Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler »

soulmonarch wrote:Just checked out ATF Veteran start on 1.03... still get blasted out of the sky when going to Asteroid Belt.

Did Mizuchi lie to me when he said those fixes were in 1.03? :P
I think I might have forgotten to put the hotfix in.... my fault.

Ill reupload with it in tomorrow. In the mean time use the fix he posted.

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