[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Noticed you can't add ships to this mod. If AP that is.
WHY did they change the way AP functions I wonder? TShips is extracted each time from primary cat files each time it loads so it always overwrites modes no matter what you do.. Maybe I can inject this mods tships into the original cat.. what a pain.
WHY did they change the way AP functions I wonder? TShips is extracted each time from primary cat files each time it loads so it always overwrites modes no matter what you do.. Maybe I can inject this mods tships into the original cat.. what a pain.
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You can. I think you might be editing the wrong TShips file. The XRM:AP one is contained in the addon\types\ folder, probably in XRM 1.15b Part 2.PRiME2007 wrote:Noticed you can't add ships to this mod. If AP that is.
WHY did they change the way AP functions I wonder? TShips is extracted each time from primary cat files each time it loads so it always overwrites modes no matter what you do.. Maybe I can inject this mods tships into the original cat.. what a pain.
(Hopefully that's what you meant in your post. It is a little confusing... apologies if I misunderstood).
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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To edit the AP XTC Tships, open up cat 5, in the addon dir.PRiME2007 wrote:Noticed you can't add ships to this mod. If AP that is.
WHY did they change the way AP functions I wonder? TShips is extracted each time from primary cat files each time it loads so it always overwrites modes no matter what you do.. Maybe I can inject this mods tships into the original cat.. what a pain.
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I just want to say thank you so much for making this mod work with AP. It's my first time using it and I'm totally blown away at all of the things that have been changed & improved. I love the new starts, weapons, and ships the most. My only issue is that I can't use SETA at x10 while flying because of the engine exhaust
I read in a v1.10 readme pdf that it's because of vanilla uses black exhaust, whereas in this mod it's most definitely not black. Guess I'll just have to get a faster ship to make up the difference in SETA times 
Edit: I'm noticing that sometimes when I go through a gate with SETA on (x5) I just pass through the gate... I have to stop SETA and go back without it on for the gate to work. This is on a fresh install of AP with newest XRM, with MARS and SRS installed as well.


Edit: I'm noticing that sometimes when I go through a gate with SETA on (x5) I just pass through the gate... I have to stop SETA and go back without it on for the gate to work. This is on a fresh install of AP with newest XRM, with MARS and SRS installed as well.
Last edited by Guffeh on Sat, 21. Jan 12, 05:36, edited 1 time in total.
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is there anyway to bypass the built in turret defense mk3 scripts, cap ship rate of fire on targets is just sad all the guns fire at once giving up all sustained firepower on target (this is for AP)
Edit, Nevermind i fixed the script
here is the link if you all want to have a higher ROF with the stock AP turret script http://asd.moyloon.com/upload/upload/!p ... ef.mk3.pck
Edit, Nevermind i fixed the script
here is the link if you all want to have a higher ROF with the stock AP turret script http://asd.moyloon.com/upload/upload/!p ... ef.mk3.pck
Last edited by omegaflux on Sat, 21. Jan 12, 05:42, edited 1 time in total.
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Drockt1, I wanted to add a whole truck load of EVE and Nexus and Star Trek ships so that would take a week to do via hand writing it all in.
I am thinking of I use the xsp version of this mod then it should be doable? I have no idea where pluginmanager is getting its pck files from, very very weird.. I even removed it out of the 01 and 02 cats and it still copies its VERSION of those files into the types folder, disregarding whatever I had in there (in this case this mods files)
Need to put on my mad hacker hat and hack pluginmanagers tships and twaret file store. They will be hidden inside it somewhere, I want a option to FORCE it to use a external source rather then its vanilla internal.
I am thinking of I use the xsp version of this mod then it should be doable? I have no idea where pluginmanager is getting its pck files from, very very weird.. I even removed it out of the 01 and 02 cats and it still copies its VERSION of those files into the types folder, disregarding whatever I had in there (in this case this mods files)
Need to put on my mad hacker hat and hack pluginmanagers tships and twaret file store. They will be hidden inside it somewhere, I want a option to FORCE it to use a external source rather then its vanilla internal.
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PRiME2007 wrote:Drockt1, I wanted to add a whole truck load of EVE and Nexus and Star Trek ships so that would take a week to do via hand writing it all in.
I am thinking of I use the xsp version of this mod then it should be doable? I have no idea where pluginmanager is getting its pck files from, very very weird.. I even removed it out of the 01 and 02 cats and it still copies its VERSION of those files into the types folder, disregarding whatever I had in there (in this case this mods files)
Need to put on my mad hacker hat and hack pluginmanagers tships and twaret file store. They will be hidden inside it somewhere, I want a option to FORCE it to use a external source rather then its vanilla internal.
I noticed that when I first used Plugin Manager it didn't have that problem. After installing some mods and ships then messing with files and whatnot, the issue occurred. On a fresh install of AP and Plugin Manager, it works fine again. I agree with you though, being able to force Plugin manager to use a certain Tships rather than it's built-in one would be ideal.
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If you're trying to override the base XRM:AP Tships file you need to have your modified XRM:AP TShips.pck in the \addon\types folder. I'm fairly confident that it won't work if it isn't a .pck file.PRiME2007 wrote:I want a option to FORCE it to use a external source rather then its vanilla internal.
M.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson
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you can do it both ways, but its better to do it within the cat filesmorikaane wrote:If you're trying to override the base XRM:AP Tships file you need to have your modified XRM:AP TShips.pck in the \addon\types folder. I'm fairly confident that it won't work if it isn't a .pck file.PRiME2007 wrote:I want a option to FORCE it to use a external source rather then its vanilla internal.
M.
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Actually in the end I used the xsp files which for some reason works most the time for adding ships in. I had to fix the background one btw as it was not set to a fake patch (easy to fix) once I added in this mod I closed the PM(pluginmanager) down and reloaded it again (be sure no files exist in the addon\types folder) then I added the ships in and it took XRM mod files out and added the ships to that. I tested this in the X3 Editor2 to make sure they existed.
You still need to remove the dummies file and also the crapped cat and/or dat file it adds, PLUS install all the ships for X3tc so assets are there. THEN they work finally. What a work around but, once you done it a few times its easy, the problem happens when you gotta disable/uninstall the mods and re do it because the PM sometimes will take the vanilla AP files out and use those instead of XRM ones...
Hope all that crap made scene, just saying it works for now until/if ever they fix the PM for AP a bit more. I really think the guy should leave ships the way they were in X3TC and have it use only the files from types folder . I think it tries to do that but messes up the order of the mod and forgets that XRM is above AP mod... weird stuff.
You still need to remove the dummies file and also the crapped cat and/or dat file it adds, PLUS install all the ships for X3tc so assets are there. THEN they work finally. What a work around but, once you done it a few times its easy, the problem happens when you gotta disable/uninstall the mods and re do it because the PM sometimes will take the vanilla AP files out and use those instead of XRM ones...
Hope all that crap made scene, just saying it works for now until/if ever they fix the PM for AP a bit more. I really think the guy should leave ships the way they were in X3TC and have it use only the files from types folder . I think it tries to do that but messes up the order of the mod and forgets that XRM is above AP mod... weird stuff.
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alright, AWESOME! just tried the hunted hero start, with IE, mars, npc bail addon and logain capship energy cell generator
wow, there's so many things going on there actually somewhat more unpredictable than when I played X3TC with IR and SRM CMOD
and wow the universe is so good looking compared to vanilla
I'm quite confused though, Plugin Manager said since steam is on x86 folder then I must run it as admin right? I did that but not sure if the NPC bail and ecells generator already running... can someone enlighten me?
wow, there's so many things going on there actually somewhat more unpredictable than when I played X3TC with IR and SRM CMOD

I'm quite confused though, Plugin Manager said since steam is on x86 folder then I must run it as admin right? I did that but not sure if the NPC bail and ecells generator already running... can someone enlighten me?

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The war progresses whether the player gets involved or not. I left the war to its own devices and the terrans managed to wipe out most of Omycron Lyrae before the argons managed to destroyed the terran command ship.ShadowGod56 wrote:if you choose a start that isn't one of the original war plots can you still participate in the war?
also does XRM have to be installed for TC to run the AP version?
Also, the war is only winnable if the player gets involved, so theoretically you could get involved after several game days and still have plenty to do.
You only need to put xrm into the addons folder if you just want to play ap. Only put it in both if you want to play both games.
Last edited by paulwheeler on Sat, 21. Jan 12, 11:38, edited 1 time in total.
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I believe that is due to something modding the "materials" types file. AP added entries for the new interface and if they are missing, things are all over the place.PRiME2007 wrote:Unsure about above but here is my weird problem. Popup text massive, most does not fit on screen.
Solutions?
http://dl.dropbox.com/u/41627694/x3ap%2 ... -14-91.jpg
Many other screens don't fit on the screen LOL. Its completely messed, this is the best image I should show what the script editor looks like, only 1/3rd shows on screen. WTF !
UPDATE: I'll figure it out, just one of the mods installed wrong I guess.
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SETA at 10x was never a good idea in vanilla as at that speed the script engine has trouble keeping up and sometimes skips operations.Guffeh wrote:I just want to say thank you so much for making this mod work with AP. It's my first time using it and I'm totally blown away at all of the things that have been changed & improved. I love the new starts, weapons, and ships the most. My only issue is that I can't use SETA at x10 while flying because of the engine exhaustI read in a v1.10 readme pdf that it's because of vanilla uses black exhaust, whereas in this mod it's most definitely not black. Guess I'll just have to get a faster ship to make up the difference in SETA times
Edit: I'm noticing that sometimes when I go through a gate with SETA on (x5) I just pass through the gate... I have to stop SETA and go back without it on for the gate to work. This is on a fresh install of AP with newest XRM, with MARS and SRS installed as well.
I recommend limiting it to 6x. That way the script engine doesn't have problems and even the "trail-in-your-face" isn't too bad.
The gate issue has always happened in X3. I got it in vanilla several times when running on seta. I think it is to do with the game not keeping up so it skips frames, and it just happened to skip the frame where you intersected the gate boundary.
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I unchecked the X3TC read only... and then what? reinstall using plugin manager? doing something in the game? what? help, how do I check that ecell generator, npc bailing addon, salvage command suite & npc work??? I can't find their menu?dougeye wrote:you may need to select the whole steam directory go properties and uncheck read only, then apply to all subfolders aswell. + im using bail addon etc and got the dame messge but they appear to be working fine.
and btw anyone has any idea how to increase the terran reputation in the hunted hero start? any way?
Last edited by nap_rz on Sat, 21. Jan 12, 12:35, edited 1 time in total.
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Paul,
Terran Lasertowers seem to be invisible in my game. Fairly confident that I installed the mod properly, can anyone confirm this? (just in case).
Also noticed that the Kyoto (USC Ship) is available for purchase from the ATF Headquarters in the Moon.
And... strangely... noticed a Terran Boron Freighter with a bunch of different race ships escorting it (all marked as terran). Is this deliberate?
Cheers,
M.
Terran Lasertowers seem to be invisible in my game. Fairly confident that I installed the mod properly, can anyone confirm this? (just in case).
Also noticed that the Kyoto (USC Ship) is available for purchase from the ATF Headquarters in the Moon.
And... strangely... noticed a Terran Boron Freighter with a bunch of different race ships escorting it (all marked as terran). Is this deliberate?
Cheers,
M.
Last edited by morikaane on Sat, 21. Jan 12, 12:56, edited 2 times in total.
"The Universe is under no obligation to make sense to you." - Neil deGrasse Tyson