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XRM Frequently Asked Questions

Thank you for choosing XRM Total Conversion Modification to X3TC. Questions and answers used in this FAQ are in part taken from the XRM thread. About the FAQ: There are two parts: Part 1 deals with Compatibility and Installation, while Part 2 is general about the mod.

Part 1: Compatability and Installation. Questions covered: Q 1: How do I install XRM? Q 2: Is XRM compatible with Mod XYZ? Q 3: What is XRM not compatible with? Q 4: Is this compatible with MARS? Q 5: Does XRM work with no-civilians mods/jobs? Or is it included? Q 6: I see mammoths everywhere! Is this a XRM or other script/mod problem or is it just normal? Q 7: If I have some other things I want to install with XRM (500km Comm Range, and phq extensions for example) is it best to give XRM the lowest number, the highest, or it doesn't matter? Q 8: Is XRM compatible with the Pirate Guild / Yaki Armada / Improved Races (ect) even though it isn't a recommended script?

Q 1: How do I install XRM? All the information you need about installing XRM can be found on the first page of the XRM thread at http://forum.egosoft.com. Please at the very least skim the instructions in the first three posts as you will find a lot of useful information about installation tips, compatibility, in addition to an overview of important changes that XRM makes to the vanilla universe. If upgrading and/or continuing a game from a previous version of XRM check in particular the release notes for the current version for instructions on how/if this can be accomplished. Because of the nature of mod development the XRM team cannot guarantee compatibility with past XRM saves with every future update though it is our policy and hope to not to have to force new restarts with future updates.

Q 2: Is XRM compatible with Mod XYZ? Probably the most asked question. Here is a quick guide to finding an answer i. Check the first page of the XRM mod under the heading "Compatibility Notes" to see if there is a compatibility problem listed there.

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Do a quick google search that includes "egosoft forums xrm compatible" and the name of your chosen mod. It is very likely the question has already been asked in one of the forums and you may be lucky enough to find your answer immediately this way. Google is a much better way of searching the forum that using the built in search function. Have a think about what the Mod you are trying to install with XRM does. Is there likely to be a conflict? For example XRM is not compatible with any mod that adds for example new ships to the game unless you personally rewrite and merge the necessary T ships file. If your mod adds a lot of new sectors or ships it will most likely not work with XRM. Try it yourself and find out! This really isn't as hard as it seems. Install one mod after another, testing each time for unexpected behaviour. One way of knowing you have a conflict with the T ships file is that you start seeing Mammoths spawning everywhere you would normally find the special ships added by XRM. If this happens reinstall without the offending mod. If you still really cant figure out if something is working ask in the XRM thread. Do not skip the above steps, most compatibility information for big mods can be found on the web or easily deduced yourself and it may take days to get a personalized answer. Google exists for a reason!

Q 3: What is XRM not compatible with? XRM is NOT compatible with the following mods: i. Cadius's Xtra Ships Pack: Mostly integrated into the XRM. ii. CMOD III/IV: Now a core part of the XRM. iii. eldyranx3's ATF Shipyard (TRP): Incompatible due to the XRM having similar integrated shipyards. iv. eldyranx3's Project Sleipnir (TRP): Incompatible due to the XRM Universe Map having similar features. v. eldyranx3's USC Merchant Marines (TRP): Incompatible due to Tships conflict. vi. Ketraar's Marking Unknown Sectors: Incompatible due to the XRM Universe Map already having the same features. vii. LitCube's Revelations Mod: Incompatible due to overlapping sectors. viii. Ship Rebalance Mod: Continued: Now a core part of the XRM. ix. Sunblade's Lost Numbers: Incompatible due to the XRM Universe Map already having the same features. x. Graxter's Player HQ hack xi. X3 Unleashed: Conflicts with the XRM Jobs File. xii. Enhanced Equipment Spawner - its sister mod CWP is integrated into the XRM. xiii. Any cockpit mod - please use the provided addon pack. xiv. Any trail or engine effect mod - These are integrated into the XRM. xv. Any mod that alters the base universe. xvi. Any mod that alters comm range or scanner range (XRM has these implemented already)

For a lot more compatibility information please visit the XRM thread at the forums of egosoft.com

Q 4: Is this compatible with MARS? Yes XRM is compatible with MARS. In order to install MARS with XRM first install XRM. Then install only the Scripts and T files included in the MARS download but do not install the CAT/DAT files included as this information is already included in XRM. Lastly and most importantly download the personalized MARS T file from the XRM threads first page and add it to the T folder (overwrite if necessary). This file contains the information necessary for MARS to compute the data for the new lasers added by XRM. If you have installed everything correctly when MARS is fully installed on your second load it you will receive a confirmatory message stating that MARS for XRM is recognised and working.

Q 5: Does XRM work with no-civilians mods/jobs? Or is it included? XRM has its own uniquely tuned jobs and does not work with nor come with alternative jobs scripts. You will need to edit the Jobs.pck yourself if you don't want civilian ships appearing in your game. Do however take time to fully appreciate the work that has gone into creating the XRM jobs files as we are pretty proud of them. Additionally the civilian jobs scripts in XRM are extremely simple. You could technically have thousands more of them and the hit from the scripts would be negligible. Additionally civilians use mostly low intensity X2 ships which, in comparison with vanilla, lessen the in sector the strain on your computer caused by displaying many civs.

Q 6: I see mammoths everywhere! Is this a XRM or other script/mod problem or is it just normal? Seeing Mammoths everywhere generally means you have a tships from another mod blocking the XRM tships. Mammoths are the game engine's "go to" ship when it cannot find the ship it is supposed to be spawning. If you are seeing Mammoths then you will therefore not be able to see any of the ships that XRM have added. You should do a reinstall removing any conflicting mod. Make sure you use a clean install of X3TC when installing XRM to limit contamination with unwanted remnant files.

Q 7: If I have some other things I want to install with XRM (500km Comm Range, and phq extensions for example) is it best to give XRM the lowest number, the highest, or it doesn't matter? Firstly the 500km comm range and extended phq mods will block XRM features, so I

recommend not using them. Their features are mostly in the XRM anyway. comms range is 75km and HQ storage is extended. That said CAT/DAT positions do effect which file the game chooses to use as the highest level of CAT/DAT takes precedence over earlier fake patches (lower numbered cat files). If you place the 500 km comm. range lower than XRM it may not work as XRM changes the same files and thus will block it. Installing it higher than XRM will mean that you have overwritten at least part of the XRM CAT/DAT, ie the comm. range will be extended. However by overwriting these files you may be adversely affecting other aspects of XRM that are indirectly connected to the file which you overwrote. For example, the 500km comm range mod will overwrite the XRM extended scanner ranges. If you must create a conflict in this fashion, be prepared for XRM not to work as intended.

Q 8: Is XRM compatible with the Pirate Guild / Yaki Armada / Improved Races (ect) even though it isn't a recommended script? As stated above there is a list of compatible mods on the first page of the XRM thread. Since however the Pirate Guild, Yaki Armada and Improved Races are so popular we would like to make it extra clear here that yes they are compatable. Extra Note on Improved Races: Since XRM dramatically increases the amount of military and enemy presence in the universe it may be good to try out the mod first before installing IR. If IR is tuned too high you may have total chaos. Also it may be unadvisable to use MBRR with IR as they both do similar things. Think about which script you wish to use. We have a tendency to recommend MBRR over IR with XRM, but know both are good scripts so it up to you!

Part 2 Game Related Changes and Apparent Glitches: Questions covered: Q 1: Why can't I mount a Jumpdrive/Docking Computer on my M3? Q 2: How can I change the ware size of a piece of equipment in XRM? Q 3: I see mammoths everywhere! Why? Q 4: I can't find any civilian factories (eg food production) or any trade ships in the normal shipyards! Where are they? Q 5: Why when using SETA with XRM I get a visual disturbance seeing my engine exhaust in front of me which lowers my FPS in the game and is somewhat annoying? Q 6: I don't like some of the additional gates that have been added to the universe. Is there a way to remove a gate that you have added? Q 7: I can't start the Terran Plot in one of your new starts! Why? Q 8: What does the acronym "TPC" mean on the gamestarts? Q 9: I love my super Star Destroyer/ Battlestar Galactic / Starship Enterprise model can you add it to the mod?

Q1: Why can't I mount a Jumpdrive/Docking Computer on my M3? XRM makes several changes to the ware sizes of different equipment from vanilla. For example Jumpdrives can no longer be placed on ships M3 or below. This may be intimidating for a new vanilla player but we highly encourage you take these changes in stride as we feel they are both rewarding greatly enhance the XRM experience. Regarding the Docking Computer there is a special modification to XRM available on the front page which changes the default size of the docking computer back to "S" class in order to facilitate the popular carrier management script CODEA. If you still do not like these changes you can follow the instructions highlighted in a following question to tweek the ware size of equipment.

Q 2: How can I change the ware size of a piece of equipment in XRM? For those of you that cant live with the new ware size changes, there is a fairly simple way to edit the ware sizes. 1. Using X3 editor 2, open the part 2 .cat of XRM installed in your X3TC folder. This editor is available via the egosoft forums so do a google search for it. 2. Double click the "types" folder you see. 3. Double click TwareT.pck. It will ask you if you want to open it with the "TDebugger" or the "T file editor". Select the T file editor. 4. Find the ware you're looking for on the left and select it. 5. Now you'll see a lot of information to the right. Look for the word "size." To the right of that you will see (as you might expect) the current size of said ware. Double click the ware size and change it using the fancy little box that opens up. 6. Be sure and press save then overwrite the existing TwareT file. 7. Open up and close the Plugin Manager to integrate your changes. This is essential as the Plugin Manager has its own TWareT which overrides everything. 8. Launch your game!

Q 3: I see mammoths everywhere! Why? See the same question in part 1.

Q 4: I can't find any civilian factories (eg food production) or any trade ships in the normal shipyards! Where are they? All civilian factories and ships (eg TSs, TLs, ect) can now be found in corporation showrooms which are found in many locations around the universe! Just fly around, you can't miss them!

Q 5: Why when using SETA with XRM I get a visual disturbance seeing my engine exhaust in front of me which lowers my FPS in the game and is somewhat annoying? The problem with engine exhaust is a vanilla issue which cannot be easily fixed. The reason you are noticing it more in XRM is because ships now use colored trails where in vanilla it was just black. In order to minimize the issue you should not run SETA at speeds faster than 6x since at the higher SETA speeds the game doesn't have time to run all scripts and actions it should.

Q 6: I don't like some of the additional gates that have been added to the universe. Is there a way to remove a gate that you have added? The new gate links have been carefully made in order to minimize the strain on particularly trafficated sectors and to more evenly distribute race traffic throughout the sectors of the universe. Additionally the new routes provide greater ability for traders to move goods to factories thereby allowing for a better functioning economy in the universe. However if you really want to remove a gate you can easily do so with the destroy option in Cycrows Cheat Scripts (found elsewhere). If you are certain you want to delete a gate simply remove one end of it using the script and traders will automatically replan their routs. Note: it is however irreversible and may if used incorrectly make sectors inaccessible. Be warned it is not advised so do serious testing before trying it in your saved game. Always keep a backup version of a saved game when experimenting with changes to the map.

Q 7: I can't start the Terran Plot in one of your new starts! Why? All starts labeled "TPC" in the new game menu have the Terran Plot is Completed for that start.

Q 8: What does the acronym "TPC" mean on the gamestarts? See the above Q 7.

Q 8: I love my super Star Destroyer/ Battlestar Galactic / Starship Enterprise model can you add it to the mod? No. XRM is a mod strictly based on the X Universe. If you really want them in there you can personally merge them into your game. All the information needed to do this can be found on the egosoft forums but is not supported by the XRM team.

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