[MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
I get an '' *internal* '' laser name in the ships info page for certain capital ships. In the colossus for example, it's the laser for back turrets, colour code light gray , same as tractor beam . Does this mean my install is broken ? What is the correct name for that laser ?
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
What are the chances LxXRM will be compatible with X3: Farnham's Legacy?
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
We don't know much, but given that at least some things that will be added (e.g drone carriers, sector ownership) overlap either with XRM or mods included in this package it seems unlikely that it will work out of the door.
EDIT: A post by CBJ indicated that no new content is coming directly to X3AP so maybe we'll be fine. Either way, I'd suggest making a copy of your current game folder to some other location if you are on Steam so that it wont be affected come patch day.
EDIT: A post by CBJ indicated that no new content is coming directly to X3AP so maybe we'll be fine. Either way, I'd suggest making a copy of your current game folder to some other location if you are on Steam so that it wont be affected come patch day.
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
I'm sure some of you have already seen this, but for those who haven't - Enigma 2.4 is currently available for LxXRM.
It's an expansion that integrates MSP 1.7 ships along with a plethora of new starts and tweaks into LxXRM.
You can find the thread here
It's an expansion that integrates MSP 1.7 ships along with a plethora of new starts and tweaks into LxXRM.
You can find the thread here
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
So i was trying to reduce the Build Time/recourses of the HQ. I usualy do it whit the Script Blueprint Manager. It allows me to Configure its Types/hq file to adjust the Produktion.
Someone knows where i can adjust those settings ? Because for some unkown reason it wont work like it did in the OLD XRM mod ?
Someone knows where i can adjust those settings ? Because for some unkown reason it wont work like it did in the OLD XRM mod ?
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Hey guys,
I tried installing the mod, but unfortunately the website of Resurrection's creator is down, so there is no way to download the 3.3 patch of resurrection. Is there a way around this?
I tried installing the mod, but unfortunately the website of Resurrection's creator is down, so there is no way to download the 3.3 patch of resurrection. Is there a way around this?
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Look at page 27 here for an updated Google Drive link for 3.1.
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
I have 2 questions 1st is it possible to add XRM backgrounds by maybe adding XRM Backgrounds to the XRM AP Copy me folder found within this mod and changing all the fake patch numbers that come below to one higher??? and Second what part of this mod removes XRM engine effects and trails? I would love to delete that file to get them back, I don't mind the fire rate but I want the trails. Thanks in advance for a response.
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Hi all,
I want to ask if this mod is compatible with the following scripts and mods
X-Missions_V2_09062014
500km_Comm_Range_AP
auto-aim
Factory_Complex_Constructor_4.02_LIGHT
marine.training.manager.v3
Ausrüstung Forschung Entwicklung
gz_msl_display_tc
numeric_ranks_tc
RanganzeigeXKPY
JKA_Kampfrang_senken_V1.4
TheMarauderShipyard-v0.5-23.01.2009
Repair_Laser_10x-V1-19.1.2012
cockpit mod
thanks in advance
and can I update lucikes scripts there are newer versions
I want to ask if this mod is compatible with the following scripts and mods
X-Missions_V2_09062014
500km_Comm_Range_AP
auto-aim
Factory_Complex_Constructor_4.02_LIGHT
marine.training.manager.v3
Ausrüstung Forschung Entwicklung
gz_msl_display_tc
numeric_ranks_tc
RanganzeigeXKPY
JKA_Kampfrang_senken_V1.4
TheMarauderShipyard-v0.5-23.01.2009
Repair_Laser_10x-V1-19.1.2012
cockpit mod
thanks in advance
and can I update lucikes scripts there are newer versions
Last edited by Ageansnowfly on Fri, 30. Apr 21, 17:31, edited 2 times in total.
CPU Ryzen 5 7600x
Graphics RX 7800XT
RAM DDR5 32 GB
my modlist https://drive.google.com/file/d/1SaV2K8 ... drive_link
Graphics RX 7800XT
RAM DDR5 32 GB
my modlist https://drive.google.com/file/d/1SaV2K8 ... drive_link
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- Posts: 2
- Joined: Fri, 30. Apr 21, 14:05
Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Thank you this mod is huge !
Last edited by tanaka42 on Sat, 8. May 21, 18:09, edited 1 time in total.
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Hi Ageansnowfly,Ageansnowfly wrote: ↑Fri, 30. Apr 21, 13:38Hi all,
I want to ask if this mod is compatible with the following scripts and mods...
what I know for sure is that at least these three mods are included in LxXRM :
gz_msl_display_tc
numeric_ranks_tc
RanganzeigeXKPY
I can't tell for sure for the other ones.
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- Posts: 93
- Joined: Thu, 6. May 04, 12:55
Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
thanks tanaka42
CPU Ryzen 5 7600x
Graphics RX 7800XT
RAM DDR5 32 GB
my modlist https://drive.google.com/file/d/1SaV2K8 ... drive_link
Graphics RX 7800XT
RAM DDR5 32 GB
my modlist https://drive.google.com/file/d/1SaV2K8 ... drive_link
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- Posts: 87
- Joined: Mon, 8. Mar 04, 09:42
Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Short question:
are all plots playable with every starting character or are there restrictions?
Do have someone got an overview of all possible story plots?
are all plots playable with every starting character or are there restrictions?
Do have someone got an overview of all possible story plots?
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- Posts: 373
- Joined: Tue, 6. Mar 12, 12:04
Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Anyone knows if Smart Turrets are compatible with this?
I always used them with XRM rather than mars
EDIT: Nvm i see that its already implemented
I always used them with XRM rather than mars
EDIT: Nvm i see that its already implemented
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
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- Posts: 3
- Joined: Mon, 26. Mar 12, 20:37
Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Hey all,
Has anyone had issues with shields not recharged while docked at carriers? My two specific examples are M3's docked at an Advanced Chokoro, as well as a handful of M6's docked at a Cerberus. Will recharge fine when in space, but not when docked.
I was only able to find a brief reddit mention for Litcubes Universe where there might be compatability issues with Advanced Marine Repairs.
Let me know if anyone has something similar, has a fix, or if I need to clean re-install
Has anyone had issues with shields not recharged while docked at carriers? My two specific examples are M3's docked at an Advanced Chokoro, as well as a handful of M6's docked at a Cerberus. Will recharge fine when in space, but not when docked.
I was only able to find a brief reddit mention for Litcubes Universe where there might be compatability issues with Advanced Marine Repairs.
Let me know if anyone has something similar, has a fix, or if I need to clean re-install
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- Posts: 373
- Joined: Tue, 6. Mar 12, 12:04
Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
After playing awhile with LxXRM, i've noticed alot of stutters while exploring, there's no real difference during fights in normal XRM and this one
The customisable package for installation isnt working properly, so whatever you do dont use SETUP.bat
Wish this is more customisable though but i guess thread is dead
The customisable package for installation isnt working properly, so whatever you do dont use SETUP.bat
Wish this is more customisable though but i guess thread is dead
Farnham's Legacy:
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
FLXRM
TES 5: Skyrim mods:
Skyrim Werewolf Overhaul - Bloodmoon Rising
X3TC/AP Mods
[Jobs] File For Cadius Shippack 2.01 (AP)
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- Posts: 20
- Joined: Mon, 24. Nov 14, 07:45
Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
anyone know how to get this to work along side cycrow's advance jumpdrive mod? also, has anyone else noticed shield damage when undocking M3's from M6's or M6's/TP's from M1's/M2's/M7's... external docking ports.
any help or suggestions would be much appreciated.
any help or suggestions would be much appreciated.
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- Posts: 28
- Joined: Fri, 16. Mar 18, 16:04
Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
I noticed, that Terran-Argon war is somehow bugged. I tried to play with and without TCAP and still they dont want to fight against themselves. There are invasions around, but ships just flying around the sector.
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Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
How can i use the maintenance repair tender to repair the ship?
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- Joined: Sun, 1. Jan 12, 16:05
Re: [MOD] [AP] LxXRM 3.1 - Lucike XRM Resurrection Modding Package [updated 06.10.2019]
Guys,
I reinstalled this to play again.
I basically run 4 universal traders while I sit a ship about 50 clicks from a gate in an Argon sector, and let SETA speed things up to make money.
One thing I have noticed is Xenon have come in the hundreds of ships from M1 to M4 and started systematically destroying the Argon sectors.
I dont see any response to push them back.
Is this normal?
Just to rephrase, there is a response, but it isnt anywhere near what would be needed to defeat them.
Its LxXRM 3.1 with all the normal setting at install.
I would have thought the Argon would have sent a fleet to push them back like RRF mod or something?
I am now wondering if the mods that have come with this package are actually working or not.
Any thoughts?
I reinstalled this to play again.
I basically run 4 universal traders while I sit a ship about 50 clicks from a gate in an Argon sector, and let SETA speed things up to make money.
One thing I have noticed is Xenon have come in the hundreds of ships from M1 to M4 and started systematically destroying the Argon sectors.
I dont see any response to push them back.
Is this normal?
Just to rephrase, there is a response, but it isnt anywhere near what would be needed to defeat them.
Its LxXRM 3.1 with all the normal setting at install.
I would have thought the Argon would have sent a fleet to push them back like RRF mod or something?
I am now wondering if the mods that have come with this package are actually working or not.
Any thoughts?
Cheers
Gecks
Gecks