[MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy (23/04/2023)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators, Moderators for the X3:FL Forums
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Are the additions in the 1.2 and 1.3 patches enough to justify not using this mod yet? I read the official patch notes but it's hard to decipher the impact of the changes without sinking several dozen hours into a playthrough. Hoping someone who already played through different patch versions could give a recommendation, I'm dying to play FL with XRM.
And thank you -XeNon- for making this port, I didn't expect it would be ported to FL at all!
And thank you -XeNon- for making this port, I didn't expect it would be ported to FL at all!
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Tbh porting wasn't the problem or creating a mod projects from scratch on latest updates of the original base game, the annoying part in most cases is either to make a compatibility patch or update the mod for existing updated game patchesGlorfy wrote: ↑Tue, 18. Jan 22, 01:22Are the additions in the 1.2 and 1.3 patches enough to justify not using this mod yet? I read the official patch notes but it's hard to decipher the impact of the changes without sinking several dozen hours into a playthrough. Hoping someone who already played through different patch versions could give a recommendation, I'm dying to play FL with XRM.
And thank you -XeNon- for making this port, I didn't expect it would be ported to FL at all!
But yea the plan is to make an update for 1.3, but i still have tight schedule with RL
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: 2
- Joined: Thu, 11. Feb 21, 01:19
Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Makes sense, working within the constraints of existing code can be harder than scratch. Glad to hear it's still in the works-XeNoN- wrote: ↑Fri, 11. Feb 22, 12:48Tbh porting wasn't the problem or creating a mod projects from scratch on latest updates of the original base game, the annoying part in most cases is either to make a compatibility patch or update the mod for existing updated game patches
But yea the plan is to make an update for 1.3, but i still have tight schedule with RL
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Thanks for the Update Xenon.
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Small update:
Current plans for update of FLXRM is either during June or July, i will also announce for help ( mainly need testers ) on Discord
Thanks
Current plans for update of FLXRM is either during June or July, i will also announce for help ( mainly need testers ) on Discord
Thanks
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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- Joined: Tue, 7. Oct 08, 20:55
Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Good to know, thanks for the update!
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Can't wait! It's already July; time flies!
Will this be posted on Egosoft official discord server? How's it going so far?
Will this be posted on Egosoft official discord server? How's it going so far?
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
It's been a few months, pinging the topic ... What has been heard?
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Is the XRM Part 3 download link broken? I just get an error message and it asks me to try refreshing the page.
Edit: After numerous attempts it started working, guess it was a Onedrive gremlin.
Edit: After numerous attempts it started working, guess it was a Onedrive gremlin.
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Before downloading, you should read the topic. This mod is for the old version of the game and the author does not update the mod for a year and most likely everything is over)).
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Ah poop, as that comment was over a year ago I thought it might have been updated, but wasn't sure. So I gave it a go anyway and it appears to run ok. Have I effectively broken my game then?
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
If memory does not change, there are no scripts in this version, only cat / dat, you can try to play if you notice obvious problems, then you can decide what to do next. There are no global mods for FL. There are mods that Cyrcov created. Look at the section up to page 3, maybe further.
X Plugin Manager
viewtopic.php?f=201&t=436988
mods
viewtopic.php?f=201&t=448844
viewtopic.php?f=201&t=448391
viewtopic.php?f=201&t=448698
viewtopic.php?f=201&t=443971
viewtopic.php?f=201&t=442916
viewtopic.php?f=201&t=442798
viewtopic.php?f=201&t=436933
viewtopic.php?f=201&t=441688
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Thanks. I'll likely continue to potter in this game while I wait for the update, treating it as practise as I've really forgotten how play X3. Well, I've forgotten how to consciously play X3, every so often muscle memory kicks in and I do the correct key sequences for something without thinking... funny how that works lol.
Btw: the mod is added as 8.cat, yet there's no 7.cat - am I missing something?
Btw: the mod is added as 8.cat, yet there's no 7.cat - am I missing something?
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
-XeNoN- wrote: ↑Mon, 7. Jun 21, 20:46
Installation:
- Download:
XRM PART 3
Backup your 00044.pck, 00144.dat and 00244.dat found in addon2/mov folder then delete 000044.pck
Extract 00144.dat, 00244.dat from XRM_Part3 mov folder to the addon2/mov folder
It should look like this:
Do not install soundtrack part from the XRM_Part 3 archive, the soundtrack and sectors that use them arent yet ported over
After you've done with XRM_part3 download:
FLXRM
Extract the archive from FLXRM.rar to your addon2 folder
Fire up Plugin Manager, eneble modified mode, exit and play
Note that you need to create a new game for the changes to take effect.
Technical stuff:
t file used - 9950
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
I did follow those exact steps.
It's the FLXRM step that does this, as the instructions simply say to extract it, which I did, and the file is 08, not 07. Will the game not see it if the number skips?
It's the FLXRM step that does this, as the instructions simply say to extract it, which I did, and the file is 08, not 07. Will the game not see it if the number skips?
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Last number - 06.
If you decide to install on patch 1.3.1 then 07, but I can't predict how this mod will work on versions 1.3 of the game.
If you decide to install on patch 1.3.1 then 07, but I can't predict how this mod will work on versions 1.3 of the game.
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
I did some testing, with it as the default 08 it does not work. I was mistaking vanilla FL features (not present in AP) for *modded* features showing things were working. If I rename to 07, I can start a new game, but it crashes when certain audio is played. Plus, the starting Solano ship from the "OTAS Technician" start is broken, being limited to M-Class storage, yet can mount two 25mw shields which are L-Class.
I thought OTAS Technician was an FLXRM game start, but I guess it must be vanilla as it was present when FLXRM wasn't enabled. It's possible *some* aspects were working, due to how things are installed, but not the main mod it appears. I thought shot speeds looked a bit too slow, but thought perhaps things had been rebalanced vs. original XRM.
I'll look forward to the mod being update for FL 1.3 (hopefully 1.3.1 unofficial patch) but I'll play a mostly vanilla game in the mean time.
I'm guessing FL is much more than just X3AP with some bundled mods/scripts then, hence why some AP (and even TC) scripts work fine and others do not. There were similar issues going from TC to AP IIRC.
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Did i said that the project is closed? I haven't... can you stop spreading false claims? When everything is ready i'll announce it.
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: 1839
- Joined: Fri, 18. Jul 14, 05:28
Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
Did I claim? I assumed because the lack of any kind of information for a long time, can lead to different thoughts. In order to maintain interest in fashion, it is necessary to prove yourself at least once a month ... 1 or 2 words about the progress of work is enough. And you shouldn't react like that to someone else's words. This is a forum. I said and then once the author appeared and confirmed that the work was going on, that’s good ... Otherwise, it’s not very good to be silent and then resent ...
Now, when there is at least some kind of information, we can wait another half a year ...
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Re: [MOD] FLXRM - X3 Rebalance Mod for Farnham's Legacy(1.1) Initial release 1.0 (7/6/2021)
As it was with any mod or any game, it's a common sense to stop either assuming or whatever you think it would have effect to speed the projects up, which as Ketraar said way before, it won't have any effect you think it will, and most certainly i won't prove anything to you or anyone else, the mod is here because of MY own will to share italexalsp wrote: ↑Sun, 21. Aug 22, 17:29Did I claim? I assumed because the lack of any kind of information for a long time, can lead to different thoughts. In order to maintain interest in fashion, it is necessary to prove yourself at least once a month ... 1 or 2 words about the progress of work is enough. And you shouldn't react like that to someone else's words. This is a forum. I said and then once the author appeared and confirmed that the work was going on, that’s good ... Otherwise, it’s not very good to be silent and then resent ...
Now, when there is at least some kind of information, we can wait another half a year ...
Also you should stop being rude with "waiting for another half a year" as i said before the mod is like a small spec in the infinite other projects im working on ( RL ), the polite thing to ask/ say is "Do you need a help" or something like that, then we could've totally different conversation.
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)