[MOD] X Rebirth Lost Sectors v1.5.0

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drowningfly
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by drowningfly » Tue, 17. Dec 19, 23:32

Thanks KrYcHokE. I've tried that but no effect.

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE » Wed, 18. Dec 19, 16:51

Try to check debuglog.txt in my documents/ehosoft/xrebirth

drowningfly
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by drowningfly » Wed, 18. Dec 19, 18:08

Code: Select all

[=ERROR=] 0.00 LIBXML2: file:///extensions%2Flostsectors-nostardust%2Fcontent?ext=xml.gz%20xml line 3, error 65: attributes construct error
[=ERROR=] 0.00 LIBXML2: file:///extensions%2Flostsectors-nostardust%2Fcontent?ext=xml.gz%20xml line 3, error 73: Couldn't find end of Start Tag text line 3
[=ERROR=] 0.00 No matching node for path '/stardust/configuration[@space='cluster_lsa_sector01_macro']' in patch file 'extensions\lostsectors-nostardust\libraries\stardust_library.xml'. Skipping node.
This suggests that the "cluster_lsa_sector01_macro" value is wrong, right? I got that from the stardust_library.xml file in the Lost Sectors .cat files.

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE » Wed, 18. Dec 19, 21:10


drowningfly
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by drowningfly » Wed, 18. Dec 19, 21:57

Your version is identical to mine as far as I can tell, but I don't get any errors with your version.

It still has no effect on the star dust for me though.

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE » Wed, 18. Dec 19, 23:26

It should remove stardust only from new sector in maelstrome, where split shipyard locate.

drowningfly
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by drowningfly » Thu, 19. Dec 19, 08:36

Yes, I had the wrong sector. It does work. Thanks for all your help.

Riccardoman
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by Riccardoman » Tue, 31. Dec 19, 19:23

So how's the development going Krychoke?

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE » Tue, 31. Dec 19, 21:23

Hi, most of work has been done, i am currently fixing some bugs. A new version will be released in a few days.

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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by Riccardoman » Wed, 1. Jan 20, 15:08

Glad to hear that! Your mod is really well made :)

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE » Sun, 5. Jan 20, 23:38

---V1.4.0---
[*] Added new sector to Fields of Opportunity and new faction.
[*] Added new ships to pirates, argon colonists and terracorp.
[*] Added new teladi and split stations.
[*] All new turrets now has own ware entries and can be prodused on specialized stations.
[*] All teladi ships upgraded with new weapons.
[*] Changed gates configuration.
[*] Lots of mod ships been reworked.
[*] New ships now can spawn on missions.
[*] Saves compability as experimental feature (start of new game now unnecessary).

Download:
Lostsectors 1.4.0

Stevenocracy
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Re: [MOD] X Rebirth Lost Sectors v1.4.0

Post by Stevenocracy » Sun, 12. Jan 20, 18:43

Thanks for the releasing the update, I think I'll finally have some time to check it out by the end of week. Looking forward to seeing the new ships flying around and spawning in missions. The new sector in Fields of Opportunity is a surprise so that'll be interesting to explore.

I'm curious, did the compatibility for the Carriers mod make it as it was discussed before?

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.4.0

Post by KrYcHokE » Sun, 12. Jan 20, 22:11

Hi, it will be made as separate extension. I will make it soon.

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.4.0

Post by KrYcHokE » Wed, 15. Jan 20, 22:58

LS carriers for carrier mod.

Stevenocracy
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Re: [MOD] X Rebirth Lost Sectors v1.4.0

Post by Stevenocracy » Fri, 17. Jan 20, 22:19

Thanks for the Carriers mod patch, what are the other ships other than the Tokyo that can act as carriers from Lost Sectors?

I think I've come across most of the new ships you've been teasing and seen a few more I don't think you've shown before like the Garm and Hunchback. They all look great and fit in very well even the redesigns of some of the other ships. Was almost destroyed by a couple of the Solaris corvettes, they're Heavy Laser hurt and was not prepared for that. :o

Lost Sectors just gets better, thank you for your work KrYcHoKe. :D

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.4.0

Post by KrYcHokE » Fri, 17. Jan 20, 23:52

Hi, glad you like it.
Only one carrier other than Tokyo is Hel - pirate version of Sul.

Eagle_Four
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Re: [MOD] X Rebirth Lost Sectors v1.4.0

Post by Eagle_Four » Sat, 7. Mar 20, 08:56

KrYcHokE wrote:
Wed, 15. Jan 20, 22:58
LS carriers for carrier mod.
Hello,
I'm a little confused about the installation.
Do I have to copy the contents of the MOD directory into the "Extensions" directory and then copy the contents of the "Extensions" folder in the MOD directory into the "Extensions" directory of XR? Or just copy the complete MOD into the "Extensions" directory of XR?

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.4.0

Post by KrYcHokE » Sat, 7. Mar 20, 11:38

Hi, copy the complete MOD into the "Extensions" directory of XR: x_rebirth/extensions/mm_morecarriers_ls

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.4.0

Post by KrYcHokE » Wed, 11. Mar 20, 13:22

Some screenshots for future update:
Spoiler
Show
Image
Image
Image
Image
Image
Image

tomchk
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Re: [MOD] X Rebirth Lost Sectors v1.4.0

Post by tomchk » Wed, 11. Mar 20, 15:32

Those look amazing. I didn't realize you were still working on XR mods, but the game is amazing now and totally deserves it. I'll have to try this!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

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