[MOD] X Rebirth Lost Sectors v1.5.0

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huiiuh
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by huiiuh » Fri, 2. Apr 21, 18:01

Wow, I never thought you'd fix it that quickly. You're amazing, thanks!

John Colman
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by John Colman » Fri, 2. Apr 21, 20:04

KrYcHokE wrote:
Fri, 2. Apr 21, 10:00
Fix to play with encyclopedia
Can you please add this to the nexus mods page aswell?

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Fri, 2. Apr 21, 20:19

Oh, yes, forgot about it 😂

Vectorial1024
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Vectorial1024 » Mon, 10. May 21, 07:06

Hi there, didn't expect this mod to keep receiving updates so thanks for all the work!

Still, would you consider updating the compatibility with The New Frontiers? They had a compatibility mod but it targets an older version of Lost Sectors (they claim to target v1.30), so I was wondering if you would be able to update that compatibility mod to make it compatible with the current version. I guess the foundations are taken care of, just need to mimic their code and insert the newer info e.g. removing stations from the static map file and add them to the dynamic station list (you would know what I mean when you take a look)

https://github.com/40712ef4f9/nf_a/tree/master/nf_ls
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Mon, 10. May 21, 08:05

Hi, I'll check it.

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Edna
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Edna » Sun, 29. Aug 21, 17:25

I really love this mod, it's such a great extension to the game. An absolute must-have!

I saw some screenshot of a Boron capital ship somewhere related to this mod. Is it part of this one, given the Paranid Odysseus is in there, too?

Edit: This Screenshot here from the Lost Sectors page on NexusMods

If yes, where can I find it?
Image

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Sun, 29. Aug 21, 17:43

Hi. Yes, they both from lost sectors. Paranid ship spawns in pirate zone in Maelstrome, and randomly can spawn as pirate destroyer, and boron ship can be found in Source of Darkness system as patrol craft (random chance), or on mission.

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Edna
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Edna » Sun, 29. Aug 21, 18:00

Thanks for the quick response! The Paranid Odysseus is rather easy to find, since it spawns both in Maelstrom and reliably in SoD. I just never stumbled over the Boron capital ship. It's very nice to have all these beautiful ships in X-Rebirth. They add very well to the atmosphere and the nostalgia of X. :)

It's so great that people still support this game despite X4 being out there. :D
Image

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Edna
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Edna » Fri, 10. Sep 21, 20:38

Of all the modded systems for Rebirth, I have to say Source of Darkness is really the most amazing one. The volcanic planet with the flame eruptions is really cool, just like the asteroid section next to it! I do wonder, is there any chance of an update that maybe adds another zone to SoD in the shadow of the the smaller volcanic planet in an orbit as close as DeVries Hot Darned Air?
Image

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Fri, 10. Sep 21, 21:54

Hi, glad you like it. :)
Unfortunately it can't be done by few reasons: sun flare will be drawn trough planet model and low quality of planet textures.

tomchk
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by tomchk » Sat, 9. Oct 21, 15:00

If desired, I could probably generate a mod with a one-way scenic flyby of that planet/body using my XSLT. It makes superhighways that (at least in X4) don’t stretch the map or require new sectors. Superhighways also tend to blur visuals enough that low detail might be fine. The flare MIGHT be avoided but that depends on where you look while inside.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

Jaswolf
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Jaswolf » Thu, 14. Oct 21, 11:31

Hi Krychoke,

It seems that when I install Lost Sector mod, it overrides the texture of the big planet In Devries (in Vapor Stream) from the XR_Planets mod (ICO_hr)

Lost sector version:
https://steamcommunity.com/sharedfiles/ ... 2627586752

XR_Planets version:
https://steamcommunity.com/sharedfiles/ ... 2627587682

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Thu, 14. Oct 21, 15:15

hi, just add

Code: Select all

<dependency id="lostsectors" version="140" optional="true" />
to content.xml so it will looks like this:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<content id="XR_Planets" name="XR_Planets" description="Replace Planets in Albion, Devrie and Omicron" author="ICO_hr" version="1.0" date="2014-1-23" save="false">
  <text language="44" name="XR_Planets" description="Replace Planets in Albion, Devrie and Omicron" author="ICO_hr" />
  <dependency id="lostsectors" version="140" optional="true" />
</content>

Jaswolf
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Jaswolf » Thu, 14. Oct 21, 16:52

KrYcHokE wrote:
Thu, 14. Oct 21, 15:15
hi, just add

Code: Select all

<dependency id="lostsectors" version="140" optional="true" />
to content.xml so it will looks like this:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<content id="XR_Planets" name="XR_Planets" description="Replace Planets in Albion, Devrie and Omicron" author="ICO_hr" version="1.0" date="2014-1-23" save="false">
  <text language="44" name="XR_Planets" description="Replace Planets in Albion, Devrie and Omicron" author="ICO_hr" />
  <dependency id="lostsectors" version="140" optional="true" />
</content>
It worked.

Big Thank you!

Jaswolf
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Jaswolf » Fri, 15. Oct 21, 10:17

I'm playing Lost Sectors with no other mods installed, I've got some errors in the debuglog.
Maybe it's alright, here is the file if someone wants to check it out.

https://drive.google.com/file/d/1cEnhcA ... sp=sharing

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Fri, 15. Oct 21, 10:41

Yeah, only missing part is real error.

Jaswolf
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Jaswolf » Fri, 15. Oct 21, 11:05

Here is a new debuglog with a lot of the same error: [=ERROR=] 251.64 Invalid SoundID "hash(5481202393031834807)" on macro: ""! No definition found in SoundLibrary.

https://drive.google.com/file/d/1ChAYpi ... sp=sharing

It seems that these errors happen Between Source of Darkness(starting position for a new game) and Euraka Eight/Evanescence/Upsilon
I only installed Revealthingz and Superbooster Mod to travel faster between those 2 destinations.

Realspace
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Realspace » Sat, 11. Nov 23, 14:44

Hi KrYcHokE!
Hope you still read this thread. I wanted to start a new playthrough of Rebirth, after having massively modded X4 I feel Rebirth more suited to my playstyle so reached for the mods that do the same I did in X4, adding tons of new sectors. What happens is that Lost Sectors already causes significant fps loss in my game (from 70 fps to 40/50), and adding the other JC's sectors mods ALL depending from yours, the fps drop is massive, in the range of even 20 fps in some cloudy regions. I tested the graphics and they are not the reason, it is something related to cpu/ram burden. I faced a similar issue with my mod in X4, despite being error-free, the huge nr of regions and jobs doing it. But in Rebirth, added sectors are not that much as I did in X4.
Any clue? Does it happen to others too?

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Sat, 11. Nov 23, 14:55

Hey, still here heh.
This is known issue, if you add too many new sectors with mods, just too many npc activity in background.

Realspace
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Realspace » Sat, 11. Nov 23, 15:02

Nice that you still are :-D
What a petty, the added sectors made the game perfect for a long playthrough. So I guess I have to decide between performance or immersion.
Any guess what can be causing the most drop, regions or jobs? Maybe I can try to make any of them lighter (should be similar to X4, right?)

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