[REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Carath
Posts: 27
Joined: Wed, 14. Sep 11, 12:16
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Carath » Fri, 4. Aug 23, 11:32

How do you find hidden stuff? I mean stations and gates are relatively "easy" because they respond to long range sensor's pings, but how do you do it with ships? With the sheer size of sectors, the distance to all the POIs and the small radius of your sensor it's virtually impossible to find anything. Any tips other than 'use this or that mod to make it appear for you'?

Thanks!

Realspace
Posts: 1327
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Fri, 4. Aug 23, 12:16

Sectors are huge but poi are located in precise zones linked by highways so you do not need to look everywhere, satellites in the zones will suffice. I could increase satellite's and ship's sensors but more than 250/300km they give unpredictable readings so I kept them in this range

Carath
Posts: 27
Joined: Wed, 14. Sep 11, 12:16
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Carath » Fri, 4. Aug 23, 12:38

Well, bumping the range a little bit would make life a little bit easier as you are now showing only a small bubble. Maybe a range of a standard satellite?

Apologies, I think I wasn't clear enough - I don't mean POIs as station clusters, I was talking about all those hidden things - abandoned ships etc. They are supposed to be scattered near plants, asteroids and where not (at least according to your mod's description :wink: ). I'm more than fine with flying to all those far places, but when there I don't see any tools that I can use to actually find things. If I understand correctly abandoned ships only appear in the immediate sensor bubble which is what? 20-30km radius? Long range scanning is useless for that, correct?

I'm asking is there any way that I am supposed to be looking for them? Is trying to find them with my small sensor bubble the only way? If I travel mode myself around, even if I find one (which I have yet to), I'm afraid I won't even notice it because of the high speed of my ship.

Let's take the Red Light sector for example. There is this nice installation that you can travel to (it's not that far) but is anything there? Is anything hidden in that sphere?

I think I'm just a bit lost on how to approach this challenge.

Thanks!

Realspace
Posts: 1327
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Fri, 4. Aug 23, 13:43

Sensor bubble of ships is 250km too, in xrsge. It can be increased further but won't work. Pilots can find abandoned ships better than the player if set to explore. The real sensor's range is somehow hardcoded and adjusts dynamically. Nothing more can be done per mod except semi-cheat ones as ship finder.

Btw guys I completed the mission in the Void that was reported as bugged. Everything was as expected and scripted, I then took the moreya ship etc. No bug..

Bozz11
Posts: 245
Joined: Fri, 23. Nov 18, 08:54
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Bozz11 » Fri, 4. Aug 23, 15:19

Amazing work mate, I just went back playing with your mod and 15 hours later It's like playing a new game... I have made a mod for ship engines from the Double speed mod, I tweaked it a little bit for better balancing. The feeling is awesome ! Some of the sectors looks awesome, I mean you made them look a lot better than egosoft in any of the DLCs they released... True word of art.

Thank you very much for your work and the time invested.

Mystershow
Posts: 89
Joined: Tue, 11. Feb 20, 18:56
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Mystershow » Fri, 4. Aug 23, 15:54

Great to know it's working for you

For the Split, I'm stucked after Dal gave me the mission

I need a S-size ship, once I'm in one, the mission don't update and don't guide me to a station


For the Moreya, once I get in, the game only say "fly to" without tagging a specific station so I cannot scan a terran id to further progress


Frankly, I think it may be vanilla issue, I'll propably start a new game since it's quite bugged


Edit: I did try a few custom start to test the quest

It's still bugged, I don't really know what could cause that now or if it's even related to the mod now

Realspace
Posts: 1327
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Fri, 4. Aug 23, 16:53

I am testing it now. Using the moreya, pointed to a teladi station but still have to find terran sectors in my game. Previously it was reported that the mission in the Void did not start. So guessed the stuck was before this. But it works up to now. Will check for the station if nor showing

Edit: found and scanned teladi station in grand exchange. Pointed me to terran torus. Sofar so good.
Last edited by Realspace on Fri, 4. Aug 23, 18:05, edited 2 times in total.

Mystershow
Posts: 89
Joined: Tue, 11. Feb 20, 18:56
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Mystershow » Fri, 4. Aug 23, 17:34

I did have mos of the sector uncovered

That was once I've repaired the Moreya and got in

The game was able to active the next step of the mission but not tagging any station hence only the "fly to" without any point or station tatgging

But using the 6.20 bêta did resolve the issue if I don't start anew game with it


Quite strange, the game don't seem able to check correctly the mission

It's the first time I've encountered these bugs since 1.0, I'll check the debug as well


It seems to be only on my end so something doesn't work porperly, I wonder what could cause this


Edit: found and scanned teladi station in grand exchange. Pointed me to terran torus. Sofar so good.
I think we can safely say that XRSGE isn't the cause

Realspace
Posts: 1327
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Fri, 4. Aug 23, 19:50

Bozz11 wrote:
Fri, 4. Aug 23, 15:19
Amazing work mate, I just went back playing with your mod and 15 hours later It's like playing a new game... I have made a mod for ship engines from the Double speed mod, I tweaked it a little bit for better balancing. The feeling is awesome ! Some of the sectors looks awesome, I mean you made them look a lot better than egosoft in any of the DLCs they released... True word of art.

Thank you very much for your work and the time invested.
Thank you mate, I appreciate

Mystershow
Posts: 89
Joined: Tue, 11. Feb 20, 18:56
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Mystershow » Fri, 4. Aug 23, 22:24

I've tried to isolate all the mods and XRSGE cause the issue for me

I've tried XRSGE ans STARS together only and I still have the same issue

I did try all the other mods without XRSGE and it worked


Since I'm the only one to have the issue, I think I'll simply start a new game and enable some story states (Split, Segaris and Boron). I've dont the campaign so much already :P

Here are two saves before and after accepting the quest from Dal:

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

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


Maybe it could help

ScandyNav
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ScandyNav » Sat, 5. Aug 23, 23:47

https://www.youtube.com/watch?v=Pcg9P5QZDGA
Thanks for next level visuals for this game.

Realspace
Posts: 1327
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Sun, 6. Aug 23, 02:15

ScandyNav wrote:
Sat, 5. Aug 23, 23:47
https://www.youtube.com/watch?v=Pcg9P5QZDGA
Thanks for next level visuals for this game.
Very nice :) that is a sector in Brennan system, right? I made so many that I forget myself, which is good, this allows me too having some wow moment :)

Do you use my Reshade settings or others?

ScandyNav
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ScandyNav » Sun, 6. Aug 23, 13:19

Realspace wrote:
Sun, 6. Aug 23, 02:15
ScandyNav wrote:
Sat, 5. Aug 23, 23:47
https://www.youtube.com/watch?v=Pcg9P5QZDGA
Thanks for next level visuals for this game.
Very nice :) that is a sector in Brennan system, right? I made so many that I forget myself, which is good, this allows me too having some wow moment :)

Do you use my Reshade settings or others?
BTW did you notice that planet is disappearing there when it is only half of it should be shown?
Yes, it's your reshade settings.

ziplock815
Posts: 287
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 » Mon, 7. Aug 23, 01:18

I'm having the same bug in split plot. The mission stucks at "Take control of S-zized ship"

Realspace
Posts: 1327
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Mon, 7. Aug 23, 10:58

ScandyNav wrote:
Sat, 5. Aug 23, 23:47
BTW did you notice that planet is disappearing there when it is only half of it should be shown?
Yes, that can happen sometimes, I have to replace the meshes.

edit: fixed in next update...

Realspace
Posts: 1327
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Fri, 11. Aug 23, 09:19

------------------------------------------

XRSGE Evolution Update 6.0.7

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

* Fixed some little bugs.
* Fixed highway in Mars
* Fixed some missing wharf/shipyards in Split sectors
* Moved some def stations closer to gates
* changed gates in Ceo's Buckzoid and CEO's Investment

compatible with saves from 6.06/6.05


---------------------------------------

btw I've successfully completed the Segaris plot (starting in the Void, sent there by Dal). No bug at all, will test the Split plot next

Edit:
Next fixes:
Acceler priests pity to sacred relics

ziplock815
Posts: 287
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 » Sat, 12. Aug 23, 00:39

There are some things that make X4 less enjoyable for me than X3/Rebirth, in some aspects. There are god damn dark ambient tracks :lol: and encounters (spawning xenon and khaak ships). I've tried to replace dark ambient tracks with Rebirth's, but never managed to make it work properly - some tracks were playing, and some not. Some of them just stopped in the middle. Well, dark ambient isn't bad when played in hostile sectors. Othervise it's really annoying and immersion breaking.
Speaking about immersion. It'd be cool to see some kind of BBS or Galaxy News system, maybe some news panel on stations where you could read news while docked. Are there any plans to add such a thing?

In other aspects, the game is wonderful with Evolution mod. I personally appreciate the possibility to claim Astrid while not having to complete the pirate plot again :D
Frontier and lost colonies sectors are cool, but since they mostly have X3 names now (Bluish Snout etc) maybe you could make some new X3 style nebulae for some of them? You've made a wonderful work with nebulae so personally I would enjoy a lot to see more of them :)
Last edited by ziplock815 on Sun, 13. Aug 23, 00:05, edited 1 time in total.

Realspace
Posts: 1327
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Sat, 12. Aug 23, 13:13

If you open libraries/sounds.xml in xrsge, you'll see a list of compilations having names xrsge_something, xrsge_exploratiin/argon etc. Those are the tracks used in xrsge universe. The others are not used. Inside them you'll see some from Rebirth. You can increase their chance by the number expressed. Adding even more Rebirth tracks requires you adding them in the music folder, in the form of .ogg (if I remember, am on cell) not mp3. Then listing them in the above sounds.xml as you see there, with folder's path.

Despite the much work I've done, Evolution has not the same atmosphere as my x3 FL galaxy mod (not vanilla x3) but is quite close. Having thou a much bigger space and things to do. Not bigger as raw sector numbers, but bigger in reality.

Still, this is a game made of boxes linked through gates. The very structural design makes so that much of the fun of this game comes from empire's management, not exploration and lonely pilot having adventures. Yes on paper you can do all, in the facts the game is empire's management oriented. Sometimes I even think X serie would benefit from a 4X kind of approach, with external camera only and map integrated in the 3d vision. Maybe with the ability to enter some small ship's cockpit and play in real time/first person view.

I think that Evolution greatly increases the exploration part, still this game is not made for that. Players like us kinda love and hate it. If I had the chance, I'd have made a mod having sectors as big as 80.000 km. Few sectors but full of things, maybe around a planet. Unfortunelly the hardcoded limit of 1500km for resources in the map makes this project not doable. Well again, not working with multi-ships, as single ship or player doing things on board only, it could be done. Resources are not in the map but are there in the game. So yes you could look for resources and mine them, directly. I've done some of this in Evolution too, there are some special pockets spread far from the center, not visible in the map as blue or red (but yes as clouds or roids). I've even seen npc ships mining there. Don't know if they really gather resources there, if these are not in the map. Maybe yes

Newinger
Posts: 246
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Newinger » Fri, 18. Aug 23, 09:53

I've been away a few weeks again, and just want to ask if now all the plots of the various DLCs have been fixed. Read something about Split plot still broken, is it fixed?

ziplock815
Posts: 287
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 » Wed, 23. Aug 23, 01:46

Found somesmall bugs: East jumpgate in Helium Hive (leading to Xenon Hub) are located inside texures of big asteroid. And there's a white glitch on the gas giant in Family Phi.
Also I have rather low fps in Memory of profit Bright Promise when looking to asteroid field.

Newinger, It seems that split plot doesn't work in this version for now

Realpace, can't say I'm absolutely agree that 4x strategy approach even more will do any good. Egosoft made it a lot here in X4 and it killed most of the atmosphere. However, your mod suggests good balance between exploration and "think/explore" part. And now I really have a lot of fun micromamaging stuff while flying long distances and exploring asteroid belts in my Astrid :) (but I really don't want to micromanage ALL of the time, sitting in the map menu and staring into black screen) Don't know what happened to egosoft that they decided to change the atmosphere, sector layout and beauty of X-Rebirth and X3 sectors, but it feels like a real downgrade and your mod changes it a lot to the best. As for realistic space, I don't think we should expect "Elite Dangerous" kind of "realism" in X4. X-Universe (in most ways) is enigmatic universe with strange, but beautiful sectors, that could sometimes seem not very logical or realistic, but that's not the point. While flying, I've always asked myself: "How that could be? Maybe xenon superweapon did it, or maybe Sohnen or it's just some strange sector in the other side of some distant galaxy?" Anyway, in my opinion, it's more than enough to have such realism as it is presented in your mod. It makes a nice balance between mystical and realistic feeling of the universe, so X4 in that state becomes a very unique game, where you can walk inside your ship while your pilot flies you to some distant part of the galaxy; where you can trade, fight, think and finally really EXPLORE.

P.S. As a big fan of your mod, I'd like to make some suggestions so you could make this mod even better. While most part of planets are of very high quality and look realistic (Heretic's End, Morning star and a lot more), some planets definitely need some more love into them - for example lots of teladi and paranid low orbit planets have low resolution textures of terrain and clouds. In general, I think all clouds should be reworked, because they don't feel very realistic. I don't know if it's hard or even possible to rework this stuff, but anyway I thought I should mention it :)

Post Reply

Return to “X4: Foundations - Scripts and Modding”