[MOD] Ency-Mod - Get the real X-Universe! Version 2.5 Home of Light!

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Commodore MJ Fire
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Post by Commodore MJ Fire » Thu, 21. May 15, 00:46

Oh, yes, I can understand that :D
The point is that in the Encyclopedia-Description the system is at the center of the halmnan aurora- a giant and colorful planetary nebula, thousand times bigger than any other planetary nebula (you can see the halmnan aurora in Albion- made from a EGO Artwork that probably shows it) But to be closer at the grey of the original sector, I decided that the sphere around the system is grey- like, when you mix every paint-color, then you get a similar grey ;)
But of course, It is a very dark and dangerous layout (hmmm, you STILL orbiting a black hole, one of the most dangerous objects in universe- so it might be the correct layout for this system ;) :D )

I already reworked Albion for both- and I think its much better now (looks sharpened and in Vannila darker and more like the Re-Imagined one) The Background in OL is also a bit darker and less intense- but I still have problems with DV- the color of the BG and gasgiant is too intense in Vanilla, and I can't get it better... I will try to get the sun less colorful and a little bit brighter- it looks much better with Re-Imagined ;) I will try again...
greetings, MJ Fire

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Commodore MJ Fire
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Post by Commodore MJ Fire » Thu, 21. May 15, 00:51

By the way, the way you mixed both mods shows me you know very well what you have to do... :) :thumb_up:
would be interesting to play your 'XR Nebula - Encyclopedia fusion mod' :D
greetings, MJ Fire

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Aken_Bosch
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Post by Aken_Bosch » Thu, 21. May 15, 22:17

You are overestimating me, I just went by trial and error, going through all kind of space weirdness (no nebulas, no stars, atmospheres without planets, completely black emptiness being the worst of them all :D) until I found the right combination of things to remove from your xml's, so that the related assets would be loaded from the nebulas mod instead of the Ency-mod...I'm a bit slow-minded when it comes down to code of any kind, I'm pretty sure that if you take a look at the modified xml, you'll find a lot of things out of place, lines I could have removed or lines that I shouldn't have removed at all :oops:

I really don't have an exact clue of what I've done, but somehow it's working, so I'm fine as long as it stays that way :D

I made a backup of the modified folder for my future reference, I can share it with you if you're interested in seeing how I horribly dissected your work :P ;)

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Commodore MJ Fire
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Post by Commodore MJ Fire » Mon, 25. May 15, 00:04

:D thats ok, when I started to work on the first Version of Ency-XR it was the same- even with my enormous knowledge from X3 I was a complete rookie at XR and my first steps probably looked the same way :D

Ah, finally I solved all the problems with DV and completely reworked the BG to create a better look for the radioactive cloud in the background- and after a little modification at one of the sun-tex It looks much better in vanilla.
I will upload the patch for the players without Re-Imagined until next week... :)
greetings, MJ Fire

PS: some of the changes are at the material library (added a diffuseStr at planet_moon_a2 and added a sun entry)- and the cluster_d.xml (I changed the rgb-settings for the DeVries sun to get a better light)

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Commodore MJ Fire
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Post by Commodore MJ Fire » Fri, 29. May 15, 21:32

Finally, 2.2 is online- have Fun!
@Aken_Bosh: Using the Re-Imagined Tex for Maelstrom at Vanilla makes the System much brighter- probably bright enough :D

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Aken_Bosch
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Post by Aken_Bosch » Sun, 14. Jun 15, 13:20

I'll try it as soon I can! :D

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Commodore MJ Fire
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Post by Commodore MJ Fire » Tue, 29. Sep 15, 14:06

When you do different things... :oops: so, after I missed the release for 3.60 (With this awesome new flight mode - drifting :) ) I will check, if Ency 2.2 is still compatible- I think so, but thinking is not enough... :D
greetings, MJ Fire
PS: did I hear a new Game coming? :o :o :o

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Post by Thufar » Tue, 29. Sep 15, 18:04

Seeing this mod for the first time. If I wish to try this, is there a download link to a complete Version 2.2?

As I see it, I have to install v2.0, then update 2.0.1, then update 2.2. Is this correct?

Regards,
Thu

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Post by Commodore MJ Fire » Mon, 7. Dec 15, 17:01

Yes :oops: but it is just a copy and paste- not difficult to do. Sorry for not uploading the 2.2 File completely... :oops: :oops: :oops: When the nex Update is needed, I will upload a Full Version of it.
greetings, MJ Fire

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Commodore MJ Fire
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Post by Commodore MJ Fire » Mon, 31. Oct 16, 15:34

I added a small patch for HOL (only needed for HOL user) to the start page, also, huge thanks to J. L. for uploading the mod to his servers! You find these new download-Links also on the start page- hope this will make it easier for the ones with download problems to get my mod... :wink:
greetings, MJ Fire

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Post by Ezarkal » Thu, 3. Nov 16, 15:57

I really enjoyed this mod in the past, and I'll probably start using it again with the HoL update.

2 quick question:
-You recommand using re-imagined, which I never used. But I might just try it when I install your mod again. Since it's a mod that hasn't been updated in the past 2 years (according to the nexux page), is there any known issues with the 4.00 update?

-Do you know if this mod is compatible with Rubini's "Smaller sun for DeVries"? If not, do you know if there's a quick fix to make it so? (file swap, simple editing, stuff like that.) That huge sun is really getting on my nerves XD
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Rice
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Post by Rice » Thu, 3. Nov 16, 17:41

Ezarkal wrote:I really enjoyed this mod in the past, and I'll probably start using it again with the HoL update.

2 quick question:
-You recommand using re-imagined, which I never used. But I might just try it when I install your mod again. Since it's a mod that hasn't been updated in the past 2 years (according to the nexux page), is there any known issues with the 4.00 update?

-Do you know if this mod is compatible with Rubini's "Smaller sun for DeVries"? If not, do you know if there's a quick fix to make it so? (file swap, simple editing, stuff like that.) That huge sun is really getting on my nerves XD
1. No known issues it's a sweetfx which just modifies the "optic" like those Shadermods ( SweetFX) for Skyrim etc.

2. they are all compatible to each other, i use all three Enzy, Re-imagined & small Sun ;)
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Aken_Bosch
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Post by Aken_Bosch » Fri, 4. Nov 16, 21:29

Hi Commodore, I'm very happy to see you still are on this ;)

Did by any chance the bugs in Cold Star affect the background planet? (more precisely, being rendered partially without textures?)

Because I noticed as soon as I started playing HoL that the planet in Cold Star and the gas giant in Home of Light seemed a bit dull, then discovered that textures on them weren't rendered if I didn't put everything back to vanilla...but I wasn't sure if it was because of your mod, or because of the mash-up I made between your mod and Ico_HR's one...I think I should definitely take a look again at the game with this little patch!

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Commodore MJ Fire
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Post by Commodore MJ Fire » Mon, 14. Nov 16, 21:14

the Cold-Star-Planet was completely white- I don't know how this happened. I changed one of the textures used for this planet, but it still should have worked... but by creating a copy entry of the unchanged original texture I fixed the problem- and after that I "freezed" the planet a little bit ;) - but the gaseous tex are still original, I just added some for the large giants in OL and DV- there shouldnt be any issues, I will look into it...

by the way, what did you use? Re-Imagined or not? The Full or the Base Version without the planet changings?

greetings, MJ Fire

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Post by Commodore MJ Fire » Mon, 14. Nov 16, 21:18

Oh, and I added the last alternate Download Link (2.5 HOL) from J. L. to the Startpost ;)
greetings, MJ Fire

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Post by Aken_Bosch » Mon, 14. Nov 16, 22:22

So, there it was the bug! Now I absolutely have to try it again! Thank you :D

Full version without re-imagined, by the way ;)

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Post by Commodore MJ Fire » Mon, 14. Nov 16, 23:17

So, nearly the Version I use, and Re-Imagined can be deactivated by pressing... F12? or the rolling-button up there? long time ago... :wink: Hmmm, I will look at the gasgiant there, I didn't notice any problems there- but I will check ;)

EDIT: looked at the Gasgiant in Home of Light but looks like it's all right... fist I thought I won the competition of best gasgiant with my two giants in OL and DV but then I looked cloesly into the red spot of this gasgiant- do it! find a place, stop the ship and just whatch! I don't know how they do it or if it's just working better than it works in my DV giant- but its moving and changing like an actual cloud- like a living real planet! Amazing! :o

EDIT2: But of course, I realized that the No-ReImagined Version has a slightly altered material-libary file from the full version- I uploaded a corrected one for these users... ;)

greetings, MJ Fire

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Post by Aken_Bosch » Tue, 15. Nov 16, 00:50

The problem on the HoL giant was more subtle than on the Cold Star planet...while the latter was clearly a blank surface, the HoL one only missed some layers of details, giving it a flatter look but still with the right tone and major cloud formations...I've taken a look at some of the latest screenshots I took of the area, but it appears I had already reverted to the vanilla game on those ones.

And yes, that planet is bloody great, the graphics still holds really well :)

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Post by Commodore MJ Fire » Sat, 19. Nov 16, 10:36

hmmm, I will take a few screens of vanilla and ency too and look what is wrong.
Still don't understand how my texture changes can affect it- in XR the good thing is, that you don't replace the original texture .dds file in the game files but add one with the same name, telling the game to use the new one in specific material library texture entrys the model uses.

->for the old modders from X3: in XR, there is a step between the model and the actual texture image file- the material library, making it possible to use even the original texture image and the modified image in your mod together -in the same texture.

That means for the problem that if it doesn't use a already altered material libary entry (like the planet in coldstar, that was the problem), it shouldn't be affected by new files from the mod. I will look at it, maybe I didn't find all models using one of my altered library entries...

By the way, I was very pleased to see that Egosofts Rebirth-HOL already is made like the sector HOL described in the novels- the giant's name is "Rasnar".

greetings, MJ Fire

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Post by paz3r » Sun, 11. Jun 17, 14:20

After installing it in my existing campaign, the jump gate in auspicious excavation was gone. Removed the mod and realoaded the game, gate was present but inactive. Also tested on a new free play start, same story. The only way to fix this was to start a new game without the mod or load a game saved prior to installing it. Used the full version of the mod with all the patches (non-re-imagened version). Might be a mod conflict on my end. Just FYI.

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