[MOD] X Rebirth Lost Sectors v1.5.0

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

Post by mr.WHO »

I thought that I was crazy, but I saw somewhere this ship:
https://i.imgur.com/nFQunMi.jpg

Found it:
https://www.deviantart.com/csp499/art/I ... -399610456
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

Yeah, i used this free model: https://www.solcommand.com/2013/09/mccv-2.html?m=0
Only retextured it for XR materials and added drone hangar: http://i.imgur.com/GWzavCX.jpg
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mr.WHO
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by mr.WHO »

Do you plan to make a mod for X4 or do you stick with X-Rebirth?
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

Yes, but after the release of all major dlc.
Currently working at new version of lost sectors, i already keep in mind, that some of those assets will be moved to x4.
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

Terracorp capital ships:
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Stevenocracy
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by Stevenocracy »

Ah, more ships to collect. I'm guessing the first ship is a Lyranea or Lyramekron equivalent for Terracorp? The second is perhaps a counterpart to a Light/Heavy Sul or something in-between. The third you've stated before is a replacement for the current Nux so it's a destroyer, maybe on par with the Taranis or better?

Do you plan on adding MK2 and MK3 versions of the new Skunk weapons? Namely the Plasma Repeater, Kinetic Accelerator, Multibeam Cannon and EMP Repeater. I know the Plasma Repeater has a MK2 version but the other three only have MK1 versions unless I somehow missed the MK2 and 3 versions for those weapons.

Thanks for the screenshots and for continuing to work on Lost Sectors, still looking forward to the update.
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

Hi, yes, you guessing right.
About weapons, Kinetic Accelerator technically is Inertial Hammer MK3, and EMP Repeater is Plasma Repeater MK3, Multibeam Cannon - unique weapon, so no plans to add new weapon.
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

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

Post by Stevenocracy »

Once again thanks for posting screenshots.

That last ship though, some sleek new Kha'ak ship or something else?
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

Yeah, some kind of L sized raider
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

Another bunch of screenshots:
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Stevenocracy
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by Stevenocracy »

Interesting. More new ships and couple of new stations.

Those screenshots with the bluish backgrounds I don't recognize. Is it a new sector or just new backgrounds for an existing sector?

A hopeful request, any chance of seeing compatibility with the Carriers mod? There's also an add-on so both Suls and the Gangrene Chaser could also act as carriers. I only ask because it'd be great if the Tokyo and other applicable ship added by Lost Sectors were able to become carriers.
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

This is the background of the test sector, in the final version it will be unavailable.

Yes, adding support for carriers will not be difficult.
Stevenocracy
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by Stevenocracy »

Awesome, thank you. :D

Now I'll be able to "acquire" a Tokyo and load it up with Terran fighters.

Do you still plan on adding the Osaka?
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

Sorry, but no, i am not interested more in just porting ships from x3.
And Osaka already added to xr: viewtopic.php?f=134&t=418062
MCWopper
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by MCWopper »

Hey KrYcHokE,

I've found and played a bit of lost sectors thanks to the new frontier mod. But that total conversion was a bit to much for me after only having played the vanilla plot.

When the next version of lost sectors comes out I want to play it again but this time a bit more vanilla.

Are there any other mods you would recommend to use alongside lost sectors?
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

Hi, i recommend mods from this autor: https://steamcommunity.com/profiles/765 ... =imagewall ,
also assault urv fix, and capital ship bridge mod.
Carriers and Xenon hunt 3 lite also nice mods, and small visual mods by this autor: https://steamcommunity.com/profiles/765 ... appid=2870
MCWopper
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by MCWopper »

KrYcHokE wrote: Mon, 18. Nov 19, 14:29 Hi, i recommend mods from this autor: https://steamcommunity.com/profiles/765 ... =imagewall ,
also assault urv fix, and capital ship bridge mod.
Carriers and Xenon hunt 3 lite also nice mods, and small visual mods by this autor: https://steamcommunity.com/profiles/765 ... appid=2870
Thanks for the quick response. I'm looking forward to play the new version of lost sectors when it's ready
drowningfly
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by drowningfly »

I'm trying to remove the star dust like in the No Stardust mod.

I've tried to copy that mods structure by creating a \libraries\stardust_library.xml that reads:

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<?xml version="1.0" encoding="utf-8"?>
<diff>
  <replace sel="/stardust/configuration[@space='cluster_lsa_sector01_macro']">
    <configuration space="cluster_lsa_sector01_macro" material="particles.stardust" amount="0" size="0.5" distance="2000" maxvel="200">
      <scale linear="0.20" angular="0.0" />
    </configuration>
  </replace>
The extension shows up in game, but has no effect. Do I have the configuration space value correct?
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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.3.0

Post by KrYcHokE »

Hi, be sure that your mod loads after lost sectors, add dependency to content.xml

Code: Select all

<dependency id="lostsectors"   />

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