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Ezarkal
Joined: 22 Apr 2015
Location: On the bridge
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Posted: Thu, 3. Nov 16, 16:57 Post subject: |
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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
_________________ "I'm not saying let's go kill all the stupid people...
I'm saying let's remove all the warning labels and let the problem solve itself out." |
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Rice

Joined: 29 Apr 2010 Posts: 317 on topic Location: Niederlich bei Splatternich

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Posted: Thu, 3. Nov 16, 18:41 Post subject: |
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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 
_________________
 
Eine der hoffnungsreichsten Lebenslagen ist die, wenn es uns so schlecht geht, dass es uns nicht mehr schlechter gehen kann. [Felix Krull] |
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Aken_Bosch Moderator (Italiano)



Joined: 29 Jun 2005 Posts: 3166 on topic Location: Torino

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Posted: Fri, 4. Nov 16, 22:29 Post subject: |
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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

Joined: 27 Jul 2009 Posts: 473 on topic Location: Leipzig

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Posted: Mon, 14. Nov 16, 22:14 Post subject: |
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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
_________________ Meine Beiträge zum X-Universum:
XUniverse - Chronicles of Fire - Coming soon
Ency-Mod-for Albion Prelude!
Ency-Mod-for X-Rebirth!
Übersicht über die Physiologie der X-Rassen- mit Bildern  |
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Commodore MJ Fire

Joined: 27 Jul 2009 Posts: 473 on topic Location: Leipzig

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Aken_Bosch Moderator (Italiano)



Joined: 29 Jun 2005 Posts: 3166 on topic Location: Torino

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Posted: Mon, 14. Nov 16, 23:22 Post subject: |
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So, there it was the bug! Now I absolutely have to try it again! Thank you
Full version without re-imagined, by the way 
_________________
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Commodore MJ Fire

Joined: 27 Jul 2009 Posts: 473 on topic Location: Leipzig

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Posted: Tue, 15. Nov 16, 00:17 Post subject: |
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So, nearly the Version I use, and Re-Imagined can be deactivated by pressing... F12? or the rolling-button up there? long time ago... 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!
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
_________________ Meine Beiträge zum X-Universum:
XUniverse - Chronicles of Fire - Coming soon
Ency-Mod-for Albion Prelude!
Ency-Mod-for X-Rebirth!
Übersicht über die Physiologie der X-Rassen- mit Bildern  |
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Aken_Bosch Moderator (Italiano)



Joined: 29 Jun 2005 Posts: 3166 on topic Location: Torino

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Posted: Tue, 15. Nov 16, 01:50 Post subject: |
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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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Commodore MJ Fire

Joined: 27 Jul 2009 Posts: 473 on topic Location: Leipzig

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Posted: Sat, 19. Nov 16, 11:36 Post subject: |
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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
_________________ Meine Beiträge zum X-Universum:
XUniverse - Chronicles of Fire - Coming soon
Ency-Mod-for Albion Prelude!
Ency-Mod-for X-Rebirth!
Übersicht über die Physiologie der X-Rassen- mit Bildern  |
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paz3r
Joined: 16 Feb 2009 Posts: 65 on topic

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Posted: Sun, 11. Jun 17, 14:20 Post subject: |
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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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Requiemfang
Joined: 16 Jul 2009 Posts: 2744 on topic

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Posted: Mon, 8. Jan 18, 09:10 Post subject: |
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ignore this lol I resolved it myself.
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alexalsp

Joined: 18 Jul 2014 Posts: 655 on topic

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Posted: Fri, 19. Jan 18, 23:30 Post subject: |
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Requiemfang wrote: |
ignore this lol I resolved it myself. |
And How ? What was the reason?
Does mod work at 4.30 or not?
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Requiemfang
Joined: 16 Jul 2009 Posts: 2744 on topic

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Posted: Fri, 19. Jan 18, 23:50 Post subject: |
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alexalsp wrote: |
Requiemfang wrote: |
ignore this lol I resolved it myself. |
And How ? What was the reason?
Does mod work at 4.30 or not? |
It does, as for the ignore the post thing, I had no background in Maelstrom but I managed to figure it out on my own.
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Buzz2005
Joined: 26 Feb 2005 Posts: 58 on topic Location: Croatia

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Posted: Wed, 31. Jan 18, 18:55 Post subject: |
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Requiemfang wrote: |
alexalsp wrote: |
Requiemfang wrote: |
ignore this lol I resolved it myself. |
And How ? What was the reason?
Does mod work at 4.30 or not? |
It does, as for the ignore the post thing, I had no background in Maelstrom but I managed to figure it out on my own. |
Im still looking for the solution of the maelstrom background missing
EDIT: yes very LOL , that important note is NOT IMPORTANT at all
its resolved
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Requiemfang
Joined: 16 Jul 2009 Posts: 2744 on topic

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Posted: Wed, 31. Jan 18, 22:19 Post subject: |
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Buzz2005 wrote: |
Requiemfang wrote: |
alexalsp wrote: |
Requiemfang wrote: |
ignore this lol I resolved it myself. |
And How ? What was the reason?
Does mod work at 4.30 or not? |
It does, as for the ignore the post thing, I had no background in Maelstrom but I managed to figure it out on my own. |
Im still looking for the solution of the maelstrom background missing
EDIT: yes very LOL , that important note is NOT IMPORTANT at all
its resolved |
Yeap that's what caused my head to ache until I experimented and found out that you didn't need to follow that 
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