[MOD] X Rebirth Lost Sectors v1.3.0

The place to discuss scripting and game modifications for X Rebirth.

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KrYcHokE
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Post by KrYcHokE » Thu, 14. Dec 17, 20:18

@alexalsp: Исправление для дрона будет в 1.3, а с units_size_xl_builder_ship_ls_macro у меня проблем нет :?

AnthonyNVII
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Post by AnthonyNVII » Tue, 19. Dec 17, 19:56

Love this mod it’s amazing what you have done with the Terran ships! Any idea on when v1.30 will be released? I saw the pictures of all the old Terran ships and now my game just feels naked without them haha!

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KrYcHokE
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Post by KrYcHokE » Tue, 19. Dec 17, 20:01

@AnthonyNVII: 1.3 beta will be released probably on end of december.

Requiemfang
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Post by Requiemfang » Thu, 4. Jan 18, 06:45

:o OMG this mod is awesome... all the ships and stations it adds. Those pics, especially the boron ship. Surprised the heck out of me that you managed somehow to import ships from the previous X3 series of games and modify them to fit in with XR. The developers I know made it very hard for modders to import models into XR but it seems it was done and done well with this mod. Most ship adding mods to the game are only copies of already present ships within XR that have parts of other ships in the game copy and pasted in place on models.

Wonderful job!

iforgotmysocks
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Post by iforgotmysocks » Thu, 4. Jan 18, 07:47

Yap, Lost Sectors is one of a kind. I especially love the system layout and how sectors are designed.

Really well done.

AnthonyNVII
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Post by AnthonyNVII » Fri, 5. Jan 18, 03:45

I have to ask, do you have any plans on including in future updates ships such as the ATF ships from X3? I loved those designs and feel they fit so well with the terran ships you have in the pictures of version 1.3. Also seriously cant wait for 1.3 to be released! Keep up the amazing work!

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Marvin Martian
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Post by Marvin Martian » Fri, 5. Jan 18, 09:52

at aiscripts/trade.station.tradestation.xml all

Code: Select all

<add_tradeware ware="ware.xyz" object="this.station" allowbuy="true" allowsell="true"/>
should get the since-XR4 "lockavgprice"-tag

Code: Select all

<add_tradeware ware="ware.xyz" object="this.station" allowbuy="true" allowsell="true" lockavgprice="true"/>

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KrYcHokE
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Post by KrYcHokE » Fri, 5. Jan 18, 14:54

@AnthonyNVII: On this moment im not work at any atf ship, maybe on future some atf ships will be added.
@Marvin Martian: ok, thanks.

JESS 246
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Post by JESS 246 » Fri, 5. Jan 18, 20:10

Hi AnthonyNVII

Not sure if this will help but i'm using this mod "BattlestarFrigga" you will find it in steam Workshop.

It has a builder ship that builds a ATF station, though station and the ships it build are not what you are looking for but it's a start.

Give it a look see what you think, i'm not saying its that bad maybe contacting that mod autor might help you.

Requiemfang
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Post by Requiemfang » Tue, 9. Jan 18, 04:43

Okay I've discovered an interesting bug. If you buy engines from mechanic NPC's added by this mod it appears that those engines get removed, they aren't installed at all, they just poof disappear into thin air making you waste money.

Edit: furthermore this has the nasty effect of making your installed engine disappear which drops your movement down to 90 m/s and you lacking booster engines.

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KrYcHokE
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Post by KrYcHokE » Wed, 10. Jan 18, 11:46

@Requiemfang: You mean new engines or new mechanics?

JESS 246
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Post by JESS 246 » Wed, 10. Jan 18, 13:34

@ Requiemfang

I had this some time back and it was down to the Skunk overhaul mod it works fine if you use it right.

If you are using it reread the info about it.

The engine issue is that you have to dock save apply the mod and the new ship starts in the dock without engines and you have to buy them to start.

Somehow if you are using the skunk mod your issue is related to that.

If you are not using the skunk mod then your issue maybe related to one of the station npc crew type mods though i may be wrong.

Some other mods that i've used have mad the npc chat menus disappear after first chat.

I had fixed this by starting the game without extensions only the DLC ones then install each mod one at at time test play if all works try the next till i find the mods that cause the issue yes it will take time.

Requiemfang
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Post by Requiemfang » Wed, 10. Jan 18, 17:17

KrYcHokE wrote:@Requiemfang: You mean new engines or new mechanics?
mechanics that are in the new sectors added by this mod.

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KrYcHokE
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Post by KrYcHokE » Wed, 10. Jan 18, 18:07

@Requiemfang: Other mods that you use?

Requiemfang
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Post by Requiemfang » Wed, 10. Jan 18, 20:10

KrYcHokE wrote:@Requiemfang: Other mods that you use?
Get back to you on that, gonna do a little more testing. I do know for a fact that there's another sector adding mod I use and that's the Transcend mod. Anyways I'm going to test the non-mod sector mechanics to see if I run into the same issue (which I doubt will happen) but I'll check to be sure anyways.

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