[MOD] X Rebirth Lost Sectors v1.5.0

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KrYcHokE
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[MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Tue, 4. Oct 16, 15:21

X Rebirth Lost Sectors
Image
Start of new game unnecessary since v1.4 (experimental feature)

The mod adds a new sectors, factions, ships, stations and weapons for Skunk.

Two new systems and seven sectors populated by new factions, in which you can buy new weapons for the Skunk and meet many new ships.
Added new starts immediately in the new systems.

So as changes in the original game universe:
[*] Added a new sector in the Maelstrom system.
[*] The family Ryak now has shipyard (located in the new sector), where you can buy new Split ships and the builder-ship.
[*] New available for the construction stations: Teladi Trading Station, Space Chelt Aquarium, Watercollector, Foundry, Split Turrets Forge, Teladi Highttech Plant, Teladi Solar Power Plant, Split Metalworks.
[*] Pirates, Xenon and Kha'ak added new ships.
[*] Improved weapons of teladi ships, added new frigate Shrike and builder-ship to shipyard of Owerwatch station.
[*] To replace part of the ships in the Home of Light to the new.
[*] Added new Split npc skins.
[*] Added plasma repeaters Mk1 / 2 for Skunk to Mechanics.
[*] New Terran ships added to Canteran shipyard.

Used models by SolCommand

Download:
Lostsectors 1.5.0
LS carriers for carrier mod.
LS bridge positions for capital ship bridge mod.
Fix to play with encyclopedia mod.

---V1.5.0---
[*] Remodeled khaak destroyer, corvette and added new defence station.
[*] Redesigned pirate ships.
[*] Capturable xenons (xenon hunt analogue).
[*] Updated soundtrack.
[*] Some improvements, optimization and bugfixes.

---V1.4.0---
[*] Added new sector to Fields of Opportunity and new faction.
[*] Added new ships to pirates, argon colonists and terracorp.
[*] Added new teladi and split stations.
[*] All new turrets now has own ware entries and can be prodused on specialized stations.
[*] All teladi ships upgraded with new weapons.
[*] Changed gates configuration.
[*] Lots of mod ships been reworked.
[*] New ships now can spawn on missions.
[*] Saves compability as experimental feature (start of new game now unnecessary).

---V1.3.0---
[*] Added German localization (thanks to SirFrancisDrake).
[*] Added station build missions to Source of Darkness, Eureka Eight, Maelstrom and Fields of Opportunity.
[*] Added a new system and two new factions.
[*] Added new ships and stations for construction.
[*] Added a new weapon for the skunk.
[*] Added start in the new system.
[*] Added english texts (thanks to eMYNOCK).
[*] Added unique stations to the Source of Darkness.
[*] Improved background in the Source of Darkness.
[*] Upgraded way of adding weapons to weapondealers (thanks to Marvin Martian).
[*] Some ships are remodeled.
[*] Many bugs fixed.

---V1.2.6---
[*] Fixed pink screen on linux.
[*] Fixed some uncompatible texture formats on linux.

---V1.2.5---
[*] Added Adv. Assassin URV to drone traders.
[*] Fixed some troubles with DLC weapon traders.
[*] Minor changes.

---V1.2---
[*] Added new ships to Canteran and Teladi shipyards.
[*] Updated Glittering Flow sector background.
[*] Fixes for Linux compability.
[*] Fixed conflict with project TOBS.
[*] Bugfixes.

---V1.1---
[*] Added new ships.
[*] Realized Linux support.
[*] Added turrets to some S/M ships.
[*] Bugfixes.


Installation:
The contents of the archive put in: \\ folder where you installed the game\X Rebirth\Extensions

Screenshots
Last edited by KrYcHokE on Fri, 2. Apr 21, 15:14, edited 27 times in total.

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YOYOMAN_MODDER
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Post by YOYOMAN_MODDER » Tue, 4. Oct 16, 15:50

Great work!))

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KrYcHokE
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Post by KrYcHokE » Tue, 4. Oct 16, 16:00

Thanks )

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Marvin Martian
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Post by Marvin Martian » Tue, 4. Oct 16, 16:38

looks good, but i have serval errors

like

Code: Select all

[=ERROR=] 0.00 Macro::ImportConnection(): Macro template connection 'connectionfor_landmarks_hq_tower_01_macro4' not found in macro 'struct_bt_ls_colony_macro'. Macro connection 'connectionfor_landmarks_hq_tower_01_macro4' not created.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Macro::ImportConnection(): Macro template connection 'connection_turret_medium_lb02' not found in macro 'units_size_xl_ls_kit_destroyer_01_macro/'. Macro connection 'connection_turret_medium_lb02' not created.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Macro::ImportConnection(): Macro template connection 'connection_turret_medium_pe03' not found in macro 'units_size_xl_ls_kit_destroyer_01_macro/'. Macro connection 'connection_turret_medium_pe03' not created.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Macro::ImportConnection(): Macro template connection 'connection_turret_medium_lb02' not found in macro 'units_size_xl_ls_kit_destroyer_01_macro/'. Macro connection 'connection_turret_medium_lb02' not created.
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 Macro::ImportConnection(): Macro template connection 'connection_turret_medium_pe03' not found in macro 'units_size_xl_ls_kit_destroyer_01_macro/'. Macro connection 'connection_turret_medium_pe03' not created.
and you use the same Xenon Bomber Macro/Component like i have in use in my shippack mod :(

And Job "masstraffic_maelstrom_shipyard" is already in use at CWIR, shouldn't be a problem simple rename it into masstraffic_maelstrom_shipyard_ls for example

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KrYcHokE
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Post by KrYcHokE » Tue, 4. Oct 16, 16:47

About connections, i check it maybe some trash.

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Marvin Martian
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Post by Marvin Martian » Tue, 4. Oct 16, 17:03

at jobs

Code: Select all

<ship id="ls_miner_mineral_medium" group="units_size_m_ls_miner_01_macro">
you use group instead of macro

so it should be

Code: Select all

<ship id="ls_miner_mineral_medium" macro="units_size_m_ls_miner_01_macro">
---
and maybe, it would be nice you could your units_size_m_xenon_bomber_01(_macro) rename to something else
at the moment i doesn't see more collisions

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KrYcHokE
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Post by KrYcHokE » Tue, 4. Oct 16, 17:18

Thanks , i missed it (
-
Fixed conflicts and removed some trash connections, thanks for massage it :)

roy35150
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Post by roy35150 » Sat, 15. Oct 16, 16:39

Hi,

Will this run ok with CWIR?

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KrYcHokE
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Post by KrYcHokE » Sat, 15. Oct 16, 21:56

I am dont see critical conflicts, it must run ok.

l1amk1ng
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Post by l1amk1ng » Mon, 17. Oct 16, 12:54

Ok, I am getting really frustrated with this now, I have been trying to play X rebirth with you mod enabled, but every time I load back into the game after enabling it, it reads that it has been disabled- so long story short I cant enable your mod

Can some please help me fix this

Is there a way of enabling the mod without doing it in-game?

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Marvin Martian
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Post by Marvin Martian » Mon, 17. Oct 16, 13:37

doesn't use it at the steamversion of XR, but try to remove
sync="true"
from content.xml

or replace this with
enabled="true"

l1amk1ng
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Post by l1amk1ng » Mon, 17. Oct 16, 15:23

well I have the steam version, and I tried both of your suggestions but it still doesn't seem to work. Do you have any more ideas?

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Rice
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Post by Rice » Mon, 17. Oct 16, 17:03

Marvin Martian wrote:doesn't use it at the steamversion of XR, but try to remove
sync="true"
from content.xml

or replace this with
enabled="true"
plus renaming/remove the "ws_2993334"
in <content id="" name="" ...
[ external image ][ external image ][ external image ]
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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mr.WHO
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Post by mr.WHO » Mon, 17. Oct 16, 17:06

@KrYcHokE: Have you re-modeled the fighters in your mode via external modeling program, or kitbashed them with existing ship parts?


If you kitbashed them, could you write step-by-step tutorial how to do this?
I always wanted to add some new fighters, like this Bomber Katana:
http://i.imgur.com/BPRBxbr.jpg
It like you read my mind :)


Is that a turret on this fighter/corvette?
http://i.imgur.com/62g02ke.jpg

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KrYcHokE
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Post by KrYcHokE » Mon, 17. Oct 16, 22:39

Hi, i use vanilla meshes from turrets, ships etc, and plasing it in xml.
This deco turret( I can create real turrets for M ship but it dont work without defense officer( need some script making.

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KrYcHokE
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Post by KrYcHokE » Mon, 17. Oct 16, 22:55

l1amk1ng: turn off updates
[ external image ][/img]

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Marvin Martian
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Post by Marvin Martian » Tue, 18. Oct 16, 08:07

KrYcHokE wrote:This deco turret( I can create real turrets for M ship but it dont work without defense officer( need some script making.
maybe it would enough to patch the <set_turret_targets/> command into fight.attack.object.fighter
alternitive only a handler for incomming missiles and attackers could make use of <set_turret_targets/> at smallships

OOZ it should be already includet in the calculation

l1amk1ng
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Post by l1amk1ng » Wed, 19. Oct 16, 00:00

OH MY GOD IT FINNALY WORKSSSS!!!! IM SO HAPPY THANK YOU BOTH KrYcHoKE AND Marvin Martian YOU HELPED A LOT :)

roy35150
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Post by roy35150 » Thu, 20. Oct 16, 19:20

Very good Mod :)

Thank u.

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KrYcHokE
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Post by KrYcHokE » Fri, 21. Oct 16, 22:43

Marvin Martian wrote:maybe it would enough to patch the <set_turret_targets/> command into fight.attack.object.fighter
alternitive only a handler for incomming missiles and attackers could make use of <set_turret_targets/> at smallships
Upd
Now it work, bu only for ships with purpose 'fight'

Code: Select all

<diff>
 <add sel="/aiscript/attention/actions/do_while[@value='$target.isoperational']/select_flight_behaviour" pos="after">
        <set_turret_targets object="this.ship" target="[$target]" additional_targets="$additionaltargets" />
</add>
</diff>

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