[MOD] X Rebirth Lost Sectors v1.5.0

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.4.0

Post by KrYcHokE » Fri, 11. Sep 20, 12:07

This sector will be optimised in next update.
---
New fighters that been made for x rebirth but never included into final game, now here:
Spoiler
Show
Image
Image

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Fri, 8. Jan 21, 19:25

---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.

Download:
Lostsectors 1.5.0
LS carriers for carrier mod.
LS bridge positions for capital ship bridge.

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SirFrancisDrake
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by SirFrancisDrake » Sat, 9. Jan 21, 11:27

Hi,

your mod is really incredible. The ships fit so beautifully into the overall picture due to the retexturing with X-Rebirth textures. I know what kind of work that means to deliver ships in such high class stages. I don't get to play as much because I'm still working on my own mod, but yesterday I flew through Lost Sectors again and looked at everything again. The terran stations are simply amazing. Only when you look closely do you often notice small details that make the overall picture look so beautiful. The new Kha'ak ships are amazing, many animated parts, just incredible.

Thank you for all the work you put into this project. Your mod enhances X Rebirth for me just as an official addon from the developers would. Keep up the good work.

Greetings,

SirFrancisDrake

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Sat, 9. Jan 21, 12:46

Thanks, glad you like it)

tomchk
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by tomchk » Sat, 9. Jan 21, 15:54

It’s awesome that you’re modding for XR. The game is amazing and your work makes it even better. I have to try it again!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

Realspace
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Realspace » Mon, 11. Jan 21, 16:43

Thanks for your mods! Just to say, I installed them all and am playing Rebirth right now after years I had it dusting in the (steam) shelve.

Really loving how the game is now with all the mods, I like the Freelancer's vibe.

I will share my little modifications in the future, it is so much easier to start from so many good mods. As first I always remove all local highways, so have a mod for all vanilla ships to have improved thrusters. Will check about the ships added by your mod how it goes as soon as I get there. I am still not in the lost sectors, playing the campaign as a true noob and loving the feeling after X2,X3TC/AP played for years :D

Jaswolf
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Jaswolf » Wed, 13. Jan 21, 07:55

Thank you Krychoke for your hard, passionate and beautiful work !

Time for me to resume my duty aboard the Pride of Albion 8)

Realspace
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Realspace » Thu, 21. Jan 21, 11:46

I finally got to the new sectors...I had no idea you had add SO much to the game, I expected only additional sectors not a whole DLC :o :o :o
It is incredible you did all this alone, stations, ships, planets. Split and terran back (sofar I've seen), the models from X3 that look gorgeous and shine. All without any editor?
THANK YOU AGAIN!!!
It inspires me to do some mods for the longevity of this now great game.

Small question: how to modify planet's rotation (slower)? There is no ref in the material. Is it hardcoded in the .xmf ? In X4 you can change the material, here it seems coded in the model... thanks :wink:

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Thu, 21. Jan 21, 13:08

Hi, you can find uv_animations in .xml of actual cluster.

Code: Select all

                                                <uv_animations>
							<uv_animation mapchannel="1">
								<uv_property name="u_offset" controller="linear_float">
									<key frame="0" value="0"/>
									<key frame="4000" value="1"/>
								</uv_property>
							</uv_animation>
						</uv_animations>

dertien
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by dertien » Wed, 24. Mar 21, 01:17

Great mod, as usual KrYcHokE,

one bug I noticed is that the Robins freighter has no docking port so you cannot commandeer them from the bridge.

Keep doing what you're doing.

Thanks

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Wed, 24. Mar 21, 01:26

Thank you, I'll check it.

Dev disco
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Dev disco » Wed, 24. Mar 21, 20:22

Added your mod a few days ago. Wow! Very nice indeed!

One little thing: the Kha'ak corvette doesn't have a hack point. Cost me 15 elite marines. Twice, because I forgot about the first time when I eagerly boarded number two. I am using the boarding options mod, and without a hack point you can't do anything but sit it out if you choose hacking only (which I do because I completely strip those pesky corvettes before sending in the marines). So please add a hack point. :D

huiiuh
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by huiiuh » Fri, 2. Apr 21, 07:06

Wonderful mod and I couldn't see myself playing without it now, it even runs in XRVR with the vanilla recall mod.

One thing I've been struggling with is getting Ency-Mod viewtopic.php?t=362680 to replace the the skybox textures in Maelstrom but this only works when I disable Lost Sectors. All other clusters adjusted by Ency seem to work when LS is enabled, so I'm thinking the extra Family Ryak sector is overriding their changes. Any idea on how to get them to work together?

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alexalsp
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by alexalsp » Fri, 2. Apr 21, 08:31

Ency mod for vanilla game, it is not compatible with LSM

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Fri, 2. Apr 21, 10:00

Fix to play with encyclopedia

huiiuh
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by huiiuh » Fri, 2. Apr 21, 18:01

Wow, I never thought you'd fix it that quickly. You're amazing, thanks!

John Colman
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by John Colman » Fri, 2. Apr 21, 20:04

KrYcHokE wrote:
Fri, 2. Apr 21, 10:00
Fix to play with encyclopedia
Can you please add this to the nexus mods page aswell?

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Fri, 2. Apr 21, 20:19

Oh, yes, forgot about it 😂

Vectorial1024
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by Vectorial1024 » Mon, 10. May 21, 07:06

Hi there, didn't expect this mod to keep receiving updates so thanks for all the work!

Still, would you consider updating the compatibility with The New Frontiers? They had a compatibility mod but it targets an older version of Lost Sectors (they claim to target v1.30), so I was wondering if you would be able to update that compatibility mod to make it compatible with the current version. I guess the foundations are taken care of, just need to mimic their code and insert the newer info e.g. removing stations from the static map file and add them to the dynamic station list (you would know what I mean when you take a look)

https://github.com/40712ef4f9/nf_a/tree/master/nf_ls
The future awaits.

X4 Foundations mods:
Civilian Fleets: Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Scrap Delivery Coordination: No more starving scrap processors.

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KrYcHokE
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Re: [MOD] X Rebirth Lost Sectors v1.5.0

Post by KrYcHokE » Mon, 10. May 21, 08:05

Hi, I'll check it.

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