[MOD] XPANed Sectors
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Re: [MOD] XPANed Sectors
Steam version pleeease, if possible
Re: [MOD] XPANed Sectors
For anyone updating this mod... The only thing I want is to flip the positions of Hewa's Twin I and II, they are in exactly the opposite spots from where they should be. It makes no sense for I to be "below" II when the gate from I to III jumps over II. Ideally, Hewa I would be moved straight up and Hewa II would be moved straight down (rather than flipping). The way it is now is the dumbest possible configuration. (This is a problem with vanilla, not the mod.)
Let's Play Poorly! - Suboptimal X4 Playthroughs
Re: [MOD] XPANed Sectors
Hey everyone, I've completed the first version. So far there's 8 sectors, complete with description thanks to Crekkan. As I've mentioned in my previous post, the sectors have been spread out a bit more, the resources have been reduced and there's less objects overall to hopefully improve performance a bit. To make up for it I've added a few fancy volumetric clouds =). If you don't want to search for the sectors, you can find the map location here spoiler.
And here's the download link. Enjoy!
And here's the download link. Enjoy!
Re: [MOD] XPANed Sectors
Ayeeeeee, great work!Volken32 wrote: ↑Fri, 26. Mar 21, 19:00Hey everyone, I've completed the first version. So far there's 8 sectors, complete with description thanks to Crekkan. As I've mentioned in my previous post, the sectors have been spread out a bit more, the resources have been reduced and there's less objects overall to hopefully improve performance a bit. To make up for it I've added a few fancy volumetric clouds =). If you don't want to search for the sectors, you can find the map location here spoiler.
And here's the download link. Enjoy!
Re: [MOD] XPANed Sectors
Hello
I just wanna thank for this excellet mod and also the update for v 4.0. I saw that two of there new sectors are colliding on Map with other mods that add sectors to map.
Gunne's Crusade collide with Triton from Rise of the Ossian Raider
Adventure's promise collide with Lost colony from X Universe +
If i may propose, this collisions can be resolved by moving the sectors like this (or any other way)
<!-- cluster setup XPAN08 Gunne's Crusade -->
<connection name="xpan_clusterXPAN08_connection" ref="clusters">
<offset>
<position x="90000000" y="0" z="34640000" />
and
<!-- cluster setup XPAN02 Adventure's Promise -->
<connection name="xpan_clusterXPAN02_connection" ref="clusters">
<offset>
<position x="-90000000" y="0" z="69280000" />
I just wanna thank for this excellet mod and also the update for v 4.0. I saw that two of there new sectors are colliding on Map with other mods that add sectors to map.
Gunne's Crusade collide with Triton from Rise of the Ossian Raider
Adventure's promise collide with Lost colony from X Universe +
If i may propose, this collisions can be resolved by moving the sectors like this (or any other way)
<!-- cluster setup XPAN08 Gunne's Crusade -->
<connection name="xpan_clusterXPAN08_connection" ref="clusters">
<offset>
<position x="90000000" y="0" z="34640000" />
and
<!-- cluster setup XPAN02 Adventure's Promise -->
<connection name="xpan_clusterXPAN02_connection" ref="clusters">
<offset>
<position x="-90000000" y="0" z="69280000" />
Re: [MOD] XPANed Sectors
Thanks for letting me know, I will work something out for the next version.Skalarmvp wrote: ↑Sat, 27. Mar 21, 11:38Hello
I just wanna thank for this excellet mod and also the update for v 4.0. I saw that two of there new sectors are colliding on Map with other mods that add sectors to map.
Gunne's Crusade collide with Triton from Rise of the Ossian Raider
Adventure's promise collide with Lost colony from X Universe +
Re: [MOD] XPANed Sectors
Great, thanks for the update. I forget about the forum and mainly check the Nexus.
As already mentioned, "Adventure's Promise" is in place of Universe+ mod. I'd rather see the system somewhere in the southeast. And I would attach Tartarus to Hewa's Twin V instead of Trinity Sanctum VII.
The north and west are occupied by dlc's and Universe+. The south and east are very empty. I didn't fly into "Hewas Twin" in any of my games. This whole part of the map seems strangely located and connected to me. Personally, I would connect some new sectors to "Turquoise Sea, Hewas Twin V, Sacred Relic" or "Tharka's Ravine". Maybe there will be Borons or Khaaks
Anyway, thanks and looking forward to the next update.
As already mentioned, "Adventure's Promise" is in place of Universe+ mod. I'd rather see the system somewhere in the southeast. And I would attach Tartarus to Hewa's Twin V instead of Trinity Sanctum VII.
The north and west are occupied by dlc's and Universe+. The south and east are very empty. I didn't fly into "Hewas Twin" in any of my games. This whole part of the map seems strangely located and connected to me. Personally, I would connect some new sectors to "Turquoise Sea, Hewas Twin V, Sacred Relic" or "Tharka's Ravine". Maybe there will be Borons or Khaaks
Anyway, thanks and looking forward to the next update.
Last edited by V0id_88 on Fri, 9. Apr 21, 10:09, edited 2 times in total.
Re: [MOD] XPANed Sectors
I figured out how to change the location of sectors and gate connections. I no longer have any conflicts with other modes. But I have a problem with lags and fps drop in Gunne's Crusade, Adventures Promise and Prometheus IV. Any idea why that?
Re: [MOD] XPANed Sectors
Gunne's Crusade makes use of a type of fog that cripples my GPU (1070Ti, so nothing ancient), gobbling up half or more my fps in some sectors, it might be the same issue for you. I'll never understand why Egosoft used an effect this wasteful performance-wise for some barely noticeable background fogs.
In extensions\xpan\libraries\region_definitions.xml
Look for anything starting with
<positional ref="fog_
And change it's densityfactor to
densityfactor="0.0"
With the fogs/dust (27 FPS, 100% GPU Utilization):
i.imgur.com/7Bd7QFH.jpg
Without the fogs/dust (140 FPS, 69% GPU Utilization):
i.imgur.com/PWjYrki.jpg
The edit:
i.imgur.com/6ewDNOs.jpg
Re: [MOD] XPANed Sectors
Great, it works, thanks man.Angsaar wrote: ↑Thu, 8. Apr 21, 17:10Gunne's Crusade makes use of a type of fog that cripples my GPU (1070Ti, so nothing ancient), gobbling up half or more my fps in some sectors, it might be the same issue for you. I'll never understand why Egosoft used an effect this wasteful performance-wise for some barely noticeable background fogs.
In extensions\xpan\libraries\region_definitions.xml
Look for anything starting with
<positional ref="fog_
And change it's densityfactor to
densityfactor="0.0"
With the fogs/dust (27 FPS, 100% GPU Utilization):
i.imgur.com/7Bd7QFH.jpg
Without the fogs/dust (140 FPS, 69% GPU Utilization):
i.imgur.com/PWjYrki.jpg
The edit:
i.imgur.com/6ewDNOs.jpg
Re: [MOD] XPANed Sectors
Hi again. I'm trying to add new gates and I can't create new connections outside of xpan. I create gates, but they are inactive. Any idea why? The new connection of 2 xpan sectors is fine, but not to the Split sector, for example. I had no problem with the Universe+ mod, but it wrote the new gates directly to the game folder (zones.xml). Xpan has its own xpan_zones.xml, can that be the problem? Thanks for the tips
Last edited by V0id_88 on Mon, 12. Apr 21, 13:10, edited 1 time in total.
Re: [MOD] XPANed Sectors
Hey is this mod compatible with rise of the ossian and x universum + ?
Re: [MOD] XPANed Sectors
With Ossian there is apparently a conflict with Gunnes Crusade/Triton, and X Universum + with Adventures Promise/Lost Colony. I think there is a way to resolve it via deleting the appropriate sector cluster in the macros and components .xml, as well as in the mapdefaults .xml where you will be able to find which cluster a sector belongs to. I wouldn't know much else since I only wrote the sector descriptions, but that is the area you need to find.
Re: [MOD] XPANed Sectors
Forget it, I'm just blind.V0id_88 wrote: ↑Fri, 9. Apr 21, 23:39Hi again. I'm trying to add new gates and I can't create new connections outside of xpan. I create gates, but they are inactive. Any idea why? The new connection of 2 xpan sectors is fine, but not to the Split sector, for example. I had no problem with the Universe+ mod, but it wrote the new gates directly to the game folder (zones.xml). Xpan has its own xpan_zones.xml, can that be the problem? Thanks for the tips
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Re: [MOD] XPANed Sectors
@V0id_88 could you maybe upload your version (and a map screenshot or some description of the connections) that is compatible with universe+ ? I haven't added that yet, as I have not decided on a home sector yet, but I will soon and I'd run into exactly the same problem you have with compatibility. Thought I may go the easy way and just use your version.
Iucundi acti labores
Re: [MOD] XPANed Sectors
is this mod still alive?
Re: [MOD] XPANed Sectors
It seems someone made/refreshed it:
See https://www.nexusmods.com/x4foundations ... escription
Say's its now 28 sectors, for both DLCs.
Dont know much, found it by change...
See https://www.nexusmods.com/x4foundations ... escription
Say's its now 28 sectors, for both DLCs.
Dont know much, found it by change...