[MOD] XPANed Sectors
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Re: [MOD] XPANed Sectors
Hi there,
is it somehow possible to remove this mod temporarily from my savegame? I'm using many mods and f.e. it seems that Scavengers prefer to live in that sectors and build all their stations there.
Another mod crashed the scavengers so i have to restart them. I thought loading without that two mods will easily remove the additional content in these sectors - like it works with ventures offline - but it doesn't.
Can you help me?
Greets
X2return
Edit:
My question doesn't matter any more. These days I've seen, that many people have the same problem - it's a bug within the scavengers-MOD.
Thanks anyway for reading
is it somehow possible to remove this mod temporarily from my savegame? I'm using many mods and f.e. it seems that Scavengers prefer to live in that sectors and build all their stations there.
Another mod crashed the scavengers so i have to restart them. I thought loading without that two mods will easily remove the additional content in these sectors - like it works with ventures offline - but it doesn't.
Can you help me?
Greets
X2return
Edit:
My question doesn't matter any more. These days I've seen, that many people have the same problem - it's a bug within the scavengers-MOD.
Thanks anyway for reading
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- Posts: 312
- Joined: Wed, 8. Oct 14, 20:30
Re: [MOD] XPANed Sectors
Anybody knows how do I remove asteroid fields (or at least make them less dense) from new sectors? I like this mod, but can't play with it because of low FPS in some sectors with lots of asteroids and debris (my CPU is rather old).
Re: [MOD] XPANed Sectors
Check out "Asteroid Fade-in" & "Reduce Fog Density" by SirNukes. Both mods help a lot with keeping the frames up in dense sectors.ziplock815 wrote: ↑Sat, 24. Oct 20, 17:41Anybody knows how do I remove asteroid fields (or at least make them less dense) from new sectors? I like this mod, but can't play with it because of low FPS in some sectors with lots of asteroids and debris (my CPU is rather old).
Re: [MOD] XPANed Sectors
Hey,ziplock815 wrote: ↑Sat, 24. Oct 20, 17:41Anybody knows how do I remove asteroid fields (or at least make them less dense) from new sectors? I like this mod, but can't play with it because of low FPS in some sectors with lots of asteroids and debris (my CPU is rather old).
So I doubt another mod will fully fix this, as I added my own fields, rather then reuse the vanilla ones.
So to lower or change, extract the cat file, and in \libraries, look for region_definitions.xml. There are some defs I made but didn't use, but others are in use.
To remove, you want to go to \maps, clusters.xml, and look for example <region ref="xpan_station" />
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- Joined: Wed, 8. Oct 14, 20:30
Re: [MOD] XPANed Sectors
Much thanks for answers)
Re: [MOD] XPANed Sectors
Hello, any possibility for an update/revamp from the original author or someone who can pick up where they left off please? Would really like to revisit this mod and the sectors that come along with it, but see there are some issues with coding as we approach 4.0 as well as too dense asteroid fields and sector positioning.
I can commission whoever wants to pick this up, and even add a few more sectors if possible, if they want some irl credits for their work .
I can commission whoever wants to pick this up, and even add a few more sectors if possible, if they want some irl credits for their work .
Re: [MOD] XPANed Sectors
I'm working on it, already got a working version for 4.0 by removing a couple of sectors that were causing issues and fixing a couple of bugs. I'm also going to change the sector locations (they got moved all the way north of the galaxy for some reason), connections and asteroids/clouds. The changes should spread the sectors out a bit more over the galaxy so they're not all next to each other, make them more balanced so they don't have too many resources and make them run a bit better on weaker PCs and AIs =)Crekkan wrote: ↑Sun, 28. Feb 21, 00:15Hello, any possibility for an update/revamp from the original author or someone who can pick up where they left off please? Would really like to revisit this mod and the sectors that come along with it, but see there are some issues with coding as we approach 4.0 as well as too dense asteroid fields and sector positioning.
I can commission whoever wants to pick this up, and even add a few more sectors if possible, if they want some irl credits for their work .
Re: [MOD] XPANed Sectors
You're my hero.Volken32 wrote: ↑Mon, 22. Mar 21, 08:59I'm working on it, already got a working version for 4.0 by removing a couple of sectors that were causing issues and fixing a couple of bugs. I'm also going to change the sector locations (they got moved all the way north of the galaxy for some reason), connections and asteroids/clouds. The changes should spread the sectors out a bit more over the galaxy so they're not all next to each other, make them more balanced so they don't have too many resources and make them run a bit better on weaker PCs and AIs =)Crekkan wrote: ↑Sun, 28. Feb 21, 00:15Hello, any possibility for an update/revamp from the original author or someone who can pick up where they left off please? Would really like to revisit this mod and the sectors that come along with it, but see there are some issues with coding as we approach 4.0 as well as too dense asteroid fields and sector positioning.
I can commission whoever wants to pick this up, and even add a few more sectors if possible, if they want some irl credits for their work .
Re: [MOD] XPANed Sectors
Hey, so just to be clear if I didn't say already, anyone is welcome to fork their own version.
I've been maintaining a version for myself in 4.0 during beta, but with every restart I'm changing things and trying to rebalance so it's not release ready.
Right now, I think I'll leave it to Volken32 since he's already working on a revision.
I've been maintaining a version for myself in 4.0 during beta, but with every restart I'm changing things and trying to rebalance so it's not release ready.
Right now, I think I'll leave it to Volken32 since he's already working on a revision.
Re: [MOD] XPANed Sectors
Hey so I've been trying to make a mod that enables terraforming on the planet that's in Rising Solitude but obviously I'm doing something wrong because nothing terraforming related seems to load.
I'm using the layout for the Getsu Fune/shiokaze terraforming mission (md/terraforming) as a template but I have no idea what the "cluster" attribute for Rising Solitude would be, for getsu fune they just use "$Cluster_GetsuFune".
I'm also not sure if modding in new planets to terraform is even possible but I wanna try regardless.
Right now my mod directory is just md/terraforming.xml and content.xml
Edit: I just realized the planet in question is a gas giant..... My question still stands for the other planets, like the one in prometheus for example.
I'm using the layout for the Getsu Fune/shiokaze terraforming mission (md/terraforming) as a template but I have no idea what the "cluster" attribute for Rising Solitude would be, for getsu fune they just use "$Cluster_GetsuFune".
I'm also not sure if modding in new planets to terraform is even possible but I wanna try regardless.
Right now my mod directory is just md/terraforming.xml and content.xml
Edit: I just realized the planet in question is a gas giant..... My question still stands for the other planets, like the one in prometheus for example.
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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