you can add your language file without the code specified, just as 0001 file in t folder (and ID removed in file itself). it will be used automatically for all languages if they do not have separate file with ID, so no need for making other IDs, it will pull your english text and there will be no readtext errors.Dr Reed wrote: ↑Mon, 27. Sep 21, 19:54That looks like it is a T file problem.
The mod is in English language code 44 and i don't know what will happen if it is used in another locale,
or i've made a mistake and it is clashing with another mod i have made, Reed Tech from the nexus. It adds a couple of ship variants that make it possible to transport solid + liquid cargos and the T file entries are in the same region of numbers.
I'll check again to see if problems exist there.
[MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [MOD] New Horizons / Old Lands. Sector exploration mod.
Re: [MOD] New Horizons / Old Lands. Sector exploration mod.
Again, thanks for the help.Shuulo wrote: ↑Tue, 28. Sep 21, 03:35
you can add your language file without the code specified, just as 0001 file in t folder (and ID removed in file itself). it will be used automatically for all languages if they do not have separate file with ID, so no need for making other IDs, it will pull your english text and there will be no readtext errors.
I've already made a change to include language 49, German. It's still in English but the computer voice should work ok with no read text errors.
I'll try again using the universal 0001 and see what happens with the computer voice samples for the new sectors.
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 28 Sep update.
Hi there,
Changed in German.
X 4, Teladie Union.right?
Independent sectors.
Sound in German.
I am still testing.
HQ don't know?
Changed in German.
X 4, Teladie Union.right?
Independent sectors.
Sound in German.
I am still testing.
HQ don't know?
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Thanks for this mod!
I like the mood of the new sectors a lot.
Maybe a bug: In unknown sector Alpha 3, the inactive jump gate looks like an active one visually.
Also, some more create sector names or small descriptions (just like: "There is no information known yet about this recently discovered sector.") would be nice for flavor.
Edit: "Clouds of Profits" is named as Unknown sector Alpha 6 in the description in encyclopedia
Edit 2: "Heart of Tranquility" is called "Home of Tranquility" in the description in encyc.
I like the mood of the new sectors a lot.
Maybe a bug: In unknown sector Alpha 3, the inactive jump gate looks like an active one visually.
Also, some more create sector names or small descriptions (just like: "There is no information known yet about this recently discovered sector.") would be nice for flavor.
Edit: "Clouds of Profits" is named as Unknown sector Alpha 6 in the description in encyclopedia
Edit 2: "Heart of Tranquility" is called "Home of Tranquility" in the description in encyc.
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Anyone knows if that mod works with vro?
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Thanks for the feedback.Newinger wrote: ↑Sun, 17. Oct 21, 11:28Thanks for this mod!
I like the mood of the new sectors a lot.
Maybe a bug: In unknown sector Alpha 3, the inactive jump gate looks like an active one visually.
Also, some more create sector names or small descriptions (just like: "There is no information known yet about this recently discovered sector.") would be nice for flavor.
Edit: "Clouds of Profits" is named as Unknown sector Alpha 6 in the description in encyclopedia
Edit 2: "Heart of Tranquility" is called "Home of Tranquility" in the description in encyc.
The inactive gates arn't really inacive objects as they do have a target location set and i think this is why the gates can sometimes look active when they shouldn't be. Maybe giving them an inactive flag would stop this but leaving them this way makes it a whole lot easier to add more sectors. I'm currently working on another +10 sectors with 2 more factions.
i'll have another look at that Gate again though incase i missed something.
As for the encyclopedia entries, yeah there are a few oopsies hidden in there. I will probably flesh out the sector descriptions later.
VRO compatability for the new ship variants. I've already had a look but am not sure which tags have to be added to the shields, turrets and engines.
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Sounds great! I really like the Teladi Union sectors and have started a new game there, currently trying to build a station (solar power plant combined with sunrise flowers production). A bit difficult to get enough hull parts, though, but I can ship these from other regions.
I also like that your mod plays well with Xpanded Sectors Advanced (which adds 38 sectors). Would be cool if you could keep your mod compatible (the screenshots on the Nexus page show that mods sectors positions).
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Hi there,
I noticed a sector with this mod. Where a dock is. No owner.
Surrounded by a number of guns.
Does anyone know anything about it?
I noticed a sector with this mod. Where a dock is. No owner.
Surrounded by a number of guns.
Does anyone know anything about it?
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Hi there,
See map. This station. Surrounded by weapon systems.
Isn't Teladie Union owned?
Does anyone know?
https://ibb.co/PZSLqm8
See map. This station. Surrounded by weapon systems.
Isn't Teladie Union owned?
Does anyone know?
https://ibb.co/PZSLqm8
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Yeah, that's just an abandoned station that is ownerless.I wanted to add a small mission for that sector but it was way beyond my modding skills.
My intention was that it was an Argon military research sector that was rapidly evacuated when the Gate flickered on and off as the jump gate network failed.
I really wish that i could make some sense of the mission scripting system in the game as i wanted to try and tell some storys/lore for the new sectors through missions and npc conversations.
My intention was that it was an Argon military research sector that was rapidly evacuated when the Gate flickered on and off as the jump gate network failed.
I really wish that i could make some sense of the mission scripting system in the game as i wanted to try and tell some storys/lore for the new sectors through missions and npc conversations.
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
is this mod works with 5.0?
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
it should work yes, it adds sectors and a faction to the southern part of the map, it's a kinda very closed region I really don't like that they are not more connections to the universe map... but the sectors do look good
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
thank you for the mod.
question - is it any chances you can add one or two more main entry points?
question - is it any chances you can add one or two more main entry points?
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Question - Using it with the X Universe 5.0 mod (see https://steamcommunity.com/sharedfiles/ ... x+universe) and/or with Xpanded sectors adv. (see https://www.nexusmods.com/x4foundations ... escription).
Can I use them together, or are there problems regarding the positioning of the sectors?
Can I use them together, or are there problems regarding the positioning of the sectors?
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Hi,
I don't know that the X Universe 5.0 mod existed but I will look into it and thanks for the heads up.
As for the question, it works ok with Xpanded sectors adv and the sectors that are added in DeadAir's Mods.
Even though I have not updated in a while I'm still working on it and have doubled the amount of sectors and added 4 more full factions.
Hopefully It wont take too much longer for the next update but it's turned out to be a bigger amount of work than I first thought.
I don't know that the X Universe 5.0 mod existed but I will look into it and thanks for the heads up.
As for the question, it works ok with Xpanded sectors adv and the sectors that are added in DeadAir's Mods.
Even though I have not updated in a while I'm still working on it and have doubled the amount of sectors and added 4 more full factions.
Hopefully It wont take too much longer for the next update but it's turned out to be a bigger amount of work than I first thought.
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
Thanks for the answer.
By the way - if you are trying to use/test XUniverse with a custom game start (the menue point from X4 main menue). Thats not working - XUniverse leads ONLY during custom game creation to a CTD. So to avoid this, create your custom gamestart, save and restart X4 now with XUniverse. Go to the custom game menue, load your custom game AND DO NOT GOT into the cutom game menues! Start it, and with this its working.
By the way - if you are trying to use/test XUniverse with a custom game start (the menue point from X4 main menue). Thats not working - XUniverse leads ONLY during custom game creation to a CTD. So to avoid this, create your custom gamestart, save and restart X4 now with XUniverse. Go to the custom game menue, load your custom game AND DO NOT GOT into the cutom game menues! Start it, and with this its working.
Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
I just had a look at the X Universe 5.0 mod and it seems that the first system in my mod clashes with one of the sectors on the Galaxy map.
I'll have a closer look at all the Sector mods that I know of and see what adjustments I can make to try to reach compatibility for the next update.
I'll have a closer look at all the Sector mods that I know of and see what adjustments I can make to try to reach compatibility for the next update.
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.
There is a second version of XUniverse which fixed that problem : X Universe + reconfig tweak1