[DELETED] X3 Remap
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 257
- Joined: Sat, 22. Dec 07, 23:18
Ok, I checked the install packages and I don't see anything wonky in them. My Remap install currently just has the Remap mod and Diverse Game Starts.
I would bet money right now that your problem is caused by the IEX mod. I'll set up an install with it and see if I can duplicate the problem, but I'm pretty sure that is it. I haven't really thought about IEX in a very long time. I added it to the LU Mod Index just because I happened to remember it had an LU patch.
[Edited to remove uninformed blather]
I would bet money right now that your problem is caused by the IEX mod. I'll set up an install with it and see if I can duplicate the problem, but I'm pretty sure that is it. I haven't really thought about IEX in a very long time. I added it to the LU Mod Index just because I happened to remember it had an LU patch.
[Edited to remove uninformed blather]
Last edited by solarahawk on Fri, 5. Jun 15, 23:27, edited 1 time in total.
-
- Posts: 1744
- Joined: Sun, 10. Aug 08, 18:05
-
- Posts: 56
- Joined: Mon, 23. Dec 13, 00:15
-
- Posts: 257
- Joined: Sat, 22. Dec 07, 23:18
Remember that LU includes an Export/Import feature that allows you to save your empire progress between new games. So you don't have to restart your game progress from scratch.
Check the LU wiki for instructions on the E/I process, but in a nutshell, make sure you have installed the E/I Update package from the wiki before you wipe your game directory. Run the Empire Export function (located in the Player Console menu). And then wipe your game directory and reinstall (again remember to include the E/I Update package before importing. The Anarkis plugin is dependent on that E/I update.) Once you have reinstalled the game and plugins, select the Damyath Import option to load your game progress, and sit and wait for the magic to complete.
Edit: and it just hit me that you wouldn't have any game progress to save, since your ship and the rest of the universe was blowing up. Probably not worth saving that.
Check the LU wiki for instructions on the E/I process, but in a nutshell, make sure you have installed the E/I Update package from the wiki before you wipe your game directory. Run the Empire Export function (located in the Player Console menu). And then wipe your game directory and reinstall (again remember to include the E/I Update package before importing. The Anarkis plugin is dependent on that E/I update.) Once you have reinstalled the game and plugins, select the Damyath Import option to load your game progress, and sit and wait for the magic to complete.
Edit: and it just hit me that you wouldn't have any game progress to save, since your ship and the rest of the universe was blowing up. Probably not worth saving that.

-
- Posts: 1744
- Joined: Sun, 10. Aug 08, 18:05
-
- Posts: 257
- Joined: Sat, 22. Dec 07, 23:18
Oh, god, yeah. I didn't even think about the possibility of someone trying do that. We should probably mod a safety check into the LU Import script to prevent someone from creating that disaster.
It would be pretty easy to do, and I will have to add that as a design todo for the Auto Map Surgeon, if I can ever get back to working on that. Each unique map generated by it would also have an associated hash key that is stored as a global variable in the game save. If you try to import a game from a different map, the Import utility will chastise you and abort.
It would be pretty easy to do, and I will have to add that as a design todo for the Auto Map Surgeon, if I can ever get back to working on that. Each unique map generated by it would also have an associated hash key that is stored as a global variable in the game save. If you try to import a game from a different map, the Import utility will chastise you and abort.
-
- Posts: 1744
- Joined: Sun, 10. Aug 08, 18:05
oh, yes... global. i just commented something stupid and edited it so not many people will see how moronic i can get sometimes.solarahawk wrote:Oh, god, yeah. I didn't even think about the possibility of someone trying do that. We should probably mod a safety check into the LU Import script to prevent someone from creating that disaster.
It would be pretty easy to do, and I will have to add that as a design todo for the Auto Map Surgeon, if I can ever get back to working on that. Each unique map generated by it would also have an associated hash key that is stored as a global variable in the game save. If you try to import a game from a different map, the Import utility will chastise you and abort.
that would work, yes.
someone willNoxMortem wrote:I won't. I promise.

Split say NEED MORE FIREPOWER!!
-
- Posts: 56
- Joined: Mon, 23. Dec 13, 00:15
Without IE/IEX it worked wonderful. Thank you! The only problems I have encountered so far where two systems from argon prime down and then left and right which were named "unknown sector" gamma and something else. The main problem was sometimes the names toggled and in some descriptions I have seen some other names for those systems.
This was no hinderance for quests or moving through gates, merely a minor text problem.
This was no hinderance for quests or moving through gates, merely a minor text problem.
-
- Posts: 1744
- Joined: Sun, 10. Aug 08, 18:05
yeah, i know about that one. we're going to have to move the sector names into another file. they can get overwritten in newer versions of LU.NoxMortem wrote:Without IE/IEX it worked wonderful. Thank you! The only problems I have encountered so far where two systems from argon prime down and then left and right which were named "unknown sector" gamma and something else. The main problem was sometimes the names toggled and in some descriptions I have seen some other names for those systems.
This was no hinderance for quests or moving through gates, merely a minor text problem.
Good news everyone, I'm on a small vacation on friday and monday and that means i'll finally integrate some new stuff into remap.
i probably won't finish, but i also have week26 off so that shoud be enough.
Split say NEED MORE FIREPOWER!!
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
Hi again,
I've noticed a couple of issues relating to sectors. Not sure which human error or LU mod might cause it but here are the notes and my mod list in case helpful:
Mods:
Observations:
I've noticed a couple of issues relating to sectors. Not sure which human error or LU mod might cause it but here are the notes and my mod list in case helpful:
Mods:
Code: Select all
1. New LU install:
- Clean X3AP
- Non-steam patch
- LU v1.40
- LU v1.51
- Soundtrack v1.11
LU GUI v1.2.3)
2. LU mods:
Anarkis pirates (plus the 2 support packs)
Diverse Game Starts-v5-LU Remap Ed (Aldrin Freelancer start)
LU Alternate Gate Graphics (blue star)
LU Remap
misc_text_improvements (01.06.2015)
MK3_Improvement_LU_0.6.1b
Quick Wings 1.1.0
X3LU_SIaF-7-r3
3. EMS_v1.0.2A
4. LU-GoldUI-V1.0.0
Spoiler
Show
1. Sectors, including ones with original names, don't have their name spoken when entering them or selecting their gates.
2. There is an Argon shipyard in Terran sector Purple Fog, which is surrounded by non-Arong sectors.
3. There is a Xenon-owned 'Argon' Trade station in Xenon Sector 138.
2. There is an Argon shipyard in Terran sector Purple Fog, which is surrounded by non-Arong sectors.
3. There is a Xenon-owned 'Argon' Trade station in Xenon Sector 138.
-
- Posts: 257
- Joined: Sat, 22. Dec 07, 23:18
The new sectors added in the remap don't have audio clips for Betty to speak. Vukica and I have chatted about it a small bit in the past. Litcube was able to generate new sector name audio for LU because all the new sector names are composed of words that already existed in the database. Vukica's new sectors are unique enough that there aren't any audio clips available to splice together.Sparky Sparkycorp wrote:Hi again,
Observations:
1. Sectors, including ones with original names, don't have their name spoken when entering them or selecting their gates.
In the early versions of the mod, all sector audio and descriptions were cleared. I just recently restored the sector descriptions for the original sectors, but vukica is working on an overhaul for all the sector descriptions, among other intriguing changes.
The sector audio is a tougher nut to crack, and this is vukica's baby, so it might be better to stick with the current setup until he has finished whatever he is working on.
---
Hmm, I recall coming across the weird stations you mentioned back when I first started the upgrade for LU 1.5.0. They seemed to be lingering pieces from the old LU 1.2.4 version of the mod. I'm pretty sure I corrected them once, but I think somewhere along the line, after breaking the stations and then repairing them, I must have reintroduced those oddities to the map. Guess I missed them during my sector-to-sector tour of the universe recently. At this point, I am leery about stepping onto vukica's work and creating any more headaches for him than I already have.
FYI, you have EMS listed at the end of your mod list. That needs to be installed before you install the Alternate Gate Graphics (to ensure the installer doesn't stomp on your Gate cat/dat files.) I always install EMS before any mods. It really isn't a mod, consider it an official LU DLC.
-
- Moderator (English)
- Posts: 8074
- Joined: Tue, 30. Mar 04, 12:28
-
- Posts: 79
- Joined: Wed, 3. Jun 15, 14:21
-
- Posts: 1744
- Joined: Sun, 10. Aug 08, 18:05
-
- Posts: 56
- Joined: Mon, 23. Dec 13, 00:15
-
- Posts: 1744
- Joined: Sun, 10. Aug 08, 18:05
-
- Posts: 1744
- Joined: Sun, 10. Aug 08, 18:05
0.56 with some map fixes is up...
http://xdownloads.co.uk/index.php?optio ... id=118&m=0
EI is needed for old games. Export, update remap, import. backup your export.
please test and report if there are any more stupid argon shipyards where there shouldn't be any.
changes:
- everything's on github
- restored missing sector music
- removed stupid argon shipyards
- sector names should not be overwritten now
known issues:
- argon shipyard in atlantia - removed for next version.
@solarahawk:
the 0.55 version jobs is identical to 0.51 jobs... is that ok?
http://xdownloads.co.uk/index.php?optio ... id=118&m=0
EI is needed for old games. Export, update remap, import. backup your export.
please test and report if there are any more stupid argon shipyards where there shouldn't be any.
changes:
- everything's on github
- restored missing sector music
- removed stupid argon shipyards
- sector names should not be overwritten now
known issues:
- argon shipyard in atlantia - removed for next version.
@solarahawk:
the 0.55 version jobs is identical to 0.51 jobs... is that ok?
Split say NEED MORE FIREPOWER!!
-
- Posts: 1354
- Joined: Sun, 20. Apr 08, 16:20
I'm curious about this... in vanilla X there have always been a range of planets/moons which sit 'in front' of the sector background texture and another which sit 'behind' giving the ability to use the background as a kind of artistic fog in front a celestial body. From experience and from what I read elsewhere how a planet behaves seems to depend entirely upon it's position in 'TPlanets' rather than anything within the "object" definitions... or has Litcube managed to come up with something else... or have I missed something (which I can now exploit)?vukica wrote:LUV has two sets of planets. see-through and opaque.


IEX Download Statistics - LUVi / XRMi ( 3115 / 5415 )
X4 Crexit 324 ; X4 Encounters 3193 (STEAM Unique/Current 6341/3412)