[Realspace MODS] "STARS" - "XRSGE" - "REM" - various

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ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Found a small bug in Omicron A - Albion
One of the industry stations is inside the big asteroid. Are these stations generated randomly or built by npc? Have you already reworked the sector? Looks more like the good old one or I'm imagining things? :gruebel:
P.S. Sun shines through the asteroid too when moving through the Shw
Realspace
Posts: 1638
Joined: Wed, 15. Nov 06, 10:21
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

ziplock815 wrote: Wed, 11. Jun 25, 23:03 Found a small bug in Omicron A - Albion
One of the industry stations is inside the big asteroid. Are these stations generated randomly or built by npc? Have you already reworked the sector? Looks more like the good old one or I'm imagining things? :gruebel:
P.S. Sun shines through the asteroid too when moving through the Shw
Yes that is randomly generated. Sector has all the Rebirth zones and each zone has its unique regions, you should navigate each to see. But since the zones are lacking any rebirth station...
The previous one had not the broken moon, planet was different, there is also another far lava moon and oc superhighways were not there. Also at north a massive asteroids...not really the same :roll:
What shw has the sun shine through..because I spent hours trying different directions, previous model had superhighways going all to the center but then all had the sun-shine-through. I make them cross at the lagrange point instead for this.

--------------------------------------------------
The Expanse PATCH
:arrow: https://www.nexusmods.com/x4foundations ... ?tab=files
I've made an additional patch (install after the other patch) to fix the ships stuck at gate when command is docking. Ships will have a fly_to (jump) command before the dock if they have the jump drive and are in another sector than destination. This works for both player ships and AI. I tested, the command works fine, no ship is stuck anymore. I think this is better than having a dock_at that has jump included, you can interact with the move of your ships better.
Replace ext_03
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

I' ll check the sun shining when I'm at my pc
Anyway, the new system looks great, but of course it's a shame we can't have these cool mega complexes as in Rebirth.... I remember Wesley had done something close to rebirth stations, but it seems he abandoned his work :(
I' d suggest to rename some zones intio these of old Albion, such as Ascendancy, Inner world, Far out and so on, to increase immersion a bit
Btw, have you found a solution to the "glued to a pilot seat" issue? I disabled all mods except of xrsge, but still have this issue. Very annoying especially if you don't have teleportation :)

Edit: sun shining through the asteroid can be seen on the right while traveling through east Shw to the west (from the zone "Fiendich moloch")

Edit 2: Black Hole sun 4 - planet Hades has a visual glitch on the night side, ovoid shaped. Also, for some reason fps in nearby asteroid field drops a lot, what's rather strange, because in most even denser fields fps is stable
tegatro
Posts: 6
Joined: Mon, 12. Feb 24, 15:25
x4

Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by tegatro »

Question - do all the plots work now? My plot for opening the gates in the starting version "Ascension" does not start. I join the fleet and that's it.
Realspace
Posts: 1638
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

What start is "Ascension"? :?
All plots should work, yes, but I've not tested all.
Guys I am momentarily OFF both playing and modding X4, see you after 8.00 release and good holiday to you all :)
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Realspace wrote: Tue, 29. Jul 25, 10:39 What start is "Ascension"? :?
All plots should work, yes, but I've not tested all.
Guys I am momentarily OFF both playing and modding X4, see you after 8.00 release and good holiday to you all :)
I believe it's the boron DLC gamestart, where palyer takes part in Commonwealth expedition to the boron space

btw I think I've found what causes stucking to pilot seat problem - it's the REM Slipstream mod. I'll continue checking, but 2 hours in game without the mod and still no stucking.

Edit: started to see flickering red triangles on planets...maybe it's beta :gruebel: don't remember seeing them in older versions...
Folker
Posts: 128
Joined: Fri, 31. Jul 20, 21:56
x4

Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

Hi everyone, I'm here to announce that the version of REM that I'm currently modifying (in terms of combat and weapon effects) to give to Realspace so he can tell me what he thinks about it and whether he wants to integrate it or not, will unfortunately be postponed until I don't know when.

I wanted to work there during the holidays, but I won't be able to continue due to health issues. I'll probably work there in two or three months.

What's done:

Terran weapons
Argon weapons
Paranid weapons
Xenon weapons

Weapon descriptions and names are fully developed in line with the lore.
Some ships can be equipped with unique weapons.
The weapons are all different.
The effects of the weapons are generally luminous (I like sound and light shows, it should make for epic content).
The L and XL classes have been upgraded compared to the original REM. Swarm attacks will suffer more losses.
Weapons fire at shorter ranges and projectiles are generally slower (although this depends on the ship class; an S weapon has faster projectiles than an M weapon, on average).

I asked Shuulo for permission to use his weapon effects, but I haven't heard back from him yet. I'm still waiting. However, I have added the effects of the VRO mod, and if I receive a response from Shuulo saying that he does not agree, I will create the effects, but it will take much longer.

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What I plan to do:

Split weapons
Boron weapons (the effects are good, I'll keep them, only the balance will be changed)
Khaak weapons

S and M weapons will be damageable in the same way as L weapons, as will shields and turrets. It's pretty simple to do, but from what I've been told, it can generate errors in the log, so I'll check it out.

Then I'll fix the log errors once I've done what I want with the weapons.

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What I can do in my situation, if realspace wants, is share my REM file with him so he can take a look and tell me what he wants, and we can discuss it.

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