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

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Folker
Posts: 146
Joined: Fri, 31. Jul 20, 21:56
x4

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

Post by Folker »

Realspace wrote: Tue, 2. Dec 25, 02:48 Folker, if you did not already figure it out, the easiest way to make XR-like stations is to use a model (from XR or your own) not functional, only mesh, and then add the current X4's modules on top. Not in a construction plan but in a self-standing model. X4 is incredibly modular, you can add as many things inside an asset and the engine will melt them together. You can see how I made the Argon Solar plant or Ore mine, they are not a construction plan but an asset that includes X4 modules forcing their position in space (no node).

The downside of this method is of course that modules are not replaced if destroyed, at least I think so...I have to test it. And the player can not build them. The positive is these stations can be added directly in the map (as Rebirth did) in specific zones.

Let me know if you start doing something like that, we could share the time and split the stations to do.
Until you told me, basically, I didn't understand the principle.
If you want, we can do it together.

But first, I have to make sure that the REM I'm preparing is finished, or at least version 1.0 that I'll share to you.

All I need to finish now are the Boron turrets, all the Teladis, and the Khaak. In terms of races. Then there will be the features and debugging.
Realspace
Posts: 1737
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Folker wrote: Mon, 1. Dec 25, 23:14 I made another video about Argon turrets; they're mostly like in XR.
Did you see this mod in the nexus?: https://www.nexusmods.com/x4foundations/mods/1554

Folker you tested the X4 Economy Overhaul, right? What were the issues with that mod? Performance drop due to the large models?
I am taking a look at it, the author practically created new bigger models for the existing prod. modules, so not wrong in principle. I on contrary suggest to use the vanilla models on top of large not functional structures as base, to recreate the feeling of space cities. Those I made for XRSGE 8 and 9 are quite fine (and smaller than xrsge 7's which were huge) but still looking as Lego to me. All in all, for how X4 is made, smaller stations made of connecting tubes and few modules look better than big stations. :gruebel:

edit:
Almost forgot, the method I told can be combined at more than 2 levels. You can see how I created the asteroid stations, they are made on 3 layers: There are 4 asteroid basic bases, each made of an asteroid mesh (which also is made of multiple asteroid meshes) with a basic construction plan of storage, habitat, defense etc.
Then each base is recalled in the asteroid factory model (so you don't have to rebuild all elements) which adds production modules on top.

So if you take some Rebirth's models and use them instead of the asteroid, you can create multiple bases having the storage/habitat/defence and then use these as bases for adding production modules. This is what I am trying now.

edit2:
first problem: I imported the farm structure from Rebirth but the engine requires the shaders for particles, which are different probably. I had not problems with the landmarks but probably the stations have more varied light sources. The best solution is always import the model into blender and export it as X4 mesh.
Btw, the models from X4 economy overhaul are quite good, not to be used as modules but to be turned into base stations, if you can reach to the author..
Last edited by Realspace on Tue, 2. Dec 25, 18:14, edited 3 times in total.
ziplock815
Posts: 452
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Folker, Xr factions are the second thing I really miss from Rebirth along with sectors. It'd be very cool If you could make a mod with these factions and weapons. Btw Beryll and other corporations could produce and sell these weapons you made so player must work for them to gain access to their tech...well, that's just a suggestion :)
Realspace
Posts: 1737
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Ziplock, Wesley has the mod for rebirth sectors in the steam's workshop. Did you use it? I can make it compatible with XRSGE by moving it in the galaxy and checking the gates.
I never check in the workshop but noticed it now..
I don't like the Rebirth's sectors, they are subpar with the level of X4 and XRSGE: pixelated bg, lowpoly planets, lack of illumination, etc. If I have to insert them back I want to make it as I did for Albion by redoing it entirely, "inspired" by the original Albion :wink:
I think I could redo Maelstrom, it has decent planets in Rebirth as it is..
ziplock815
Posts: 452
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Realspace, yes I tried to use it, but it was incompatible to XRSGE (sectors were overlapping) and it couldn't be deactivated without breaking the saves so I chose to play XRSGE of course.
Well, I like your Albion version a lot - it looks beautiful and has Xr spirit, so if you can do this to other Xr sectors... most sectors were okay to my taste though, maybe not for XRSGE standarts, but still 1000 times better than vanilla.
About planets , I remember some mod for rebirth that changes vanilla planets - "Improved vanilla clusters" if I'm correct. You could take a look - they weren't bad at all. Anyway, Maelstrom planets and most of the other were better than vanilla X4 (that was released 5 years later :lol: ), I still remember my first feeling when I entered Radiant haven sector - giant space cities flying in the low orbit of the planet with a black hole in the background, that was a real WOW. Maybe not realistic at all, but I just didn't care. And De'vries - when I was flying there It was so cool (heheh) I felt this frying heat even through the screen.
Same feelings I had when I first played XRSGE - like the game was reborn, didn't even expected it was possible to make such great things to X4. So if someone can do it to bring a little of Xr to X4 and make it a really god mix - I'm sure it's you. And when Folker'll ad Xr corporations - that'll be the dream coming true :D

P.S. was going to say "good mix", not "god mix", but I think I'll leave it as it is :mrgreen:
p6kocka788
Posts: 25
Joined: Mon, 10. Nov 25, 15:12
x4

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

Post by p6kocka788 »

I haven't played X Rebirth. But, booooy. I have seen this footage here. That's looking evenbetter than X4.
https://www.youtube.com/watch?app=desktop&v=NEbL1p5vZpw
And the scale of the stations...waaauuu
Now I just want to try it. Then I have seen the mod Ship Bridge or something which makes the ship interiors even bigger. That's perfect!
When I compare this video with the X4 vanilla.... XR looks so much better.
XRSGE is so much better than vanilla. I wish it looked like in this video
Folker
Posts: 146
Joined: Fri, 31. Jul 20, 21:56
x4

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

Post by Folker »

Realspace wrote: Tue, 2. Dec 25, 13:05
Did you see this mod in the nexus?: https://www.nexusmods.com/x4foundations/mods/1554

Folker you tested the X4 Economy Overhaul, right? What were the issues with that mod? Performance drop due to the large models?
I am taking a look at it, the author practically created new bigger models for the existing prod. modules, so not wrong in principle. I on contrary suggest to use the vanilla models on top of large not functional structures as base, to recreate the feeling of space cities. Those I made for XRSGE 8 and 9 are quite fine (and smaller than xrsge 7's which were huge) but still looking as Lego to me. All in all, for how X4 is made, smaller stations made of connecting tubes and few modules look better than big stations. :gruebel:

edit:
Almost forgot, the method I told can be combined at more than 2 levels. You can see how I created the asteroid stations, they are made on 3 layers: There are 4 asteroid basic bases, each made of an asteroid mesh (which also is made of multiple asteroid meshes) with a basic construction plan of storage, habitat, defense etc.
Then each base is recalled in the asteroid factory model (so you don't have to rebuild all elements) which adds production modules on top.

So if you take some Rebirth's models and use them instead of the asteroid, you can create multiple bases having the storage/habitat/defence and then use these as bases for adding production modules. This is what I am trying now.

edit2:
first problem: I imported the farm structure from Rebirth but the engine requires the shaders for particles, which are different probably. I had not problems with the landmarks but probably the stations have more varied light sources. The best solution is always import the model into blender and export it as X4 mesh.
Btw, the models from X4 economy overhaul are quite good, not to be used as modules but to be turned into base stations, if you can reach to the author..
The issues with X4 economy overhaul was collision Issues, the collisions have a superior size than the module.


Yes I know this mod, I just forget it, I can try to use the turret assets to replace the vanilla turret.
In addition, I didn't saw that je give the autorisation at everyone to use the assets.
Realspace
Posts: 1737
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

I've made many updates for XRSGE 9

Namely started working on the sectors internally, by increasing their density like in Rebirth. So sectors have more connections and more areas of interest, as example Argon Prime. This round I focused on some Paranid sectors.

I've redone one new Rebirth's sector: MAELSTROM - as Albion (and Omycron Lyrae which is different in XRSGE) the sectors are all inside a single one with superhighways connecting in similar way as in Rebirth. Next will be Devrie.

I've made other new things, first I added some visual effects and betty msg when the player crosses a superhighway. But most important, I wrote a completely custom encounter system for the superhighways. Since in XRSGE superhighway are inside a sector (in vanilla they cross multiple sectors, so there it could not be done), I added a gameplay mechanic I remembered from Freelancer game, where ships can be disrupted from the lane by pirates. Well now the same happens in X4 :D
There is a small % chance that when the player crosses a superhighway pirates hack the lane and push the ship out of it...for harassing oc :twisted:

All these changes are save-compatible, except that Maelstrom will have no stations if not n a new game.

uploading....
ziplock815
Posts: 452
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

I can't believe it! - is it my Birthday? :o :D
If it's a dream please don't wake me up!

Small question -if player ship's being disrupted in a shw by pirates, how does it return back?
And how does this mechanic work with player trading ships for example when player is out of sector?
That's cool feature anyway, freelancer is one of my favorite games

Btw, will DeVries be connected to Omicron lyrae and Albion as in rebirth, or to some other sectors?
Realspace
Posts: 1737
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

The disrupt works only for the player's ship with player on board, not others...I could do for others but better to avoid too many scripts doing things with so many ships.
It works through a timing, so the player is pushed out quite early...he will have to travel back to the gate... if surviving the ambush.

Actually Rebirth's sectors fit perfectly XRSGE in the sense that Rebirth had multiple sectors inside a cluster but they were not very distant, Rebirth had a small scale of planets so could allow to put multiple planets in a quite small space (100.000km). X4 has even a scale larger than reality (for earth-like planet), as you can see in Argon prime when I removed my custom planet and put again the vanilla model redone in textures.

This is what I did when redoing planets for XRSGE. The only loss is that by having multiple zones/areas (xrsge) vs multiple sectors (Rebirth) you have only one area of mining for npc. But player can mine everywhere. But having the space all in real time is nice if we find a way to make this empty space do things. The best would be to have some special missions to go in deep space. I don't really like missions in X4, largely preferred those of X3 and Rebirth.

I take some time before uploading because I am redoing other sectors, I want to make them more compact and having more areas (which btw allow different views on the scenery).

About Devrie, I still have not even started so will figure out at last where to put it...it would be nice to have the custom factions for such sectors. Actually XRSGE has many "devries", lot of solar sectors. What we lack is the beautiful stations and the faction of the original..
ziplock815
Posts: 452
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Yes, absolutely agreed about missions. They used to be more variable and there were also corporation mission chais which I found really interesting.
Btw do you have any plans to add some low orbit space cities as in xr radiant haven? Your planets have magnificent view when close to surface.
Don't know why really I liked de vries in x rebirth, maybe it's this flame nebulae or special mysterious music and half destroyed stations that made this sector feel special... anyway I do agree that we really miss good old xr factions. Speaking about stations I think we lost the feeling of scale mostly bc of cruise drive thing.
Realspace
Posts: 1737
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

At the moment there are a lot of low orbit areas, practically all main sectors have them...not as radiant Haven, but very close to the planet. I moved all shipyards very close to planets, so as most of the industries.
Radiant Haven is doable but not very funny if one does not add some gravitational field at least...which in X4 can be done btw. The same influences I use around planets, if one ever ventured in the very low orbit..did you? There is atmosphere around most of the planets in XRSGE and if you enter there is friction other than the color burning effect of air friction.. :mrgreen:
Not my cup of tea now, I already struggle to keep XRGE not stuttering.
So, I am uploading the new XRSGE but first install the updated STARS. I made a version specifically for XRSGE, will keep the two separated from now on.
STARS is needed for Maelstrom and for the new planets I changed.

:arrow: https://www.nexusmods.com/x4foundations ... ?tab=files

XRSGE 9.1.1 ready - full repack

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

(save-compatible, requires updating STARS mod for the Maelstrom sector)
- fixed SE superhighway in Argon Prime
- redone backgrounds of Matrix 101
- redone Aladna Hill planet
- reworked following sectors for more density (more stations, more superhighways, more areas of interest):
Empire's Edge IV, Empire's Edge VII, Emperor Mines, Sacred Relic, Trinity Sanctum, Unholy Retribution, Antigone Memorial, The Reach, Black Hole Sun, Light of Heart
- NEW: added visual and verbose effects when going through a superhighway
- NEW: encounter system for superhighways. When player crosses a superhighway there is a small % that pirate ships hack and disrupt the lane causing the player's ship to be thrown out of the superhighway (to be attacked).
- NEW: added Maelstrom sector inspired from Rebirth

You can continue an old save, I took care to remove and re-write all new superhighways. Still some details could be activated with time (new zones, new stations).
If some superhighway in the changed sectors does not work, please check if it works in a new game then report, thanks.
ziplock815
Posts: 452
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Realspace, that's an AWESOME work you've done. Flying in Light of Heart and making screenshots most of the time instead of actually playing :D

Some suggestions - I see there're more subsectors now and more shws, but no shortcut to the jumpgate from the farthest sector In Light of heart where my HQ is. I'm okay with that bc I like long flight and have teleportation, but maybe it'd be too long for other players inf such thing exists im the most part of other sectors. There's an issue in Morning star 2 - south east Shipyard and other sations are too far away from the nearest shw, 100 000+ kms, maybe you've forgotten to add it. But it sure increases the feeling of scale... :D
Also there's twitching objects issue, don't know if it's vanilla or XRSGE thing.
One more suggestion - saw new coo lshw effects and it reminded me of distortion effect in XR, maybe you could add it too.

Edit: +1 suggestion - expand Mists of Elysium and Omicron Lyrae Megnir with shws and zones
Interesting rp there - while you expanding your mod it feels like a real galaxy expansion in game :D

Edit 2: Shws in Albion leads through big asteroids. And lightning effects inside shws sometimes are too bright.

Heading to Maelstrom now :P
Well, seems like it's time for the xenons to leave this sector - the nostalgy is way too strong

Quick question - I remember you were about to add deVries. Do you heve plans to add other sectors and Omicron lyrae? Or it's already here, but looks different? It says in the description that it's Omicron quadrant 9not system) so I thought it was some other sector in this quadrant of space and the original system was lost after the gate shutdown :gruebel:
Realspace
Posts: 1737
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Thanks for the report!
Please verify possible bad positioning of stations by starting a new game. In theory moving zones is safe and brings shipyards with them...but maybe it did not in your save.
That's for Morning star 2, shipyards are ok in a new game (close to Aladna hill and close to center).
Well, Light of Heart is a final sector.. :D
Megnir yes will be expanded...I still don't know about adding stuff from XR Omicron Lyrae or changing its name and re-adding XR Omicron Lyrae as separated sector.
Mists of Elysium is a candidate but I fear overdoing with superhighways, I like its simplicity and atmosphere..
Will change some effects in the superhighway, maybe remove the white light with the distortion you told or the light distortion that is already there but triggers later.
BTW I've redone Grand Exchange...much better :D
Twitching where? Far away zones?
Last edited by Realspace on Fri, 5. Dec 25, 18:55, edited 1 time in total.
ziplock815
Posts: 452
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Will check in a couple of hours. New game number 91722288773 :lol:
About Light of Heart - fair enough... :D

You could rename to Omicron Epsilon: Megnir or smth and add a separate sector of XR Omicron Lyrae - different systems, one quadrant of space - that'd be super perfect (in my opinion since I love them both).

So, next stop is Grand exchange then...

I noticed that ships are twitching in Morning star 5, regular zone between shw and stargate to hatikvah, will check if this issue persists in the new game.

Edit: confirmed, Morning star 2 stations are ok in the new game
Edit 2: No music in Maelstrom sector
Realspace
Posts: 1737
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Thanks, music fixed.

I am doing a lot of things to make every update save- compatible thus, as long as superhighways are not broken, stations can be moved or deleted using the cheat mod, to go on with an old save ;-)
Folker
Posts: 146
Joined: Fri, 31. Jul 20, 21:56
x4

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

Post by Folker »

Hey! I'm going to test the latest version of XRSGE. I'm really looking forward to seeing Maelstrom and the other changes.

I saw that the Timeline DLC is required. Is it really necessary?

Because I'm developing REM independently of Timeline, but if XRSGE requires this DLC, I'll add the Timeline weapon effects to the Terran weapons instead of weapon pack effects.
Realspace
Posts: 1737
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Timelines is mandatory for xrsge because I modified and used several assets of the dlc inside xrsge. It is optional for REM which works with or without any dlc.
Last edited by Realspace on Sun, 7. Dec 25, 11:01, edited 2 times in total.
Folker
Posts: 146
Joined: Fri, 31. Jul 20, 21:56
x4

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

Post by Folker »

Realspace wrote: Sun, 7. Dec 25, 03:03 Timelines is mandatory for xrsge because I modified and used several assets of the dlc inside xrsge. It is optional for REM which works without any dlc or with any dlc.
Okay, so is it essential for you that I keep REM independent from Timeline ?

Unfortunately, it will be dependent on the boron DLC, as I use certain effects for the paranids.

I saw Maelstrom it's looks great, is very beautiful, you make a great work.
Just a quick question, are you planning on adding a connection to the split sectors?

That way, there would be an argon section, a split section, and xenon at the other end. They would have a shipyard and a wharf. And it could be fun to see the three of them fighting each other at the same time, we could easily choose who to favor.

I don't know if you see what I mean, but it's a bit like the Lost Sector mod in XR.
Realspace
Posts: 1737
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

I would not call it essential but surelly better. I suggest you copy the assets in the mod completed with components and folder, this way the mod has not to rely on the dlc. It is better also to have direct control on the future changes, to modify it etc.
At this point I expect every player to have at least all the major dlcs installed but there are also some who play without a dlc to have a smaller and more compact universe. Seems some of the lags we face with xrsge is common in vanilla too in an advanced game, reading the comments in the forum (I don't play vanilla since ages) so some REM users play without some dlc. This was also told to me in the nexus of REM.

Return to “X4: Foundations - Scripts and Modding”