[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

Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

I am uploading some new things, first of all I made a module for REM.
This is to be found in the optional files.

REM (module) 50% engines and thrusters
:arrow: https://www.nexusmods.com/x4foundations/mods/848

With this module that is installed as another mod, all ships will have HALF the push, resulting in a better (to me) and more real behavior (accelerations, inertia, etc.).
Since there is now my mods such as REM Hyperdrive that only increase the travel, one can have both worlds: fast travel AND slow fights/movements. As result the space looks bigger.

I also updated REM for many small details, like changes at the control scheme of player ship.

A big novelty is with XRSGE. In last days I implemented and tested a new feature that integrates with the gameplay offered by XRSGE:

SUPERCRUISE Drive

This is an addition to the already working jump to portals and an alternative to Hyperdrive, even if it works only for player and its subordinates (for now).

When player activates Travel Mode or when already travelling and the player sets a guidance on the map, the computer interface will open for activating the SUPERCRUISE.
To have it activated you have to be minimum 100km far from any station or gate and you have to select a target (if you don't the interface will ask to do before engaging), better if you select a point in space far from stations (for the long supercruise). There are indeed 2 different SUPERCRUISES that can be activated depending on how distant you are from the target.
If you are very distant (more than 3600km) the regular Supercruise can be activated, this will push the ship (during travel) at superhighway-level of speeds.
If you are less distant (but more than 700km), the shorter range Supercruise can be activated, that also pushes the ship at insanely high speeds.
Both will deplete part or all of the shields, depending on ship class.
If you exit the travel or be disrupted, at any moment of the procedure, the Supercruise will stop. Player can make multiple "jumps" to reach very far distances in/from deep space.

Thanks to the Supercruise, deep space exploration is doable in quite short time while not sacrificing immersion. Player can also exit a superhighway (already existing feature) or be disrupted by pirates and reach back to the gates in few minutes.

______________________________________________________

Important: I tested the game WITHOUT the debug log and the performance is much much better, especially the stuttering is almost inexistant.
Saga286
Posts: 10
Joined: Tue, 13. Apr 04, 21:23
x4

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

Post by Saga286 »

Realspace wrote: Wed, 28. Jan 26, 22:28 I am uploading some new things, first of all I made a module for REM.
This is to be found in the optional files.

REM (module) 50% engines and thrusters
:arrow: https://www.nexusmods.com/x4foundations/mods/848

With this module that is installed as another mod, all ships will have HALF the push, resulting in a better (to me) and more real behavior (accelerations, inertia, etc.).
Since there is now my mods such as REM Hyperdrive that only increase the travel, one can have both worlds: fast travel AND slow fights/movements. As result the space looks bigger.

I also updated REM for many small details, like changes at the control scheme of player ship.

A big novelty is with XRSGE. In last days I implemented and tested a new feature that integrates with the gameplay offered by XRSGE:

SUPERCRUISE Drive

This is an addition to the already working jump to portals and an alternative to Hyperdrive, even if it works only for player and its subordinates (for now).

When player activates Travel Mode or when already travelling and the player sets a guidance on the map, the computer interface will open for activating the SUPERCRUISE.
To have it activated you have to be minimum 100km far from any station or gate and you have to select a target (if you don't the interface will ask to do before engaging), better if you select a point in space far from stations (for the long supercruise). There are indeed 2 different SUPERCRUISES that can be activated depending on how distant you are from the target.
If you are very distant (more than 3600km) the regular Supercruise can be activated, this will push the ship (during travel) at superhighway-level of speeds.
If you are less distant (but more than 700km), the shorter range Supercruise can be activated, that also pushes the ship at insanely high speeds.
Both will deplete part or all of the shields, depending on ship class.
If you exit the travel or be disrupted, at any moment of the procedure, the Supercruise will stop. Player can make multiple "jumps" to reach very far distances in/from deep space.

Thanks to the Supercruise, deep space exploration is doable in quite short time while not sacrificing immersion. Player can also exit a superhighway (already existing feature) or be disrupted by pirates and reach back to the gates in few minutes.

______________________________________________________

Important: I tested the game WITHOUT the debug log and the performance is much much better, especially the stuttering is almost inexistant.
The 50% File isn't available yet. :(
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

ziplock815 wrote: Mon, 26. Jan 26, 16:29 Realspace, a little off topic question - is there any way to remove this annoying minefield from Matrix #17? I'd like to take over Dark Horizon and at least get rid of the xenons in the Matrix, but can't approach xenon stations bc of the minefield which seems to be endless. Teladi have already taken over Rhy's Defiance, but I'm afraid they can't hold the xenons forever and they'll plague Dark horizon eventually :( .
That is very vanilla design, I did not add any mines, for instance there is no mines at gates (where I usually put them). If it was added by me I could tell you how to remove from the mod, but being vanilla makes too difficult to explain how to do it, you should create a mini mod and command to remove that region.

edit: I thought you meant Rhy's Defiance the closest to Dark Horizon, yes Matrix 17's mines can be removed, open the mod \xrsge\maps\XU_ep2_universe\cluster_xml and look for this:

Code: Select all

<connection name="Debris_01_Cluster_17_connection" ref="regions">
		   <offset>
			 <position x="-1300210" y="-75000" z="-250021" />
        </offset>
        <macro name="Debris_01_Cluster_17_macro">
          <component connection="cluster" ref="standardregion" />
          <properties>
            <region ref="rs_500km_mines_foe" /><!--500km-->
          </properties>
        </macro>
      </connection>	
delete it, be sure to delete it fully from <connection to </connection>
Save and reload the game.
Last edited by Realspace on Fri, 30. Jan 26, 00:47, edited 1 time in total.
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Saga286 wrote: Thu, 29. Jan 26, 23:53 The 50% File isn't available yet. :(
Yes I see they did not make it available yet...strange. Will try re-uploading it.
seems to be available now

Guys do you have some freeze when the disrupt stops travel drive close to gates or stations? Because I have not but it was reported in the Nexus.

__________________________________________________________________

Seems I found a way to have these huge sectors even without superhighways. I thought it was impossible, it isn't.

Imagine the same map but without superhighways :twisted:

With the new supercruise player can cross thousands kms in a blink...and there is jump to portal that I can make also for in-sector
ziplock815
Posts: 472
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Much thanks for the answer :)
About superhighways - personally I like them, I don't mind they are not realistic, but so are jumpgates, but they make X universe feel as X universe (shws bring rebirth vibes), not elite dangerous kind of game. Although I'd like to have travel drives (+rebirth engine effects) only used by cap ships and jumpdrives (with rebirth effects too,they were so cool) and jump beacons in central sectors so player could see them jumping more often
Anyway I hope you won't remove shws or at least make two options - with/without shws
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Don't worry, XRSGE 9 will stay, I am still experimenting, won't remove anything. This game is not player-centered so such changes have to be tested.
But I got tired of these superhighways and all the bugs they caused me to solve. The unpredictable pathfinding etc.

Anyway, I wanted to enjoy the beauty of The Expanse without all the stutter and complexity, so decided to develop a new mod:

STARS OVERHAUL

:arrow: https://www.nexusmods.com/x4foundations/mods/507/

Image

This is a very easy addition (and alternative to XRSGE) for players who want to enjoy the beauty of The Expanse in VANILLA UNIVERSE
This mod does not alter any single game's mechanic, it just replaces ALL BACKGROUNDS at model level. Not only textures.
So it is 100% compatible with any other mod (except those changing backgrounds, of which I know none).

Backgrounds in STARS Overhaul are the same of XRSGE but of course you will explore just a tiny part of it (vanilla sectors).

I feel it not as a replacement of XRSGE but an alternative for an easier gameplay with the same immersion.
Enjoy...
Last edited by Realspace on Fri, 30. Jan 26, 14:48, edited 1 time in total.
ziplock815
Posts: 472
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Wait? :? What exactly Stars Overhaul does? Is it to be used only with vanilla or with XRSGE too?
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

I think it is clearly written :D
It is XRSGE's backgrounds ONLY, the rest is vanilla. This is an ALTERNATIVE to XRSGE, for another gameplay with very easy go without loosing the immersion of XRSGE backgrounds.
XRSGE backgrounds are very different from those of simple STARS+vanilla. Up to now the player had to use full XRSGE for enjoying those backgrounds, which is not for all due to the complexity and vastness of XRSGE universe.

I see it as a second gameplay and also serves as a testing start for me to rebuild from scratch (for instance I could see that the enlarged backgrounds I made cause ZERO stutter in the game :roll: )
But for players it is only a much nicer STARS :wink:

If you play XRSGE you can simply ignore this, you only need STARS for XRSGE as background, the meshes are changed inside XRSGE as before.

Edit: about jumping, do you think I should add more portals? It is easy to do, I was conservative to avoid excessive jumps around. Another thing I could do is making jumpdrive default for L and XL as was in Rebirth so all ships have to mount it (while optional for S and M).
I'd even remove the jumpdrive for S and M but that would create a lot of slowdowns for subordinates.
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

The Expanse Reborn
Version 9.1.8 (Full pack - loose files)

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

(save-compatible, may miss some new stations and zone's names)


- reduced number of ships for performance (jobs file is removed in 9.1.8 but available)
- fixed various nuances in new game's starts
- fixed gate's position in Ianamus Zura II and Venus
- moved gates Windfall III->IV, Belt of Aguilar and Black Hole Sun and in other sectors to avoid pathfinding issues
- added gate Void of Opportunity --> Pontifex's Claim and removed Belt of Aguilar --> Pontifex's Claim
- fixed resource's overflow in some sectors causing a negative output in the map
- set travel disrupt close to stations at 8km range and fixed travel ui remaining active
- reworked Black Hole Sun system
- partially reworked Belt of Aguilar for internal disposition of gates
- reworked Venus sector
- reworked Nature's Profit sector
- reworked Path to Profit sector
- reworked Saturn sector
- reworked Thyn's Abyss 4 sector
- reworked Morning Star system
- NEW: added one more sector to Black Hole Sun system
- NEW: added possibility to player to increase speed inside superhighway by increasing the throttle
- NEW: SUPERCRUISE, a super-charged travel speed when player is in deep space (more than 700km from the closest station/gate)
- NEW: added new Kha'ak stations of mixed asteroid/structure (new game required)
- Missions: postponed the start of Boron story AFTER the player has taken control of the HQ (new game)
- added invisible enlarger for the map (space to borders of sectors is much wider)
- (OPTIONAL) Missions: postponed the start of both mini-dlc (ships) AFTER Dal Busta is in the HQ (new game)
This will be added later as optional file
N.B. Jobs file has been (momentarily) removed for performance - if your system has no issue, re-enable it looking inside folder libraries/__TEMP, move the file to the upper folder libraries. That's it


As I wrote before, a big novelty is with XRSGE 9.1.8. In last days I implemented and tested a new feature that integrates with the gameplay offered by XRSGE:

SUPERCRUISE Drive

This is an addition to the already working jump to portals and an alternative to Hyperdrive, even if it works only for player and its subordinates (for now).

When player activates Travel Mode or when already travelling and the player sets a guidance on the map, the computer interface will open for activating the SUPERCRUISE.
To have it activated you have to be minimum 100km far from any station or gate and you have to select a target (if you don't the interface will ask to do before engaging), better if you select a point in space far from stations (for the long supercruise). There are indeed 2 different SUPERCRUISES that can be activated depending on how distant you are from the target.
If you are very distant (more than 3600km) the regular Supercruise can be activated, this will push the ship (during travel) at superhighway-level of speeds.
If you are less distant (but more than 700km), the shorter range Supercruise can be activated, that also pushes the ship at insanely high speeds.
Both will deplete part or all of the shields, depending on ship class.
If you exit the travel or be disrupted, at any moment of the procedure, the Supercruise will stop. Player can make multiple "jumps" to reach very far distances in/from deep space.
Saga286
Posts: 10
Joined: Tue, 13. Apr 04, 21:23
x4

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

Post by Saga286 »

Realspace wrote: Sat, 31. Jan 26, 13:45 The Expanse Reborn
Version 9.1.8 (Full pack - loose files)

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

(save-compatible, may miss some new stations and zone's names)


- reduced number of ships for performance (jobs file is removed in 9.1.8 but available)
- fixed various nuances in new game's starts
- fixed gate's position in Ianamus Zura II and Venus
- moved gates Windfall III->IV, Belt of Aguilar and Black Hole Sun and in other sectors to avoid pathfinding issues
- added gate Void of Opportunity --> Pontifex's Claim and removed Belt of Aguilar --> Pontifex's Claim
- fixed resource's overflow in some sectors causing a negative output in the map
- set travel disrupt close to stations at 8km range and fixed travel ui remaining active
- reworked Black Hole Sun system
- partially reworked Belt of Aguilar for internal disposition of gates
- reworked Venus sector
- reworked Nature's Profit sector
- reworked Path to Profit sector
- reworked Saturn sector
- reworked Thyn's Abyss 4 sector
- reworked Morning Star system
- NEW: added one more sector to Black Hole Sun system
- NEW: added possibility to player to increase speed inside superhighway by increasing the throttle
- NEW: SUPERCRUISE, a super-charged travel speed when player is in deep space (more than 700km from the closest station/gate)
- NEW: added new Kha'ak stations of mixed asteroid/structure (new game required)
- Missions: postponed the start of Boron story AFTER the player has taken control of the HQ (new game)
- added invisible enlarger for the map (space to borders of sectors is much wider)
- (OPTIONAL) Missions: postponed the start of both mini-dlc (ships) AFTER Dal Busta is in the HQ (new game)
This will be added later as optional file
N.B. Jobs file has been (momentarily) removed for performance - if your system has no issue, re-enable it looking inside folder libraries/__TEMP, move the file to the upper folder libraries. That's it


As I wrote before, a big novelty is with XRSGE 9.1.8. In last days I implemented and tested a new feature that integrates with the gameplay offered by XRSGE:

SUPERCRUISE Drive

This is an addition to the already working jump to portals and an alternative to Hyperdrive, even if it works only for player and its subordinates (for now).

When player activates Travel Mode or when already travelling and the player sets a guidance on the map, the computer interface will open for activating the SUPERCRUISE.
To have it activated you have to be minimum 100km far from any station or gate and you have to select a target (if you don't the interface will ask to do before engaging), better if you select a point in space far from stations (for the long supercruise). There are indeed 2 different SUPERCRUISES that can be activated depending on how distant you are from the target.
If you are very distant (more than 3600km) the regular Supercruise can be activated, this will push the ship (during travel) at superhighway-level of speeds.
If you are less distant (but more than 700km), the shorter range Supercruise can be activated, that also pushes the ship at insanely high speeds.
Both will deplete part or all of the shields, depending on ship class.
If you exit the travel or be disrupted, at any moment of the procedure, the Supercruise will stop. Player can make multiple "jumps" to reach very far distances in/from deep space.
What does the N.B. Job folder do?
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Please do not quote entire posts, this thread is already longer than the bible :lol:
Jobs file adds ships. Well my job file makes alot more, increases the loadout and specifies zones instead of sectors for patrols and others. But game seems to get very hurt by it...I have to test its parts.
ziplock815
Posts: 472
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Let us pray to saint Realspace who made X4 great again :mrgreen:

About hypergates - yeah I think we need more of them (or jump beacons) and closer to center. Don't know how it might hit performance though... :gruebel:
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

More hypergates, yes. Not beacons... hypergates have defences to stop any enemy jumping in and...they are cool :D ...I could add jump beacon ONLY for jumping inside the same sector (as in Rebirth) but am a bit reluctant about making ships jump so much.
Also there is not a true center in xrsge sectors, there are many (resources, gates lagrange, low orbit tech stations)...and as are now, hypergates are close to a dedicated superhighway and create another strategic center of the sector.
Btw I think I forgot to change back the supercruise speeds to the lower levels I had settled for the release, I was indeed experimenting with insanely high speeds for crossing an hypotetical huge sector without superhighways... so if you target a place more than 9600km you can enjoy the supersupersupercruise crossing 10.000 km in some seconds...have fun :twisted:

____________________________________

I've added back the job file, it is in the patch tab.
I've reduced it to the very bone, don't know what else to remove if not going to remove ships patrolling the Frontier sectors, Khaak sectors etc.
REDUCED SPEED FOR SUPERCRUISE is also in the patch..
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

The Expanse Reborn - update

:arrow: https://www.nexusmods.com/x4foundations/mods/1140
Version 9.1.9 (Full pack)

(save-compatible, may miss some new stations and zone's names)
- reduced cruise speed (same as 9.1.8a)
- changed accel --> gate to President's End in Hatikvah's Choice (new game required)
- re-added (light) jobs file (ships)
- fixed delay of starting for Boron story
- changed gates in Cloud Base South East for better pathfinding
- changed position and gates in Two Grand for better pathfinding
- remade sector Perdition's End (superhighways)
- remade sector Atreus' Clouds (superhighways)
- remade sector Kingdom's End (superhighways)
- remade sector Lonely Giant (superhighways)
- remade (partially) sector Nhuut Patriarchy
- remade (partially) sectors Great Reef and Barren Shores
- added several trade stations to Boron space (new game required)
- reduced price of XL jumpdrive (was mistyped)
- added closeloop production method for jumpdrive
- defaulted jumpdrive for all Xenon XL and L ships
- defaulted jumpdrive for all combat L/XL ships and supply XL ships
- added Hypergates to: The Void, Emperor's Pride, Matrix 598, Clarity's End, Thynn's Abyss, Ghinn's Escape, Fifth Cascade
- removed Hypergate from Nathan's Voyage (Argon have too much advantage)
- NEW: added encounter system to the supercruise
- better refined scripts for the supercruise, better command for subordinates to close up the distance
- added Supercruise commands to the jumping suite
- Supercruise changed to: Sectorcruise and Supercruise. The latter has different distances (automatic) for short range
- improved Jumping Suite: player can give order also if not piloting (a ship he owns and is on board) and can at least command an emergency jump if he is on another (AI) ship or on platform.
- added command to subordinates to use the supercruise (they also do it automatically if player uses it too)

PLEASE ALWAYS DELETE OLD MOD'S FOLDER BEFORE INSTALLING THIS
ziplock815
Posts: 472
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

"- changed accel --> gate to President's End in Hatikvah's Choice (new game required)" - I remember you made a fix once that didn't require a new game :gruebel:

Small question - I've annihilated all xenon stations in Matrix 17 and Rhy's defiance (except of the asteroid one - it heals somehow after some time and can't be completely destroyed), no wharfs or shipyards there, just two defence platforms left. But somehow there spawned 2 K's, one I and a swarm of N-M-P's near the jumpgate to Dark Horizon (no xenon stations there). Is it because of the jobs file? Or maybe they were hiding somewhere?

Edit: I reloaded and got the same group in Matrix 17 near the jumpgate to Fires of Defeat
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Yes but that one is a special gate that opens at a plot's stage. A tricky situation, if I replace it as I can, I should make it open or momentarily inactive? If player already got over that stage, it won't open anymore.

About xenon, don't know, maybe. I added a few xl ships to the encounters, will check if they are created from thin air. Remember that xenon can jump too (using portals).

What station can not be destroyed? Asteroid stations have to be attacked from several sides, otherwise the structures on the other side'surface are not hit by guns.
ziplock815
Posts: 472
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Yeah, I've managed to destroy the asteroid station, but after some time it was restored. Maybe by these pesky little drones that usually fly around xenon stations idk :gruebel:
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Guys do you see the file in the nexus?
I don't, have re-uploaded but does not show in files
ziplock815
Posts: 472
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

You mean the last XRSGE?
It's where it should be. I downloaded it yesterday and it's still can be seen on nexus.

I've tested the supercruise feature - that's damn cool thing! But how do I stop my ship? I always miss my target bc the inertia is too strong
Realspace
Posts: 1790
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

That was in version 9.1.8 bc I had forgot my experimental settings. Did you download 9.1.9?
There the speed is much less and no target is missed

Return to “X4: Foundations - Scripts and Modding”