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

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ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

So let's clarify :D
I should use STARS 6.0 for XRGE classic, yes? But description says you don't need if you use classic version so I use old/nev version for classic and have glitches. So wich version should I use? I'm completely confused :lol:

Talking about mysterious feeling of X3, yes, vanilla lacks it so I hope you'll manage to bring it back in Evolution. Things you're talking about sound interesting. I think I'm going to play both different versions simultaneously :D
Last edited by ziplock815 on Fri, 16. Jun 23, 16:05, edited 1 time in total.
Y-llian
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Y-llian »

Ok, thanks Realspace. Based on what you've said, I'm all good to carry on using the brand new Stars version for Evolution. BUT, this is the last time it'll be updated for Classic X4RGSE. Also (unrelated) does anyone have a complete map of the X4RGSE universe?? I just want to make sure that I'm managing to find everything :) No biggy if there isn't one.

Thanks, as always.

Best
Y.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Yes guys, download latest STARS for the classic XRSGE. Afterwards, all new updates of STARS will be for Evolution only, no need to update if playing classic. But no harm in using always the latest STARS.
BTW, I like the term 'classic' applied to the mod :mrgreen:
Y-llian
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Y-llian »

Hello,

I found a bug as I was exploring… The superhighway in Tharka’s Sun III doesn’t appear to work. It’s similar to a report I made on another superhighway previously. Seems I’m kinda stuck finding my way to Hatikvah space… :(

Let me kno if you need a save.

Best
Y.

EDIT: It’s the western highway that’s not working. The southern one seems to be ok… Will try and escape that way!! Haha…
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Could you please add an option to have the map not revealed in Evolution version?

Btw, I've got an Idea...don't know if you'll like it or not... I'm talking about even some more X3 approach - I've always wondered why it's so big difference between X3 main sector looks and
X-4/Rebirth - very big immersion killer for me - sectors should be at least same Nebulae colored and overall lore friendly. For example - I like it a lot how Omicron Lyrae looks like in Rebirth, but it's totally different in X3, so is Maelstrom and so on. I think maybe the beauty and realism could be achieved by making these sectors more lore friendly too. For example - it's cool that Circle of Labour (classic version) is occupied by terrans, but it'd be even better if it were that greenish nebulae with blue/green sun and planet with lots of cities sector previously belonging to Argons (and connecting Omicron Lyrae with Heretic's End) before the Gate shutdown and is now newly found system. It's just an example, I hope you got the idea. Maybe you'll make good use of it.

You've already made some sectors X3 looking - Belt of Aguilar (love it a lot), Getsu Fune (I see you've changed the nebulae, but like it anyway), Black Hole Sun (reminds me of X3 too, especially when close to main Planet). And I totally dislike vanilla Savage Spur sector with that strange sun-like-don't know-what-the-heck-is-that thing, while in X3 it was mysterious dark sector (with lots of big asteroids and distant planet) leading to yaki-populated Okrakoke's Storm sector with beautiful purple nebulae...very immersive. Montalaar, New Income, Loomanckstrat's Legacy, Akeela's beacon, Legend's Home were unique sectors with it's own story....I konow you're not a magician, but since you've already made such a beautiful galaxy in X4, maybe you could make some more magic :D
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Y-llian wrote: Fri, 16. Jun 23, 18:11
ok will look, thanks ;-)

@ziplock, Savage Spur...that is a sponge around a sun
:mrgreen: :mrgreen: :mrgreen:
Savage Sponge :lol:

After having corrected all hws I will see what can I do about that and giving the Yaki a decent looking system, maybe a multi-sector system as others have..

Hw's correction is 50% completed...
And I am doing the new planets, very nice to have similarly as in Argon Prime also in other capital sectors.

Yes I do miss too the mistery feeling of x3. But this latest iteration of xrsge recovers a lot of that. The frontier sectors expecially are pure x3 feeling and mostly inspired by my x3fl mod :wink:

Final xrsge evolution will have no open map. Anyway you can disable it by deleting the file md/openmap.xml in xrsge, before starting a game.

----------------------------------------------------

XRSGE 4.4.7 "Classic" updated
https://www.nexusmods.com/x4foundations/mods/1140
Bug fixes:
tharka's sun superhighway
split story triggering

I still have an error but can't figure out what that is, the cutscene activates normally now so this means that the gates are listed correctly :sceptic:

Xrsge Evolution will have the same corrections in next update together with fixed highways
Last edited by Realspace on Mon, 19. Jun 23, 15:28, edited 1 time in total.
Y-llian
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Y-llian »

Thanks for the updates Realspace! :)

Also a quick question, if you don't mind... With the new gate alignments, how does that affect the 5 sector jump limitation for player traders? I'm starting to set up some production and wondered what constitutes a "sector" in the X4RGSE configuration? Trying to figure how how much area my traders/managers can cover once they have 5* skills.

Thanks, as always.

Best
Y.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Systems are smaller in terms of sectors to cross and connections are more than in Classic. 5 sectors means reaching about up to 2 other systems. Each system having lot of stations and resources thou
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Maybe that error could be connected with coffin ship not traveling through accelerator to Heart of Acrimony the Boneyard (vanilla). I will check how it works and report

Savage Sponge ...should be new faction called Bikini Bottom living in this sector, not the Yaki :lol:
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

XRSGE Evolution v. 6.01 available
:arrow: https://www.nexusmods.com/x4foundations/mods/1140
6.01 fixes all highways + split plot + various

PLEASE DOWNLOAD THE STARS PATCH TOO OR SOME PLANETS WILL BE PINK
https://www.nexusmods.com/x4foundations ... ?tab=files

I could have messed some highway, writing down tens of highways in a row was quite a nightmare :doh:

Anyway, local highways can be updated without issue so just report if some does not activate when passing through.
Bouncing on the hw is normal, they are fast and ships are too if using REM, so it is not an issue. Just slow down before entering the blue stream of happiness ... :lol:
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Tried new version of Classic - split plot doesn't activate in my game :cry:

Black Hole sun - highway bug (Evolution version) - the entry point (green colored) is hanging in space near the highway
Also you can see visual glitches while traveling...don't know how to describe...try to travel from the Wharf in Moon Styx to the west accelerator using autopilot, you'll see that highway forms some kind of walls (made of blue highway textures) around you

btw like that you've added vanilla nebulae, but in some sectors (Tharka's Cascade Matrix 65C) nebulae seem kind of... cropped in the periphery where it ends and black space starts
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

XRSGE Evolution 6.04
:arrow: https://www.nexusmods.com/x4foundations/mods/1140

6.02 is a MAJOR UPDATE, a new game is probably required.
6.02 > 6.03 = new planets + split prelude fix (NO NEW START REQUIRED)
6.03 > 6.04 = new planets, new local highways (NO NEW START REQUIRED)
This is also FINAL, in terms of galaxy layout and sector's arrangement so next updates will be only bug fixes and cosmetics (100% save-compatible).

Please download also the STARS patch 4.15 for the new planets
https://www.nexusmods.com/x4foundations ... les&id=507
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Newinger »

I tested the "Evolution" version finally and I am surprised that I like the concept. Due to the huge sectors, the highways start to make sense and even add to the feeling of size.

However, the highways from Black Hole Sun to The Shallows to Sonra do not work fully:

1. Start a new game (Young gun)
2. Set guidance to Argon Prime.
3. Engage autopilot.
4. Observe.

You'll notice that at first the highways are used but then left way before the highway itself ends. So you fly next to the highway with your own engine for a few thousand kilometers.

Manually re-entering the highways does not work.

Maybe they are too long for the X4 engine?


Edit: Another thing: highways in Sonra I are ignored by the autopilot when travelling between accelerators.

Edit II: The highway from Sonra II to accelerator to Sonra III was also left by the autopilot at about halfway. The ship then turned 180° and stopped above the highway which would lead backwards. This time I could enter the correct highway manually, but it had not a big speed advantage over my normale engine, so I decided to fly next to it instead.

Edit III: I docked at the Argon Wharf in Sonra III. It is full of newly built ships which do nothing. Also, around the stations there are a few other Argon ships, just idling around. Does the AI know how to handle the large sectors?

I guess I stick with the "classic" galaxy remake for now...
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Happy that you liked it. It is the natural evolution of the concept, after playing the old version one realizes that despite the nice animation of travelling planet to planet, the space remains quite narrow.

I tried to express all the features possible with this engine by mixing big and smaller sectors, multi-sectors with superhws and single big sectors with local hws. More variety.

More than this it is not doable, we'd need a change of the map as is made. No more a collection of hexagons but a true galaxy map as in other games, with systems, suns and planets, and the possibility to enter the "lightspeed space" where you travel among planets but are out of attention for the simulation, then can re-enter the zones and be in high attention. It is actually what happens when you enter a superhighway, you go out of the simulation space. Imagine this but without highways, as for instance in Elite game. Also an hyper-light space, in style Babylon 5, where you enter and can exit in different other systems (not only one), it would be nice and would work well in this game, instead of these "doors" (gates). I know the game needs the boxes to manage the simulation, but immersion suffers greatly. Anyway, that is not possible so this is the most we can do to have a vast space.

The game is not oriented around the player but around a true simulation. Simulating such a vastness is impossible of course. What would be doable is simulating procedurally generated contents in the zone where the player exits(enters) from hyperspace, while keeping the general simulation in a more restricted (fixed) list of zones for npc's.

Yes the AI behaves strangely in some sectors, expecially where I made particular hw as the round ones. Seems it only recognizes one direction. I actually don't know whether it is a problem with length or how the autopilot works. I noticed for instance that also in Sanctuary of darkness, that is untouched from vanilla, the ship does not use the vanilla hw. I think I must test the game without REM. REM has quite high travel mode so maybe the autopilot prefers to use it if the lane is not straight to the guidance. In other places I see just a strange pathfinding by the autopilot, going into contrary direction.

In general they are used correctly but the player must remember to enter the hw slowly to not be pushed away. Long hws are very fast so it is like entering a faster flow of water. Also, remember that :arrow: after manually entering the hw you have to use the throttle up to gain speed :!:

I think I will play the game and one by one change those that are un-usable into straight ones, seems the AI likes them more. Luckly, changing the hw does not alter the save, so seems

Btw I've made an update that has more highways and small fixes.

XRSGE_Evolution 6.05
...uploading..
Two sectors were removed. They are not important but please move any ship from these two sectors before updating:
Menelaus' Paradise Alpha
Great Reef Dashamaa
(to be sure, remove from Rajasanu too)

Then load the game. Save the game, exit. reload. Allow even two of these passages to "clean" the save file from the references to those two sectors
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Realspace, could you please give an advice? Since I have split plot not activating, I'd like at least complete paranid plot while not discovering split sectors (as I'd said earlier, if I discover the gate before the fix, split plot doesn't want to activate even after the fix). Problem is that waypoint in mission where you have to kill a paranid leads to split territory. So I wonder what happens If i send some ship to split territory remotely, while not being here myself?
I wouldn't like to have split plot stuck in any case

Btw, It'd be great if you could add nebulae to some frontier sectors, not only fog.

P.S. Okay, I think I like Evolution version a lot more. Sectors look much bigger and more immersive with highways, and much more alive. Also, stuttering is completely gone now.
Love the sound near highway entrances btw.

P.P.S Maybe you could bring back Pluto and Oort Cloud sectors to Evolution version? It could be very immersive to fly from remote, but rather alive Pluto sector to dark and creepy Oort Cloud via local highway or maybe shw
Loved this sector in X3 a lot so I thought it would fit well in Evolution

Found a small issue (Evolution) - Black Hole Sun 5 - when flying towards the planet you can see sun shining through it (when it moves behind the planet). I've seen it while flying to the SCA pirate base close to the planet. Same thing in Bala Gi's Joy, near the south gate.

Continue exploring Evolution - I got to say I truly love Antigone Republic system - it's vast, beautiful, and it has a lot of zones that look different and brings a lot of X Rebirth feeling.
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Mystershow »

You can be more than proud for this amazing mod !

I've been following the evolution since the beginning and what an incredible mod to play X4 with.

It's one of these mods that make me rethink my strategy and rediscover the game !

Having a strong economy, fleets, builders, outpost is more important than ever to truly enjoy all the complexity of X4 !


I did found one issue but it's not that important, at least for me.

If you use Open Map in conjonction with Sector Satellites, the mod won't properly work (i.e Advanced Satellite won't detect station and Survey Probe sometimes don't discover abandonned ship)

And I did found an abandonned Xenon K but it wasn't claimable of course


Few bugs I found so far

In the sector "Omicron D: Asparium" when you go to the equipment dock near the planet, it appears all black

You can see gas around but the planet itself is transparent or black

But it's enough to have a Radiant Heaven feel


In Holy Order: Pontifex' Seclusion Alpha, the sun is pink
Last edited by Mystershow on Wed, 2. Aug 23, 22:41, edited 2 times in total.
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Mystershow »

I have a few bugs with some quest for the Split plot and Segaris plot

For the split, it seems that the game cannot find a station to spawn the split you have to talk to

For the segaris, it seems it can't find a station to spawn the data leaks for the ship ID


I've edited the save for the split mission (but I'll still be blocked in the next step) and for the segaris using the 6.20 bêta did do the trick


So I'm not sure if it's vanilla related or to the Galaxy remake mod since the sector and stations are different

Did anyone have any issue like that ?
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Thank you guys. I've been in holiday, will look for the bugs.
Hopefully we can figure out why split plot does not work, I will look for the missing station, maybe that solves. Any help in investigating is appreciated.

Edit:

Version 6.06 available
compatible with saves from 6.05
:arrow: https://www.nexusmods.com/x4foundations/mods/1140

* Moved Asparium planet
* Fixed gate greater profit to profit center alpha.
* Fixed overlapping shipyard/wharf in gaian prohpecy

HHorder pont. Seclusion, no pink sun to be found, no bug there

Also, all other gates mentioned in the bug section in nexus are not bugged, they work perfectly or are not part of Evolution.

Remember that saves from Classic are not compatible

From now on, CLASSIC XRSGE is in old files. Will provide support only on request, all bug fixes will be for XRSGE Evolution only
Mystershow
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Mystershow »

Seclusion, no pink sun to be found, no bug there
Maybe I didn't use the patch, I'll check
Hopefully we can figure out why split plot does not work, I will look for the missing station, maybe that solves. Any help in investigating is appreciated.
I did report the bug to the technical support forum since someone else had trouble with quest at the same stage

it was resolved by befriending the paranid and split before starting the quest but didn't work for me


I also had an issue with the Segaris Pionner quest when you take control of the Moreya in the Void

The game cannot find a station to scan, the mission is only "fly to" but using the 6.20 bêta did resolve the issue for me but if you're already in 6.20 bêta the issue persist

So it could be a vanilla issue with targeting the correct station but since XRSGE redo the galaxy, sectors and stations maybe that was it


An other issue was with the Boron's quest for the queen, it didn'et update the faction relation


Quite frankly I suspect these are vanilla bug


All the other quest were working fine !

Any help in investigating is appreciated
I could lean a hand, it was mostly a test playthrough to the reabalance all my mods so I can do a new game
Thank you guys. I've been in holiday, will look for the bugs.
Hope you has somme nice holidays, it was rainy where I live
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

About the Split plot, I completed the part where Dal sends you looking for a gate to split territory. Found one. I had the cutscene and Dal hailing me to go back and discuss in person. Btw..
Spoiler
Show
it happened in heretic's end last bastion, that is a custom sector of mine not written in the md and was even already taken by split.
.
Did you get the stucked here?

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