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

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

Post by Realspace »

ziplock815 wrote: Sat, 5. Apr 25, 22:54 Don't have any idea either, maybe Xenons invaded my PC :gruebel:
Here are some shots:

https://ibb.co/G49MjyCt

https://ibb.co/W4y25H6r

Edit: no, no jumpdrive mods installed
This is crazy, both are not set to happen. First, only player ships give notifications and second NO, zero, not any logbook is added in the scripts. Seems like your game does not read the mod correctly and discards some part. But the log is really bizarre, from where does it pull it out? Anybody else having this?
Try removing all other mods and test.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Disabled all mods (except of the Expabse, STARS, folker's music, slipstream and smokeincabin), didn't help :gruebel:
Maybe I should've updated to beta 7.6? I'm playing 7.5 at the moment...
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Nope, no difference. I play 7.5 too. 7.6 was unplayable for me, input lag of seconds for mouse or keyb..
Maybe the hud protection mode has to be off? I really can't guess anything.. try also a file verification procedure on steam, for corrupted files.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Disabled hud protection, didn't help either... Well, I think I'll try to reinstall the game now
Don't you have this issue like me? These notifications started spamming after the latest update
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Nope but wait, there must be something then in the scripts. I've never had the spam and the log makes no sense, but I can even remove the msg, for what they are needed. I'll take a look in the afternoon.
NitramAkloh
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by NitramAkloh »

I'm not sure if this has already been reported. But I've noticed L-freighters trying to fly through a gate lately. For example, between the sectors “Hatikvah's Decision” and “Blue Horizon”. But outside my presence. Still need to test whether this also happens when I'm there. In any case, the ship flies through the gate and disappears, but reappears after 1 - 2 seconds. And this is repeated endlessly. As if it were stuck. If desired, I can upload a save.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I am uploading a patch with most of the notifications (video and text) removed.
Only fly to (jump) has them, and as always they are for player ships only. Hope it resolves, I can't replicate your problem.
Just in case after patch 8.2.5 you still have spam messages of ships preparing to jump, add the specific fix in the optional files (removes the remaining msgs of Fly To).

Nitram there is not much I can do with a save more than what you can do by checking, with the inspection mode. What the ship is doing, what is its destination, etc.
Also, did it happen after the jump drive feature (8.2.0)?
And of course, as always, REMOVE ALL OTHER MODS and START A NEW GAME to test. Any mod with ai scripts will probably mess xrsge up at this stage, jumping scripts are an extensive change in all moving procedures. I am not a dev, have no tool to examine a save :wink:
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Thanks Realspace, the last update seems to have fixed the issue. Don't get any notifications anymore, what a relief :D
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

ziplock815 wrote: Mon, 7. Apr 25, 20:53 Thanks Realspace, the last update seems to have fixed the issue. Don't get any notifications anymore, what a relief :D
So no need of the fix, right? Only the patch?

I am also testing that maybe both trader and miner routines need no jump scripts. In both cases ai ships should activate either the fly to or the dock to, which already have the jumping inside. So maybe I can remove them in next patch.

Edit:
Btw I could replicate the bug, it happens with OLD saves. If you start a new game it won't happen. Finally we get a clue. I suppose that this happens only for currently running (old) orders and should stop after these are over. Anyway it is from mining ships only. And I remove it there.
Last edited by Realspace on Mon, 7. Apr 25, 22:30, edited 1 time in total.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Oh, there was a fix? Didn't notice :D No, just the patch is enough as it seems.
Small issue: sector Olmanketslat's Treaty - sun shines through the big planet (near the gate to Windfall).
Edit: can't dock to some asteroid stations in Black Hole Sun 4 - Betty says: "Docking's not possible" and fps drops a lot (to 20) in the nearest small asteroid field in local nebulae
Last edited by ziplock815 on Mon, 7. Apr 25, 23:13, edited 3 times in total.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

FInally, only those old background bugs remaining, easy to fix :D
Do you mean abandoned asteroid stations or the ones owned by Argon?
....................
Btw I've integrated the jump scripts in: dock at, follow, fly to object, not only fly to (space). They were not for the player who had an added fly to command before, instead. Now all these 4 basic commands have the jump inside and the optional notifications.
The added fly to remains for all other secondary orders such as deploy at, defend, patrol etc that require the ship flying to a position first.
Removed the autotrade entirely, it does not need jump scripts, trading ships dock from station to station, dock at already has jumping.
I left the jump scripts in mining routines, but unified ai and player's ships, no fly to added there either. And no notifications there! :)
Folker
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

Hi everyone, for your information, the balancing of Terran weapons and turrets is already done (I'm just going to rename the weapons and turrets and add a new description). For xenon weapons and turrets, everything's done, I've rebalanced a few things in the ships, like increasing the hull for the I, the I's main strength is its ability to withstand a lot of damage. I've modified the K's loadout, now the K uses the HIVI/MA turrets (turret added), but now it's an L-class equivalent ship, it does a lot of damage in a limited time so be careful with your capital ship, destroy the L turrets and you're good to go.

I'm thinking of modifying the Katana, because I think it's powerless, so add a shield or two. And as I increase the damage of the M turrets, I think but I'm not sure to remove one or two weapons and a shield to Jian, Jian is a gunner, so this power is that of the turrets, but here between a Jian and a Katana I should choose Jian in ALL situations, after balancing this case does not arise. The Falx, for me is overpowered, I'm going to remove a shield and a weapon, so the Falx continues to be more powerful than the Jian and the Katana for the price, is still the first choice but is not overpowered.

This is the modification I'm going to make for the Terran ships. Please let me know what you think.

I saw, when I tested the weapons, turrets and ships, one thing, and I want to share it. It's the boost, I know, you make a “long” boost for ships for a long distance without travel, but when I fight an AP or some other ships like M, they've activated the boost (logical), but the boost continues and these ships go on a long distance trip outside the battle to get to the battle, it cuts off the battle and it's shame (I don't know about the English term, I'm afraid it's taken the wrong way, in French it's, c'est dommage). I don't know if it's a bug or not, or a side effect of the long boost. Because other ships like the katana don't have it.

In the meantime, as I speak and write French, if you want, I can do the French translation for the turrets and weapons. And when I've finished balancing, I can translate the REM mod into French.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Please update your REM HYPERDRIVE mod, version 2.1.3

:arrow: https://www.nexusmods.com/x4foundations/mods/1572

No matter how I write it, the move.generic brings chaos for ai, so had to remove it. This fixes the ships not using travel drive in some circumstances.
This thing is not due to XRSGE, was caused by Hyperdrive.
The only thing lost is the check for vicinity of gates/stations for npc. Player ship will continue to check. No change to autopilot
NitramAkloh
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by NitramAkloh »

OMG, that's awesome! This was annoying for me for so a long time. :)
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I've finally the time to play the mod and nail last issues. Btw I must say I am enjoying it a lot, all features work fine, ships use portals and portals are really immersive, no overdo but enough to shorten the long routes. The player's command suite is a nice addition to make focused jumps and interact with portals.
Today I had a mission to board an L trader in Aladna Hll, the ship went inside the atmosphere of the planet. I followed it by keeping on higher altitude. Then Betty voiced entering atmosphere, then the red atmosphere and friction, continued chasing the ship while the surface of planet was so close I could see rivers and mountains (aladna hill is one of the best models I made) and losing shield...had to give up. Then had another ship to chase through the asteroid fields in Heretic's End and using the hyperdrive with matching speed, avoiding asteroid dense regions to not interrupt travel mode. All these things change the way to play not only immersion :)
GaelicVigil
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by GaelicVigil »

I'm having a problem where my character is completely frozen when standing on a ship after exiting the map screen. Happens every single time when the npc pilot is flying, first-person controls become inoperable. I'm playing on a fresh install of X4 with only XRSGE installed. Anyone having this issue? I have to reload my save to fix.

Also, what is the deal with NPC pilots? I get a constant "booming" sound when they fly like they are attempting to engage boosters or travel mode. Is this an artifact of REM?
NitramAkloh
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by NitramAkloh »

GaelicVigil wrote: Sun, 13. Apr 25, 04:56 I'm having a problem where my character is completely frozen when standing on a ship after exiting the map screen. Happens every single time when the npc pilot is flying, first-person controls become inoperable. I'm playing on a fresh install of X4 with only XRSGE installed. Anyone having this issue? I have to reload my save to fix.
I also had this problem. However, it only occurred sporadically and is not permanent. And after a short while it disappeared again. I have no idea what caused it. Either by calling up the map view again or by the pilot leaving travel mode. I also never had to reload the savegame. I'll have to look into the problem more closely.

One request, dear Realspace: Some “Travel Disturb” zones are simply too big. I noticed this particularly blatantly in the “Void” sector. I didn't stop the time, but in real time a ship probably needs about 30 minutes to cross the sector. I'm not sure, but isn't that perhaps detrimental to the economy there?

Oh, one more thing: I found some abandoned Sunder. Assigned them an NPC pilot, but gas gathering isn't working. The pilots fly to the collection point and then they just radio endlessly that they want to fly to the specified position. They then don't move from the spot. Am I the only one with this problem?
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

GaelicVigil wrote: Sun, 13. Apr 25, 04:56 I'm having a problem where my character is completely frozen when standing on a ship after exiting the map screen. Happens every single time when the npc pilot is flying, first-person controls become inoperable. I'm playing on a fresh install of X4 with only XRSGE installed. Anyone having this issue? I have to reload my save to fix.
That is highly probably a vanilla problem, it is being reported often. I only have a T pose of pilots if I insist on interacting during a jumping, which is set to freeze things to avoid weird consequences after a jump procedure has started, otherwise never. What I rarely have is being stuck at seat. That is also reported as vanilla bug, just for info.
If you are on beta 7.6 that is the case, but 7.5 also has such reports. The cases when the mod could be involved is when an order is being executed, otherwise I can't see why, except by increasing the lag in mesh loading, which per se, again, is a game's VRAM problem only made worse by the mod, not caused.
NitramAkloh wrote: Sun, 13. Apr 25, 18:07 One request, dear Realspace: Some “Travel Disturb” zones are simply too big. I noticed this particularly blatantly in the “Void” sector. I didn't stop the time, but in real time a ship probably needs about 30 minutes to cross the sector. I'm not sure, but isn't that perhaps detrimental to the economy there?
I am considering it (reducing the no-travel zone), but the idea behind the Void was to respect the vanilla concept of a dangerous place. There are indeed other routes but that one is very used. The whole thing of dangerous regions is to make the gaming a bit more dynamic, requiring player's interaction to create blacklists, etc. What other areas you refer to? I'd not be preoccupied for economy if you use REM with its XL freighters that use the portals in XRSGE to jump and have cargo 4X size.
XRSGE alone also removes some of the M traders but adds L traders, they can jump to portals. M's can jump too but L's have a much higher percentage of jumpdrive in their loadout.

The miner's thing..does it happen only with the rescued ship? I have no issue with miners sofar
NitramAkloh
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by NitramAkloh »

Thanks for your answer. Okay, I hadn't thought about the jump drive in that way. But could it be that the faction ships don't have jump drives? Because this is a savegame before the jump drive was introduced. I'd like to test it myself, but I don't have the credits yet. XD

I'll see if my above problem with normally purchased resource collectors still occurs.

Apart from a few little problems: I really enjoy your mod. Especially when it comes to exploration. Thanks again for digging in like this. :-)
GaelicVigil
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by GaelicVigil »

NitramAkloh wrote: Sun, 13. Apr 25, 18:07
GaelicVigil wrote: Sun, 13. Apr 25, 04:56 I'm having a problem where my character is completely frozen when standing on a ship after exiting the map screen. Happens every single time when the npc pilot is flying, first-person controls become inoperable. I'm playing on a fresh install of X4 with only XRSGE installed. Anyone having this issue? I have to reload my save to fix.
Oh, one more thing: I found some abandoned Sunder. Assigned them an NPC pilot, but gas gathering isn't working. The pilots fly to the collection point and then they just radio endlessly that they want to fly to the specified position. They then don't move from the spot. Am I the only one with this problem?
I'm experiencing something very similar. My miners will never mine unless I'm aboard the ship. They go to the location and do nothing. I've tried every possible option to make them mine...but they do nothing.

Another thing: it would be REALLY nice if the asteroids, for the most part at least, were either slightly above or below the Z-Axis (or not along standard flight paths). Hyperdrive cannot operate inside asteroids and it makes travel extremely tedious. I have been deliberately setting my ships to fly just above the Z-access so they will engage Hyperdrive on their own.

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