[Realspace MODS] "STARS" - "XRSGE" - "REM" - various
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
What I can do is uploading my last version, that I use now with tens of miners and has no issue. Maybe the mining scripts, I've made small changes but frankly they worked before too. Do you play on an old save before the jumpdrive and portals? And be sure no other ai mod is interfering. Clean the folders not only unable other mods. Also be sure if you use REM to have latest version, jumpdrive is added in the ship's inventory.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Why anomaly hypergates are sometimes so far away from any shw or trade route? In Ianamus Zura it's located 50000 kms away
Veery immersive to fly away from the planet though, watching how it gets smaller and smaller - true space flight experience, but too long
Btw started to experience the good old bug with being glued to pilot seat (after the latest hyperdrive patch)

Veery immersive to fly away from the planet though, watching how it gets smaller and smaller - true space flight experience, but too long
Btw started to experience the good old bug with being glued to pilot seat (after the latest hyperdrive patch)
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
That would be great. Any version you can get up where I can mine again. Game is practically unplayable right now since I put all my cash into mining...with barely any income coming in.Realspace wrote: ↑Tue, 15. Apr 25, 01:25 What I can do is uploading my last version, that I use now with tens of miners and has no issue. Maybe the mining scripts, I've made small changes but frankly they worked before too. Do you play on an old save before the jumpdrive and portals? And be sure no other ai mod is interfering. Clean the folders not only unable other mods. Also be sure if you use REM to have latest version, jumpdrive is added in the ship's inventory.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I am reducing the no travel zones because they add size to the save file, as they are recorded too
No lag added but save file gets doubled..I am testing now, let the disrupts around planets and moons and it seems not to add any record. I think only ships crossing a disrupt zone add a record in the save, so planets and moons are not added because no ship flies there.
While danger zones add a lot of lag if used extensively, the disrupt zones add none but the save is affected nevertheless.
Ziplock yes that one in Ianamus is the only one being so far, the others are all at reasonable distance. I thought I had added a superhighway going there actually, still not gone there in my current playthrough.
Remember that when you are close to a portal (less the 8km) you THE PLAYER can activate :1) jump to another portal, 2) jump to any zone in close sectors or zones (min one superhighway distance). Use the guidance through the map, then close and see the software suite what options give. No need to fly so long if you don't want.
GaelicVigil, I am quite sure that is not due to any of my mods, hope it will solve but look for other causes..do you use beta 7.6?
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I've uploaded THE EXPANSE version 8.2.6
- added compatibility with Hyperion (delete the compatibility-patch if you added it)
- many small fixes
- removed ALL BIG DISRUPT ZONES (let alone those around planets and moons, sun coronas and gas/roids pockets, debris fields)
https://www.nexusmods.com/x4foundations/mods/1140
As stated above, these zones are recorded in the save file when a ship enters them so the save file is bloated. It causes NO LAG, only a big save file.
The alert for player remains so as the disrupt when close to stations or asteroid or to mine fields, for player only.
I will re-add some small no travel zones in strategic places. These were nice also to make ambush to ships to board...
How to update an old save?
It should happen automatically but if you want to mess with the save to remove the leftover of the disrupt zones, do this:
1) backup your save file
2) extract it and open it
3) delete every <influences> and every </influences> (be aware, influenceS..with S final). This can be automated, so just a few clicks
4) save file and zip it again in the correct forma gzip
5) in game, of course after loading the modified save, save it again and see if the size has reduced (it should significantly)
Or you can simply check the new save after the update, it the file has reduced then the above procedure is not necessary

No lag added but save file gets doubled..I am testing now, let the disrupts around planets and moons and it seems not to add any record. I think only ships crossing a disrupt zone add a record in the save, so planets and moons are not added because no ship flies there.
While danger zones add a lot of lag if used extensively, the disrupt zones add none but the save is affected nevertheless.
Ziplock yes that one in Ianamus is the only one being so far, the others are all at reasonable distance. I thought I had added a superhighway going there actually, still not gone there in my current playthrough.
Remember that when you are close to a portal (less the 8km) you THE PLAYER can activate :1) jump to another portal, 2) jump to any zone in close sectors or zones (min one superhighway distance). Use the guidance through the map, then close and see the software suite what options give. No need to fly so long if you don't want.
GaelicVigil, I am quite sure that is not due to any of my mods, hope it will solve but look for other causes..do you use beta 7.6?
----------------------------------------------
I've uploaded THE EXPANSE version 8.2.6
- added compatibility with Hyperion (delete the compatibility-patch if you added it)
- many small fixes
- removed ALL BIG DISRUPT ZONES (let alone those around planets and moons, sun coronas and gas/roids pockets, debris fields)

As stated above, these zones are recorded in the save file when a ship enters them so the save file is bloated. It causes NO LAG, only a big save file.
The alert for player remains so as the disrupt when close to stations or asteroid or to mine fields, for player only.
I will re-add some small no travel zones in strategic places. These were nice also to make ambush to ships to board...
How to update an old save?
It should happen automatically but if you want to mess with the save to remove the leftover of the disrupt zones, do this:
1) backup your save file
2) extract it and open it
3) delete every <influences> and every </influences> (be aware, influenceS..with S final). This can be automated, so just a few clicks
4) save file and zip it again in the correct forma gzip
5) in game, of course after loading the modified save, save it again and see if the size has reduced (it should significantly)
Or you can simply check the new save after the update, it the file has reduced then the above procedure is not necessary
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Many thanks for the update. I can confirm that the no travel zones are gone in my savegame.
But now I noticed the next weird thing. In Black Sun IV:
https://images.steamusercontent.com/ugc ... erbox=true
https://images.steamusercontent.com/ugc ... erbox=true
It seems that they are unable to fly through the superhighway. @all: Anybody else with this issue in Black Sun IV?
But now I noticed the next weird thing. In Black Sun IV:
https://images.steamusercontent.com/ugc ... erbox=true
https://images.steamusercontent.com/ugc ... erbox=true
It seems that they are unable to fly through the superhighway. @all: Anybody else with this issue in Black Sun IV?

Last edited by Terre on Wed, 16. Apr 25, 18:23, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
This is discussed in the nexus, a user reported being caused by KUDA AI mod..hope you do not use that mod, it destroys my modsNitramAkloh wrote: ↑Wed, 16. Apr 25, 18:17 Many thanks for the update. I can confirm that the no travel zones are gone in my savegame.
But now I noticed the next weird thing. In Black Sun IV:
https://images.steamusercontent.com/ugc ... erbox=true
https://images.steamusercontent.com/ugc ... erbox=true
It seems that they are unable to fly through the superhighway. @all: Anybody else with this issue in Black Sun IV?![]()
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I didn't even know KUDA. But interesting: On the nexus page of KUDA I can read: "Combined Kuertee's Attack AI Tweaks mod and DeadAIR's AI Tweaks mod." In the past I used DeadAIR's mods before trying XRSGE version 8. Now it's disabled but maybe the files from DeadAir mods itself causes problems even in disabled state. 

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
To be sure better to remove. I know for sure that sometimes old scripts are activated even if I changed them! Don't know why...considering the amount of move ai I had to modify to make big distances + hyperdrive + jumping and portals all work together, any mod can be interfering by changing a bit of code in ai move scripts, even the cheat mod.NitramAkloh wrote: ↑Thu, 17. Apr 25, 18:12 I didn't even know KUDA. But interesting: On the nexus page of KUDA I can read: "Combined Kuertee's Attack AI Tweaks mod and DeadAIR's AI Tweaks mod." In the past I used DeadAIR's mods before trying XRSGE version 8. Now it's disabled but maybe the files from DeadAir mods itself causes problems even in disabled state.![]()
Btw when this was first reported, I started a test game in that sector but was unable to replicate the issue. Yes it is strange that you too have it exactly there to the superhighway. Maybe you are playing an old save?
I will check again..
Last edited by Realspace on Fri, 18. Apr 25, 09:58, edited 1 time in total.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Realspace, could you add back "Travel as no tomorrow" mod (or maybe add usual highways)? Some low orbit sectors (True sighs 7) and sun coronas are simply too big to travel without hyperdrive and sometimes there's no shortcut, you have to fly a lot through these sectors and it takes forever (as well as for npc trade ships) 

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I don't agree but it is your game...done, in the optional files. Btw did it work? I did not test version 1.0.1..
Also can you please list the sectors where big zones are in route? I could rework them a bit (they are not meant to be on route but on resource areas... except maybe sun coronas, but I can change the gates a bit there too or open another route).
Also can you please list the sectors where big zones are in route? I could rework them a bit (they are not meant to be on route but on resource areas... except maybe sun coronas, but I can change the gates a bit there too or open another route).
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I did a clean sweep and deleted all mods that had nothing to do with XRSGE. Incidentally, there were still mods active for better exploration and finding abandoned ships from JPL. However, I could only deactivate these because they were downloaded via Steam Workshop.
The situation at the highway junction in Black Sun IV has not changed. Once I was able to observe how a Taranis approached the highway and then simply stopped in front of it.
As I wrote above, this is a save startet with XRSGE 8.0. I'm going to start a new savegame on a trial basis.
The situation at the highway junction in Black Sun IV has not changed. Once I was able to observe how a Taranis approached the highway and then simply stopped in front of it.
As I wrote above, this is a save startet with XRSGE 8.0. I'm going to start a new savegame on a trial basis.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I started a new savegame (I chose Van Selton), but unfortunately I had no luck. At first it looked like all ships were passing the highway entrance in the middle of “Black Sun IV” normally. I ejected a satellite and traveled to other sectors while keeping an eye on the above highway entrance. For the first 10 minutes there were no problems with large L or XL ships. After some more time, however, three Behemoths (apparently a fleet of 3) appeared and flew exactly between the entrance and exit. Later, another construction ship followed. They all flew to exactly the same point (see screenshot) and then stayed there forever. When I switched to the live stream view, all the ships were interlocked and after a few seconds they scattered explosively around the highway entrance. But they didn't move any further.
https://images.steamusercontent.com/ugc ... rbox=false
As a test, I bought a gas collector (another Sunder) with a pilot. I gave him the order for automatic local mining in Antigone Memorial IV. He tries to fly to a certain point in the sector, but it seems that he is not able to hit that point. Instead, it keeps circling around that point. This also happened while I was not in the sector.
https://images.steamusercontent.com/ugc ... rbox=false
As a test, I bought a gas collector (another Sunder) with a pilot. I gave him the order for automatic local mining in Antigone Memorial IV. He tries to fly to a certain point in the sector, but it seems that he is not able to hit that point. Instead, it keeps circling around that point. This also happened while I was not in the sector.
Last edited by Terre on Sat, 19. Apr 25, 18:06, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Am I the only one experiencing the "glued to the seat" bug or somebody else have it too? 
Edit: the "travel as no tomorrow" Mod works fine

Edit: the "travel as no tomorrow" Mod works fine
Last edited by ziplock815 on Sun, 20. Apr 25, 17:44, edited 1 time in total.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Nope can't confirm that. What's about your miners? Are they working now?
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Don't have any mining ships yet, so I can't say
Maybe "glued to the seat" bug occurs only in my game (I'm playing the savegame since the last stable version, right before the anomaly stations appeared)
Maybe "glued to the seat" bug occurs only in my game (I'm playing the savegame since the last stable version, right before the anomaly stations appeared)
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Hey, I come back today, Happy Easter Day to you, this beautiful holy day.
I've recorded videos of the modifications I've made to REM, so far there are only three as I haven't had time to make more.
https://drive.google.com/drive/folders/ ... sp=sharing
My advice is to see I VS ASGARD first. The I is a tank, it survives a lot of damage, but its limited number of turrets is its weakness. As you can see in the video. The only way the Asgard will survive is if he fires his XL beam or destroys the I's turrets, otherwise he perishes.
K VS OSAKA is the second video. The K is equivalent to an L-class ship. It loses to an Osaka.
The third video shows the power of the P, however, we can observe a strange phenomenon, which is what I said the last time I talked about the “boost” bug. You can see it around the first 4 minutes, and it's also there around 6 minutes in, but this time seen from the player's point of view. I think it's a “side effect” of the long-range boost when travel mode is disabled, but I think it's a bit annoying in combat. Xenon corvettes are very powerful whether P or B.
Let me know what you think, and if you want any adjustments. I hope you like it, especially Realspace, who gave me permission to modify REM, I hope it suits the vision of the game.
I've also noticed that the ships also have a travel problem (all equipped with combat engines), they prefer to boost for long distances and use travel for short distances.
I have the following mods:
- All DLC
- REM (Overhaul, Smoke in the cabin, speed)
- Isee0u Cheat and Slan Cheat
- Stars
- Ship test field
- XRSGE Folker
I've recorded videos of the modifications I've made to REM, so far there are only three as I haven't had time to make more.
https://drive.google.com/drive/folders/ ... sp=sharing
My advice is to see I VS ASGARD first. The I is a tank, it survives a lot of damage, but its limited number of turrets is its weakness. As you can see in the video. The only way the Asgard will survive is if he fires his XL beam or destroys the I's turrets, otherwise he perishes.
K VS OSAKA is the second video. The K is equivalent to an L-class ship. It loses to an Osaka.
The third video shows the power of the P, however, we can observe a strange phenomenon, which is what I said the last time I talked about the “boost” bug. You can see it around the first 4 minutes, and it's also there around 6 minutes in, but this time seen from the player's point of view. I think it's a “side effect” of the long-range boost when travel mode is disabled, but I think it's a bit annoying in combat. Xenon corvettes are very powerful whether P or B.
Let me know what you think, and if you want any adjustments. I hope you like it, especially Realspace, who gave me permission to modify REM, I hope it suits the vision of the game.
I've also noticed that the ships also have a travel problem (all equipped with combat engines), they prefer to boost for long distances and use travel for short distances.
I have the following mods:
- All DLC
- REM (Overhaul, Smoke in the cabin, speed)
- Isee0u Cheat and Slan Cheat
- Stars
- Ship test field
- XRSGE Folker
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Realspace, maybe you could add more nebulae like in Omicron Lyrae Megnir? That one is really awesome.
And btw, I think I resolved a bug with pilot seat - seems like it was the "travel as no tomorrow" mini mod causing this
P.S. No, the bug is still here, it's just happened for the first time in an 1 hour session right after flying through the gate
And btw, I think I resolved a bug with pilot seat - seems like it was the "travel as no tomorrow" mini mod causing this
P.S. No, the bug is still here, it's just happened for the first time in an 1 hour session right after flying through the gate
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
You mean Omycron Lyrae nebula? I love that too, it's one of the latest I did based on real space images instead of paintings. Others are in the Frontier systems...maybe in the future, now I wish to make XRGSE bug-freeziplock815 wrote: ↑Tue, 22. Apr 25, 21:56 Realspace, maybe you could add more nebulae like in Omicron Lyrae Megnir? That one is really awesome.

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Ok guys I think I can confirm the Black Hole Sun glitch for NE superhighway


I found another superhighway that makes this strange thing, in Great Profit IV, the north-west superhighway. It had overlapping entrances but also after fixing them the ships got stuck, the only way to solve it was removing it and moving the gate closer to the others. I'll do the same for Black Hole Sun superhighway.
I don't see any other superhighway making this glitch but please take a look in some advanced game of yours...I don't mean a couple of ships stuck or the patrol ships awaiting at entrances, they could take long time close to a gate, I mean something biblical as in the picture above

edit: found the cause for black hole sun glitch, but not for Great Profit one. I decided to remove the NE superhighway in B.H.Sun anyway, it brings no real strategic or cosmetic change on map.
Please keep an eye on any other entrance where the glitch could happen...checking all superhighway's entrances is beyond my two eyes only
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Uploading the PATCH for The Expanse v.8.2.7
- small various fixes
- removed a superhighway in B.Hole Sun and one in Greater Profit (gate moved accordingly)
Ships could take long before returning to their course, I think the AI must reset.
If you want to speed up things, you can use the cheat mod, selecting the ship/change ownership (set faction) then by targeting one by one each stuck ship you can re-assign the race to each, identical as it is. This will make the ship restart the commands and AI.
REMOVE ALL YOUR SHIPS FROM SECTOR BLACK HOLE SUN 6 AND GREATER PROFIT 4 BEFORE SAVING AND RELOADING
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XRSGE The Expanse version 8.2.8

I've fixed player's MINERS not mining in low attention because there was a leftover of the old code in low attention part. Now they work fine.
I repacked everything, so please delete the entire folder before installing the update.
---------------------------------------------------
REM Overhaul version 7.6.8 is available

added compatibility with HYPERION DLC
reworked Paranid Odysseus E now mounting one more L turret, having more turret's weapon kinds to mount (all kinds) and reworked position of upper turrets
Please check that the Hyperion can mount also advanced (combat) thrusters and has compatibility with Paranid (of course) but also MK4 Split engines and some teladi equipment.
Also I changed the physics for lateral/vertical drift to be in line with other REM ships, check that the inertial speed is similar to other Corvette/L ships.
I did not change the push, speed should be quite similar as vanilla but that can also be redone, it should be faster than an Odyesseus E I suppose. Acceleration should be good, I reduced the mass, check that too.
Also I increased the hull because in REM big ships have all stronger hulls. It is 140, not much in comparison to other L ships, same as a strong trade ships, but the Hyperion is more a strong Corvette than an L, right? Shields mounted are the regular ones for what I can see so already stronger than vanilla.
I don't have the DLC installed so can not check it. If you can list here the stats or make a screenshot of the ship with all the above stats, I can fine tune it for the next update.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I'd say Hyperion is like an advanced Frigate, something like strong Cerberus, with lots of drones, and is very maneuverable
Actually, in Encyclopedia it has a special class called "Expedition ship"
Actually, in Encyclopedia it has a special class called "Expedition ship"
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I found out that the East superhighway in Hatikvah's Choice caused pathfinding problems to ships, they kept going on and back on the route to Elenas's Fortune indefinetly...fixed in 8.2.8b
If you notice a similar behavior elsewhere please report here..
..........................................
The Expanse PATCH version 8.2.9b
https://www.nexusmods.com/x4foundations ... ?tab=files
adds 2 superhighways in Family Tkr 7
Moves the atmosphere in True Sight 7 to avoid disruption
fixes black hole sun route inside atmosphere
adds superhw in b.hole sun
minor fixes
copy/replace ext_02 in your mod's folder
If you notice a similar behavior elsewhere please report here..
..........................................
The Expanse PATCH version 8.2.9b

adds 2 superhighways in Family Tkr 7
Moves the atmosphere in True Sight 7 to avoid disruption
fixes black hole sun route inside atmosphere
adds superhw in b.hole sun
minor fixes
copy/replace ext_02 in your mod's folder