
[Realspace MODS] "STARS" - "XRSGE" - "REM" - various
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Any ideas on how to fix the "glued to the pilot seat" problem? Am I the only one having this issue? Maybe some mods interfering? 

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
People do not play the Paranid plot for now, a small bug in XRSGE prevents it from proceeding after the first visit at the monument.
I think I fixed it but the mission does not update automatically, so better not to start it at all for now
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Ok, fixed, download The Expanse version 8.2.9d
https://www.nexusmods.com/x4foundations/mods/1140
There are many other small fixes. Subordinate ships following a leader with attack command will not have a fly_to (jump) anymore, only the leader will have. They remained waiting at the destination sector.
If you started the Paranid plot, it is enough if you load a save one step before you go scanning the monument with space suite
Please update also STARS (patch provided, very light) and REM Hyperdrive (for better behavior of big ships at gates)
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REM Overhaul version 7.6.9
https://www.nexusmods.com/x4foundations/mods/848
I did not notice that EGO has used the same 'terran' tag for Timelines DLC's equipment, what I used instead for proper Terran ships/equipment. So I had to change the tag for all Terran ships and equipment.
If you see a Terran ship having a slot for Frontier Equipment instead of Terran, please report.
I also fixed the bug in Paranid plot where the scout containing the Holy Order leader is missing the engine ( mission: "accompany StrangenameIdontremeber "). If you are beyond that part and stuck there with ship not moving, either re-load a save before or use the cheat mod to turn the ship as yours, force-dock it at any equipment dock or wharf, add the engine, re-turn it into an Holy Order ship. The plot will progress.
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I think I fixed it but the mission does not update automatically, so better not to start it at all for now
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Ok, fixed, download The Expanse version 8.2.9d

There are many other small fixes. Subordinate ships following a leader with attack command will not have a fly_to (jump) anymore, only the leader will have. They remained waiting at the destination sector.
If you started the Paranid plot, it is enough if you load a save one step before you go scanning the monument with space suite
Please update also STARS (patch provided, very light) and REM Hyperdrive (for better behavior of big ships at gates)
---------------------------------------------
REM Overhaul version 7.6.9

I did not notice that EGO has used the same 'terran' tag for Timelines DLC's equipment, what I used instead for proper Terran ships/equipment. So I had to change the tag for all Terran ships and equipment.
If you see a Terran ship having a slot for Frontier Equipment instead of Terran, please report.
I also fixed the bug in Paranid plot where the scout containing the Holy Order leader is missing the engine ( mission: "accompany StrangenameIdontremeber "). If you are beyond that part and stuck there with ship not moving, either re-load a save before or use the cheat mod to turn the ship as yours, force-dock it at any equipment dock or wharf, add the engine, re-turn it into an Holy Order ship. The plot will progress.
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Do you maybe use the Cheat Mod? While that bug happens very very rarely in my game (and I have no clue what causes it), I noticed it happening more often when I activate the cheat mod to fix things..ziplock815 wrote: ↑Sat, 10. May 25, 20:10 Any ideas on how to fix the "glued to the pilot seat" problem? Am I the only one having this issue? Maybe some mods interfering?![]()
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Yes I do use the cheat mod to check stuff from time to time. I disabled it, but it didn't help. Will try to disable other mods, because I'm really out of ideas 

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I've reworked all my custom planets that are used by XRSGE and are contained in STARS mod.
Download latest patch of STARS
https://www.nexusmods.com/x4foundations/mods/507
Strangely enough, after updating my gf card from rx 580 to rx 7800 xt a lot of textures are different, some that did not show previously now appear, many planets have changed aspect. But my old normal maps cause visual glitch in custom planets, so I removed them.
Also, I have a strange glitch I had not previously, on my custom planets only, some flickering of red triangles. Does anybody else have this glitch?
Download latest patch of STARS

Strangely enough, after updating my gf card from rx 580 to rx 7800 xt a lot of textures are different, some that did not show previously now appear, many planets have changed aspect. But my old normal maps cause visual glitch in custom planets, so I removed them.
Also, I have a strange glitch I had not previously, on my custom planets only, some flickering of red triangles. Does anybody else have this glitch?
Last edited by Realspace on Wed, 28. May 25, 19:41, edited 1 time in total.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
That's funny, because I have the same graphics card and until now I always just thought that something was wrong with my system. Some planets are not displayed correctly for me either. Off the top of my head, I think I can only think of Ketzer's Downfall. And others whose names I've forgotten. Shame on me: somehow I always ignored that.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Does it happen only with STARS or vanilla too? Do you also have the red triangles glitch? This latest patch should have fixed all textures for I have the same card, but the cause for red triangles I could not nail.NitramAkloh wrote: ↑Wed, 28. May 25, 18:37 That's funny, because I have the same graphics card and until now I always just thought that something was wrong with my system. Some planets are not displayed correctly for me either. Off the top of my head, I think I can only think of Ketzer's Downfall. And others whose names I've forgotten. Shame on me: somehow I always ignored that.
BTW I am uploading a new version of XRGSE. I decided to remove entirely the jump action IF A SHIP IS IN FORMATION, even if it mounts a jump drive. This should avoid all the issues with patrol ships stuck at gates or escort mining ships stuck at move.to command and so on. Single ships, be it miners, traders or capital ships will jump normally.
Making an entire formation jump in the right way is quite difficult, there are a lot of commands involved, maybe I will find a way eventually.
If somebody wants to take a look at the various move. commands and help I'd be grateful.
XRSGE version 8.2.9e

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Ok I had an idea, so download also the latest PATCH 8.2.9f
PATCH to be added after downloaded full repack version 8.2.9e. Replace the Ext_03
I added the OPTION to activate jumpdrive for the formation leader. Open the order window and check the option "J U M P "
By default the leader won't jump (to avoid leaving subordinates behind) but as soon as you thick the option, even if the ship is already moving, it will stop and jump instead.
Subordinates are not restricted, they follow the ship without jump but if you command them to" fly to" or "dock" they will jump alone (if they have the jump drive installed, of course).
The JUMP option for the leader is available also for other orders as attack and follow. If the ship is not a leader, the option makes no difference ON or OFF, the ship will jump if having the jump drive.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I've further redone the materials for my custom planets, they look much better and are more differentiated.
Download latest STARS patch 7.5.0d
https://www.nexusmods.com/x4foundations ... ?tab=files
Download latest STARS patch 7.5.0d

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I've reworked the AI for the move to gate part, now it seems to work flawlessly and without errors. Ships stuck at gates should be no more..
Download The Expanse PATCH
https://www.nexusmods.com/x4foundations/mods/1140
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I am rebuilding the Albion sector in Omicron A, placing the old zones and stations (that are derelict now)...it is a lot of work but nostalgia kicked in, every time I play Rebirth and love the dense space and dark-metallic megastructures...then see the X4 lego stations
I've also redone the various regions with color gradients and fogs...art direction in Rebirth was great.
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As you know there are abandoned stations in The Expanse, I think you can try to use this mod to claim them, please report here if it works:
https://www.nexusmods.com/x4foundations/mods/1683
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I've redone REM HYPERDRIVE to be very light and compatible with any other mod or vanilla.
VERSION 2.2.0 has NO autopilot and NO AI move scripts.
These have been moved to XRSGE 8, where they make sense (there you have travel-interrupt regions where the AI has to use the booster and the autopilot too). Without XRSGE these scripts are not needed.
This should also solve any pilot stuck at seat issue, I suppose..
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Another good news, together with sprIder we are going to implement more of the gas/ore production stations. I had missed this great mod that did exactly what was needed, to add more immersive stations and also reduce the number of mining ships.
Take a look: viewtopic.php?p=5280651#p5280651
I am doing construction plans that are then spawn by god in the specific areas of interest for each faction.
Download The Expanse PATCH

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I am rebuilding the Albion sector in Omicron A, placing the old zones and stations (that are derelict now)...it is a lot of work but nostalgia kicked in, every time I play Rebirth and love the dense space and dark-metallic megastructures...then see the X4 lego stations

I've also redone the various regions with color gradients and fogs...art direction in Rebirth was great.
--------------------------
As you know there are abandoned stations in The Expanse, I think you can try to use this mod to claim them, please report here if it works:
https://www.nexusmods.com/x4foundations/mods/1683
------------------------------
I've redone REM HYPERDRIVE to be very light and compatible with any other mod or vanilla.
VERSION 2.2.0 has NO autopilot and NO AI move scripts.
These have been moved to XRSGE 8, where they make sense (there you have travel-interrupt regions where the AI has to use the booster and the autopilot too). Without XRSGE these scripts are not needed.
This should also solve any pilot stuck at seat issue, I suppose..
----------------------------
Another good news, together with sprIder we are going to implement more of the gas/ore production stations. I had missed this great mod that did exactly what was needed, to add more immersive stations and also reduce the number of mining ships.
Take a look: viewtopic.php?p=5280651#p5280651
I am doing construction plans that are then spawn by god in the specific areas of interest for each faction.
Last edited by Realspace on Fri, 6. Jun 25, 18:50, edited 1 time in total.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Very nice. I still play your mod from time to time and am happy about every improvement. In reference to my last post: I don't know if it's the game or your updates: I can't find any planet with display / texture problems. Occasionally there are just small flickering dots on the shadow side, but that doesn't bother me.
I play with 7.60 and with STARS-Mod.
I play with 7.60 and with STARS-Mod.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
small flickering dots is what I have too (nothing else), looking for a narrative in my head to justify their existence in the game 

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
That's sounds great. But why the half speed? If this is your new plan: Can I change the hyperdrive speed myself? I would very much like to have the behavior of the previous version.Realspace wrote: ↑Thu, 5. Jun 25, 21:41 I've redone REM HYPERDRIVE to be very light and compatible with any other mod or vanilla.
VERSION 2.2.0 has NO autopilot and NO AI move scripts.
These have been moved to XRSGE 8, where they make sense (there you have travel-interrupt regions where the AI has to use the booster and the autopilot too). Without XRSGE these scripts are not needed.

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
That's the version I use, half the speed to not lose immersion, but forgot to change it with the other before exporting. Realized today..
will upload the regular speed version.
Yes you can change it, open assets/equip/engines and double the the first value "travel thrust" for each...but I am uploading the 2X version..
edit: ok, done, uploaded the 2X speed version
https://www.nexusmods.com/x4foundations/mods/1572

Yes you can change it, open assets/equip/engines and double the the first value "travel thrust" for each...but I am uploading the 2X version..
edit: ok, done, uploaded the 2X speed version

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
My eyes're not deceiving me? We're really going to have at least 1 of the X-Rebirth sectors in XRSGE? That's some great news. I'm thrilled
Albion was so immersive...remember the first time playing X-Rebirth finding myself drifting in space inside a malfunctioning ship and then Yisha appears acting like a boss..good times

Albion was so immersive...remember the first time playing X-Rebirth finding myself drifting in space inside a malfunctioning ship and then Yisha appears acting like a boss..good times

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
How to ensure STARS is loading last in the load order? I have installed as per instructions but there doesn't seems to be a difference in the nebulas, skyboxes etc?
Do Hippos Eat Giraffes?
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Maybe...I recreated the settings and zones (actually moved the zones more far away, doing a larger sector), tried to recreate the look more than what is now Omicron A...but that feeling of industrial districts, huge metallic megafactories, several corporations living together...I don't think will be possible: importing all the Rebirth stations is a hell of work. Not saying I won't add some, but do no expect the same atmosphere as in Rebirth. I still play Rebirth every some time to immerge into that atmosphere.ziplock815 wrote: ↑Sun, 8. Jun 25, 02:16 My eyes're not deceiving me? We're really going to have at least 1 of the X-Rebirth sectors in XRSGE? That's some great news. I'm thrilled![]()
Albion was so immersive...remember the first time playing X-Rebirth finding myself drifting in space inside a malfunctioning ship and then Yisha appears acting like a boss..good times![]()

Unless you use other mods that alter the backgrounds and planets, STARS will work without dependencies needed. Make sure the installation is correct, the mod is active etc.TomRobinson wrote: ↑Sun, 8. Jun 25, 05:21 How to ensure STARS is loading last in the load order? I have installed as per instructions but there doesn't seems to be a difference in the nebulas, skyboxes etc?
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Yes, having had a small taste I can say that it's a lot of work, but it also requires a certain amount of knowledge. Despite my attempts, I haven't succeeded.Realspace wrote: ↑Mon, 9. Jun 25, 17:55
Maybe...I recreated the settings and zones (actually moved the zones more far away, doing a larger sector), tried to recreate the look more than what is now Omicron A...but that feeling of industrial districts, huge metallic megafactories, several corporations living together...I don't think will be possible: importing all the Rebirth stations is a hell of work. Not saying I won't add some, but do no expect the same atmosphere as in Rebirth. I still play Rebirth every some time to immerge into that atmosphere.
Unless you use other mods that alter the backgrounds and planets, STARS will work without dependencies needed. Make sure the installation is correct, the mod is active etc.
On the other hand, I do know someone who has already converted the modules, as the rebirth stations are composed in the same way as X4 but with larger modules, and the whole thing makes it look majestic.
It's subtoll devellopement, he repeatedly asked egosoft for permission to publish it, but the answer wasn't clear. That's why his mod doesn't “officially” exist. At least, that's what he told me.
I managed to contact him by e-mail, which I found on his website. If you're interested, here it is: contact@subtolld.com
He also has a youtube channel on which he gave a preview of his mod.
PS: I'm still modifying the weapons, it certainly takes time, but I like to do things right

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Nice work. Even if we had simply X Rebirth systems - that'd be something (for example like Wesley's Omicron Lyrae/Maelstrom). I miss huge mega complexes and industrial districts and corporations too, don't know why ego decided to abandon the idea.
I'd suggest for now to port the rest of the systems and make station dense (but not too dense to avoid fps loss) zones, to duplicate industrial districts with Lego x4 stations ( maybe later somebody'll figure out how to port rebirth stations), but the main idea is to bring old corporations back somehow (I remember there was a corp mod on nexus, but wasn't quite the same as in rebirth). It could be also presented as some lore friendly story - corporations have returned and rebuilt their huge mega complexes... I think it's not a bad idea in a long shot
I'd suggest for now to port the rest of the systems and make station dense (but not too dense to avoid fps loss) zones, to duplicate industrial districts with Lego x4 stations ( maybe later somebody'll figure out how to port rebirth stations), but the main idea is to bring old corporations back somehow (I remember there was a corp mod on nexus, but wasn't quite the same as in rebirth). It could be also presented as some lore friendly story - corporations have returned and rebuilt their huge mega complexes... I think it's not a bad idea in a long shot
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Next, for version 8.3.0 of XRSGE I am integrating the great mod by sprIder (viewtopic.php?p=5280651#p5280651) into The Expanse. He created station modules that produce gases and ores. I am making construction plans in order to spawn such stations in the zones of the map that are far from the center. Others will be spawn in vanilla way by god file, but I will change the settings. His mod could work out of the box on top of XRSGE but we need some adaptations especially in how the stations are spawn. Also he had to create a new version of each mining ship whose aim is trade, now as in Rebirth we had the gas/ore traders.
Up to now I tried to never add any ship in XRSGE in order to keep it compatible with ship mods other than REM. But I must say I like the idea of specialized traders, having the aspect of mining ships (with gas storages visible) instead of generic traders.
These ships of course will need to be changed in REM to work in the faction/class-specific manner of REM and their hull too.
..anyway thanks for the contact 
Up to now I tried to never add any ship in XRSGE in order to keep it compatible with ship mods other than REM. But I must say I like the idea of specialized traders, having the aspect of mining ships (with gas storages visible) instead of generic traders.

These ships of course will need to be changed in REM to work in the faction/class-specific manner of REM and their hull too.
I was thinking to import some XR station as objects, not as regular working stations. To be put in Albion system as abandoned stations. Working modules to replace entirely X4 modules would be great, but I am not sure I want to enter that rabbit hole


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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Thank you. Love the work on XRGSE, the vision is great!Realspace wrote: ↑Mon, 9. Jun 25, 17:55Unless you use other mods that alter the backgrounds and planets, STARS will work without dependencies needed. Make sure the installation is correct, the mod is active etc.TomRobinson wrote: ↑Sun, 8. Jun 25, 05:21 How to ensure STARS is loading last in the load order? I have installed as per instructions but there doesn't seems to be a difference in the nebulas, skyboxes etc?
Do Hippos Eat Giraffes?
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
XRSGE The Expanse v 8.3.0 available
https://www.nexusmods.com/x4foundations/mods/1140
features
New mining/collecting stations by sprIder integrated inside XRSGE. Stations are generated at start or built with time in current game.
Helium stations are built in solar sectors, ice mines are built in far sectors as oort belts etc., far from the sun. Ore and silicon mines are in medium to far sectors. All stations are not in the core of the sector.
I also added the ships sprIder made as traders, i.e. normal miners that act as trader instead (as in Rebirth). They are added to the jobs and to shipyards to buy, player can build them too. There are some XL traders too, made from the auxiliary ships. I integrated them with XRSGE by adding the jump drive and updated them to version 7.6 of the game.
To make these ships have even more meaning, I decided to REMOVE the jump drive from mining ships. I see the mining ships as specialized bulky ships not made for galaxy crossing. Now that these mineral/gas traders are available and can jump.
If you use REM, it adds some XL miners from Rebirth that have big storage and can jump.
Remember to sell the jump drive installed in your miners before updating the mod
These ships have already been "REM-ized" in REM Overhaul, so download it too
https://www.nexusmods.com/x4foundations/mods/848
----------------------------------------------------
Download patch for The Expanse v. 8.3.1
I added the mining modules by sprIder to the other asteroid stations I had made, also I added several lonely ore mines and silicon mines for Argon, Antigone, Teladi, Terran and Pioneers

features
New mining/collecting stations by sprIder integrated inside XRSGE. Stations are generated at start or built with time in current game.
Helium stations are built in solar sectors, ice mines are built in far sectors as oort belts etc., far from the sun. Ore and silicon mines are in medium to far sectors. All stations are not in the core of the sector.
I also added the ships sprIder made as traders, i.e. normal miners that act as trader instead (as in Rebirth). They are added to the jobs and to shipyards to buy, player can build them too. There are some XL traders too, made from the auxiliary ships. I integrated them with XRSGE by adding the jump drive and updated them to version 7.6 of the game.
To make these ships have even more meaning, I decided to REMOVE the jump drive from mining ships. I see the mining ships as specialized bulky ships not made for galaxy crossing. Now that these mineral/gas traders are available and can jump.
If you use REM, it adds some XL miners from Rebirth that have big storage and can jump.
Remember to sell the jump drive installed in your miners before updating the mod

These ships have already been "REM-ized" in REM Overhaul, so download it too

----------------------------------------------------
Download patch for The Expanse v. 8.3.1
I added the mining modules by sprIder to the other asteroid stations I had made, also I added several lonely ore mines and silicon mines for Argon, Antigone, Teladi, Terran and Pioneers