[Mod] Expanded Sectors x2

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Max Bain
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Re: [Mod] Expanded Sectors x2

Post by Max Bain »

LameFox wrote: Thu, 2. Apr 20, 11:09 Has anyone else started experiencing that bug where you go through a gate and get flung out to the edge of the sector after installing this mod?

I know it's a vanilla bug (or it used to be?) but I've never had it happen once in hundreds of hours until I installed this, then it happened twice in the last two hours. Trying to figure if it's related or just a weird coincidence.
Is it always the same sector/gate or is it random? Which gate/sector is it happening?
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LameFox
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Re: [Mod] Expanded Sectors x2

Post by LameFox »

Max Bain wrote: Thu, 2. Apr 20, 11:12
LameFox wrote: Thu, 2. Apr 20, 11:09 Has anyone else started experiencing that bug where you go through a gate and get flung out to the edge of the sector after installing this mod?

I know it's a vanilla bug (or it used to be?) but I've never had it happen once in hundreds of hours until I installed this, then it happened twice in the last two hours. Trying to figure if it's related or just a weird coincidence.
Is it always the same sector/gate or is it random? Which gate/sector is it happening?
Actually, now that I look at it, I think it was an accelerator both times. One was in Second Contact (I think VII, but the map has zoomed back in and it's hard to tell) and one just happened going from Wretched Skies X to Wretched Skies V. My ship will fly into the accelerator, and next thing I know it's well out to the side somewhere and (because it's a new start) there's a bunch of little spaced out explored spots in a very long line as if it caught glimpses of the map on the way out there. Then it proceeds to fly back in to its next waypoint.

I'll try to go through them again and see if it recurs on those ones, or happens elsewhere.
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Max Bain
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Re: [Mod] Expanded Sectors x2

Post by Max Bain »

If it happens just random, I think its a vanilla bug. If it is reproducable it is very much possible that it has something to do with this mod.
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LameFox
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Re: [Mod] Expanded Sectors x2

Post by LameFox »

Just got it to occur twice going from Wretched Skies V to Wretched Skies X, although strangely not the other way around this time. Once was fairly short, I just got launched to the jumpgate opposite the accelerator. The next time...

https://steamcommunity.com/sharedfiles/ ... 2044603451

Well, I might take a while to get back.

Also I'm a bit confused, I just noticed my version of the mod is called 1.02 within the game's extensions menu, but was labelled 1.03 (the latest, uploaded Mar 31) on nexus, and the one you mentioned here is 1.04. Have I somehow ended up with the wrong files?

edit: sorry I misread, 1.03 should be the latest.
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Max Bain
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Re: [Mod] Expanded Sectors x2

Post by Max Bain »

LameFox wrote: Thu, 2. Apr 20, 11:29 Just got it to occur twice going from Wretched Skies V to Wretched Skies X, although strangely not the other way around this time. Once was fairly short, I just got launched to the jumpgate opposite the accelerator. The next time...

https://steamcommunity.com/sharedfiles/ ... 2044603451

Well, I might take a while to get back.

Also I'm a bit confused, I just noticed my version of the mod is called 1.02 within the game's extensions menu, but was labelled 1.03 (the latest, uploaded Mar 31) on nexus, and the one you mentioned here is 1.04. Have I somehow ended up with the wrong files?

edit: sorry I misread, 1.03 should be the latest.
I will check this later. What I can see from your screenshot is that the sector might be too big now because the cloud is not covering the whole sector. Maybe if the size is too big it produces these problems. Still interested if it happens at other gates too. If its just some sectors I can fix this by changing their size back to normal then.
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LameFox
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Re: [Mod] Expanded Sectors x2

Post by LameFox »

I'm out mapping the universe anyway so I'll try to take notes if it happens more, and see if I can reproduce it back in Second Contact. I do remember that before the map zoomed back in, I was also outside the cloud there.
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Max Bain
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Re: [Mod] Expanded Sectors x2

Post by Max Bain »

LameFox wrote: Thu, 2. Apr 20, 11:37 I'm out mapping the universe anyway so I'll try to take notes if it happens more, and see if I can reproduce it back in Second Contact. I do remember that before the map zoomed back in, I was also outside the cloud there.
There is a cheat mod our there which could help you. You can uncover the whole map and teleport right in front of the gates. Will use it later to check if its a bug of the mod or not.
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Max Bain
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Re: [Mod] Expanded Sectors x2

Post by Max Bain »

Hm, I can not reproduce your bug. I tried several times to fly through the gate (also tried some others) but they all worked pretty well. I was also thinking that it might have something to do with the speed you enter such a gate so I used travel mode. But even with 2000+ m/sec it worked well.

https://steamuserimages-a.akamaihd.net/ ... F03D817E8/

edit: btw newest version is 1.0.3.
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LameFox
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Re: [Mod] Expanded Sectors x2

Post by LameFox »

I've tried a few more times, so far I can only replicate it with Accelerators. It doesn't happen every time, but it happens more often than I thought: most hops are just so short I wouldn't notice and the AI pilot simply continues on its way. Yet longer ones do also still occur: https://steamcommunity.com/sharedfiles/ ... 2044647435

So far I've got it from Second Contact VII to SCII twice, both short. Then from Silent Witness XI to Silent Witness I and SWI back to SWXI.

And then...

https://steamcommunity.com/sharedfiles/ ... 2044656187

But there's a sort of plot twist, I think it might be somehow tied to the game's performance. It's much easier to make it happen if I tab out, and have the game running in the background (although that isn't the only time it happens) and so far that seems to make it worse. So maybe it's a new or resurrected vanilla issue after all.
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LameFox
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Re: [Mod] Expanded Sectors x2

Post by LameFox »

A final update for tonight before I sleep, I've gone and tested it in vanilla, got the first NPC I found to fly the starting Nodan back and forth through the Silent Witness Accelerator a few dozen times, with both the map open and the game tabbed out to guarantee low framerate. It seems that it does happen in vanilla, but only very minimally. The ship would sometimes appear a short way in front of or out to the side of the accelerator but never nearly so far. All I can conclude then is that it's somehow being exacerbated by the larger map sizes but is not really caused by them.

I guess for anyone else who encounters this in the future, try to keep your framerate up when passing an accelerator (at least in an AI piloted ship).


Regarding the version, I verified that the one I downloaded was definitely 1.03, but the game's extension menu still says version 1.02 when I select this mod. Dunno why, but for now I assume it's harmless.
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Max Bain
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Re: [Mod] Expanded Sectors x2

Post by Max Bain »

LameFox wrote: Thu, 2. Apr 20, 14:05 A final update for tonight before I sleep, I've gone and tested it in vanilla, got the first NPC I found to fly the starting Nodan back and forth through the Silent Witness Accelerator a few dozen times, with both the map open and the game tabbed out to guarantee low framerate. It seems that it does happen in vanilla, but only very minimally. The ship would sometimes appear a short way in front of or out to the side of the accelerator but never nearly so far. All I can conclude then is that it's somehow being exacerbated by the larger map sizes but is not really caused by them.

I guess for anyone else who encounters this in the future, try to keep your framerate up when passing an accelerator (at least in an AI piloted ship).


Regarding the version, I verified that the one I downloaded was definitely 1.03, but the game's extension menu still says version 1.02 when I select this mod. Dunno why, but for now I assume it's harmless.
Thanks for your testing. I will observe this while I am playing, but so far I never had this situation. You might be right that it has something to do with the performance. My PC is pretty strong, so maybe thats why I never had this issue so far.
May I ask what your PC is?
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LameFox
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Re: [Mod] Expanded Sectors x2

Post by LameFox »

I'm using a Ryzen 7 2700X and GTX 1070ti, with 32GB RAM, UHD monitor. The game is totally CPU limited though unless I use MSAA or SSAA, since it's mostly leaning on one core.

It performs pretty well in most circumstances though, 60-100 FPS in the open. I think the main thing is when I'm viewing the map, which shaves off a good 20-40 FPS, or doing something on my other monitor while the AI flies somewhere, in which case fps hits about 8-10. I do this a lot, but I guess when map sizes were smaller I only got the small jumps and didn't even notice it was happening.
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Max Bain
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Re: [Mod] Expanded Sectors x2

Post by Max Bain »

Ok sounds similar to my PC. I have a better CPU but the rest yous is better. I normally dont fly through gates with the map open.
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Sirilius
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Re: [Mod] Expanded Sectors x2

Post by Sirilius »

This is awesome. Started a new game with VRO and a few other little mods. It makes dodging the Patriarchy fleet easier when starting as a Free Family Split. Really makes things feel bigger with almost pockets of “Island” with station clusters.
Spoiler
Show

Quick question, the accelerator in Heart of Acrimony II. Is that supposed to be offline or is that a bug or a story thing

Edit: started a new game with the mod off and the accelerator is still offline.
Last edited by Sirilius on Fri, 3. Apr 20, 15:35, edited 1 time in total.
Max Bain
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Re: [Mod] Expanded Sectors x2

Post by Max Bain »

Sirilius wrote: Fri, 3. Apr 20, 15:21 This is awesome. Started a new game with VRO and a few other little mods. It makes dodging the Patriarchy fleet easier when starting as a Free Family Split. Really makes things feel bigger with almost pockets of “Island” with station clusters.

Quick question, the accelerator in Heart of Acrimony II. Is that supposed to be offline or is that a bug or a story thing
Yeah thats why I made this mod. Space feels way more like space now :).

I think the gate is locked by story or some secret.
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Sirilius
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Re: [Mod] Expanded Sectors x2

Post by Sirilius »

Just updated the previous post and learnt how to use spoiler tags just in case.

Yea I really enjoy trying to find single ZYR fighters and then forcing them to bail. In the regular size map, I would be swamped by backup whereas this I can pick and choose, even tail a target till it is out of scanner range of backup before striking.
Papertiger
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Re: [Mod] Expanded Sectors x2

Post by Papertiger »

Hi Bain! Thank you for the mod. Sounds like exactly what I need. I had similar mods already in X2/X3 and they made the universe a lot more "spacious". After a long hiatus I finally want to play X4 with the new Split dlc for real.

Can you tell me how to install your mod properly?

Do I just have to copy the folder ExpandedSectors_x2 in the extensions folder of my X4 installation? Does it need to go in the documents folder or can I copy it in the game root directory (in the extensions folder)?

I tried the later and the game won't start. I'm playing with the german gog version with 3.0 and Split Vendetta if this helps.
Max Bain
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Re: [Mod] Expanded Sectors x2

Post by Max Bain »

Papertiger wrote: Sat, 4. Apr 20, 09:26 Hi Bain! Thank you for the mod. Sounds like exactly what I need. I had similar mods already in X2/X3 and they made the universe a lot more "spacious". After a long hiatus I finally want to play X4 with the new Split dlc for real.

Can you tell me how to install your mod properly?

Do I just have to copy the folder ExpandedSectors_x2 in the extensions folder of my X4 installation? Does it need to go in the documents folder or can I copy it in the game root directory (in the extensions folder)?

I tried the later and the game won't start. I'm playing with the german gog version with 3.0 and Split Vendetta if this helps.
Like every mod you simply put it into the expansion folder.
If it does not work and you dont own WIndows 10, you might need to pack it as a .cat file. This can be done by Egosofts XR cat tool (check one of the sticky topicts). If that still does not help, then I need more details about your situation. Should work without a problem.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link
Papertiger
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Re: [Mod] Expanded Sectors x2

Post by Papertiger »

I'm using Win 8.1. Which folders do I need to pack into a .cat file? The whole ExpandedSectors_x2? Or just the extensions and maps folder? Just the extensions folder?
Battlestar01
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Re: [Mod] Expanded Sectors x2

Post by Battlestar01 »

Hi

I have a question regarding the installation of version 1.03. Couldn't find any installation instructions.
Inside the "ExpandedSectors_x2" folder there is another "extensions" folder for the DLC content. Has this second extensions folder to "stay" there or do i need to copy the "ego_dlc_split" folder of this mod to the main extensions folder?
What i am trying to ask is will the resulting folder structure look like this:

x4/extensions/ExpandedSectors_x2/extensions/ego_dlc_split/maps/xu_ep2_universe/

or should it look like this:

x4/extensions/ExpandedSectors_x2/
-----------------/ego_dlc_split/maps/xu_ep2_universe/

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