[MOD] New Horizons / Old Lands. 10th Jan 23 Update

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Dr Reed
Posts: 79
Joined: Fri, 30. Nov 18, 00:05
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Re: [MOD] New Horizons / Old Lands. 10th Jan 23 Update

Post by Dr Reed »

I've been waiting for the DLC to be released to see what changes are being made to the map.

Some of changes to the game have given me a bit of a headache and that stopped me doing anything for a while tbh. But with the RC Beta being released I am now back on the case.

The Story so far,
I've had to remove the Lightening in some of the nebulas due to the extreme flashing light issues.
Changes to the sound library settings made Betty sound like she was locked in a cupboard next door whilst saying the new sector names.
Ship varients were a bit broken.
Faction settings, they would just throw their starting fleets at each other then do nothing. Not sure if I have gone too far the other way now.

There has been changes to how Gas clouds (nebulas) are rendered and that has changed the way some of the sectors looked. e.g. Spaceweed Cafe. The nebula now just looks like an Orange blob with some floating stones in it. :rant: Maybe I'm being a bit picky and focusing on the wrong things but I put a lot of time into tweeking the settings to get the shadows and lighting with the asteroids 'right' in most of the sectors.

And a big giant fail at scripting things. :D
st3k
Posts: 62
Joined: Sat, 22. Dec 18, 12:45
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Re: [MOD] New Horizons / Old Lands. 10th Jan 23 Update

Post by st3k »

hello,

any updates?

thank you :)
Dr Reed
Posts: 79
Joined: Fri, 30. Nov 18, 00:05
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Re: [MOD] New Horizons / Old Lands. 10th Jan 23 Update

Post by Dr Reed »

st3k wrote: Fri, 14. Apr 23, 14:35 any updates?
Here's something I found last night

Using Game version 6:
Fly to sector Rusiris' Misfortune, or spawn there in a custom start, and explore one of the station debri wrecks in your space suit to grab the goodies locked inside. Make sure you bump into a wall inside the wreck for the full effect.


That bug actually made me laugh :lol:


Fixed the ships, added 2 more, sorted Betty voice lines, fixed lightening in some sectors, adjusted sector populations again, working on the volumetric fog changes, found some sector zones that had the wrong co-ords + a heap more things.

So, plodding along as usual and wishing I had more time in the day for this. :)
MassterJ
Posts: 25
Joined: Thu, 29. May 08, 22:50
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Re: [MOD] New Horizons / Old Lands. 10th Jan 23 Update

Post by MassterJ »

Hello,
Thank you for the hard work you done!. I actually play on 4.20 due to my crazy old computer and especially not more supported graphic card. But in the end of this year i can perhaps buy a new computer (i cross my fingers for that). At least I play the game with your mod and xpanded advanced it's work i have 80 new sectors to explore, but i have played 6 hours on a custom game start and i'm ready to found your portal on the sector you mentioned .(i have found an unactived one and all others for xpanded and the vanilla game lol). But the mod have some scripted stuff, events, etc must i need to start a game DIRECTLY on new horizons/old lands? Is these impact my game already or is 6 hours ok and not "too late" ?. I have received voice notification (my game is in french but i can understand and read the english subtitles) about these new sectors or factions and I wonder if "i lost a part of the story" already or locked something etc. Or simply i can explore and found all without big changes?
Sorry for my bad english

MasterJ
Dr Reed
Posts: 79
Joined: Fri, 30. Nov 18, 00:05
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Re: [MOD] New Horizons / Old Lands. 10th Jan 23 Update

Post by Dr Reed »

There's only one script that affects stuff after the game starts and all it does is rename some of the new unknown sectors after some time has passed.
So you can carry on and explore without any worries of missing anything. :)
st3k
Posts: 62
Joined: Sat, 22. Dec 18, 12:45
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Re: [MOD] New Horizons / Old Lands. 10th Jan 23 Update

Post by st3k »

Thank you for update.
MassterJ
Posts: 25
Joined: Thu, 29. May 08, 22:50
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Re: [MOD] New Horizons / Old Lands. 10th Jan 23 Update

Post by MassterJ »

Dr Reed wrote: Sat, 15. Apr 23, 17:34 There's only one script that affects stuff after the game starts and all it does is rename some of the new unknown sectors after some time has passed.
So you can carry on and explore without any worries of missing anything. :)
Thank you very much for the fast reply, I effectively explore and found one of these abandoned ship 😍😍. At least I can finally have a new computer next week. What about version 6.00 of the game? Can we use v 6.00 and Boron dlc now with the mod?
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Baconnaise
Posts: 766
Joined: Sat, 23. Nov 13, 15:50
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Re: [MOD] New Horizons / Old Lands. 10th Jan 23 Update

Post by Baconnaise »

Nice mod. More sectors? Yes.
st3k
Posts: 62
Joined: Sat, 22. Dec 18, 12:45
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Re: [MOD] New Horizons / Old Lands. 10th Jan 23 Update

Post by st3k »

Hello,

Any updates?

Thank you.
BlackandWhite2
Posts: 3
Joined: Thu, 4. Jul 24, 12:09

Re: [MOD] New Horizons / Old Lands. 10th Jan 23 Update

Post by BlackandWhite2 »

Does anyone have a download link? I want to extract sectors added in this mod, make them neutral and publish for 7.0 if author is not against this. I could also look into updating the whole mod, but no promises

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