[WIP] X Rebirth: The New Frontier

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dertien
Posts: 283
Joined: Tue, 22. Feb 05, 13:27
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Re: [WIP] X Rebirth: The New Frontier

Post by dertien »

This looks like a great mod.

This question regards the VR version of X-Rebirth

Below is the modlist I am using and I would like to know which of these are compatible and which of these are not or are already incorporated in NF.

These are the ones I am not sure about since MM made some of these and some alter boarding and missions:

- alexalsp_add_new_gate
- boardingtargetprotector
- BuildinMaelstrom
- Carriers - Arawn SM Launch- and Docking
- CombatRankBailout
- Improved Vanilla Clusters (mod changes vanilla sectors)
- ImprovedMissions
- litauen_boarding_plus
- mm_docks
- mm_techservice

These should be fine as they do not alter the universe mechanics:

- alexalsp_big_rock_tot
- alexalsp_cargo_dron_plus
- argontitan
- argoncentaur
- argonheavycentaur
- artefacts_maps
- completestationunlock
- craftvirtualseminars
- DockShipTraderFix
- doshortcut
- enemy_give_missions
- excuse_Friendly_Fire
- extra_notifications
- fake ids
- fasterships
- fighterrepair
- fblb (flybylockbox)
- format_thousands
- HighwayClearVFX
- hijack
- infiniteboost
- InfoDisable
- litauen_betty_plus
- litauen_capital_ship_bridge
- ls_bridge_pos
- Map Reveal
- mej_highway_jump
- mej_improved_object_menu
- mej_tacmap_vanillacommands
- mej_tacticalmap
- mis_hotengines
- move_murky_skies_distillery
- navpath fix
- NoHighwayMusic
- NoSteeringModeNotification
- no_siren
- npcsgainxp
- Pimp_My_Skunk
- pirat_mod
- profitability_index
- protectstationrewardfix
- Recall_CockpitMk1
- Recall_GamestartHoL
- Recall_GamestartsVanilla
- Recall_GamestartTO
- Recall_LowMassTraffic
- Recall_NoStardust
- Recall_OpenDoors
- Remote_Call_Crew_Cockpit
- RemoveBoardingCutscene
- remove_tips_from_the_log
- repair_docks_for_capship_mod
- revealthingz
- shipyards_comm
- Show Skills
- sidebarextender
- simooms_galactic_dress_code
- SmallSunDV
- station_push_wares
- strudo76_blackmarket_seminars
- terrandeca
- terrankyoto
- terranosaka
- TradeMenuCargoHoldFilter
- trader_menu_fix
- Treasure Chest
- utboardingtargetprotector
- w.e_betterautoaim
- w.e_stationengineers
- w.e_TradeRelations
- xrvr_advanced_station_rename
- xrvr_avoidfoo
- xrvr_do_not_follow_me
- xrvr_longjumps
- xrvr_no_killtarget_in_xenonspace
- xrvr_skunkengineer
- xrvr_warehouseminersfix
- XR_Nebulas
- XR_Planets
- yat2

Could you give me some pointers please?

I removed Hershel's Gift, Lost Sectors, Extinguished hope and the paladin destroyer from the list since there are patches for that.

Thank you.
John Colman
Posts: 147
Joined: Sat, 3. Jan 15, 22:35

Re: [WIP] X Rebirth: The New Frontier

Post by John Colman »

Hey, i short tested new frontiers together with my mods (Improved Vanilla Clusters, Treasure Chest, etc....). So far it seems to work, but i just got a lot of lagspikes (might be also related to other mods i use).
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Marvin Martian
Posts: 3609
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Re: [WIP] X Rebirth: The New Frontier

Post by Marvin Martian »

dertien wrote: Thu, 2. Dec 21, 00:55 - alexalsp_add_new_gate
- boardingtargetprotector
- BuildinMaelstrom
- Carriers - Arawn SM Launch- and Docking
- CombatRankBailout
- Improved Vanilla Clusters (mod changes vanilla sectors)
- ImprovedMissions
- litauen_boarding_plus
- mm_docks
- mm_techservice
these mods still includet in NewFrontier, so this won't work together

regarding boarding Mods and others, you can unpack or if not in cat/dat style, directly compare files of these mods

i do not have the VR Version, just add any tag it may run
dertien
Posts: 283
Joined: Tue, 22. Feb 05, 13:27
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Re: [WIP] X Rebirth: The New Frontier

Post by dertien »

@
John Colman wrote: Thu, 2. Dec 21, 19:15 Hey, i short tested new frontiers together with my mods (Improved Vanilla Clusters, Treasure Chest, etc....). So far it seems to work, but i just got a lot of lagspikes (might be also related to other mods i use).
Yes, they are indeed. Very cool.
Marvin Martian wrote: Thu, 2. Dec 21, 21:26
these mods still includet in NewFrontier, so this won't work together

regarding boarding Mods and others, you can unpack or if not in cat/dat style, directly compare files of these mods

i do not have the VR Version, just add any tag it may run
Hey Marvin,

Thank you for the heads up. I will try these mods both with CWIR and with New Frontier. Both NF and CWIR work with X-rebirth, it's just modwise, you have to be a bit careful.

danke sehr.
chumley67
Posts: 21
Joined: Fri, 20. May 11, 06:43

Re: [WIP] X Rebirth: The New Frontier

Post by chumley67 »

I've been playing for a couple of days, really like what I'm seeing so far!

Had a weird experience though; I captured an Ayosana for salvaging purposes, and successfully restored a Balor wreck. While the Balor was docked to the Ayosana, the Ayosana had an option in its orders titled "start ship". I selected this, thinking it would start up the Balor or something similar. Instead, it spawned dozens upon dozens of hostile pirate fighter craft, which began to rampage throughout the zone. On the upside, I got a few more wrecks to salvage out of it :P

What is the "start ship" option supposed to do?
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Marvin Martian
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Re: [WIP] X Rebirth: The New Frontier

Post by Marvin Martian »

The ship you captured was used as a hired "Mercenary Base" for random Pirates (docked Enemys don't get recognized from Security), anyway both Ships have had different owners, this is more a bug like a feature in your case
but also sometimes NPC ships has docked on Carriers, so i add the Order to undock everyone
chumley67
Posts: 21
Joined: Fri, 20. May 11, 06:43

Re: [WIP] X Rebirth: The New Frontier

Post by chumley67 »

Thanks! I'll be more careful of that in the future.

Another question as I'm still figuring out all this extra content. I recently salvaged a Tyranis, but the large top and bottom weapons (the ones that resemble a station's "Argon Tracer" module) are still destroyed / wrecked, even after upgrading at a shipyard. Is there a way to restore these, either in game or through editing the save file?
Vectorial1024
Posts: 304
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Re: [WIP] X Rebirth: The New Frontier

Post by Vectorial1024 »

...eventually I came around and returned to X Rebirth.

I have no idea (or perhaps forgotten) why I was credited with improving New Frontiers like 6-7 years ago, but seeing everything has quieted down, and Lost Sectors have released newer updates (it is now at 1.5 but New Frontiers only expects 1.3) I guess I can help update New Frontiers a bit.

I won't be making new features but instead hope to provide limited bug fixes.

I got irl stuff, so I won't be always here.

https://github.com/Vectorial1024/nf_a
The future awaits.

X4 Foundations mods:
Civilian Fleets: (Obsolete for X4 7.0+) Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Market Discovery: Find Black Market Traders; also rerolls them.
Fully Loaded: Subordinated traders dislike unused cargo space
Logistics Optimization: Improve the efficiency of your traders.
Dreconus
Posts: 5
Joined: Sun, 2. Dec 18, 12:06
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Re: [WIP] X Rebirth: The New Frontier

Post by Dreconus »

Vectorial1024 wrote: Sun, 16. Jun 24, 14:09 ...eventually I came around and returned to X Rebirth.

I have no idea (or perhaps forgotten) why I was credited with improving New Frontiers like 6-7 years ago, but seeing everything has quieted down, and Lost Sectors have released newer updates (it is now at 1.5 but New Frontiers only expects 1.3) I guess I can help update New Frontiers a bit.

I won't be making new features but instead hope to provide limited bug fixes.

I got irl stuff, so I won't be always here.

https://github.com/Vectorial1024/nf_a
Did you end up making compatability with Lost Sectors 1.5? Much appreciated if you did, i was hoping to load this up after many years.
Vectorial1024
Posts: 304
Joined: Mon, 30. Jul 18, 04:16
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Re: [WIP] X Rebirth: The New Frontier

Post by Vectorial1024 »

Dreconus wrote: Wed, 17. Jul 24, 18:21
Vectorial1024 wrote: Sun, 16. Jun 24, 14:09 ...eventually I came around and returned to X Rebirth.

I have no idea (or perhaps forgotten) why I was credited with improving New Frontiers like 6-7 years ago, but seeing everything has quieted down, and Lost Sectors have released newer updates (it is now at 1.5 but New Frontiers only expects 1.3) I guess I can help update New Frontiers a bit.

I won't be making new features but instead hope to provide limited bug fixes.

I got irl stuff, so I won't be always here.

https://github.com/Vectorial1024/nf_a
Did you end up making compatability with Lost Sectors 1.5? Much appreciated if you did, i was hoping to load this up after many years.
Yes I did (check the repo), but basically the only changed on Lost Sectors side was job changes.

Tbf the original Lost Sectors compatibility did NOT properly enable war behavior for the new factions, but I really am not sure if this is intended, so my update also does not have the war behaviors, just the updated job checking.
The future awaits.

X4 Foundations mods:
Civilian Fleets: (Obsolete for X4 7.0+) Managing your civilian ships has never been easier.
Station Logistics: Managing your station networks has never been easier.
Market Discovery: Find Black Market Traders; also rerolls them.
Fully Loaded: Subordinated traders dislike unused cargo space
Logistics Optimization: Improve the efficiency of your traders.

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