[Realspace MODS] "STARS" - "XRSGE" - "REM" - various

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Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

In the past, I think it was xrsge 6, before implementing the internal superhighways, I wrote the entire map using those terran accelerators instead (if you open the map's xml there could still be some code leftovers). They ended being bugged as hell, no ship used them (I suppose that's the reason why ego discarded them, otherwise they look really cool). So I gave up and started experimenting with in-sector superhighways instead. I could use normal accelerators but fact is if I don't place a superhighway the sector does not stretch beyond 8.000-10.000 km, while now they are avg. 200-500.000 km! Beyond that even with superhighways the map refuses to stretch. I tried changing parameters and scripts, seems hardcoded for my actual knowledge. So I ended with the actual 500.000 km sectors with multiple planets. Not a true solar system but the scale is massive compared to vanilla few hundreds kms, and bigger also compared to xrsge 8.
I am close to release a beta we can test, if pathfinding works, as it should, we are green to go. Btw I increased xenon in jobs, they were really too few in xrsge 8. And gave them more strategic sectors. Now I see a lot of destroyers at gates, finally. And roaming xenons everywhere (I increased also khaak encounters).

Btw can others confirm that some of my new custom planets have the red triangles visual glitch? I have it after upgrading the gf card so am removing them, to my sadness bc they looked cool otherwise and took time to be created.

Edit: Folker, the terran accelerator's model is already in xrsge so testing them in terran sectors could be done during the beta if you wish. Changing them in the map requires only a quick editing but once they are in place you can not get rid of them in an existing game, if not doing the same map's editing and starting a new game
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

NitramAkloh wrote: Sat, 20. Sep 25, 18:32 Hello Realspace, I think it's great that you keep coming up with new ideas. That way, it's always fun to start over again. I have to admit, the last version left me with a non-functioning economy and lots of unfinished construction sites left behind by the nations, which is why I kept quitting. I suspect this has something to do with the pathfinding problems you described above.
I'm excited and looking forward for the new version.
Yes that must be the reason, even if after some patches the stuck thing was rarer. I will reconsider the jobs too before releasing the beta. As told, xenon returned to normal maybe I can increase trade ships too. After reducing the map, lag is no more so seems that the huge sectors are not an issue at all for cpu while lot of sectors (and resources) are. My mod beta's game starts in 15 seconds now, similar to vanilla.
Folker
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

Realspace wrote: Sat, 20. Sep 25, 23:20 In the past, I think it was xrsge 6, before implementing the internal superhighways, I wrote the entire map using those terran accelerators instead (if you open the map's xml there could still be some code leftovers). They ended being bugged as hell, no ship used them (I suppose that's the reason why ego discarded them, otherwise they look really cool)

Edit: Folker, the terran accelerator's model is already in xrsge so testing them in terran sectors could be done during the beta if you wish. Changing them in the map requires only a quick editing but once they are in place you can not get rid of them in an existing game, if not doing the same map's editing and starting a new game
Thanks for the tip, I managed to replace the standard accelerator with the terran accelerator. Now, after 1.30-2 hours of testing, I think I have some good news: I saw S, M, L, and XL ships with different functions (mining, trade, combat, construction) passing through the terran accelerators. I don't know if my testing time is correct or if I should continue.

If you want to change the accelerators, I think it's better to replace only the ones in terran space, because that's what makes the difference between terran and the Commonwealth, as you did for the asteroid belt gate.

I will specify the mods used during the game :

Stars
Modified XRSGE (modified for accelerators)
REM Slipstream
Cheat menu
Prism color
XRSGE folker


I did not use REM Overhaul, as my version is modified for reasons you are aware of.


Edit : This XRSGE version load very fast, you done a great job :thumb_up: . I don't use XRSGE for my weapons test, and is good to see now how beautiful XRSGE is
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I've also replaced the terran accelerators in terran space with x3 models for the next beta, after the request, it seems reasonable and the right moment to do such changes is at a new xrsge with new start. Btw we already had many terran gates in current xrsge but that model is used by ego so I took the risk to use it elsewhere (Farnham's system).
Good that you tested their functionality because I did not, replaced yes but am still working on the map so doing other things. Just shortly saw that they are used by ships indeed.
Yes, current xrsge is fast to load but the beta I am working on is even faster, as much as vanilla for time to start.
Good that you start looking in the map files too, maybe you have some ideas for things to add inside the huge sectors..as soon as I release the beta.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Collecting ideas for what to put in remote planets (far from gate's zone and from resources), to have a reason to fly there other than immersion, I came to the following sofar:
- abandoned ships
- abandoned stations (I still haven't find a way to make them claimable, any help for that..)
- anomalies and probably moving portals there too
- nividium and crystals for the player to mine
- normal ore/silicon belts for the player to mine (ai ships can't see it in the map out of the core)
- lockboxes
- khaak stations (for the missions to destroy them)
- xenon asteroid stations
- specific stations, not making them randomly spawn in sector (current xrsge is 70% random 30% handplaced).
- additional trade stations (to simulate planet's economy)
- special trade stations that buy nvidium (as in X3)
- pirate/freeport stations, maybe with traders who buy/sell rare drops

Any other idea?
Folker
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

Realspace wrote: Mon, 22. Sep 25, 06:24 Collecting ideas for what to put in remote planets (far from gate's zone and from resources), to have a reason to fly there other than immersion, I came to the following sofar:
- abandoned ships
- abandoned stations (I still haven't find a way to make them claimable, any help for that..)
- anomalies and probably moving portals there too
- nividium and crystals for the player to mine
- normal ore/silicon belts for the player to mine (ai ships can't see it in the map out of the core)
- lockboxes
- khaak stations (for the missions to destroy them)
- xenon asteroid stations
- specific stations, not making them randomly spawn in sector (current xrsge is 70% random 30% handplaced).
- additional trade stations (to simulate planet's economy)
- special trade stations that buy nvidium (as in X3)
- pirate/freeport stations, maybe with traders who buy/sell rare drops

Any other idea?

Hi, that's a great list, I think it's going to be awesome. For the claimable station, I suggest you take a look at the “Into the Breach” mod, which is a station boarding mod. I think you'll understand how to make a station claimable by looking at this mod in detail.

For another idea, I think we could add unknown secret gate that lead to unknown special sectors or a pirate sector like Tortuga in the Armstrong sector in the XTC (X3TC) mod. In these sectors, pirates could have an economy and build ships. Or a special enemy faction like Beryll or Plutarch.

But this idea requires a lot of work and I think that is difficult to create.

I have many other ideas:

- A special box containing missiles, in which you could find missiles that are not commercially available and are very powerful compared to other missiles. Or that have special properties. I am currently working on REM weapons, so if you want, I can modify the properties of the missiles for that.

- A blueprint in a very rare box (not a shipyard blueprint, but a blueprint for a ship, weapon, docking module, that sort of thing).

- A large amount of high-tech equipment such as computronic substrates next to a destroyed ship or transport station, or in the middle of battle debris.

- A special diplomatic package (inventory equipment) allowing the player to gain +2 to +5 reputation. Or, if possible, allowing the player to use it to increase or decrease the reputation of one faction relative to another faction. The modification depends on the package. If the package is Paranid, you can only modify the reputation of the Paranids. This allows you to play pirate if you have a lot of them, or to repair past mistakes while exploring

- A heavily damaged ship to repair (I don't know if this is what you mean by “abandoned ships”)

- An ambush with abandoned ships. The abandoned ships serve as decoys, and the enemy ships surrounding them attack you. The SVE mod does this if you want an example, it would be really cool.

- Special abandoned ships with upgraded equipment. Let me explain: for example, you have a specially modified Nemesis (configure the loadoat before starting the game, for technical reasons), equipped with an upgraded tau accelerator. This is possible because the ship is configured before the start of the new game, so it can be equipped with weapons, shields, engines, etc. In addition, with my REM modification (if you wish), certain weapons can be mounted on a special ship. For example, only the Minautor can be equipped with an MK2 plasma cannon, and only the Dragon can be equipped with a kinetic accelerator. This idea therefore allows, for example, a Nemesis to be equipped with a kinetic accelerator, but only THAT Nemesis. Or a Jian to be equipped with an MK2 plasma cannon, but only THAT Jian. In my opinion, this is a good idea because it adds very unique ships to X4. It's not a Nemesis or a Jian like any other.


It's all of my ideas
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

All good ideas indeed. What I find more compelling is the special ships. By duplicating some ship's macros but not tagging them for sale at shipyard, we can create clone ships that have special features, not only specific equipment (as in REM and in your REM's modification that follows the same approach) but even better specs: higher hull, higher acceleration, etc.
A nice thing would also be to add custom ships by modders and making them not available at shipyards but only as claimable. Or some of the custom ships by REM.

Yes with 'abandoned ships' I mean all those ownerless ships I make spawn at game start through scripts. There are already many in current xrsge, I only need to place them differently, close to far planets.

The drops I think I can configure, then spawn the special lockboxes containing them (don't know which ones can be, missiles can be added for sure, diplomatic package only if ego has added them in 8.0). Even credits can be added to the lockboxes either

Abandoned wares I don't think, unless using a script that creates them close to the player in certain zones, because by default they get destroyed after some time.
Folker
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

Thank you, I was hoping you would say that.

About the wars, I think is possible, yes they get destroyed after some time. But I think is possible to place lockbox and configure it. For the exemple we can see that at the start of terrain dlc with Solborn with the mission commander where we should place mines around the station. All the lockbox have the same inventories at each new game, I think is possible to configure lockbox inventories for handplaced lockbox. Or we have an other exemple is Data vault chest who unlock the history of X lore in encyclopedia, after a great amount of time in the game, the wares dont dispawn. I think that script is not necessary

For the ships, the X4 RE team made a very good ships, we can ask they for the autorisation to use their ships assets.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Look in xrsge/md/xrsge_ships.xml + the loadout, I've already a script in place to spawn ships since XRSGE 6 :wink:
Ok I think tomorrow I can release the alpha of the new version, just some sectors missing the remake (some terran and some boron), for the rest it is completed. If the map is ok, and no issue with connections, we can add as many things we like: new regions, lockboxes, abandoned ships etc.
These things can be added later (well, ships are spawn at start so as the god things: objects, stations), but all the remaining can be.
Hope many will test and also add ideas but also realize them :roll: .
I could make an excel paper to list all the zones of space for each sector, with coordinates. This would allow anybody to make additions to the map at wish, even as addon-mods...but is time-demanding, we'll see..
With the map ready, you can extrapolate the coordinates for each sector to see where you want to make abandoned ships be created. This way you can create as many new clone macros of ships or mod's ships as you wish and make them spawn at those coordinates, this can also be a separated mod (I'd like it, so I'd not know where they are and they'd be surprise to me too :D )
Folker
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

If you want, I can do it, but once I've finished modifying REM, I don't want to get distracted because I might forget a lot of things about REM (I can only work on it on certain weekends; next weekend, for example, I can't because I have to prepare for my exams). If I work on another mod in the meantime, I might forget things. And then once it's finished, once I've made all the weapons and fixed the bugs, it's easier to know how to add special weapons to special ships once all the weapons have been created.
Trajan von Olb
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

Hurray!!!
SirNukes has revised his mod APIs and I have subsequently revised my advanced targeting; without these, I would never have wanted to play X again. This means that I am back! And X4 looks so good now, what a feast for the eyes!

Now I finally want to try this mod here – but it's probably not worth starting with 8 anymore, is it? So it will probably be 9!
I have the following short questions about this (some of which relate to 9 again):

1. Is it still worth playing version 8? It's definitely not savegame-compatible. Or what do you think, should I start with 9? When (no pressure, just as a plan) would that be?

2. Installation: If I want THE FULL PROGRAM from you, i.e. everything: Which mods do I need to think about? I remember Stars, and this one too, of course. But there was also REM and some “tweaks,” right? Maybe it would be good to put a list with links on the first page for noobs like me :-)

3. Plots: Do ALL plots and quests from the base game and all DLCs still work fully with 9?

4. Timelines: Is everything compatible? So do the quests work and (maybe) is the new balancing active there too? AND: Are the reward ships in the sandbox adapted to the new balancing? Speaking of which:

5. Balancing: Have you done anything about this since 7? As I said back then: I love sitting in a big ship and not having to worry about fighters – on the other hand, a shot from a destroyer should be slow, but it should almost one-hit a fighter... Is that still the case in 9?

6. Size: Since 7, I've read that your universe is somehow more manageable and smaller (in terms of individual sectors, not perceived size). But I like the many systems in Vanilla. So does your universe have fewer sectors than Vanilla because several have been combined? Are some missing? Or is it just additional in any case, so every sector from Vanilla also exists by name in XRSGE?

Now something else: I had already written about my MOD, in which each sector has its own unique music. Really, every single one. I would like to do that for XRSGE or rework it. I have the following questions about that:

7. Has the overall mood (colors, light, emotional views) remained the same for you compared to the vanilla sectors? I had already created my mod with STARS (in VRO). Have there been any significant changes in the last 2-3 years? Does that mean I have to visit every sector again to find the right music? And could there be any problems with merging sectors into “one big one”? Because then there would be missing entries in the mapdefaults...

8. Can I perhaps edit the sectors in the current 8, and nothing will change in 9?

9. If I want to refer to 9.0 right away, can I perhaps get an alpha version via Wetransfer or something like that? Then I would explore the sectors using a cheat and fly away... And of course beta test... 😊

Okay, thanks for your answers!

Trajan von Olb
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Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Quick answer before going into detail: xrsge 8.5 aka The Expanse Reborn is almost ready. Yes it needs beta testing, but hopefully not for long..I should have learned from my previous versions what can go wrong :D
Sectors are always more than vanilla, yes I removed the internal sectors (e.g. Grand Exchange is one sector) but each of these has tens of zones at several planets (imagine X Rebirth multiplied for 90 systems not 4) and I kept some of the most iconic custom sectors from xrsge 8. I am doing a lot of things, not only the map, visuals too, economy, jobs, regions, planet's orbits (regions), new low orbit gas giants. Also rewriting the encyclopedia's defaults for the sectors. Not touching the scripts.
The first step is having a bug-free map and connections. When this is save-proof one can start a game, I can add things later. But we are close...btw I saw yesterday that finally SN updated the files and a lot of very necessary mods depending on it are available again. Good time to start a new game :)
So..tomorrow if I get to the pc will upload the beta for test (more an alpha because I still have to finish with a few terran and boron sectors). A lot to explore already..
Trajan von Olb
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

Ah, okay, I understand. So the announced version is not the ‘9’ at all, but the 8.5. Does that mean that the sector division in the version currently available on nexus is the same? Because then I could already take a look at it today for my mod. That's better than asking 100 questions here anyway :-)
Realspace wrote: Sat, 27. Sep 25, 03:43 I am doing a lot of things, not only the map, visuals too, economy, jobs, regions, planet's orbits (regions), new low orbit gas giants.
I'm so excited!!! It all sounds fantastic. Especially since I really love eye candy...
Realspace wrote: Sat, 27. Sep 25, 03:43 Also rewriting the encyclopedia's defaults for the sectors.
What exactly do you mean? The text descriptions and thus the history of the sectors?
Realspace wrote: Sat, 27. Sep 25, 03:43 e.g. Grand Exchange is one sector
Yes, that's exactly what I'm asking. Because for my mod, I have of course defined unique music for the sub-sectors in mapdefaults.xml + soundlib. I would have to change that. Or is it possible to reset the music for each zone? Do you know anything about that?

And – last but not least – aren't there problems with the plots? Because what if a sub-system that a plot strand leads to is missing? But you've probably thought of that and rewritten the plot scripts if necessary...

Also: Which of the other mods should I combine with the old (8.x) or new (8.5) version? I can think of: STARS, REM (is that current and compatible with 8.5?) + these ‘tweaks’ (where can I find them)? And what else?

And thanks for the answers :-)

Trajan von Olb
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Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Called 8.5 because it is an XRSGE 8 on steroids :mrgreen: but it is actually an XRSGE 9 because the map is totally different.

I went deep into the idea we discussed in the past to regain the vanilla look (it is somehow similar now for the layout) but using each sector as a whole system with its own economy, etc. as in Rebirth.

XRSGE 8 did it by using added custom sectors and created a system within 2-4 sectors, this new version has systems all inside ONE sector, max 2 for some special systems (3 for Kingdom's End for plot reasons and 3 for Avarice for the same reason).

Experienced on the previous versions, I tried to mix immersion with vanilla gameplay, so now ALL gates are close together, there is a lagrange point in each system where gates are, but in the same system there is then an industrial/resource area, an hightech area (close to some planet), a trade area and shipyard area close to core planet (always a planet where people live, not e.g. a gas giant) .

Gate area is strategic, similar to vanilla it is an area of few hundreds kms (in xrsge map it is a small dot :mrgreen: but if you zoom in, it is as big as a vanilla sector). Who controls this area controls the sector's connections, so can cut off a faction from reinforcements and traders from other systems. So gameplay is safe: actual XRSGE 8 is so big that every faction has tons of resources and limited ships to occupy the connections that are separated by thousands kms. This is no more.

Eventually, this huge space has to be filled, while I am doing it also with random objects, this new xrsge can be a nice starting template for other modders to add all their ideas (my time is limited :P ).

Of the ideas we discussed above, especially trilling is for me the adding of custom (other mod's) ships that can not be bought but only found abandoned in remote areas.
So I started this tutorial, even before releasing the beta (which I am doing, probably this evening):

TUTORIAL TO ADD THINGS IN XRSGE: viewtopic.php?p=5292928#p5292928

__________________________________________________________________

Yes I am changing the descriptions but also redoing the way they are presented. In vanilla, to see a system's description you have to navigate the Encyclopedia. While sector's description is visible on the map at click. I make a single description on the map (as each sector is a system) and this is structured in 4 chapters:
Overview
History
Stellar chart
Alert

Btw, this little change is very time demanding. Since it is only creative texting that is required, I'd be glad if someone wants to fill the text after the beta is released, taking inspiration from the systems I already made and looking at the map (planets, stations etc.)

I am also redoing mapdefaults to have a precise description of planets in Encyclopedia (there are several planets in each system), and also (more important) to have the population's boost that is needed for gameplay.
Last edited by Realspace on Sat, 27. Sep 25, 16:28, edited 4 times in total.
Trajan von Olb
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

Okay. I'm actually someone who wants more sectors. So I'd like to combine the connected ones, but also have more sectors at the edge than in Vanilla.
Well, you can't have everything. And maybe later in 9 :-)

But now (important):
Which of your mods are compatible with 8.5??? REM? STARS (current)? What other tweaks?

Thanks
Trajan von Olb
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Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I'll be adding the new sectors, those from frontier mod currently in xrsge 8. But they will be added later. They have to serve as strategic areas, dangerous places etc. not random boxes. Since ego added many of these, I want first to remake their sectors.

Incoming beta has already a lot new sectors from xrsge 8. You just need to look at the mod as soon as I release it.. :roll:

But you can take a shoot at actual xrsge 8 if eager to play, tons of new sectors there to explore, with new music and tons of eye candies. Remember to add the mod by Folker that adds new music too.

STARS is compatible with EVERYTHING ALWAYS, REM is ok up to Timelines. XRSGE tweaks is better to avoid for now, ego changed many things it covers.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

So you're redoing the whole map...again... and I remember you were saying that the map is completed :lol:

Sooo...why don't you want to add X-Rebirth sectors finally? :wink:
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

ziplock815 wrote: Sun, 28. Sep 25, 00:08
Because it was necessary, too bloated and not suited for strategic gameplay it was (I talk like Yoda...). Yes immersion is great in XRSGE 8 and you can continue to play it (I added a quickfix for it) but this is better because the map is more compact, but each sector is a system, gates are close and gameplay is more dynamic, the immersion is also the same as before (even better). Then as you can read above I am making it customizable, a big template to allow other modders to add things. The definitive experience to play it forever :mrgreen:
Rebirth sectors are nothing without Rebirth game (stations, factions etc.) so pointless and requiring a lot of time. I kept, and revamped, Albion system thou...
You'll find, if testing the alpha, that each sector is like in Rebirth, and they are 90 not 4 :P

________________________________________________________

Here we go, mod release for testing.
So, I decided to call this version XRSGE 9 to avoid any confusion, it is a complete new mod requiring new game.

XRSGE 9 - The Expanse Reborn - ALPHA for testing only

:arrow: https://www.nexusmods.com/x4foundations ... ?tab=files

At this stage please focus only on:
LAYOUT
CONNECTIONS (especially internal superhighways)
GENERAL OPINIONS on the map

There is still work to do on god (stations spawn), jobs (ships spawn/created), names and descriptions, mapdefault (description and population/encyclopedia), regions (at far areas), abandoned ships etc.
But, this is the first layout, from here everybody is free to participate adding things to the huge sectors.

PLEASE IGNORE: TERRAN SYSTEMS AND BORON SYSTEMS FOR NOW (AND ALBION TOO), I am till working on them.

Also, a feedback on the new gate zone (where all gates are close) for skirmishes and invasions.

Check also some new encyclopedia descriptions (example: Hatikvah's Choice), with the 4 chapters (overview, history, stellar chart, alert), if somebody wants to write them I'd be more than happy to add them.

As you can see, the general map resembles vanilla but...internally each sector is a system, 1000x times bigger (literally)

PLEASE DOWNLOAD LATEST STARS PATCH SPECIFICALLY MADE FOR XRSGE 9:
https://www.nexusmods.com/x4foundations/mods/507

Also, if you want to participate creating the final version, refer to the TUTORIAL TO ADD THINGS IN XRSGE: viewtopic.php?p=5292928#p5292928
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Well, I took a quick look to alpha...can't say if I like the new layout or not...but I definitely like new Akeela's Beacon sector, it looks very much like X3's! Big thanks
I was afraid you've removed Okrakoke's storm sector because I couldn't find it on the map, but then I found it near pirate sectors. Interesting :)
I was thinking about factions...maybe you can add OTAS faction with Legend's Home sector. I remember there was a mod on nexus :gruebel:
Issues found so far: the biggest one is that I don't see any ships on the map. The only ship I've found was the pirate plot ship, Arcadean Endevour. Also there are artifacts on the surface of planet Styx in Black hole sun.
And distances are too big - the nearest shw to the point where I begun (The young gun start) is 11 000 km away. And I don't use slipstream mod bc of glueing to the pilot seat issue
Btw I started with REM. Maybe the problem with missing ships is caused by this mod?

Edit: no, it's not REM. Tested the mod without it, still no npc ships
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Using the cheat mod is necessary. Add satellites to all gates. There is plenty of ships in my game so either you don't see them on the map or something went wrong when I packed the mod. You first removed previous xrsge installation, right?
Distances where? Gate to gate or where you spawn at start? There could be coordinates from gamestarts of old xrsge bc b.hole sun is very different, it has both old sectors packed in one ;-)
Yes the frontier sectors will be back in a form or another but I want to use them as in X3 as midways between systems that are rogue one, full of dangers. There are already many with khaak's core bases. Also use invulnerability cheat to cross xenon sectors:)
Also they will probably replace some of the vanilla sectors from 7.60 on..the less inspired ones..you can see f.i. that of the 3 sectors of silent witness I made 3 very distinct systems with different atmosphere. Density and visual quality and immersion over big number of sectors is the scope. Not skyboxes to cross..

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