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

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ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

I used the cheat mod and checked lots of systems - absolutely no npc ships :gruebel:
Yes, the distance between the spawn point and the nearest superhighway.
So you're bringing back frontier sectors- that's good news
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Seems like your game is totally lacking the job file, weird. I will check in the package, in my game (loose files) ships are plenty, especially xenon after I revamped them. See lots of destroyers.
Seems I have to rewrite the spawn point of youg gun start. That's what the test is for, these details that get lost in the process.
Yes frontier sectors will be back but in different form, part used in the new egosoft's sectors, part as pirate/rougue sector as ocraco's storm or bala ji joy, part linked to the new egosoft's sectors in the south as last frontier. They are still in the structure of xrsge 8, I want to make them fit the new map as single systems.
Trajan von Olb
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

Hey, great! Thank you very much for your work.

The download on Nexus for the alpha version requires me to have:

Colours of the Prism
Folkers Music
Galaxy Remake Stars
REM Overhaul
REM Hyperdrive
REM Initial
Smoke the Cabin
XRSGE Tweaks
XRSGE NoHighways

Which of these do I need/should I download for the alpha version? You already said that it's better to do without ‘Tweaks’. So should I not download the others either?

Thanks for your answers.

Best regards,
Trajan von Olb

Translated with DeepL.com (free version)
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

To test the alpha you only need STARS, no other mod, not even my own :wink:
That message is defaulted for any download, the alpha is hosted there for simplicity...
btw I am uploading a repack of the alpha mod, it is with loose files instead of cat/dat, that's of course for updating reasons and testing, we can isolate single files.
For instance the issue of Ziplock have not to be, he surely has an installation problem...btw Ziplock the Young Gun starts on a station, not in the space, so definetly the mod is not installed properly or another mod interfers.
Also, I redid the jobs file (it was planned), so now rechecked, the universe is full of ships, those by vanilla game plus the ones I added and no stuttering at all, so finally job file works as intended.
I must ask you to please test the alpha without ANY mod :|
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

I meant not the point in space, I meant the equipment dock, which is located 11 000 kms away from the shw :D Sorry I didn't concretisize
But anyway, I'll test XRSGE without other mod ( although the only mods active in my game are pure cosmetics, like orange mouse cursor mod). Should I turn off REM too?
Okay, ships are back in loose files version
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Good! I changed the spawn point to the wharf at Styx planet. Core region is harsh and has to be, so the distances. Maybe 11000 is too much :roll:

I necessary test to do is setting the seta for some time and see if ships are stuck at gates no more...remember that the map is so big that they can look halted on the map but are instead moving if you jump close.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Guys do you have stuttering in the alpha? After I changed the jobs file it is back here, maybe too many ships around. I want to find the right balance..
Edit: not caused by xrsge! Damn amd drivers...
Last edited by Realspace on Fri, 3. Oct 25, 08:45, edited 1 time in total.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

I had. But it was Slipstream's mod fault. I just activated it to cross 11 000 km distance :D
Really, I think distances should be shortened to at least 2000 km, or maybe add local highways (optional)
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I am revisiting all superhighways, am not satisfied by current layout, doing more interesting pathways not going all to the center with resources, ony one going there. Superhighways that link together at a Lagrange point will be closer to each other, hundreds kms not thousands, only resource points can have large distances (makes sense, low orbit of gas giants, asteroids, coronas etc).
I really don't know what causes my stuttering, I have it even after disabling xrsge alltogether so I suspect hardware and drivers. I have quite a decent pc now, with rx 7800 and ryzen 5700x3d, indeed it used to go very smooth up to two days ago, now this thing.. :| not happening in testing sectors where no game is running, even with massive asteroids/gas so not a graphic issue for sure
Trajan von Olb
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

Hi,

So, I've finally had a chance to try out the alpha version and I'm torn. But first of all, THANK YOU FOR THIS GREAT WORK!
Conclusion: At first, such a large universe feels really great. It's much more peaceful. Everything is huge. However, 11,000 is really too much, especially since REM doesn't seem to be working properly – my Elite can only accelerate to about 4K with travel drive, shouldn't it be much more than that? And what about equipping? Can I no longer equip a small ship with a different drive everywhere? Somehow not so great. Then I'd rather have species-specific things that are useful (like the 25MJ shield in X2), but which you don't have to rely on. The map layout with the gates in one spot may make ‘historical’ sense, but in a game, motivation must always be maintained. And I think all players will build their factories next to the gates because of the map layout.
The map layout with the gates in one spot may make sense ‘historically’, but in a game, motivation must be maintained. And I think all players will build their factories next to the gates because you don't really need to go anywhere else (apart from resources). I think it's better if you have to traverse the systems, precisely because it makes you feel the vastness of space again.
Speaking of which, I was able to equip a jump drive. Great, but how do I start it? It didn't work...
Otherwise, I noticed some text overlaps where two names appeared at the top of a sector at the same time (the one under the black sun)... Connections seemed to work, but I didn't get very far at that speed... :-)

Best regards

Trajan von Olb
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

It is REM that makes equipment race/class-specific, not xrsge. It does not change ships, except adding mining traders. It also adds many equip/shipyards around.

To use the jumpdrive you have to target an anomaly portal, they are to be found around the universe, some are controlled by races, some are abandoned. If it is in the range of your jumpdrive, activating autoilot at that target will start a jump procedure. Once you are close to a portal (within 8km) you can also make a shorter range focused jump (player only): open the map, choose a guidance anywhere. When the map is closed, a software suite will start and the command from the portal will make you jump. If the target is too close or too far, the option is grayed out.
If you target another portal, from the portal you are close by, the jump procedure will allow an even longer jump than from free space. But only from commanded portals where the officer can activate the longer jump, not from abandoned portals (they are only arriving points).

Also, let pilot go anywhere and he will do this procedure for you, he will chose the nearest portal to destination if convenient. Otherwise he will fly normally. Also he will make multiple jumps to more portals if the target is far. Between each jump there is a cooldown and jumpdrive's recharge. All with visual/sound effects. In any ship, not only player's.

In the given command, if you open the command's window, you can select a verbose+ text messge so the pilot will advise you if he is jumping or flying normally (pilot of another ship).
If the pilot is a fleet leader, he will not jump (to avoid letting subordinates behind), but in the command window you can select the option 'jump' and he will jump regardless of subordinates.

Btw, npc ships do the same , if they have the jumpdrive, usually only L traders have it due to the cost.

Almost forgot, there is also a command suite when you chat with one of your pilots of another ship. You can command to make different jumping actions, the most important is 'emergency jump', if the ship is almost killed you can save it. Be aware that the emergency jump will drain ship's shield, so let it do it only as final choice.

I am very proud of the jumping gameplay I created :D

P.s the black hole sun huge distance to resources is no more, don't worry it was unique, in other sectors those big distances are not present. You can use hyperdrive mod even with alpha. ;-
P.p.s I won't upload the new alpha before terran and boron are made too and also am changing a bit the layout: while gates remain at a Lagrange point, the superhighway from there won't go directly to the resources. Either you first fly to a closer moon or to another strategic place. Also, shipyards and industries are always close to planets not to resources. So the player can or not build close to gate, depending if he wants to trade with other systems or with internal economy of that sector. Of course only main sectors have such a various arrangement ;-)
Last edited by Realspace on Fri, 3. Oct 25, 08:50, edited 3 times in total.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Hyperdrive mod causes huge lags, I tested it yesterday. Don't know why. And also glueing to the pilot seat issue...

Xenons started to conquer Hatikvah's Choice again - I already have F, and B (hope other versions will be compatible with alpha saves, because I've finally found the other one of my favorite ships :) ) Gameplay feels like X3 mixed with Rebirth in nice proportion, and I like the fresh look of some systems.
Btw, about Montalaar system - Betty says it's Morning Star, who do I believe? :D
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Unfortunelly solong it is called alpha, no save-safe. Because when changing the superhighways, even justa litle, they are not updated in the save file. That's why I need to conclude the superhighway layout as first thing before going into beta. Then any save can work even if some changes are not stored (mostly regions).

Yes names have changed so some mistyping is possible, feedbacks are helpful. Names can be changed anytime, no problem with the saves.
Btw system is Morning Star, Montalaar is the gas giant ;-)

About hyperdrive, I suspect it is the effects. Maybe we can test a version with no effect (there is the new travel bubble by egosoft, we can live with that only).
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Ahh, I was confused by that there was the whole sector in X3 called Montalaar (btw like it a lot, especially music there). That'll be great you add more X3 sectors in further updates (maybe in frontier update)
Sad things to hear, I like my current playthrough, iven though it's just alpha testing :)
Speaking about highways - have you found a solution to fix them? bc after 8.00 It's mandatory to use autopilot or player's ship acts really weird. And ship's speed is always 7,16 c
In older versions of XRSGE player's ship was gaining speed gradually while traversing shw, 0,1 c...0,2 c, 1c...It was very immersive.

Edit: boron plot doesn't activate, so does player's HQ mini plot.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I've increased the speed in shw so the transit is very fast, that's the only solution I found. Can't find what causes it but at least it is playable.
Good to hear that the game is very dynamic from start, that was my aim. Hatikvah is a huge sector, despite this the gates are at the area of rings and Xenon invaded it. Should they take control there the sector would be cut off. Interesting to see the result in the long run.
Any report on too big distances can help even if I am changing the superhighways as told. Only one leads to resources and this one I make arriving not far.
Also, it is useful to check the area that ends at the very border of a sector. Sometimes the stations there disappear when zooming-in. I know how to fix it but it requires to change the layout so better to check these early. Thank you.
Yes frontier sectors are X3-style. They already are in xrsge 8 so I just want to put them strategic and make them one-sector only as in X3...but very dangerous. Not other systems for factions, as they partially are in xrsge 8 but all anarchy sectors.

----------------------------------------

I've fixed the Emergence (Boron) start. For some reason I can really not understand, the script for starting game does not trigger the HQ teleportation(it just has to signal a cue to the general start script but seems it does not, no error in the logs). This happens despite no change by my part in map's connections nor any change in mission scripts about that part.

So I could only make the story jump directly to the expedition, while the HQ is already spawn with Boso inside.

The HQ is located in Hatikvah's Choice at low orbit of gas giant, close to superhighways. This makes sense since that pathfinder's story starts from there (it crosses space passing there, you went on board there).
I will add a small introduction voice of Boso talking to the pilot about the HQ he has just acquired.

I am also integrating the Pirate start in XRSGE (So the TWEAKS mod is not necessary anymore for XRSGE players). The player will start in Bala Jii Joy and the HQ will be close to the strange asteroid far from planet. Again, Boso will tell the story at game start and a message will pop-up.

The start is not just another start, it actually allows a true pirate life, in doing:

- relation is very bad with all, except "piratesque" factions
- relationship with Scaleplate can increase (or decrease)
- The HQ can make basic research but can not research ship's upgrades (modes) nor module's blueprints. As a pirate you can do 2 things; buy these blueprints from shady guys (well I don't know how it is in 8.0, there were separated pirate traders before, now I added the ware to the illegal baskets)
Of course blueprints are VERY COSTLY. As a pirate you can also HACK the module's blueprints. Need to buy an hacking tool first, as always is illegal ware. With this too, you can go scan the modules of stations.
- These ways are available also for other starts (you can either research or buy or hack with the tool). You can also buy ship's upgrade softwares (but are very costly), then use the bench (if I see correctly in the 8.0 files now you have to craft the upgrades, what you buy is the software/allowance to do it)
- As a pirate, at start, you have other benefits (to compensate the 'enemy to all'): hacking capability of basic modules (dock, habitat, storage) is already acquired. Also you have an M ship for boarding operations.

Other general changes for all starts:
SETA is not something to research, it can be bought/sold, as in X3
TELEPORTATION is not a mean to cross the galaxy, there are portals and jump so no need of another shortcut. You can research basic teleportation (to go to another ship in the sector) and then there is HQ teleportation.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

ALPHA 2 is ready for testing.

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

Many changes, especially the layout of superhighways that makes other planets more relevant inside a sector.
Please ignore Atreus' clouds sector for now, all the others are done.

As always, at the alpha stage, only CHECK the superhighways (the only thing that can not be updated later in the beta), if they overlap, arrive in a strange position, their gates are not distanciated enough, etc. And ships stuck (but I am sure they are no more).

Also see if some zones with stations, at border of the sector, disappear when you zoom-in in the map, I can fix that but have to rearrange the layout so it has priority too.

There are many changes not immediately visible on the map, new patrols, new stations and objects, new regions, but let's still focus on the layout for a while please..

Of course, a NEW GAME is required.

If someone has the patience to test the other starts (the ones I already patched are obvious at start menu) to see if the HQ warps in Heretics End..
Thank you.

edit:
Sorry I had connection problems, the file should be available now. Be sure you downloaded alpha 2
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

ALPHA 3 - FINAL is ready.

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

This is the final chance to add your ideas or corrections to the layout. After this the mod will be on beta and only save-compatible fixes will be added.
I'll let it settled for some days while improving other things such as regions and descriptions.

One thing to test: I tried using a vertical displacement of superhighways (as in old Freelancer) so no left/right entrances but vertical. Superhighways overlap but are always at different heights. Changed this for Boron space only. Please test if the AI uses them correctly (it should) there, I will probably make this change in upcoming BETA for all superhighways.

As always, check for stations that disappear when zooming-in.
bloodzerodragon
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by bloodzerodragon »

So, after looking around the map, it appears Lonely Giant may be the only sector having issue with objects being placed too close to the sector edge; both at the very top, where the Farnham's Legacy jumpgate is, and at the very bottom, where the lowest shw connections are, of the sector; Gates, shw connections, and stations at those points just disappear when zooming in close on the map.

Also, are Terrans meant to have only 2 routes to the rest of the gate network, one of which runs through multiple Xenon sectors, and the other requiring Boron plot progression to unlock? PIO is similarly restricted; even with having ownership of Omicron Lyrae II: Arethys, there's no direct connection to Segaris, which, map-wise, is practically right next door.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Thanks for the feedback!!
I start not to see things anymore, that's why others testing is important.
Good news afterall, lonely giant was untouched from xrsge 8 indeed and needs rework. It will be the southern access to new frontier sectors I'll add.
Good hint about terran space, actually there had to be another connection in getsu fune to Antigone, I must have deleted the macro somehow. Fortunelly gates can be added/moved also later with minimal impact on saves.
Btw I've already added frontier systems in southeast quadrant, Scale Plate Green (system, not sector) and Nopileous Legacy, reworked to be suited to xrsge 9. The first is occupied by Xenon. My aim is also to give Xenon enough buffer space to not be wiped out easily.
I think we are ready for beta :)

----------------------------------------------------

Ok, BETA is ready.
I removed Lonely Giant for now, it will be added in future updates with other Frontier sectors.
This is for TESTING but should be future save-compatible, I can fix a few superhighways by replacing them to be save-compatible. Not if they are many.
:arrow: https://www.nexusmods.com/x4foundations/mods/1140

What we can still modify:
- new gates and connections
- new superhighways (added, not changed)
- new stations
- new zones (to build stations there)
- new regions of space (asteroids, nebulae) in far zones.
- more ships for battles or economy (but they are plenty now, similar to xrsge 7)
- of course, new sectors (they will be added in future updates)

Others mods can be used but better a minimal setup to avoid reports on things that are not XRSGE-related.

BETA has still LOSE FILES to make next updates easier. If you can, add the -prefersinglefiles to the executable. Thou I don't know if it makes any difference...

XRSGE 9 is compatible with all dlc's included both the ship dlc. Timelines is required.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Small bug report: Argon Prime and Belt of Aguilar have Accelerator-Jumpgate connection

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