[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 »

Yes, and I didn't have such terrible stutterings in the latest beta...I wonder what could be the reason :gruebel:
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Lot of new jobs probably activated at new game start, while previously you continued an old save where jobs were limited somehow. Could you please check if an old save you continue in current version has less patrol ships and stuttering?
I've not added jobs but somehow they are "fully" applied now while previously not :gruebel: I do also seem to spot more patrols than before, but perception can be deceiving..
Trying to decode what I could have done..or really the packed file makes any difference..
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Sadly, I've already removed all my old saves

and it's really sad bc in the old save the game was very smooth
p6kocka788
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by p6kocka788 »

I´ve got a problem.
In the Options in the game under Extensions the mod is highlighted in red. It says it requires the Cradle of humanity dlc. But I have it and it is activated. How to solve it please?

https://ibb.co/YBLDv1jR
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

p6kocka788 wrote: Mon, 10. Nov 25, 15:15 I´ve got a problem.
In the Options in the game under Extensions the mod is highlighted in red. It says it requires the Cradle of humanity dlc. But I have it and it is activated. How to solve it please?

https://ibb.co/YBLDv1jR
I answered in the Nexus.

___________________________________________________

XRSGE 9 The Expanse Reborn- PATCH 9.0.5

:arrow: https://www.nexusmods.com/x4foundations ... ?tab=files
Look in the updates, it is a PATCH so has to be copied/replace INSIDE XRSGE FOLDER, DO NOT USE VORTEX

- fixed researches not showing in the lab
- added various tools to hack construction modules (sold by pirates) and to unlock ship's upgrades (sold by all) without the need of research
- removed ALL damage areas (except atmospheres)

Adding inventory to research caused it not to appear on the lab's research tab, so I made a new use of the tools I had introduced with my deprecated mod XRSGE Tweaks and improved them further:
There are 3 hacking tools: basic, enhanced, extended. They allow the same hacking as in the corresponding tiers of the research tab. These tools are illegals but sold by pirates. Player can still use the research instead or buy the (expensive tools) from pirates. Tools are very expensive and can be trashed, so be aware if police stops you.
There are then 3 ship upgrade tools (mk1, mk2, mk3) for the same tiers of ship's modes or upgrades. These are sold by all traders except Mk3 that is illegal in main faction's space and is sold by Pirates. I added a small percentage of illegal items sold by regular traders too. Player can still use the research instead.

Should you add any of these tool at (custom) start, the mod will automatically unlock their tiers in the research tab and give the blueprints.

Also, if you start the game with my ARGON PIRATE scenario, the basic ship's upgrade mk1 and hacking tools will be unlocked.

Tools are easy to use, once you buy them, the research tiers and/or the blueprint will unlock. Tools can not be sold but can be trashed (the illegal ones). Up to you if you want to trash them, after using them the research is unblocked so they are not needed anymore.

Why this novelty?
These tools allow a different approach to the features otherwise allowed only by the research. It is particularly useful if you start the game with my ARGON PIRATE scenario and don't want to invest in the HQ or traders to gather the resources to make the researches. Having (a lot) of money made by other "piratesque" ways allow you to acquire the same features, which btw should be, more than other parts of the research tab, peculiar of a pirate life and should not be in the research tab AT ALL in a NO HQ pirate gameplay, if it were possible. But since HQ has to exist in ANY gameplay, even a pirate, as for egosoft's design, this is the best workaround I could find.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

I've tried the latest version and started a new game (plus disabled all other mods except of xrsge and stars)
Still have a lot of stuttering and terrible fps, especially on stations :gruebel: .
Am I the only one?
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I have micro-stuttering at the start of the game, in some sectors more than others. Then it goes away (well I have it also in vanilla at start, but less).
I am doing several tests to nail it, definitely something in the libraries causes it, but I could not find a single file responsible. I thought jobs as first as XRSGE 9 has a lot more ships around specially Xenon, but disabling jobs does not make much of a difference at start.

I already removed the disrupt zones that caused lag in the game because they are stored in the save file for each ship that enters them. I am clueless at the moment.

I know for sure that it does NOT concern GRAPHICS (I test sectors in a one-sector test-galaxy and fps are quite fluid at ultra settings :x ), as always in this game, it is the simulation so CPU+RAM that are burdened. I even see better performance after reducing the ddr4 RAM freq from 3600 to 3200 (and better timings) so I could reduce the voltage of ram too (from 1.45 to 1.4). Stable is better than fast (only 6% slower in tests), so you can try something similar for your rams. For those having ddr5 rams, they manage higher voltage better but reducing a bit can help.

I am trying to optimize the 5700x3d that I use, like setting affinity only for 3D cache cores. But as I told, in my game it goes away after some time or is minimal.

You can try disabling Frame generation if you use it (it does not make it better in my game so I keep it on), remove any feature of AMD/INVIDIA panel, no anti-lag and such (only keep free sync or g sync if your monitor has it otherwise disable that too).

If frame gen is ON, cap the fps in-game at display settings (not GF card's panel) at 60 (or even 45), if frame gen is off, cap fps at 120 or even 90 (for a 144mhz panel), I see better consistency at 120 vs say 140 or 144. And even better consistency at cap 90. My panel arrives at 240 but I capped it at 144 in the monitor's setting and in windows, I don't play competitive games, 144 is more than enough and too high fps are prone to cause stuttering in many games.

My old ryzen 3600 + the ancient rx 580 managed the game more consistently, means half the fps but consistent. So capping a bit the fps can help, remembering that if the simulation's calculations are heavy and your GF card is ultrapowerful, it will only cause spikes in fps so increasing the perception of stuttering when fps are reduced...funny enough :sceptic:

Ziplock, what version of the mod you had played that did not cause stuttering? I want to try an older version to see if it makes any difference, like the Beta2 or even the alpha
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Well, my PC isn't a champion: Intel Xeon E5 2680 v4, 64 gb ram, rx7600 xt + 180 ghz 2k screen, but I have zero problems in other heavy games (cyberpunk, oblivion, the outer worlds 2, sw outlaws etc), I have stable 60 fps in almost all new games (with or without upscale), although I usually turn off ray tracing off. Maybe X4 is more cpu heavy than other games, but anyways. I remember fps wasn't bad in the last XRSGE beta, it was even better and smoother (even in large asteroid fields) than in vanilla with almost no stuttering, and now its bad even in empty sectors... :gruebel:

Edit: well now that's weird - started a new game as a teladi and the game is smooth as butter (although there're lots of ships, stations and roids in Path to profit, while pirate start is a slideshow in comparison to this :?

Something is definitely wrong in my game - started a new game and everything was super smooth and then I start to have slideshows on different stations (even if they are almost empty)while on some other stations everything's okay

P.S. Found a strange thing and I believe it has something to do with bad framerate. I checked some stations in Morning star 2 and some of them act strange - for example the wharf on the north-east, it starts to twitch when ships approach to it (player or NPC, except of if you look to NPC ship from the platform - you can see that the ship is twitching, not the sation) and then fps drops. I noticed the same effect near some other "low fps" stations. Maybe these stations are out of phase with the rest of the universe :lol:
Last edited by ziplock815 on Mon, 17. Nov 25, 18:29, edited 1 time in total.
p6kocka788
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by p6kocka788 »

I am experiencing heavy micro stuttering as well.

Edition Windows 11 Home
Version 23H2
Processor AMD Ryzen 7 7800X3D 8-Core Processor 4.20 GHz
Installed RAM64.0 GB (63.6 GB usable)
System type 64-bit operating system, x64-based processor
Graphics card: Nvidia 4090 24GB GDDR6X
Harddisk Samsung SSD 990 Pro 4 TB

What I have found out: after deactivating Rem hyperdrive mod + Rem overhaul mod - the stuttering is gone. (Strange lag on stations too)
Now I am playing without them, just XRSGE + Stars mod. And it's ok with no stuttering.
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

I've deactivated REM and Hyperdrive too, but still have lags on some stations :gruebel:

P.S. what a monster PC you have :o :D

Edit: bug report - Light of heart and Morning star 5 have accelerator-jumpgate connection
btw nice nebulae in the Light of heart sector. Is it new?
Last edited by ziplock815 on Mon, 17. Nov 25, 18:51, edited 3 times in total.
p6kocka788
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by p6kocka788 »

How to actually navigate in xrsge? Happens often that when I accept some mission there is no yellow line on that map, no markers, nothing. But. I can activate the auto pilot which leads me somewhere whit no information.
Just look: https://ibb.co/TMTmMgtS
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Found twitching asteroids/stations/other objects like crystals (found that bug while I was crystal hunting) in Hatikvah's choice - roid field near the gate to Argon prime (not all asteroids, but some of them) and hatikvah's wharf on the west, fps drops too when docked\near to this station. Also, there is good old bug with accelerator-jumpgate connection there (Hatikvah's choice to Argon prime) Will check some other sectors and stations and report

Found fps killing zone inside the gas cloud in black hole sun near the anomaly hypergate, otherwise the game runs smooth (btw why anomaly hypergates are so far away? - I think it'd be more logical if they were located somewhere in the center of main sectors)

Realspace, I have a small question - I'd like to make music sector specific or at least race specific, so the universe'd feel a bit different. So, here's the question - will I destroy my game if I unpack the mod to loose files or there's no difference at all?
Last edited by ziplock815 on Tue, 18. Nov 25, 01:52, edited 5 times in total.
p6kocka788
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by p6kocka788 »

I have seen a twitching station too. After the station scanner scanned it the twitching disappeared.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

p6kocka788 wrote: Sun, 16. Nov 25, 08:49 How to actually navigate in xrsge? Happens often that when I accept some mission there is no yellow line on that map, no markers, nothing. But. I can activate the auto pilot which leads me somewhere whit no information.
Just look: https://ibb.co/TMTmMgtS
That can happen if the target is in the same sector but is so distant that you still have not revealed it on the map, or the guidance need to find a superhighway and you still have not found it; you just need to explore the sector more. Btw this happens in vanilla too but is rare because vanilla sectors are minuscle in comparison, a few hundreds kms. Also remember to use the long range scanner, it has a very large range, 3200km and will reveal all superhighway's entrances and place a beacon at those entrances. This will also reveal the guidance.
ziplock815 wrote: Mon, 17. Nov 25, 19:48 Found twitching asteroids/stations/other objects like crystals (found that bug while I was crystal hunting) in Hatikvah's choice - roid field near the gate to Argon prime (not all asteroids, but some of them) and hatikvah's wharf on the west, fps drops too when docked\near to this station. Also, there is good old bug with accelerator-jumpgate connection there (Hatikvah's choice to Argon prime) Will check some other sectors and stations and report

Found fps killing zone inside the gas cloud in black hole sun near the anomaly hypergate, otherwise the game runs smooth (btw why anomaly hypergates are so far away? - I think it'd be more logical if they were located somewhere in the center of main sectors)

Realspace, I have a small question - I'd like to make music sector specific or at least race specific, so the universe'd feel a bit different. So, here's the question - will I destroy my game if I unpack the mod to loose files or there's no difference at all?
1. Visual glitches can happen at the very corners of those huge sectors. If you see the discussion in the nexus I already reduced the north part of Argon Prime for that very reason. Beyond 250.000 km the floating point error becomes very visible, also you'll notice things disappearing from the radar. This is a known limitation of the engine (well, known to me, there are no others experimenting with such large sectors). So, reporting these can be useful, I can reduce some few superhighways and zones here and there, especially where the shorter range leads to no reduction of immersion.

I don't find any wharf on the west, you mean the Argon wharf close to the east planet? With the shipyard...they are in a far zone prone to possible floating point errors, but I do not see any fps drop there. :gruebel: I do see the station stuttering (the station, not the game), due to floating point error.

2. Hypergates are portals built around the anomalies, which are often far from sector's center. In my vision, anomalies are more powerful when close to the sun, where gravitational field is stronger. So is the case for Black Hole Sun. Also I put them far from the center to make the map more dynamic, so as putting shipyards in the far planets not close to resources. To give each part of the map a role and a meaning to travel inside a sector (hypergates already shorten the long route), otherwise we end having the same box-sector of vanilla only bigger with all things at center.

Fixed accel/gate, it was an accelerator in Argon Prime, a regular gate in Hatikvah. BTW these fixes are not visible in old saves.

3. I normally play with ALL MY MODS UNPACKED, of course, having to fix things, so no it is not a problem unless some mod conflict, in that case mods with packed cat/dat will take precedence. Otherwise not.
After you unpack it, you can easily make your playlist. The files involved are all in the libraries folder: mapedefaults.xml and sound_library.xml. You can directly edit the files in XRSGE or make another mod as Folker made for his Music Mod for XRSGE. You'll notice that XRSGE uses a playlist for races (Argon, Teladi etc.) and different playlists (xrsge_mistery, etc.) for frontier sectors.

These playlists are recalled in the map, in mapdefaults.xml or in regions_definition but you can skip the latter. XRSGE already has RACE-specific soundtracks but they are probably so big with songs that you don't notice, so you can also simply reduce the number of soundtrack in xrsge's sound_library for each race (xrsge_argon, xrsge_teladi, etc.)

By changing the playlists in sound_library you can do this: copy/paste for instance xrsge_argon playlist that is huge, has something like 30-50 songs. Make smaller playlists of say 10 songs and give to each a different name; then in mapdefaults.xml change the playlist assigned to each sector using yours. Names of clusters (in XRSGE, 1 cluster = 1 sector) are not visible but in my files I add notes in mapdefaults so you can see what sector that is. For instance, Argon Prime is Cluster_14.

If you want to add other songs that ere not in XRSGE or vanilla files, then you have to do a mod of yours or just add those songs in MUSIC folder of unpacked xrsge and recall them in sound_library.xml as are the others I add. It is easy to see which ones I add and which are vanilla, not only because they are in music folder but because they are called in the sound_library with a link, that contains extensions/xrsge... So you will recall them in the same way if you previously added them in the music folder.

Remember to delete the various DAT/CAT in xrsge's folder after unpacking otherwise they will take precedence over the loose file.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Much thanks
I'll try to make a senso of it and hope I'l not spoil everything in my game :D

P.S. Albion is AWESOME
I only miss old zone ambient tracks

Edit: Found a small issue - shw in Argon prime (from Argon prime planet to Lookout alpha) leads through the planet.

btw, I think you can get rid of Betty's annoying "collision alert" ...alert -she says it every time when activating cruise mode :evil: (+ no need of popping up "gas cloud detected" message since ship's cruise engines don't get jammed in these areas anymore).

Edit 2: found twitching issue in Hatikvah's choice near the gate to Elena's fortune - all objects twitch: ships. containers etc.
Last edited by ziplock815 on Sat, 22. Nov 25, 02:20, edited 7 times in total.
p6kocka788
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by p6kocka788 »

Hello.
1. Do you recommend the mod da_ku_ai_tweaks and deadairps script and eco mods with XRSGE mod?
2. When I'm scanning with long range scanner...is it normal that the FPS drops down? because it's a large space copared to the vanilla experience?
3. Is there a way or a mod to zoom in more when having the map open? Sometimes the stations and ships overlap...
4. Is there a patch for the excellent mod Sector Satellites to use it with XRSGE?
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Realspace, much thanks for the guide. I've managed to change the music, but now I started to hear the old dark ambient between music tracks. Is it something on my side or is it the game? Maybe there was some patch I missed? Also, after unpacking the mod there's Timelines logo on the starting screen instead of XRSGE. Is it normal? Everything seems to work fine.
Edit: strange, but Envoy mission doesn't activate. The guy and the girl named Aldrin something contacted me and that's all. Actually, they didn't even spoke to me, they were like mostly chatting to each other as if I didn't exist :lol:

I also wanted to ask if there're any plans to bring back regular highways. I know they are despised by everybody :D But, if made optional and since sometimes distances are soooo huge... Well, in any case I'd like them to be in my game, especially in sectors like Albion where they can boost Rebirth atmosphere a bit

Speaking of distances - I really loved Rebirth approach - relatively big space (plus zones with cities between highways creating a feel of living universe, but you can explore empty space if you want), small ships don't have cruise drive, only L\XL so you can feel the vastness of space (while it's not vast at all). In X4 ego not only nerfed the size of sectors (I mean that sectors aren't like whole systems anymore) - they also added cruise drives to s-ships so the universe feels even smaller than Rebirth

btw thanks for placing the player HQ to Hatikvah's choice, now I'm forced to protect it from xenons :mrgreen: they're like a plague in this version of xrsge
Last edited by ziplock815 on Sat, 22. Nov 25, 17:16, edited 1 time in total.
Folker
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

ziplock815 wrote: Sat, 22. Nov 25, 11:11 Realspace, much thanks for the guide. I've managed to change the music, but now I started to hear the old dark ambient between music tracks. Is it something on my side or is it the game? Maybe there was some patch I missed?
Hi, to remove the dark ambient between music tracks, add this to your code in sound_library.xml :

<remove sel="/soundlibrary/sound[@id='zoned_sound_01']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_02']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_03']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_04']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_05']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_06']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_07']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_08']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_09']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_10']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_11']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_12']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_13']/sample"> </remove>
<remove sel="/soundlibrary/sound[@id='zoned_sound_14']/sample"> </remove>

I'm doing this for the XRSGE music mod, and it works well.
Folker
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

I'm still working on the weapon mod, which is taking a long time because as an engineering student I spend a lot of time studying. I've finished the Split weapons and I am now working on the Boron weapons. After that, I'll need to do the Teladi and Khaak weapons. Then I'll make all the weapons and shields destructible (like on capital ships) and finally it will be time for bug fixes. Don't worry, it will be done, but it's taking me a while.

If you like, and when I have some time, I can share a short video of the weapon modification so you can see it and tell me what you think
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Thanks Folker
I'm using your mod too, but I accidently deactivated for the time I was trying to figure out why all the music disappeared in my game. Once I found a problem I forgot to reactivate it. Now all the Lovecraft-style dark ambient is gone, thank god :D

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