[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 »

Saga286 wrote: Mon, 19. Jan 26, 17:23 The Proximity trigger doesn't work. I had REM Hyperdrive and thought that was the issue. I turned off REM Hyperdrive, but still not getting a Proximity trigger.
I does work in my game for asteroids, do you mean for stations and gates? Will take a look...

I've added a patch for XRSGE, this patch removes xenon defenders of abandoned ships at new game but adds dynamically generated xenon defenders around abandoned ships only when found.
So this makes XRSGE work with any mod adding derelict ships. Be aware that XRSGE currently adds a LOT of derelict ships, as soon as you go far from important zones (those with the blue hexagon).
:arrow: https://www.nexusmods.com/x4foundations/mods/1140

I've updated REM Overhaul
:arrow: https://www.nexusmods.com/x4foundations/mods/848
If you don't need the high speeds of REM Hyperdrive, all other features are now included in REM Overhaul.

This will also help with performance, high speeds make the pc calculations slow down the fps
Last edited by Realspace on Mon, 19. Jan 26, 21:13, edited 2 times in total.
Saga286
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Saga286 »

Realspace wrote: Mon, 19. Jan 26, 19:47
Saga286 wrote: Mon, 19. Jan 26, 17:23 The Proximity trigger doesn't work. I had REM Hyperdrive and thought that was the issue. I turned off REM Hyperdrive, but still not getting a Proximity trigger.
I does work in my game for asteroids, do you mean for stations and gates? Will take a look...

I've added a patch for XRSGE, this patch removes xenon defenders of abandoned ships at new game but adds dynamically generated xenon defenders around abandoned ships only when found.
So this makes XRSGE work with any mod adding derelict ships. Be aware that XRSGE currently adds a LOT of derelict ships, as soon as you go far from important zones (those with the blue hexagon).
:arrow: https://www.nexusmods.com/x4foundations/mods/1140
I get the alert but it doesn't disable Travel Mode. I can use Travel Mode within 5km and I will run straight into stations and asteroids if I get within 5km
Saga286
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Saga286 »

Saga286 wrote: Mon, 19. Jan 26, 20:49
Realspace wrote: Mon, 19. Jan 26, 19:47
Saga286 wrote: Mon, 19. Jan 26, 17:23 The Proximity trigger doesn't work. I had REM Hyperdrive and thought that was the issue. I turned off REM Hyperdrive, but still not getting a Proximity trigger.
I does work in my game for asteroids, do you mean for stations and gates? Will take a look...

I've added a patch for XRSGE, this patch removes xenon defenders of abandoned ships at new game but adds dynamically generated xenon defenders around abandoned ships only when found.
So this makes XRSGE work with any mod adding derelict ships. Be aware that XRSGE currently adds a LOT of derelict ships, as soon as you go far from important zones (those with the blue hexagon).
:arrow: https://www.nexusmods.com/x4foundations/mods/1140
I get the alert but it doesn't disable Travel Mode. I can use Travel Mode within 5km and I will run straight into stations and asteroids if I get within 5km
I did just download and installed the update REM Overhaul :)

But the Travel Mode issue is still there. I've started a new game on XRSGE: Argon Patriot with HQ. Travel Mode wont stop me before hitting any of the stations or asteroids and it wont prevent me from using Travel Mode while within 5km.
Nargun
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Nargun »

Timelines expansion ships without jump drives in the advanced start menu, is this how it should be?
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Nargun wrote: Tue, 20. Jan 26, 19:48 Timelines expansion ships without jump drives in the advanced start menu, is this how it should be?
Thanks for report, just a wrong folder path so missed the software addition, fixed. In next update..coming soon.
Btw I had forgot to add the jump software to the envoy..
Saga286
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Saga286 »

So I really started diving into this and went to go pick up a mission at a station that was over 2000km away. I initially was dreading the trip. It was a long trip and finally got to the station and docked. It was amazing. I felt like I was actually going through space. I can't wait to start trading and mining and making sure the trip is worth the money.

Also, in regards to encounters. Are you saying the area outside the blue region around the Center of Sector beacon can spawn encounters, or do I need to go to the edge of the actual sector?
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Saga286 wrote: Thu, 22. Jan 26, 18:40 So I really started diving into this and went to go pick up a mission at a station that was over 2000km away. I initially was dreading the trip. It was a long trip and finally got to the station and docked. It was amazing. I felt like I was actually going through space. I can't wait to start trading and mining and making sure the trip is worth the money.

Also, in regards to encounters. Are you saying the area outside the blue region around the Center of Sector beacon can spawn encounters, or do I need to go to the edge of the actual sector?
Encounters work on a ZONE basis instead of sector basis as vanilla. So my md instructs to look for the main zones (those with the blue haxagon and a name) and spawns abandoned ships at a large random distance from those zones. Then if you venture out of the main zones (which also are those where superhighways go) and use the LR scanner, you can find abandoned ships, If you find them then a xenon patrol will spam around them, with a scout that is called technology researcher...they study the tech of the ship. If you go close they will attack you, also there are some mines around the abandoned ship.
Wait to start a new game, I am uploading 9.1.7 (but it is not a problem if you continue an old save)

______________________________________________________________________

XRSGE The Expanse Reborn - Version 9.1.7 (Full pack)

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

(save-compatible, may miss some new stations and zone's names)
- fixed travel disrupt when player is close to stations or gates
- fixed AI wanting to use a superhighway when the destination does not require it.
- reworked Belt of Aguilar system
- NEW: added one more sector to Belt of Aguilar
- reworked Eighteen Billion system
- NEW: added one more sector to Eighteen Billion
- remade sectors: Antigone Memorial, Open Market, Bala Jii Joy, Ianamus Zura, PTNI Headquarter
- added Jump Software to Timelines ships (not racers) and Envoy/Cypher

STARS patch is required for the new planets:
https://www.nexusmods.com/x4foundations/mods/507
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Hi Realspace
Thanks for the update
I've just run a check and it seems that fps has worsened a lot in thje latest versio
Saga286
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Saga286 »

Realspace wrote: Thu, 22. Jan 26, 22:01
Saga286 wrote: Thu, 22. Jan 26, 18:40 So I really started diving into this and went to go pick up a mission at a station that was over 2000km away. I initially was dreading the trip. It was a long trip and finally got to the station and docked. It was amazing. I felt like I was actually going through space. I can't wait to start trading and mining and making sure the trip is worth the money.

Also, in regards to encounters. Are you saying the area outside the blue region around the Center of Sector beacon can spawn encounters, or do I need to go to the edge of the actual sector?
Encounters work on a ZONE basis instead of sector basis as vanilla. So my md instructs to look for the main zones (those with the blue haxagon and a name) and spawns abandoned ships at a large random distance from those zones. Then if you venture out of the main zones (which also are those where superhighways go) and use the LR scanner, you can find abandoned ships, If you find them then a xenon patrol will spam around them, with a scout that is called technology researcher...they study the tech of the ship. If you go close they will attack you, also there are some mines around the abandoned ship.
Wait to start a new game, I am uploading 9.1.7 (but it is not a problem if you continue an old save)

______________________________________________________________________

XRSGE The Expanse Reborn - Version 9.1.7 (Full pack)

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

(save-compatible, may miss some new stations and zone's names)
- fixed travel disrupt when player is close to stations or gates
- fixed AI wanting to use a superhighway when the destination does not require it.
- reworked Belt of Aguilar system
- NEW: added one more sector to Belt of Aguilar
- reworked Eighteen Billion system
- NEW: added one more sector to Eighteen Billion
- remade sectors: Antigone Memorial, Open Market, Bala Jii Joy, Ianamus Zura, PTNI Headquarter
- added Jump Software to Timelines ships (not racers) and Envoy/Cypher

STARS patch is required for the new planets:
https://www.nexusmods.com/x4foundations/mods/507
The Proximity feature now does work and will not let you use Travel Mode when too close, you do get a bug where the hud will still flash orange, but that isn't a big deal. I could be mistaken, is it supposed to pull you out of Travel Mode automatically if you move within 5km, preventing you from a collision? It still doesn't do that in my game.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Nope only at start. I could make it check at intervals to see if you get close to elements but that approach risks to cause a script always running in background which is not good. I tried setting the check at every zone change (which is also too frequent to my taste) but did not work. The event is checked at travel start only, to avoid an heavy script.
In asteroids there is an avoidance behaviour of the vanilla game so it was easier to merge them. I also added the mine detection for when player ship enters a minefield. That one works also when you arrive travelling.
And for other damage regions.
Others also reported low fps, I am checking. Maybe bad packing...I have high fps
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I've uploaded a repack (9.1.7b), loose files.
Gas planet in Black hole sun is far away because I already added a second sector for that system but disabled it in this repack (will be in 9.1.8 ).
Please report if performance is restored.
My game has high fps so something must be off with the previous files

EDIT:
There was a type error in move.gate file, causing the file not to do its job. I am uploading the fix.
Last edited by Realspace on Sat, 24. Jan 26, 20:31, edited 1 time in total.
MyCael127
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by MyCael127 »

Unfortunately, no change. The entire folder has been replaced. A week ago I had around 40-60 fps. Now it's only 20-30, even near relatively small stations.

Of course, it depends on my personal system, but there is a big difference.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

MyCael127 wrote: Sat, 24. Jan 26, 20:16 Unfortunately, no change. The entire folder has been replaced. A week ago I had around 40-60 fps. Now it's only 20-30, even near relatively small stations.

Of course, it depends on my personal system, but there is a big difference.
There was a type error in move files file, causing the files not to do their job. I am uploading the fix. But testing first...it happened on long time right? Not immediately.
EDIT
Ok I updated a quick fix, copy and replace in mod's folder.
Guys if you want to help me check the performance in the long, you can activate the log file and check for this error:

Code: Select all

Move-to action got a very large position
And check if it happens for a few ships by searching the id code of the ship. If it happens to many different ships then we have an issue, if it happens a lot but always to the same few ships, that is not a problem.

There are other "errors" I activate for move.gate and move.generic that are meant to signalize situations that should not happen (like long trip of several thousands kms without using a superhighway). Not true errors, but they can help find ships lost in deep space that seem "lost". Again, if this "error" appears for too many different ships can cause a lag, if it is always the same few ships it can be ignored.
MyCael127
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by MyCael127 »

No change. Even from the very beginning, i.e., a new game start, the FPS is low, along with stuttering.

I started about 10 hours ago with version 9.1.7 as an XRSGE Argon Patriot, and played for about an hour with the same starting ship. Low FPS and stuttering from the start. Never Change ship in this short time

Same with version 7b and the latest hotfix. Loading a save game or restarting the system makes no difference. Starting a different game (XRSGE Young Gun) also makes no difference.

There was an update in STARS, maybe.

As I said, my short hands-on tests every few weeks before were about the fps ok and playable

I hope you can pinpoint the problem.

Otherwise, great mod. I play vanilla 95% of the time and occasionally check the progress of your work.

-

edit: i use only Stars & Xrsge
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Did you remove the mod entirelly before? If the folder contains ext.dat/cat files from 9.1.7 these will take priority over the new loose files.
Try removing the mod entirelly, then install the 9.1.7b (loose files) then copy and replace files from 9.1.7c (move.gate and move.generic). It must work as it did for others ;-) let me know
MyCael127
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by MyCael127 »

Yes. I noticed that the 7b files were uncompressed, so I completely removed the old folder. See my first post. It's strange that the last changes helped others but not me. Maybe the problem is on my end; I'll have to test my vanilla version.

It'll take a while because it's the weekend night in Europe.

;)

-

Edit:

Everything's OK now, after successfully overwriting the last two files. No idea why it didn't work before 😕
Last edited by MyCael127 on Mon, 26. Jan 26, 12:24, edited 1 time in total.
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Confirmed - fps back to normal after the fix

Quick question. Realspace, I see you've changed Ianamus Zura and Belt of Aguilar adding some foggy thing in the background. I know you're a huge fan od the fog :lol: (so is egosoft), but Belt of Aguilar used to be one of my favorite sectors until the latest update. I believe you decided to add more immersion by making some blinding effect caused by the hypergiant stars in these systems, am I right?

Btw, before the update I had a fleet waiting for me in Ianamus Zura next to the gate to Rhy's Defiance and after the update my ships appeared somewhere in the south part of the sector 92000 kms away from any shw.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Well that "fog" is indeed a subtle layer of color not true fog. There is no gas nor should it obstruct anything only colorize the sectors background after the nebula it is inside ;-) in 9 there is not a single sector-fog(gas), only localized (around gas giants mostly). So very much clear space as you like :)
When redoing sectors of course I move zones, which bring stations and gates with them. The update description in the txt file and here is very specific to help moving ships from the changed sectors before the update. While stations should move automatically with zones.
Saga286
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Saga286 »

I wanted to get more information on the Open Universe game starts.

XRSGE: Emergence with HQ
XRSGE: Wayward Scion with HQ
XRSGE: The Young Gun with HQ


--THE EXPANSE REBORN--
XRSGE: Argon Pirate with HQ
XRSGE: Argon Patriot with HQ
XRSGE: Hatikvah Mercenary with HQ

1. I think the first three game starts are self explanatory, but what about the non XRSGE game starts, how does this mod effect them?

2. For the game starts under "The Expanse Reborn", other than story elements, how do these differ?
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Realspace, a little off topic question - is there any way to remove this annoying minefield from Matrix #17? I'd like to take over Dark Horizon and at least get rid of the xenons in the Matrix, but can't approach xenon stations bc of the minefield which seems to be endless. Teladi have already taken over Rhy's Defiance, but I'm afraid they can't hold the xenons forever and they'll plague Dark horizon eventually :( .

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