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

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

uh..is Astrid supposed to be so weak in Rem? It's weapons are a joke now and the ship is completely useless. I almost died fighting one xenon SE and F :lol:
And Astrid used to be my favorite ship in getting rid of little pesky M, F and N ships. Sometimes even a couple of PE's. Now - no chance :rant:

Btw Realspace ,did you get the Envoy dlc to work? I keep receiving messages from "whatever-his-name-is" guy from the envoy-pack dlc, but can't answer bc he says some random nonsense and then breaks the connection. Also no envoy mission offers in the mission offers tab :gruebel:

Edit: Brent Sobert! That's the guy. In the last 10 minutes he called me 5 times saying something about "collateral damage" and I have absolutely no clue what he's babbling about
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Ok...so Astrid is not balanced, maybe, I changed it on paper but never tested, I'll have to redo REM very soon anyway after beta 9 is finished.

About mission and Brend Sobert, I never had the time to play the mission. Looking in the file there is no change in XRSGE that could stop its start except that I set the trigger to happen only after Dal Bust is in the HQ. Will remove this condition in next update...btw I've finished updating XRSGE with the full layout change, waiting to upload for beta 9 to be completed, it will break most of my mods :doh:
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

How did the layout change? Did you redo lots of sectors? I think they are already as close to perfection as possible (in case of cosmetics), but some sectors feel quite empty bc of very big distances between gates.
Speaking about rem - very cool mod, like it a lot. Found a small bug with boron mako missing engines in the boron plot so it can't move. Not a big deal though, I just sold it and that's all.
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

I expressed not correctly, layout is untouched. Not a single sector has been moved nor any connection changed. But I've reduced every single sector to half the size, redoing every superhighway, and they were a lot.. :doh: And I did all this SAVE-compatible! 8) I made them more compact, to feel less empty and to allow to cross them without shw and loosing the mind. Radius has gone from 250-400.000km to 120-180.000km.

Cosmetically unchanged but I added/changed some planets somewhere, nothing major. Of course I had to move/redo many regions, but in general sector are quite identical to before, only more compact. More than before, gates are all grouped in the same area, so ships having to cross more sectors will do it easily. Will travelling inside a sector will take time.

This allows a no-superhighway game, but while redoing sectors I also made a "more"-superhighway mini-mod along So now one can choose:
1. default, only main superhighway for big distances (80-100.000km) but not for medium distances (20-40.000km);
2. no superhighway except in rebirth sectors;
3. all superhighways included those for the medium distances.

Also I removed the whole JUMP both for Ai and for player and put it into a separated module/mini-mod.
Current layout with gates all close to each other does not require jumping around, but players can still like to use it (btw I found the cause for the lag, it was patrol/escort dealing with the jump, so removed it).

Portals continue to exist and they work as...portals. If you enter in the anomaly, you can reach another anomaly controlled by a portal of the same race. Quite streamline, works for all situations, basic or jump-mod. I made them connected to each-other not random as vanilla anomalies, so they are true portals, like gates but going to distant sectors. If using the jump mod instead, player and Ai will continue to use the jump drive as before to jump to/from portals. Default XRSGE now has no jump drive, no software, nothing.

Commands have also been redone. If you use the jump mod, the command suite will show the various jump commands and also the emergency jump + the supercruise commands. If not using the module, only supercruise commands will show.

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

I am facing a very bad situation, game starts fine and has good fps but then when loading a save it gets stuck. Very weird. I've always tested the mod by starting a new game, never thought something like this could happen. The issue could have been generated at any time in the past and was not seen because I did not continue an old game. And I have no clue what's wrong, no error in the log. This is not good...days of work gone trash :evil:
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Wouldn't decreasing the size of sectors also decrease immersion? Bc now distances between planets (which are moons in fact) are like 200 0000 - 300 000 kms, like between the Moon and Earth which is very realistic, decreasing them to 100 000 kms would kill this realism, woulkdn't it?
Anyway I hope you will not at least increase the speed inside shws, It's enjoyable as it is

I encountered some game crashes yesterday, but maybe that was because of msaa4, I believe the game isn't doing good with this AA method
I also remember crashes after opening the map via cheat mod
Do you have any ideas what could have caused the crashes on your side? Maybe I could help (in testing, not modding :D )
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

I've been struggling for hours testing any possible variation of files, using old version and a mix.
All seems related to superhighways. When starting a new game all is fine and performance is great (I worked a lot on it) but when loading a save, this error pops-up, which is normal, but it loops hundreds times:

Code: Select all

[FileIO ] 3924.28 File I/O: Failed to verify the file signature for file '.\extensions\xrsge\maps\xu_ep2_universe\xrsge_intrasechighways.xml' (error: 14)
This does not happen with the old version of the mod (that you play now) which has identical file structure.

Seems like the file signature verification loops and the loading stucks, no other error. I really can't guess what I made differently from previous mod's version.
If I remove superhighways the issue is no more.
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

It seems like universe is telling you to make only no-highway version :)
Plus I think there're not a lot of fans of superhighways (I think I am the only one :D )

P.S. Jumpgate-accelerator bug found in Fires of defeat to Family Tkr
Last edited by ziplock815 on Fri, 27. Mar 26, 18:33, edited 1 time in total.
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

It really seems like that, error arriving from nowhere. I just whish I had not spent so many days building 3 versions (!!!) of superhighways..
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Well I think just 2 versions would be enough (if you manage to nail the error of course) - no shw and all shws
I think "less shw" version could wait. Anyway there's 9.0 patch arriving soon and it will definitely break all mods (especially rem)
Folker
Posts: 157
Joined: Fri, 31. Jul 20, 21:56
x4

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

Post by Folker »

ziplock815 wrote: Fri, 27. Mar 26, 17:56 Plus I think there're not a lot of fans of superhighways (I think I am the only one :D )
You are not the only one ;)
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

I could upload it as test version, maybe someone comes with a clue about. Error 14 is related to Steam not active, but it is active and indeed works with any other mod and with previous version of the same mod. Funny enough if you start a game it is much smoother than current version, but you can not die..nor sleep :D

________________________________________

I've uploaded the file in the MISCELLANEOUS TAB.
https://www.nexusmods.com/x4foundations ... ?tab=files
Who knows, maybe it works fine on your pc. You can also try loading a current save...it was made save-compatible, if it could load the save, ANY save.
This version has NO Jump and less superhighways.


________________________________________

I found the issue. I built several superhighways but some of them are only used if you use the additional mod, as optional. I add their zones in the main xrsge mod but this happens to create a missing references. This seems enough to create the loop. It is strange, previously I could remove/add superhighways without issues...anyway, fixing it
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

XRSGE - Version 9.5.0
first release (BETA)
beta testing

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

Map entirely redone to allow modular gameplay: superhighways and jump drive are optional.
Sectors are reduced to half the size while perception of space is not changed.
Base mod comes with basic superhighways (only the long routes) and NO Jump Drive.
You can enter the hypergate to cross several sectors to another portal.

This version is beta and is still NOT compatible with version 9 of the game.
You can continue and old save but in that case please check any issue by starting a new game before reporting.

This is for testing, you can add your suggestions about the layout and space organization.

Mod will be ready for version 9.0 of the game (which requires a new game, so will the mod).

Many other small changes for optimization, supercruise, move scripts etc.
You should see a significant increase in performance and zero lags.

Optional mods:
1) Adds ALL superhighways (available) - better not to use for testing
2) Jump Drive (available) - better not to use for testing
3) Supercruise only manual (still not available)
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Thanks for the update, fps is much better now and there's almost no lag, only in some foggy sectors (on the west of Thuruk's demise - close to the planet)
I also found some bugged shws in Sacred Relic (I use all highways submod), and one of the shws leads through the planet (the white moon)

Btw why there's a need to start the new game after the 9.0 update?
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

If you play without added shw performance is even better.
I've made the mod SAVE-compatible but when I will add the changes by ego in 9.0 I suppose it won't be because they changed entirelly how regions (asteroids etc.) are generated. These changes usually require a new game but maybe not. I did not add things that require a new game or not strictly. We'll see..
Thanks for report, I want to fix as many possible before 9 releases

Please be aware that saves made in this beta won't work in the final release (i.e. bugged shw will remain in the save file).
Keep your last save before this beta. I keep updating the beta as soon as anything is fixed.


Version 9.5.0 UPDATE FOR BETA available
(code BETA2) - beta testing
- fixed superhighway in Sacred Relic
- moved gate in Priest Rings
- Optional mods:
Added superhighways - Version 1.0.1
- fixed missing superhighway in Thuruk's Demise north planet

Version 9.5.0 BETA
(BETA3) - beta testing
- fixed Terran plot
- changed gate from Getsu Fune to Savage Spur II instead of I for story reasons
- Hatikvah story changes: re-added old story stages, delivering medicals only if the player is not rich and on a ship not bigger than S, other stages are for rich players too

___________________________________________________-

I've repacked STARS mod into a single file. Version 9.0.3
Some people had difficulty using the right version or had other problems during installation. This should help.

:arrow: https://www.nexusmods.com/x4foundations/mods/507

So there is a SINGLE BASE version of STARS for all situations: 1.vanilla, 2.XRSGE mod, 3.STARS Overhaul mod

If you use XRSGE it is better to update STARS too, I made some small changes to plants and stars that are more bright in current version
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Are all "betas" saves going to be incompatible to the final version or I can safely proceed from the BETA3?
Anyway I've made backups, just in case...considering how many million times i've been starting a new game :lol:
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

I am not changing shw sofar, not after beta2. They cause the not compatible save if I don't rename/replace them entirely as I did before the beta.
I did check extensively in the terran plot and fixed many little things while I am playing terran cadet to test.
Unknown is whether game v9 will require a fresh start, thus will the mod too.
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Well, ego's making all updates save compatible if I'm correct. In fact we can continue even the 1.0 save :gruebel:
Btw did you check the envoy dlc? i didn't have any issues in terran missions (I've been playing terran cadet and everything worked so far), but the envoy mission doesn't work
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

Terran plot had some potential breakers, as for instance the Yaki space not split into two sectors with different entrances. I fixed it and other small things. I also fixed a bug that is probably vanilla (or possibly the vanilla code not working in my layout despite I changed the references), in recognizing the venus-earth gate. This is used for the cutscenes but also for entrance licenses.
I had not time to start the envoy plot but the grey-hair guy contacts me often during my many game starts...btw I removed the postpone of the mission.

I don't know about compatibility, I don't want to participate to the beta this time because I can not allow all my mods to be broken before I finish updating them.
It is my guess because I saw they changed the regions and the map's defaults now regulate resources instead of the regions...this seems as a big change to me but, hey, it is their game, they probably know how to make it update. :D They usually add some script to check for these changes, as I did with the updater that you had to run once....but better.

Anyway, I am taking the time before 9 is out of beta to continue polishing XRSGE. This time is a big work on the Supercruise which is the pillar of XRSGE 950, what Jump Drive was for 9.00.
BTW I strongly recommend NOT to use the modules: Jump Drive and Added Superhighway. Base mod is perfectly balanced and supercruise capable to cover the medium distances.
If you do use them, please update the Jump Drive Module to 1.0.1 or you will miss the jump commands to pilots.
So here it is...

XRSGE Version 9.5.0 BETA
(BETA4) - beta testing

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

- Highly improved SUPERCRUISE: Supercruise is vastly used by the AI ships especially in relation to player but also alone. Scripts check for a time period to trigger or record to the usage of supercruise by the player and trigger ships having a relation with the player to use it too: subordinates, attackers, following ships etc. NPC AI ships are also commanded to use it when they are in player's space or out of sight. For this latter, I use some specific moments to avoid any lag, i.e. when player is in the superhighway, gates, on stations or landing. If you see a small lag during the gate entrances it is normal, this is used for the ships to catch up in the big distances.
- Highly improved Autopilot Supercruise: Autopilot will be much more sophisticated (no more using the same supercruise that the player can manually trigger). It is more strict than manual for using it, checking for close ships, stations or gates before activating. Usually does not start in crowded areas. Also Autopilot will consider the distance to cover and use different pushes.
- slightly reduced pushes of both manual supercruises; manual supecruise can be activated by the player at any moment, player can use the Supercharged TM to cover small areas (about 200 km) but the Supercharged TM will re-activate automatically unless the player stops it. Regular supercruise is untouched, except that it covers about 7000km instead of 9000km.
- more sophisticated usage of the supercruise by the subordinates and player's pilots who calculate the distances and use different pushes. They also check for obstacles (stations, ships, etc.) but (as humans) are more flexible and use it more than autopilot.
- fixed the reveal of stations by the LRS
- added the reveal of collectibles by the LRS
- many small fixes

__________________________________________________

Guys how is it in an advanced game, about the trades revealed by satellites? Do you need to drop hundreds of satellites to have the offers updated?
I need time to check in a real game, I suppose I should add the offer-updater to advanced satellites for a big range of, say 3000-5000 km to cover at least each one a main area of the map :gruebel:
Realspace
Posts: 1834
Joined: Wed, 15. Nov 06, 10:21
x4

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

Post by Realspace »

I finally played Hyperion story..is it just that, follow the trail then be rewarded with 2 Hyperion ships???
Even only one is too much.
A minimod is on the way, removal of Hyperion story. Just buy it or earn through long gameplay...or use hyperion start directly.
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

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

Post by ziplock815 »

Yeah, I found that weird too. They just gave the ship to the player and that's all. I thought at least I'd have to gather some resources for paranid guys.
Moreover, they just ignored the argon girl. I think they should have given the ship to her, bc she was the one who figured out how to find the hyperion and was the first who contacted the paranid. Well anyway the ship is cool, especially with Rem. Highly maneuverable, but rather slow though - just 3000 kms/sec in rem
Wait...you're saying you were rewarded with TWO ships? :o I have just one

Return to “X4: Foundations - Scripts and Modding”