Enlarging the map - Borons resist my attempts

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MarcusInVR
Posts: 117
Joined: Fri, 15. Apr 22, 14:33

Enlarging the map - Borons resist my attempts

Post by MarcusInVR »

Hi Modders,

I have been working on my own little mod to expand the entire map a little, and so far it does work quite nicely. Except the Borons. I assume Boso intercepts my attempts.

What is happening?

I have taken the file

Code: Select all

dlc_ego_boron\maps\xu_ep2_universe\dlc_boron_sectors.xml
and scaled the position values to somewhere between 7.5x and 10x times their originals (except Sanctuary of Darkness so that the sector is still doable in the safe zone). I released the mod on Nexusmods (link in my signature below), and people report that none of the Boron sectors adhere to the repositioning of... well, everything.

Then I rescaled every value of every file inside the xu_ep2_universe folder inside the Kingdom End files... to no avail. Custom start, pilot in Boron space, no joy. Sector still small :(

I am not quite sure as to why that is. I can only imagine that the values for Kingdom End are hard-coded somewhere, and values that deviate from what is found in those values will be corrected and thus reversing scaling attempts. Of course, I can understand that such attempts want to be mitigated for the Ventures and stuff... but I'd really want to see consistency in my scaling of the map. Otherwise this is no fun to mod and I will remove the mod from Nexusmods because... well - either scale it all or nothing.

Can someone explain as to why Boron space is not easily scalable?

Thanks and best
Last edited by MarcusInVR on Wed, 26. Apr 23, 18:43, edited 1 time in total.
Realspace
Posts: 1637
Joined: Wed, 15. Nov 06, 10:21
x4

Re: Enlarging the map - Borons resist my attempts

Post by Realspace »

Take a look at my XRSGE mod where I already have redone their sectors' size.
The way I follow is a total replacement due to the vastness of my mod but in general, since you change the size of all sectors in the universe, you could do the same. A new game start is required anyway.
This allows a more precise and bug-free placement of sectors and regions. But requires you do update the map in case ego does it, which does not happen if not doing a new dlc.
The only thing you can leave in the dlc's folder is the galaxy.xml, the rest has to be replaced entirely.
If not following this route, you have to replace each macro one by one. I've not seen your files but replacing the single macro is usually accepted by the engine and you don't need to touch the cluster.xml if not moving the regions. Also zones can be let vanilla, so the only replacement needed sector.xml.
Of course, the replacement has to be set in extensions/yourmod/extensions/dlc_ego_boron/maps/xu_ep2_universe/dlc_boron_sectors.xml
If it does not work, you can put it in the base game's map and call it of course sectors.xml not boron_sectors etc then put there the single macro's replacements.
The engine does not see it as different, after loading dlcs and mods it creates a single file for all sectors. The only issue you can face is that a mission called by the dlc won't find the dlc's sectors. I have to face this issue for every dlc because I replace all the sectors of the entire game.

edit: I looked in the file, you used the subst_cat way. I don't know for certain but would use that way only for texture replacement. This could be the reason. Making a diff/replace of the macros should be accepted instead. Indeed if you replace the entire sectors.xml using the subst then the dlc's replacement is totally discarded. I am surprised that the other dlc's are accepted.
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MarcusInVR
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Re: Enlarging the map - Borons resist my attempts

Post by MarcusInVR »

[rant deleted]
Last edited by MarcusInVR on Fri, 28. Apr 23, 15:39, edited 1 time in total.
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MarcusInVR
Posts: 117
Joined: Fri, 15. Apr 22, 14:33

Re: Enlarging the map - Borons resist my attempts

Post by MarcusInVR »

OK so... this thing just wouldn't let me sleep in peace. I read through everything you said and gave it another go. Putting everything one file (sectors.xml) and then using subst_01.cat did the trick. Along the way I noticed a catastrophic bug in my PHP code, which I have now fixed.

Thanks again for your advise, I will put the mod back up on Nexus

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