[MOD] NoSuperHighways

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youdotkay
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[MOD] NoSuperHighways

Post by youdotkay » Sun, 9. Dec 18, 04:22

A very simple mod to remove superhighways from the game if you're not enjoying them.

Works with your existing saves.

https://www.nexusmods.com/x4foundations/mods/80

Tkdmaster
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Re: [MOD] NoSuperHighways

Post by Tkdmaster » Sun, 9. Dec 18, 04:27

Thank you for this~!

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joelR
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Re: [MOD] NoSuperHighways

Post by joelR » Sun, 9. Dec 18, 05:19

youdotkay wrote:
Sun, 9. Dec 18, 04:22
A very simple mod to remove superhighways from the game if you're not enjoying them.

Works with your existing saves.

https://www.nexusmods.com/x4foundations/mods/80
Thanks!

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StoneLegionYT
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Re: [MOD] NoSuperHighways

Post by StoneLegionYT » Sun, 9. Dec 18, 05:54

Small question if you remove them how do you get to the areas that require them?

draugar77
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Re: [MOD] NoSuperHighways

Post by draugar77 » Sun, 9. Dec 18, 06:40

Thanks. Essiential mod, used a similar mod in Rebirth too. So much more immersion. :wink:

MutantDwarf
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Re: [MOD] NoSuperHighways

Post by MutantDwarf » Sun, 9. Dec 18, 06:51

Looks like he removed the local highways, not the super-highways. So no more Ring, for example.

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StoneLegionYT
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Re: [MOD] NoSuperHighways

Post by StoneLegionYT » Sun, 9. Dec 18, 08:48

MutantDwarf wrote:
Sun, 9. Dec 18, 06:51
Looks like he removed the local highways, not the super-highways. So no more Ring, for example.
Okay well that's a massive difference compared to saying you removed superhighways LOL thanks for checking.

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MarvC
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Re: [MOD] NoSuperHighways

Post by MarvC » Sun, 9. Dec 18, 16:30

thx, thx, thx, thx.. and again thanks. :roll: I can not imagine playing without this mod. any chance in the future to get rid of the remains of the highways? :gruebel:
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youdotkay
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Re: [MOD] NoSuperHighways

Post by youdotkay » Sun, 9. Dec 18, 17:57

Sorry did I use the wrong name?

What do we call the blue ring if not super highway? :/

And what's a super highway if not the blue ring?

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Hero77
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Re: [MOD] NoSuperHighways

Post by Hero77 » Sun, 9. Dec 18, 18:39

Super Highways = Blue Acellerators you fly through with short blue tunnel animation

Local Highways = What your mod removes (e.g. ring of flat blue lanes), originally in XR these were the green tunnels
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Termini
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Re: [MOD] NoSuperHighways

Post by Termini » Sun, 9. Dec 18, 22:44

How about the logistics and delivery of raw materials in a reasonable time .. Which are tied to this highway.
Removing it, won't the economy be broken? :gruebel:

Kadatherion
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Re: [MOD] NoSuperHighways

Post by Kadatherion » Mon, 10. Dec 18, 01:49

Termini wrote:
Sun, 9. Dec 18, 22:44
How about the logistics and delivery of raw materials in a reasonable time .. Which are tied to this highway.
Removing it, won't the economy be broken? :gruebel:
As long as the AI autopilot is able to adapt (which I thing it would, but isn't a given: the mod that relocates your PHQ seems to show the AI still thinks your PHQ is in its original intended position, so something similar might happen with missing highways and the AI not knowing what it should do anymore when it gets there), it wouldn't break (no more than it already is at the very least :P ). It would take longer to deliver things, but ships are already pretty fast with their travel drives, and at worst that could require a "rebalance" (bit higher speed for freighters' travel drives overall). It's not like the game ship stats are really fine tuned in any sensible way right now, so much of such finetuning has probably still to come, whether it being in vanilla or in certain modded setups.

Misunderstood Wookie
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Re: [MOD] NoSuperHighways

Post by Misunderstood Wookie » Mon, 10. Dec 18, 14:00

Already have a mod which adjusts the travel drives to do a better job and balances the others a little bit, someone with this mod let me know how it goes please, then I may consider using this a base and patch out all the highways period no more super/local just like the X:R mod
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Max Bain
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Re: [MOD] NoSuperHighways

Post by Max Bain » Thu, 20. Dec 18, 12:55

Does this mod works good? I mean does it result in some bugs or strange AI behaviour?
I would love to play without highways but I dont want to break my game.
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Arigon2001
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Re: [MOD] NoSuperHighways

Post by Arigon2001 » Thu, 20. Dec 18, 17:24

Right now I'm more concerned with EGOSOFT devs getting an actual working AI. Once they can achieve that milestone it would be a lot easier to mod with AI path finding.

Straton
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Re: [MOD] NoSuperHighways

Post by Straton » Thu, 8. Aug 19, 03:22

ledhead900 wrote:
Mon, 10. Dec 18, 14:00
Already have a mod which adjusts the travel drives to do a better job and balances the others a little bit, someone with this mod let me know how it goes please, then I may consider using this a base and patch out all the highways period no more super/local just like the X:R mod
Would you mind sharing the name or link of the mod you mention that you use?

Nemesis_87
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Re: [MOD] NoSuperHighways

Post by Nemesis_87 » Sun, 26. Jul 20, 15:37

Just started a new VRO game and it says to use this mod, but for some reason this mod prevents me from loading or even starting new games, it just stops at 35% while loading

Tested with and without NoSuperHighways and when its disabled the game starts up ok
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Neloth23
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Re: [MOD] NoSuperHighways

Post by Neloth23 » Mon, 27. Jul 20, 17:08

Nemesis_87 wrote:
Sun, 26. Jul 20, 15:37
Just started a new VRO game and it says to use this mod, but for some reason this mod prevents me from loading or even starting new games, it just stops at 35% while loading

Tested with and without NoSuperHighways and when its disabled the game starts up ok
I had the exact same problem with the mod. In the end, I had to modify the scripts to make it work.

I can put a link to my modified version, if that is OK with the author.

Nemesis_87
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Re: [MOD] NoSuperHighways

Post by Nemesis_87 » Mon, 27. Jul 20, 17:27

Neloth23 wrote:
Mon, 27. Jul 20, 17:08
Nemesis_87 wrote:
Sun, 26. Jul 20, 15:37
Just started a new VRO game and it says to use this mod, but for some reason this mod prevents me from loading or even starting new games, it just stops at 35% while loading

Tested with and without NoSuperHighways and when its disabled the game starts up ok
I had the exact same problem with the mod. In the end, I had to modify the scripts to make it work.

I can put a link to my modified version, if that is OK with the author.
sure, that would be great thanks :)
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kmunoz
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Re: [MOD] NoSuperHighways

Post by kmunoz » Mon, 27. Jul 20, 18:02

Expanded Sectors x2 seems to work fine without tweaking, and that mod does remove the highway ribbons. It also puts stations farther apart from one another, though, so if you don't want an even slower game then it may not be the best option.
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