[MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

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Dr Reed
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[MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

Post by Dr Reed » Sat, 28. Aug 21, 18:25

New Horizons / Old Lands.

Recently Alliance of the Word deep space exploritor ships have detected a faint gate signal from deep space in the Sacred Relic system. A recon fleet was sent to investigate and found a recently active unregistered Jump Gate. Construction ships were then dispatched to tow the Gate to the system hub and during the months that passed faint Teladi comms were detected.

The Alliance are now looking for Pilots to explore and map the space through this newly activated gate.


I have tested this as much as I can so here goes.
This mod adds 20 new/old systems to explore with some of them inhabited by some cute little green lizards. There are a couple of new ship variants, a few free ships scattered about and the drops from lockboxes and station debri have been reworked in the regions of the mod to make them worthwhile to hunt down and open. The new drops include paint mods, piloting/management powerpoints thingys and also weapon/ship mods, which was a nightmare to try and balance due to the randomness of spawns.
The new sectors, if left to their own devices, should not effect the rest of the main maps economy or gameplay appart from maybe a few more Xenon spawns. I just hope the rng gods don't decide to spawn an unexpected Xenon deathball of doom somewhere on the map. Some may love that but I tried to make a new Xenon faction for the new areas to stop this from ever happening but it was way beyond what I could do.


I have not been able to connect my PC to the internet for a long time and I think i'm still running Public Beta 4-4 and hope this still works on newer versions of the game.


Installation:

Extract the zip directly to the X4 Foundations extensions folder.

https://www.dropbox.com/s/f9kviwmkqkrld ... s.zip?dl=0

Updated 29 September. I think it now works with the German version + added universal text file.




Known issues,
There is one sector in the mod that can give missions from objects on the map. Workaround is, do not accept missions from things that are not proper faction stations. I have looked but could not find a way to deactivate missions in a sector.
Also inactive gates sometimes seem to bug out with targeting and visuals, I'm not sure if this is mod related or is base game.
Last edited by Dr Reed on Wed, 29. Sep 21, 18:41, edited 7 times in total.

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Axeface
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Axeface » Sun, 29. Aug 21, 00:56

This sounds really cool. My current save is vanilla but i'm interested to have a fly around and see your new sectors. Can I ask why some of the files arnt in the extensions folder?

Dr Reed
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Dr Reed » Sun, 29. Aug 21, 16:25

I've added some new Betty voice samples for a few of the system names and for a couple of map objects but could not get them to work when packing the Voice-l044 folder in the cat/dat.

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alexalsp
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by alexalsp » Sun, 29. Aug 21, 18:00

The file name must be
subst_01.cat / dat

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Axeface
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Axeface » Sun, 29. Aug 21, 22:57

I had a look around the new sectors, some really great looking sectors :) Dont want to name the sector as you seem to want people to discover things on their own, but a certain big blue water planet looks amazing. The dark sector looks really striking too, good use of volumetric fog!

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Shuulo
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Shuulo » Mon, 30. Aug 21, 00:30

Very good mod.
How you created voice files? or is it just from X3?

Dr Reed
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Dr Reed » Mon, 30. Aug 21, 18:25

alexalsp wrote:
Sun, 29. Aug 21, 18:00
The file name must be
subst_01.cat / dat
Thanks for that. I did not know the subst_01.cat/dat was a thing.
I'll update the download.

Shuulo wrote:
Mon, 30. Aug 21, 00:30
Very good mod.
How you created voice files? or is it just from X3?
I used audacity to cut/splice samples from X4 and Rebirth. Betty has a lot of dialogue in the game files that can be used.

Dr Reed
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Dr Reed » Mon, 30. Aug 21, 18:41

I have updated the mod download and removed the loose voice files.

So if you have already downloaded the mod, delete the voice_l044 folder and unpack the new zip into the X4 extensions folder.

Dr Reed
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Dr Reed » Sun, 5. Sep 21, 18:02

Updated again.

I had forgotten a macro file for one of the sectors. Yet it still worked :?
Anyway, sorted and updated.

ziplock815
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by ziplock815 » Mon, 6. Sep 21, 00:47

Could you make a steam version of this wonderful mod plz?

Byrus
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Byrus » Mon, 6. Sep 21, 02:28

Hi man, can u make VRO patch for new ships?)

raim729
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by raim729 » Mon, 27. Sep 21, 13:35

Hello

Your sectors and stations are only displayed as Readtext in my game?

1121070-121021?

Dr Reed
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Dr Reed » Mon, 27. Sep 21, 19:54

That looks like it is a T file problem.

The mod is in English language code 44 and i don't know what will happen if it is used in another locale,
or i've made a mistake and it is clashing with another mod i have made, Reed Tech from the nexus. It adds a couple of ship variants that make it possible to transport solid + liquid cargos and the T file entries are in the same region of numbers.
I'll check again to see if problems exist there.

raim729
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by raim729 » Mon, 27. Sep 21, 20:52

Dr Reed wrote:
Mon, 27. Sep 21, 19:54
That looks like it is a T file problem.

The mod is in English language code 44 and i don't know what will happen if it is used in another locale,
or i've made a mistake and it is clashing with another mod i have made, Reed Tech from the nexus. It adds a couple of ship variants that make it possible to transport solid + liquid cargos and the T file entries are in the same region of numbers.
I'll check again to see if problems exist there.

I'm from Germany. Can the 44 be changed?

Dr Reed
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Dr Reed » Mon, 27. Sep 21, 21:12

It could be translated but i have no idea where to start and I only know english.

If anyone can give me pointers on how to do this i'll give it a try.

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Shuulo
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Shuulo » Tue, 28. Sep 21, 03:35

Dr Reed wrote:
Mon, 27. Sep 21, 19:54
That looks like it is a T file problem.

The mod is in English language code 44 and i don't know what will happen if it is used in another locale,
or i've made a mistake and it is clashing with another mod i have made, Reed Tech from the nexus. It adds a couple of ship variants that make it possible to transport solid + liquid cargos and the T file entries are in the same region of numbers.
I'll check again to see if problems exist there.
you can add your language file without the code specified, just as 0001 file in t folder (and ID removed in file itself). it will be used automatically for all languages if they do not have separate file with ID, so no need for making other IDs, it will pull your english text and there will be no readtext errors.

Dr Reed
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod.

Post by Dr Reed » Tue, 28. Sep 21, 20:40

Shuulo wrote:
Tue, 28. Sep 21, 03:35

you can add your language file without the code specified, just as 0001 file in t folder (and ID removed in file itself). it will be used automatically for all languages if they do not have separate file with ID, so no need for making other IDs, it will pull your english text and there will be no readtext errors.
Again, thanks for the help.
I've already made a change to include language 49, German. It's still in English but the computer voice should work ok with no read text errors.

I'll try again using the universal 0001 and see what happens with the computer voice samples for the new sectors.

raim729
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 28 Sep update.

Post by raim729 » Tue, 28. Sep 21, 23:47

Hi there,

Changed in German.
X 4, Teladie Union.right?
Independent sectors.
Sound in German.
I am still testing.
HQ don't know?

Newinger
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

Post by Newinger » Sun, 17. Oct 21, 11:28

Thanks for this mod!

I like the mood of the new sectors a lot.

Maybe a bug: In unknown sector Alpha 3, the inactive jump gate looks like an active one visually.

Also, some more create sector names or small descriptions (just like: "There is no information known yet about this recently discovered sector.") would be nice for flavor.

Edit: "Clouds of Profits" is named as Unknown sector Alpha 6 in the description in encyclopedia :)

Edit 2: "Heart of Tranquility" is called "Home of Tranquility" in the description in encyc.

Valinir
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

Post by Valinir » Sun, 17. Oct 21, 16:08

Anyone knows if that mod works with vro?

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