[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 »

ziplock815 wrote: Fri, 17. May 24, 20:30 Yup, I've updated STARS
Do I need also to install the patch for this version of stars? I haven't installed it
Btw, thanks for quick fix
Nope, you need to download latest version of STARS (full repack), the patch was older but had higher number, I've changed it (and patches removed)
snaplord
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by snaplord »

XRSGE is supposed to be working in the beta, right? If so, I must have done something wrong because all sector names are replaced with "readtext[stringofnumbers]." It's a fresh install of XRSGE, STARS, and REM with all the latest updates + patch. Any idea what the deal is?
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

snaplord wrote: Tue, 28. May 24, 19:28 XRSGE is supposed to be working in the beta, right? If so, I must have done something wrong because all sector names are replaced with "readtext[stringofnumbers]." It's a fresh install of XRSGE, STARS, and REM with all the latest updates + patch. Any idea what the deal is?
Seems like a missing file in the T folder (texts). Did you maybe install the no prism patch? Latest XRSGE has NO prism mod anymore. What patches did you install? I repacked everything (STARS too) so no patch is needed.

...........................................................................

It took me some days of work but the BIG update of REM is finally here.

REM OVERHAUL 7.1.2 (Race-specific Update)

:arrow: https://www.nexusmods.com/x4foundations/mods/848

This changes X4 into X3 mechanics by making ALL ITEMS race-unique: weapons, turrets, engines, shields, thrusters. NO MORE YOU CAN MOUNT EVERYTHING ON EVERY SHIP :roll:

Every race has unique pros and cons, some have special items and let them available to mount for some ships from other races (e.g. Split Mk4 engine).
Everything has been rebalanced around it to avoid weakness to some class or race.

There are also many changes internally to each faction. Indeed Combat ships and trade ships mount different engines/thrusters/shields etc. This allows better refinement of behaviours for different kinds of ships.

Trade ships typically have slow engines, NO booster, but good travel speeds.

Combat ships have more choices, they have booster (different race to race, f.i. Argon have high boosters but less higher speed, while Paranid have higher speeds but a bit less booster. Teladi have lower both, but better travel... Teladi are weak for big engines but good for small ones, they also developed a special Enhanced Mk3 engines that rivals with SPlit Mk4...you figured the picture)

Shields are different, as for engines no more Mk1 Mk2 etc but specialized items. Slow shields have even higher charge but the recharge is slow so they are fit for casual fight (traders), while combat shields are a tad less charged but are very fast.

Missing classes of items have been added/filled, as f.i. 2 classes of XL engines, so on...

Pirate factions have some special items, piratesque thrusters (big push but bad maneuverability, etc.).

I've done a lot of testing but some errors can happen, typically when buying a ship if everything is in order all slots are filled, if not please report.
Enjoy :mrgreen:
Last edited by Realspace on Wed, 29. May 24, 07:49, edited 1 time in total.
snaplord
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by snaplord »

Realspace wrote: Tue, 28. May 24, 20:17
snaplord wrote: Tue, 28. May 24, 19:28 XRSGE is supposed to be working in the beta, right? If so, I must have done something wrong because all sector names are replaced with "readtext[stringofnumbers]." It's a fresh install of XRSGE, STARS, and REM with all the latest updates + patch. Any idea what the deal is?
Seems like a missing file in the T folder (texts). Did you maybe install the no prism patch? Latest XRSGE has NO prism mod anymore. What patches did you install? I repacked everything (STARS too) so no patch is needed.
That was it. I misapplied a patch. Another issue I'm noticing with REM is friendly targets never aggro on me for shooting them. I can freely kill them without them ever turning hostile. I do get the rep decrease upon kill though.
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Yes I increased the tolerance towards friendly fire, thanks for reporting I will try to find a better threshold or remove alltogether.

edit:

Updated REM to version 7.1.4

:arrow: https://www.nexusmods.com/x4foundations/mods/848

Reduced the tolerance towards friendly fire that had been increased (please test it)
Small fixes
Fixed Missing S and M Paranid/Teladi shields
Added Teladi equipment for sell in Hatikvah shipyards
Changed basic Teladi items (not the advanced ones) to be mounted in all Commonwealth ships
Trajan von Olb
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

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Hi,


bisher spiele ich ausschließlich VRO (mit "Stars wegen der Optik), zusammen mit vielen anderen MODs, u.a. XR-trimmed (wegen der Supertransporter). Aber dieses Projekt hier klingt... EXTREM Spannend!!!
Zugleich glaube ich aufgrund der Äußerungen von Fans und Autor, dass hier eigentlich die guten Seiten von X3 wieder belebt werden. Das finde ich großartig! X4 vanilla ist mir zu schnell, zu flach und überhaupt in der Bedienung nicht ausgereift.

Ich denke also, dass ich mit 7.0 einen Neustart wagen möchte mit XRSGE und REM.

Nun ist das aber (zusammen mit REM und hier empfohlenen Mods) offenbar nicht kompatibel mit VRO und einigen anderen Mods wie XR-Ship usw.. Darum einige Fragen an die glücklichen Spieler von XRSGE und REM:

1. Wird es vielleicht einen Kompatibilitätspatch zwischen REM und VRO geben, der das beste beider Welten vereint (siehe 2+3)?

2. Ich mag VRO vor allem, weil die Kämpfe länger dauern und nicht ganz so actionbasiert sind. Und ich will, wenn ich in einem dicken L-Schiff sitze, keine Angst mehr vor ein paar wenigen Fightern oder auch Korvetten haben, will also wirklich DICKE Schilde, die nur vor Zerstörern Angst haben müssen. Zugleich darf gern ein Schuss vom L-Geschütz einen leicht ausgestatteten M3-Fighter direkt one-hitten. Muss man eben aufpassen... Also massive UNTERSCHIEDE zwischen den Schiffsklassen. Das BALANCING in VRO finde ich darum perfekt.

3. Ich mag die "alten" Bezeichnungen, vor allem der Raketen, aus X3. Aber auch M1,2,3 usw... VRO ist da "oldschool" zu X3. Der VRO-Autor will vielleicht sogar die Raketen wieder von Waffen unabhängig machen wie in X3. Wie ist das "hier"?

4. Funktionieren alle Quests von X4 zuverlässig auch unter XRSGE+REM ohne Probleme? Also vor allem Rennquests (Entfernungen) oder diese (unter no-Higways leider bei mir gecrashte) Quest zum bau der Autobahnen für die Boronen? Oder auch anderes? Also: Sind Probleme da bekannt?

5. (wichtig) Wie ist das genau mit den riesigen Entfernungen und der Grafik? Ich habe in UHD alles auf max (4090 wassergekühlt), entfernte Stationen werden mir aber dennoch oft nicht angezeigt, ebensowenig große Asteroiden. Wenn die Entfernungen noch größer sind, dann stelle ich mir das als extremen Immersions-Bruch vor, wenn da alles viel zu spät aufploppt. Zumal man jetzt auch quasi die "Bildverbesserung" aus X3 bekommen soll, wo man einen Zoom hat (gibts dank SirNuke auch jetzt schon). Habt Ihr das irgendwie in den griff bekommen? Es gab da mal eine Mod, die konnte die Sichtweite massiv verbessern, auch da gabs aber Grenzen. Also: Wenn ich in Planeten-Umlaufbahnen aus der Entfernung irgendwas entdecken will, geht das überhaupt?

6. Ich mag - und brauche inzwischen - die großen Transporter aus XR-Shippack (in der "trimmed"-Variante). Ist das X-trimmed mit REM kompatibel bzw. gibts einen Patch? Oder bringt REM gar eigene solche Schiffe mit? Also mit Lagerraum bei 250.000?

Ok, reicht erst mal, auch wenn ich eigentlich noch viel mehr Fragen hätte (weil ich Euer Projekt so toll finde!)

Apropos: DANKE für die viele tolle Arbeit, die hier reingesteckt wird!!! Ich hab selbst ein paar kleine Mods geschrieben, ich weiß, was dahinter steht...

Grüße Trajan von Olb

Hi,

So far, I have exclusively played VRO (with "Stars for the visuals"), along with many other mods, including XR-trimmed (for the super freighters). But this project here sounds... EXTREMELY exciting!!!
At the same time, based on the comments from fans and the author, I believe that this project is actually reviving the good aspects of X3. I think that's fantastic! X4 vanilla is too fast, too shallow, and not refined enough in terms of usability.

So, I think I want to take the plunge with 7.0 and try a fresh start with XRSGE and REM.

However, this combination (with REM and the recommended mods here) is apparently not compatible with VRO and some other mods like XR-Ship, etc. So, I have a few questions for the happy players of XRSGE and REM:

1. Might there be a compatibility patch between REM and VRO that combines the best of both worlds (see 2+3)?

2. I like VRO mainly because the battles last longer and are not so action-based. And I want, when I'm in a big L-ship, not to be afraid of a few fighters or even corvettes anymore. I want really THICK shields that only need to fear destroyers. At the same time, an L-gun shot should be able to one-hit a lightly equipped M3 fighter. You just have to be careful... So, massive DIFFERENCES between ship classes. I find the BALANCING in VRO perfect for this.

3. I like the "old" designations, especially for the missiles, from X3. Also, M1, 2, 3, etc... VRO is "old school" to X3 in that regard. The VRO author might even make the missiles independent of weapons again like in X3. How is that "here"?

4. Do all the quests from X4 work reliably with XRSGE+REM without problems? Especially the race quests (distances) or the quest to build highways for the Borons (which crashed for me under no-highways)? Or other quests? Are any problems known?

5. (important) How exactly is it with the huge distances and the graphics? I have everything on max in UHD (4090 water-cooled), but distant stations and large asteroids still often don't show up. If the distances are even greater, I imagine it would be an extreme immersion break if everything pops up too late. Plus, you're supposed to get the "image enhancement" from X3 now, where you have a zoom (thanks to SirNuke, it already exists). Have you managed to get a handle on this? There was a mod that could massively improve the view distance, but there were still limits. So: If I want to spot something from a distance in planetary orbits, is that even possible?

6. I like - and now need - the large freighters from the XR-Ship pack (in the "trimmed" version). Is X-trimmed compatible with REM, or is there a patch? Or does REM even bring its own such ships? For example, with cargo space of 250,000?

Okay, that's enough for now, although I actually have many more questions (because I think your project is so great!)

By the way: THANK YOU for all the amazing work put into this!!! I have written a few small mods myself, so I know what it takes...

Regards,
Trajan von Olb

(Translated with ChatGPT)
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

1. No because they cover the same aspects of the game. REM does not only change physics, it rebalances every aspect of ships and adds new ships from XR too but not all the package. A selection of XL traders, battleships, and L specialized ships like agile destroyers that have not many turrets but can resist in the battlefield so are good for boarding. And many others I modified by adding/changing turrets, shields etc. It also gives them to each faction, including pirates, yaki etc. They spawn or are build, making a pirate gaming possible. If you just want the physics you can use REM Inertial mini-mod on top of VRO or whatever other. But REM is also optimized around the concept of big universe by XRSGE so the package XRSGE+REM+(I suggest) xrsge_tweaks mod simply works.

2. Big ships in REM are thick as a brick. Better/more shields, lot more hull, lot more turrets and guns (m ships too), more units and they can launch improved fighting drones that are as capable as a small fighter. Big ships are differentiated, sentinel and Vanguard. Before ego added the E class, in REM there was already the battleship class. Now I turned all XL E into battleships, so they carry few ships but are more similar to an old M2. No way a small fighter or a group of them can cause damage. Only another battleship or more than one destroyer can. But (it is a plus to me) capital ships cost a lot! A battleship is in the 90.000.000 cr range (X3 prices btw..).

3. I gave a lot of attentions to all guns, not only they are faster, turrets turn faster (ships are faster), they are different. Fire rate, nr of ammo, sticky, heating, shield bonus or cons, etc. So every gun and turret is unique and serves different pourposes. Missiles did not receive the same love thou, maybe because I tend not to use them (my fault) but they are fast, very very fast.

4. Yes everything works perfectly in XRGE 7 and any not working plot is not mod-related except maybe the races (they should work too with new superhighways instead of simple highways in the huge sectors). Of course Boron hw building does not work if you remove the highways alltogether. I released a mod that properly removes them (vanilla and xrsge) but leaves the hw in Sanct. Of Darkness as it is. I played that part several times, it works. By default, XRSGE has the local highways so the Boron plot works.

5. View distance is not changed and depends on the setting, assuming you maxed them all in graphics settings. But every aspect is optimized around the concept of big space so radars are 200-400km, satellites are also 10x (btw I made a pacth for sectorsatellites mod to use it in xrsge in not cheaty way, look in the nexus). I made new scripts to find derelict ships and far away superhighways by using long range scanner (that reaches 1600km). So finding things is not difficult but space is big..

6. Yes it does (brings its own xl freighters and gives them to each faction), see point 1.0. Btw not only XR freighters, I changed some vanilla L to be different. Incarcatura for example is a reinforced class (as was the tanker in X3). It has better hull and shields, even mounts a couple of L turrets. But costs more. There are redundant L traders for Argon so I rebalanced and gave the Mokosi blueprint to other races (description explains, it is a cheap universal class). Btw every race has its own (vanilla redone) tanker class of freighters. Plus the added XR ships, so plenty of choices. And cargos are all doubled/tripled in all trading ships.

Enjoy the new start in 7.0 you'll not regret it. And please report :wink:

.......

Btw people do you like the new icons in REM? I have only some doubt on the xl miner icon, it resembles a trash can icon :D
Trajan von Olb
Posts: 565
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x3tc

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

Post by Trajan von Olb »

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Hey Realspace,

danke für die lange Antwort auf meine vielen langen Fragen. Das inspiriert, darum wirds jetzt noch länger, Wochenende sei Dank ;-)

Ja, ich denke, ich werde es versuchen. Und natürlich will ich DAS GANZE PAKET!!! Also neues Universum, neue Physik, neues Balancing, neue Schiffe usw. - alles soll passen. Mindestens also XRSGE+STARS+REM und was dazu gehört.
Jetzt muss nur noch 7.0 fertig werden, bis dahin mache ich mir Gedanken, mit welchen meiner vielen geliebten Mods das Projekt kombiniertbar ist... Kann sein, dass ich da noch Fragen hab, ggf. arbeite ich gern an Patches mit, um andere Mods anzupassen. Oder helfe beim Raketen-Balancing (ich LIEBE Raketen!)...
Aber der Reihe nach. Zuerst kurz zu Deinen Antworten. Ich nummeriere, weils dann einfacher wird...

1. (Kompatibilitätspatch VRO) Verstehe ich vollkommen. Es sieht auch danach aus, als ob VRO (mit wenigen Ausnahmen) vollkommen durch Deine Mod ersetzbar ist. Cool, VRO ist ohnehin etwas eingeschlafen, scheint mir.

2. (große Schiffe) Toll. Genau das will ich. Wobei ich vor allem große Schilde mag, die ich ja dann ja auch noch verbessern kann. Rumpf reparieren ist so anstrengend... Auch die Spezialisierung gefällt mir sehr gut, sonst wirds ja schnell langweilig. Und ja, teuer MUSS es sein, wobei VRO da auch nicht zimperlich ist..

3. (Raketen usw. / M1-M7) Klingt alles super. Aber das meinte ich nicht! Ich meine die NAMEN der Raketen, also z.B. "Moskito" oder "Hummel" - und auch die alte Bezeichnung der SChiffe wie M1-M7 usw. Bei den Raketen hat das bei VRO auch den Vorteil, dass sie spezialisiert sind und z.B. eigene Effekte haben (ich glaube, sie haben eigene Makros dazu programmiert). Das gefällt mir so gut, dass ich aus der riesigen Datei von X3 die alten Audios der Raketenbezeichnungen herausgesucht habe und ins Format von X4 brachte. Leider gibt es keinen eigenen Auslöser im XML bei X4, um so eine Ansage zu triggern, darum hängt das Projekt :-) Aber was denkst Du, wäre das ein projekt, die alten Namen wieder einzufügen?

4. (Quests / Highways) Sehr gut, denn ich spiele in jedem Fall immer alle Handlungsstränge, während meine Wirtschaft wächst... Und Highways: ich habe sie ausgeschaltet, weil ich vor allem den Ring-Highway problematisch und langweilig fand. Das ging einfach zu schnell. Das ganze Universum wirkte dadurch... so klein... Das ist bei XRSGE sicherlich nicht das Problem :-) Dort hier und da einen lokalen Highway zu haben ist sicherlich toll, ich werde Dir da einfach vertrauen. Und klar, die Boron-Quest geht nur mit Highways, das wusste ich aber nicht bei Veröffentlichung. Und bevor die Mod "no Highways" angepasst war, hat es meine Quest zerschossen... Da ist nun nichts mehr zu retten. Aber ich fange ja ohnehin bald neu an :-)

5. (Sichtweite / Sektorsatellit) Klar, dachte ich mir, dass Radar weiter reicht. Aber das meinte ich nicht. Ich meine die wirkliche, optische Sicht weit entfernter Dinge. Ich werde nie vergessen, wie ich in X2 mit dem "Sichtverbesserungssystem" eines Tages mal den Horizon abgescannt habe und zufällig - extrem weit draußen - einen Punkt sah. Das machte mich neugierig und war unglaublich aufregend. Der Punkt entpuppte sich als eine Piratenstation, wo ich Sachen kaufen konnte, die es sonst nirgends gab. Was für ein Erlebnis!!! In X4 allerdings ist die Sichtweite in jedem Fall begrenzt (auch bei allem auf max), was leider schon im normalen (kleinen) Universum ein Problem ist. NICHTS kann man mit dem Auge einfach so entdecken, wenn es weiter weg ist. Da gibts nicht mal niedrig aufgelöste Mip-Map-Stufen, es ist einfach nichts mehr da. Dabei gibts von SirNuke schon so einen Zoom. Aber wenn die Grafik nichts anzeigt, dann nutzt auch ein Zoom nichts... Nun gab es aber mal eine MOD, die da was verändert hat: Stations, Ships and Effects Draw Distances (https://steamcommunity.com/sharedfiles/ ... 2046196846). Ich habe sie immer an. Darum weiß ich nicht, ob Egosoft etwas verbessert hat und die Mod nicht mehr funktioniert - oder anders herum. Mir scheint die Mod aber für Dein Paket ein must-have... Vielelicht willst Du sie ja integrieren, wenn DrFreud das erlaubt. Irgendwo gabs auch noch was für Asteroiden, was aber gut Performance kostet...
Übrigens: WO GENAU finde ich denn diese Mod zu Sektorsatellits? Hab gesucht und nichts gefunden. Was daran war cheaty? Fand das alles eigentlich ganz gut, vor allem nur einen Sat für die (aus meiner Sicht in der Zukunft nicht zeitgemäßen) Handelsdatenaktualisierung...

6. Sehr gut! Mehr brauche ich nicht, zumal Du ja auch XR-Ship-Pack-Schiffe dabei hast. Der Millenium-Transporter ist bei mir Pflicht! Aber noch eine Frage dazu: Sind da bei Dir auch die Bugs bei den Kollisionsmodellen gefixt? Denn das Shippack hat Fehler, XR-trimmed hat das aber kompatibel gemacht...

So, ok, das zu den Fragen. Ich will aber Deine Beredsamkeit noch etwas weiter nutzen und ergänzen (Blitz-Antworten sind völlig ok):

7. Ich habe eine Mod geschrieben (unveröffentlicht), die alle bisherige X-Musik nutzt und fast JEDEM System eine eigene Musik zuweist. Für mich macht das die Sektoren einzigartig und ggf. zu einer Heimat. Dazu bin ich lange herumgeflogen, damit das immer gut zusammen passt (auf der Basis des Aussehens mit STARS in Vanilla)... Aber auch die ursprüngliche Rasse spielt da eine Rolle, also Xenon usw. Und auch, wie es in X3 war - daran habe ich mich orientiert. Blitzfragen dazu: a) Gibt es NEUE Systeme, die auch in der "mapdefaults.xml" neue Einträge haben? b) Hast Du die Sektoren auch optisch gegenüber Stars @ vanilla so verändert, dass sie einen ganz anderen Charakter haben? c) Ich habe diffs und adds in der mapdefault.xml (nur musik) und sound_library.xml (Einträge für jedes System). Kollidiert das mit Deiner Mod?

8. In jedem Spiel habe ich Angst, wenn ich zu langsam voran komme, dass die Völker von Xenon oder anderen Gegnern ausgerottet werden und dann Quests nicht mehr funktionieren. Oder ich bestimmte Blaupausen nicht bekomme. Die Expansion der Xenon beginnt nach einer bestimmten Zeit. Hast Du dagegen irgendwas unternommen? Denn wenn das Universum so groß ist, dann würde ich gern so richtig lange nur herumfliegen und erforschen - und zugleich eine Basis bauen. Natürlich in einem sicherne, inneren Sektor. Ohne Angst, dass die Xenon gleich um die Ecke kommen oder Völker ausrotten. Ist Deine Universum-Architektur so, dass die Xenon nur sehr schwer Völker auslöschen können, außerhalb der Zivilisation aber richtig wild sind? Also eine Art Unterteilung in sichere und unsichere Sektoren? Oder dass sie für jedes Volk erst mehrere Sektoren in langer Arbeit erobern müssen, bevor es wirklich gefährlich wird?

9. Wie bist Du mit den Beschreibungen der Schiffe und Waffen umgegangen? Falls Du sie (nur auf englisch) neu beschrieben hast, soll ich was in deutsch übersetzen? Ich versuche immer, das Spiel in einer Sprache zu halten, auch das ist für mich Immersion. Ich übersetze also sowieso alle Textfiles, wenn ich kann. Hast Du Interesse daran? Dann melde Dich per pm.

10. Du willst ja, wenn ich das richtig verstehe, die Waffen völkerspezifisch machen. Dabei sollen die Waffen eines Volks nur auf die Schiffe von Völkern passen, richtig? Das halte ich für zu rigoros. Bei X3 gab es ja diese farbigen Balken, wo beim Schiff stand, welche Waffen passen. Wäre sowas nicht besser als Prinzip? Also ja, man MUSS zu den jeweiligen Völkern, um die Waffen zu bekommen. Aber man kann sie dann auch oft (nicht immer) in den Schiffen anderer Völker einbauen. Fände ich sinnvoller und auch spannender... Nur so als Feedback.

11. Auf Seite 1 hier gibt es eine Übersicht über korrespondierende Mods zu XRSGE und STARS. Ich verstehe aber nicht, welche MOD vielleicht in einer anderen bereits drin ist... Gibt es vielleicht eine Übersicht, wo steht, was man kombinieren muss, um das gesamte Paket zu bekommen? Oder was weglassen, wenn einem bestimmte Aspekte nicht gefallen (wird kaum vorkommen :-) )

12. Ich weiß, ich kann hier nicht jede der von mir gemochten Mods fragen, ob sie kompatibel ist. Darum anders. Im Folgenden ein paar Aspekte des Spiels mit der Frage, ob Du daran etwas getan hast (wie gesagt: Dein Gesamtpaket, also mindestens Stars, SRSGE, REM und Ergänzungen siehe 11 - OHNE Folkers, das mach ich selbst). So kann ich zumindest grob einschätzen, ob entsprechende Mods noch funktionieren, nicht passen oder gar obsolet sind.. Kurze Antworten reichen auch hier, also JA oder NEIN (ob Du daran was wichtiges verändert hast)... Entsprechende Mods in Klammern -->
a) Belohnungen in Geld für Quests und Kills bzw. Drops von Schiffen (betterKillCredit usw., betterdrops)
b) Traktorstrahlreichweite (bettertractorbeam)
c) KI-Logik der Geschützturmbefehle (chillturrets)
d) Ökonomie mit Warensenken und Notfall-Befüllung bedroher Völker (deadairfill, Faction Enhancer - Econ Balance Module)
e) Änderungen am Modifikationen-System, u.a. raus mit dem Zufall! (Equipment Modifications Redone, Crafted Mod Components w/T1)
f) Logik beim Entern, auch, dass Schiffe nicht mehr von Marines beschädigt werden (enhancedbailing, True Capture Vanilla)
g) Repair-Laser - auch, dass es einen ihn für Schiffe gibt (improvedrepairlaser, S class ship repair laser)
h) Longrangescanner (Increased Long Range Scan)
i) friendly-Fire (kuertee: Friendly fire tweaks)
j) Sterne-System der Crew (learningallthethings)
k) Encounter-System, denn das ist keinesfalls immersiv (Disable Encounters)
l) Trading-System / Supply-System (Mules, Supply and Warehouses Extended, TaterTrade)
m) Zusätzliche Waffen - passen die dann vielleicht auf alle Schiffe? Und muss ich sie neu balancen?

So, das waren viele Fragen, aber vielleicht kannst Du ja dennoch antworten... Wär schön, und vielleicht interessiert so eine Zusammenstellung ja auch andere als mich.

Ansonsten: Wenn ich irgendwie helfen kann, insb. bei der Anpassung anderer Mods, Übersetzung (deutsch) oder bei Audio/Video, sehr gern, ist mein Beruf (Editor Film/TV). Bin kein Programmierer, aber hab schon Mods gemacht. Und vieles in XML ist ja selbsterklärend.
Abschließend eine Empfehlung, besonders für die riesigen Entfernungen im Spiel: Ich habe eine vollkommen neue und aus meiner Sicht viel bessere Zielerfassung geschrieben, die auch wirklich entfernte Ziele ins Visier nimmt und besser mit den Subsystemen von Schiffen arbeitet. Oder Container findet. Oder nur eigene Schiffe sucht usw. Leider braucht man SirNukes Software für neue Hotkeys, was nicht jeder will. Aber für diese MOD hier... perfekt, denke ich. "More Hotkeys - ADVANCED TARGETING": https://www.nexusmods.com/x4foundations/mods/731


Beste Grüße

Trajan von Olb
Hey Realspace,

Thanks for the long response to my many long questions. It's inspiring, so it's going to be even longer now, thanks to the weekend ;-)

Yes, I think I'll give it a try. And of course, I want THE WHOLE PACKAGE!!! So, a new universe, new physics, new balancing, new ships, etc. - everything should fit together. So at least XRSGE+STARS+REM and whatever else is necessary.
Now 7.0 just needs to be finished. Until then, I'll think about which of my many beloved mods can be combined with the project... It might be that I still have questions, and if necessary, I’m happy to work on patches to adapt other mods. Or help with missile balancing (I LOVE missiles!)...
But one step at a time. First, briefly about your answers. I'll number them to make it easier...

1. (Compatibility patch VRO) I completely understand. It also looks like VRO (with a few exceptions) can be completely replaced by your mod. Cool, VRO has been somewhat dormant anyway, it seems to me.

2. (big ships) Great. That's exactly what I want. Although I especially like big shields, which I can then improve even further. Repairing the hull is so tedious... I also really like the specialization, otherwise it quickly becomes boring. And yes, it MUST be expensive, although VRO is also not lenient in this regard...

3. (missiles, etc. / M1-M7) Sounds great. But that's not what I meant! I mean the NAMES of the missiles, like "Mosquito" or "Hummel" - and also the old designation of the ships like M1-M7, etc. With VRO, the missiles are also specialized and have their own effects (I think they programmed their own macros for that). I like it so much that I extracted the old audio files of the missile names from the huge X3 file and converted them to X4 format. Unfortunately, there is no own trigger in the XML in X4 to trigger such an announcement, so the project is stuck :-) But what do you think, would it be a project to reintroduce the old names?

4. (quests / highways) Very good, because I always play all the storylines while my economy grows... And highways: I turned them off because I found the ring highway especially problematic and boring. It just went too fast. The whole universe felt... so small... That is certainly not the problem with XRSGE :-) Having a local highway here and there is certainly great, I'll just trust you on that. And of course, the Boron quest only works with highways, but I didn't know that at the time of publication. And before the mod "no Highways" was adapted, it destroyed my quest... Nothing can be saved there now. But I'm going to start anew soon anyway :-)

5. (view distance / sector satellite) Sure, I figured the radar would reach further. But that's not what I meant. I mean the real, optical view of distant things. I'll never forget how I once scanned the horizon with the "visual enhancement system" in X2 and accidentally - extremely far out - saw a dot. That made me curious and was incredibly exciting. The dot turned out to be a pirate station where I could buy stuff that wasn't available anywhere else. What an experience!!! In X4, however, the view distance is limited (even with everything on max), which is already a problem in the normal (small) universe. You can't just discover ANYTHING with the eye if it's far away. There aren't even low-resolution mip-map levels, there's just nothing there. SirNuke already has such a zoom. But if the graphics don't show anything, zooming is useless... But there was once a MOD that changed that: Stations, Ships, and Effects Draw Distances (https://steamcommunity.com/sharedfiles/ ... 2046196846). I always have it on. That's why I don't know if Egosoft has improved anything and the mod no longer works - or vice versa. But it seems to me that the mod is a must-have for your package... Maybe you want to integrate it if DrFreud allows it. Somewhere there was also something for asteroids, but it costs a lot of performance...
By the way: WHERE EXACTLY can I find this mod for sector satellites? I've searched and found nothing. What was cheaty about it? I actually thought everything was quite good, especially just one sat for the (in my view, not up-to-date in the future) trade data updating...

6. Very good! I don't need more, especially since you also have XR-Ship-Pack ships included. The Millennium Transporter is a must for me! But one more question: Have you also fixed the bugs with the collision models? Because the Shippack has errors, but XR-trimmed made it compatible...

So, okay, that's it for the questions. But I want to make use of your eloquence a bit more and add (quick answers are completely okay):

7. I wrote a mod (unpublished) that uses all previous X music and assigns almost EVERY system its own music. For me, it makes the sectors unique and maybe even a home. I flew around a lot to make sure it always fits well together (based on the appearance with STARS in Vanilla)... But also the original race plays a role, like Xenon, etc. And also how it was in X3 - that's what I oriented myself to. Quick questions about that: a) Are there NEW systems that also have new entries in the "mapdefaults.xml"? b) Have you also visually changed the sectors compared to Stars @ vanilla so that they have a completely different character? c) I have diffs and adds in the mapdefault.xml (only music) and sound_library.xml (entries for each system). Does that collide with your mod?

8. In every game, I'm afraid that if I progress too slowly, the races will be exterminated by the Xenon or other enemies, and then quests will no longer work. Or I won't get certain blueprints. The Xenon expansion starts after a certain time. Have you done anything about that? Because if the universe is so big, I would like to just fly around and explore for a really long time - and at the same time build a base. Of course, in a safe, inner sector. Without fear that the Xenon are just around the corner or exterminating races. Is your universe architecture such that the Xenon can very rarely exterminate races, but are really wild outside of civilization? So a kind of division into safe and unsafe sectors? Or that they have to conquer several sectors for each race through long work before it really becomes dangerous?

9. How did you handle the descriptions of the ships and weapons? If you have newly described them (only in English), should I translate something into German? I always try to keep the game in one language, that's also immersion for me. So I always translate all text files if I can. Are you interested in that? Then contact me via pm.

10. If I understand correctly, you want to make the weapons specific to each race. These weapons should only fit on the ships of their respective races, right? I think that's too strict. In X3, there were those colored bars where the ship showed which weapons fit. Wouldn't something like that be a better principle? So yes, you MUST go to the respective races to get the weapons. But then you can often (not always) install them in the ships of other races. I think that would be more sensible and exciting... Just a feedback.

11. On page 1, there is an overview of corresponding mods for XRSGE and STARS. But I don't understand which MOD might be already included in another... Is there perhaps an overview that shows what to combine to get the whole package? Or what to leave out if you don't like certain aspects (which will hardly happen :-) )

12. I know I can't ask about every mod I like whether it's compatible. So differently. Below are a few aspects of the game with the question of whether you have done anything about them (as I said: your complete package, so at least Stars, SRSGE, REM, and additions see 11 - WITHOUT Folkers, I'll do that myself). So I can at least roughly estimate whether the corresponding mods still work, don't fit, or are even obsolete.. Short answers are also enough here, so YES or NO (if you have made any significant changes)... Corresponding mods in parentheses -->
a) Rewards in money for quests and kills or drops from ships (betterKillCredit, etc., betterdrops)
b) Tractor beam range (bettertractorbeam)
c) AI logic of turret commands (chillturrets)
d) Economy with ware sinks and emergency supply of threatened races (deadairfill, Faction Enhancer - Econ Balance Module)
e) Changes to the modifications system, including getting rid of randomness! (Equipment Modifications Redone, Crafted Mod Components w/T1)
f) Logic when boarding, also that ships are no longer damaged by marines (enhancedbailing, True Capture Vanilla)
g) Repair laser - also that there is one for ships (improvedrepairlaser, S class ship repair laser)
h) Long-range scanner (Increased Long Range Scan)
i) Friendly fire (kuertee: Friendly fire tweaks)
j) Star system of the crew (learningallthethings)
k) Encounter system, because that is not immersive at all (Disable Encounters)
l) Trading system / supply system (Mules, Supply and Warehouses Extended, TaterTrade)
m) Additional weapons - do they maybe fit all ships then? And do I have to rebalance them?

So, that was a lot of questions, but maybe you can still answer them... That would be great, and maybe such a compilation will interest others besides me.

Anyway, if I can help in any way, especially with adapting other mods, translations (German), or with audio/video, I'd be happy to—it's my profession (Editor Film/TV). I'm not a programmer, but I have made mods before. And a lot of things in XML are self-explanatory.
Finally, a recommendation, especially for the vast distances in the game: I have written a completely new and, in my opinion, much better targeting system that really targets distant objects and works better with the subsystems of ships. Or finds containers. Or only searches for your own ships, etc. Unfortunately, you need SirNuke's software for new hotkeys, which not everyone wants. But for this mod... perfect, I think. "More Hotkeys - ADVANCED TARGETING": https://www.nexusmods.com/x4foundations/mods/731

Best regards,

Trajan von Olb
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

About mods:
a) included in xrsge_tweaks
b) included in both REM and XRSGE
c) turrets are faster in REM but ai is not changed so you can try it.
d) economy is totally rewritten in XRSGE and balanced around the many added sectors and stations. Better not to mess with additional mods thar are conceived for vanilla
e) not included, xrsge_tweaks makes blueprints buyable (no research) but that is another aspect
h) of course included, as all the arrangements needed for huge sectors; as I wrote it reaches 1600km and is used also to find abandoned ships and superhighways
k) XRSGE has its own encounters
l) XRSGE has its new advanced and expert traders (12 sectors range, universe is big) and less star requirements. XRSGE_tweaks on contrary increases the stars needed to Adv and Expert trader (it aims at slow progression). You can use other trader script thou
m) you don't need that, REM is well balanced and there are no holes. Most of the equipment is indeed race-specific but there are many guns that are shared among races, plasma cannons for instance. If you mean weapons added by other mods then yes, they need be rebalanced to be 4x faster and have the range within 10-20 km. If you add new ships they need to have drag reduced (from 1/10 to 1/4 depending on the class) or they will be very slow. If they use their own engines then there is no problem, can be added as they are but will have quite a different physics.

I'd be happy to make names resembling the X3's correspective. Thechnically speaking changing names is very easy. The tedious work is importing the voice from X3 and find the correspondance between missile's names. Sir Nukes's better targeting mod adds the M1/2/etc prefix to ships but it does not work anymore in x4 7.0 so as the additional keys from SN, a must for me, does not work. Prefixes can be simply added to the plain names in text file

Other points:
2. Shields are strong and hull repairing quite fast because big ships can mount many more drones but also less ships in the hangar. No more the absurdity of L traders hosting 40 s ships! They have max 2-4 in the hangars.
4. Sectors are so big that vanilla highways are backyard's entrance rail :P but I wrote a lot of new and much longer highways. Eventually in latest version I introduced the in-sector superhighways that work so much better and can be used by L and XL ships too. So local hw are today not relevant, you can leave them or remove, the game's pace won't change a bit.
6. I only used not broken models (the Millennium is there btw, teladi xl freighter), maybe only the Bravehearth has some mesh issue on dock platform but nothing important.
7. XRSGE is a totally new experience visually too. Half the materials contained in STARS is only visible if you use xrsge too: bg galaxies, tons of new planets that you can fly to/from, low to high orbit, new big asteroid, so on.
8. I made Xenon less aggressive (as are other factions, so they don't attack without strategy) but more poweful because they needed it. The point in XRSGE is that universe is so big and resources so many that factions are not pushed to invade...but they do eventually. Only it takes longer. I also added xenon and pirate capital ships to encounters and some fearsome xenon I are also spawn (not built) otherwise the universe is too peaceful. Quite more an X3 gaming in that you face many roaming xenon fleets made of big I. If you use the excellent Headhunter mod bt Chill these are all targets with high rewards. So a lot of casual missions instead of full invasions. Xenon do occupy sectors, in my last playthrough they had taken 5-6 within 50h of game. There is probably no faction that will be totally wiped out in xrsge, or it'd require long long time.
Trajan von Olb
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

Realspace wrote: Sat, 1. Jun 24, 22:18 Sir Nukes's better targeting mod adds the M1/2/etc prefix to ships but it does not work anymore in x4 7.0 so as the additional keys from SN, a must for me, does not work.
WHAT??? Did I understand that correctly? The additional hotkeys (keyboard) that worked through SirNukes' mod (including the corresponding .exe) no longer function?

Then 7.0 is unplayable for me. Because the aforementioned improved targeting (by the way, that's from me, not SirNukes ;-) ) relies on that. As does my mod "MoreHotkeys: Map and Menu" (unpublished) – which allows you to have direct keys for various menus... And with poor Egosoft targeting or without direct menu hotkeys, I will not play X!!! Never again! That's why I made the effort to create the mod, which wasn't easy and took a few weeks :-((( Because the mess from Egosoft in this regard (otherwise, it's a great game) is simply terrible.

Does anyone know if SirNukes is still active and can adjust it? Or has EGOSOFT FINALLY built their own way to assign hotkeys in mods (dream on...)?

Well, this really knocks me out. What a mess!

EDIT:

Ok, News from Steam:

"SirNukes has some pretty amazing stuff going on so he is busy and away from the game currently, but he said he will update for 7.0 if he gets time. Most modders that have any projects of decent scale are not updating for 7.0 beta due to the vast amount of work that may be broken only a few days after. "
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
ziplock815
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Found a bug: superhighways in Belt of Aguilar II: Planet Icon don't work, both ways.
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Started a game there to test, superhighways work fine, both ways.
Try start a custom game in the sector and see if it works.
ziplock815
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Okay, will test today evening
You sure there's no way to make them work in existing savegame?

I've just tested and they work fine in the new game, but in my savegame they're bugged :gruebel:
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Btw, how can I check if some mod's causing lags? I'm trying to find some jumpdrive mod, but the one that seems to work is "player anomaly generator'. However, there seem to be lots of lags in the lategame and I don't know if it's caused by this mod or not.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

The only way is testing xrsge+stars alone, nothing else that I know.
It is also important to activate the debug log and check for errors stacking in late game. That's the only tool to see what mod causes errors and what kind of error.
There is people having lag and I really can't figure out why, I don't have.
Then XRSGE is surely heavier than vanilla but people report things that I've never seen and I have and old rig.

Btw I've updated XRSGE to 7.2.9

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

I've remade Argon Prime, have fixed some stations not spawning correctly, made some cosmetic changes. If using and old saves not all stations are moved correctly but no issue. Better connection to reach planet's orbit without need of highways. There is an additional superhighway.
Changed the lights in Hatikvah and made the fog appear more far versus the planet. This also reduces lag.
Changed the nebula in Antigone, this one causes no fps drop and is nicer.


A reason of some drop is the vanilla nebulae in the background. They eat 20 fps in my game while my custom nebulae eat none. Still I used some vanilla ones that I like, as f.i. in Argon Prime. These have been changed to be less intrusive (dimmer).
Another thing that causes massive drops is Parallax Mapping, I always keep it OFF. Never tried it in vanilla game. With XRSGE is un-usable.
For the rest I have a lot of fps-eating settings active, as ssao and textures on ultra, my Reshade, so the range of 25-50 fps I have is quite good.
Also I don't have the XL/L ships stuck at gates, that some people report. I had before the patch to move_scripts I made in 7.2.6, not now.

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

I've updated REM to version 7.1.8.

:arrow: https://www.nexusmods.com/x4foundations/mods/848

Small fixes to some S ships lacking the race-specific shield
Rebalance of some engines, S combat engines have travel mode back
Big change: the travel speeds have been all reduced. From avg 4000 to avg 2500. This greatly increases the immersion and makes the steering changes by autopilot look less cheaty.
This works well in XRSGE 7 and in vanilla game, if using XRSGE 6 the distances could be too high. I will make a mini-mod to increase travel speeds for those who like it, to me this is the best compromise.

Note: I had changed the Callisto into an S military transporter, having small cargo but carrying many people. It is used by all races. This had limited use in previous version of the game, but with the newly introduces feature of stranded npc pilots by 7.00, this is a greatly useful ship. It can be used to rescue people in battles and can also be used as additional military transporter during boarding in early stages of the game when you just have an M ship. For more advanced stages there is the Merlin, a very resistant L having only few turrets thou, specifically used for boarding and sold by pirate factions.
ziplock815
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Thanks for the update
If it's not a secret, why have you decided to change Antigone and Argon Prime? I started to get used to old Antigone style and now it looks like Hewa's Twin. Not a big deal though, X3 had lots of sectors with similar nebulae. And I enjoyed the most of your new nebulae and old vanilla in Argon Prime, although now it looks even more like X3 Argon Prime which isn't bad. Anyway, I hope you're not going to change all sectors (that are already cool) in every update or I'll start to feel I travel between different universes every time I enter the game :D And all this without Ventures feature :lol:

Btw, I have a good performance boost in latest version. No more lags.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Not changin all sectors :mrgreen: I am checking for various performance enhancers. Vanilla nebulae eat fps and are not so nice. They are if I do remake the mapping and export the new materials so I can set them much dimmer, otherwise they have all the same setting which is bad bc if you change it you change all nebulae and stars into dimmer so I have to redo each one and assign new materials to each, which is a tedious work.

In Argon Prime you can see the vanilla redone into dimmer. Btw making them dimmer also removes the many artefacts that are in vanilla neb. In next update Sonra system will have an additional layer with the new neb on top of vanilla one.

I am redoing some backgrounds because the introduction of the new TAA which works great has the side effect to make stars dimmer.

For the next update I've also greatly reduced the yieald of very big regions such as rings or belts. They caused the engine to produce errors. I don't see particular improvements after this but errors are no more.

Antigone looks much better with the current nebula, I had forgot that Hewa uses the same. I think I will change that in Hewa then, I have many new nebulae I can still use, there is a green one I used in a single remote sector, which is very nice, a good candidate for Hewa.

There are no duplicate neb except Hewa/Antigone, but maybe some look similar because they are dimmer now.
Last edited by Realspace on Fri, 14. Jun 24, 15:33, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Please Realspace don't change Hewa's nebulae :lol: , I love this system a lot as it is, even have a base there

But if you're up to add some of your new nebulae to other sectors that's cool. All sectors with new nebulae look great - Ghinn's Escape, Ockrakoke's Storm etcetc :)
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I've updated REM to Version 7.1.9
Had forgot that defense modules use ship's turrets too so after making all guns race/class-specific the modules could not mount any turret anymore. FIxed.
Trajan von Olb
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

Is there actually a high-resolution map for the XRSGE-7.0 universe?

Also on a white background for printing on A3 glossy paper :-) I've always had something like this on my desk since X3...

Alternatively, of course, my little tablet will also work. But the map has to be really high resolution so that you can zoom in.

Trajan von Olb
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
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