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

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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?

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

Post by Newinger » Sun, 17. Oct 21, 19:10

Valinir wrote:
Sun, 17. Oct 21, 16:08
Anyone knows if that mod works with vro?
Well, it mainly adds sectors and I use it with VRO at the moment.

Did not check the mentioned ship variants, but assume they might just not fit VRO's higher engine speeds?

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

Post by Dr Reed » Mon, 18. Oct 21, 21:23

Newinger wrote:
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.
Thanks for the feedback.

The inactive gates arn't really inacive objects as they do have a target location set and i think this is why the gates can sometimes look active when they shouldn't be. Maybe giving them an inactive flag would stop this but leaving them this way makes it a whole lot easier to add more sectors. I'm currently working on another +10 sectors with 2 more factions.
i'll have another look at that Gate again though incase i missed something.

As for the encyclopedia entries, yeah there are a few oopsies hidden in there. I will probably flesh out the sector descriptions later.

VRO compatability for the new ship variants. I've already had a look but am not sure which tags have to be added to the shields, turrets and engines.

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

Post by Newinger » Tue, 19. Oct 21, 08:09

Dr Reed wrote:
Mon, 18. Oct 21, 21:23
[I'm currently working on another +10 sectors with 2 more factions.
Sounds great! I really like the Teladi Union sectors and have started a new game there, currently trying to build a station (solar power plant combined with sunrise flowers production). A bit difficult to get enough hull parts, though, but I can ship these from other regions.

I also like that your mod plays well with Xpanded Sectors Advanced (which adds 38 sectors). Would be cool if you could keep your mod compatible (the screenshots on the Nexus page show that mods sectors positions).

raim729
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

Post by raim729 » Wed, 10. Nov 21, 16:45

Hi there,

I noticed a sector with this mod. Where a dock is. No owner.
Surrounded by a number of guns.
Does anyone know anything about it?

raim729
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

Post by raim729 » Thu, 11. Nov 21, 18:13

Hi there,

See map. This station. Surrounded by weapon systems.
Isn't Teladie Union owned?
Does anyone know?

https://ibb.co/PZSLqm8

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

Post by Dr Reed » Fri, 12. Nov 21, 19:31

Yeah, that's just an abandoned station that is ownerless.I wanted to add a small mission for that sector but it was way beyond my modding skills.

My intention was that it was an Argon military research sector that was rapidly evacuated when the Gate flickered on and off as the jump gate network failed.


I really wish that i could make some sense of the mission scripting system in the game as i wanted to try and tell some storys/lore for the new sectors through missions and npc conversations.

st3k
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

Post by st3k » Thu, 31. Mar 22, 12:01

is this mod works with 5.0?

ziplock815
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

Post by ziplock815 » Thu, 31. Mar 22, 14:24

st3k wrote:
Thu, 31. Mar 22, 12:01
is this mod works with 5.0?
It works fine for me

Bozz11
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

Post by Bozz11 » Thu, 31. Mar 22, 14:25

it should work yes, it adds sectors and a faction to the southern part of the map, it's a kinda very closed region I really don't like that they are not more connections to the universe map... but the sectors do look good

st3k
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

Post by st3k » Sat, 2. Apr 22, 07:41

thank you for the mod.
question - is it any chances you can add one or two more main entry points?

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

Post by wanderer » Thu, 14. Apr 22, 09:13

Question - Using it with the X Universe 5.0 mod (see https://steamcommunity.com/sharedfiles/ ... x+universe) and/or with Xpanded sectors adv. (see https://www.nexusmods.com/x4foundations ... escription).
Can I use them together, or are there problems regarding the positioning of the sectors?

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

Post by Dr Reed » Thu, 14. Apr 22, 19:57

Hi,
I don't know that the X Universe 5.0 mod existed but I will look into it and thanks for the heads up.
As for the question, it works ok with Xpanded sectors adv and the sectors that are added in DeadAir's Mods.



Even though I have not updated in a while I'm still working on it and have doubled the amount of sectors and added 4 more full factions.
Hopefully It wont take too much longer for the next update but it's turned out to be a bigger amount of work than I first thought. :D

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

Post by wanderer » Sat, 16. Apr 22, 10:46

Thanks for the answer.

By the way - if you are trying to use/test XUniverse with a custom game start (the menue point from X4 main menue). Thats not working - XUniverse leads ONLY during custom game creation to a CTD. So to avoid this, create your custom gamestart, save and restart X4 now with XUniverse. Go to the custom game menue, load your custom game AND DO NOT GOT into the cutom game menues! Start it, and with this its working.

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

Post by Dr Reed » Sat, 16. Apr 22, 21:27

I just had a look at the X Universe 5.0 mod and it seems that the first system in my mod clashes with one of the sectors on the Galaxy map.

I'll have a closer look at all the Sector mods that I know of and see what adjustments I can make to try to reach compatibility for the next update.

Taylor2008
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Re: [MOD] New Horizons / Old Lands. Sector exploration mod. 29 Sep update.

Post by Taylor2008 » Mon, 18. Apr 22, 14:47

There is a second version of XUniverse which fixed that problem : X Universe + reconfig tweak1

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