
Version 2.5.5.... but am uploading a patch for those who already downloaded 2.5.4..

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That's the vanilla model in place. All orbital planets were like that, they were not meant to be used in large sectors. I had to remake them all...and it was a pain, the one in prof center alpha is the only one left...ziplock815 wrote: ↑Wed, 5. Oct 22, 02:08 the planet orbiting the gas giant seems to be cropped in half. You can see it when you fly through that superhighway.
I find it odd that the mod does not work for you ... It works just fine on my old PC (i5, 32 GB RAM, but only 3 GB VRAM (NVidia 1080), Win 10; I use "low" texture settings and only FXAA, because of the low VRAM). Do you use Linux maybe (case-sensitivity of filenames)?
Just take a similar vanilla xl from REM props/units and create a file with the name of the new ship. Tben you have to make a structure as you see in REM - SVO patch. If the ship uses vanilla engines, that's all. But you have to make a patch or directly edit the other mod's shipNewinger wrote: ↑Wed, 5. Oct 22, 14:51 About REM:
What exactly would I need to find, change or add when I wanted to adjust a mod spaceship for REM? For example, when I want to use this one:
https://www.nexusmods.com/x4foundations/mods/827
(The Leviathan XL Battleship)
?
That's bc you used the cl31 everywhere but it was a shortcut, they don't always work that simply... unfortunally. I smashed my head at the screen several times during mod creation
I suggest you stop a few days updating. I have started my systematic exploration and taking notes for possible bugs. Started in Sol system, travelling sector by sector. Found already some. I will give you a complete report when I am done.
Nope, haven't found this bug in Black hole sun and Grand Exchange....yet
This would mean another major overhaul of the mod and all the sectors - when all these sectors would become own systems, each of them needs several new sectors, which all have to be designed, connected to the rest, texts written ... also the number of sectors would become even higher than it is already... if Realspace wants to do that work, he should go for it, but ... I'd prefer a finished mod for finally starting a real game instead of beta testingziplock815 wrote: ↑Wed, 5. Oct 22, 22:38 Maybe you could make such sectors to become independent systems with own sectors
You definitely have a pointNewinger wrote: ↑Wed, 5. Oct 22, 23:26This would mean another major overhaul of the mod and all the sectors - when all these sectors would become own systems, each of them needs several new sectors, which all have to be designed, connected to the rest, texts written ... also the number of sectors would become even higher than it is already... if Realspace wants to do that work, he should go for it, but ... I'd prefer a finished mod for finally starting a real game instead of beta testingziplock815 wrote: ↑Wed, 5. Oct 22, 22:38 Maybe you could make such sectors to become independent systems with own sectors![]()
I guess that could be a new separate project, with lessons learned from the "smaller" X4RSGE project. And it is something where Realspace really would need a modding team. Like Tamriel Rebuilt for Morrowindziplock815 wrote: ↑Wed, 5. Oct 22, 23:55 It's just because I like this mod a lot that I keep dreaming of X4 with all of X3 sectors as independent systems. That'd be...let me think...1000+ sectors![]()