[Realspace MODS] "STARS" - "XRSGE" - "REM" - various

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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Realspace »

I explained in a post above how you can do it yourself. Anyway I'll adress this thing too but it is a game not-breaking change that can be added and removed. As for restarting, it is necessary only for stories. In previous version I played Terran cadet up to the Hub

For now, I spent another day nailing all the missions md, and double checking errors in debuglog...no error now. Remains to be seen if the changes I added work but they were not dramatic, mostly I helped the vanilla missions to work (also I had already moved some sectors in previous sessions), so here it is, the candidate to be final :mrgreen:

XRSGE 2.8

https://www.nexusmods.com/x4foundations/mods/507

...no significant issue remains on the radar (if this last version works as intended). For as much I could check, all sHWs work perfectly now but any small correction won't require a new game.

Just to be sure, if continuing an oldcsave, open console and type "/REFRESHMD" exactly as I wrote it, without brackets. Game should freeze for few secs. This willl update missions. Only needed for old saves oc

I still have not tested the new patrols either, but they'd be significantly reduced and are another thing that can be changed later without breaking the game. Stories had top priority :wink:

Please if you report issue, always specify if it is a new game start in 2.8 or not
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by ziplock815 »

Started a new game as Terran cadet...again :D
Have a lot of ships spawned around orbital defence station in Asteroid belt. Is it normal? Will check other sectors.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

Playing terran cadet too. Finally all cutscenes activate...I did not even know they were there, noticed by editing the md and they later happened in game too. As f.i. the teladi ship trying to enter terran apace...

Everything flows well, shws work and show up as soon as you get to sector's center. Yes patrols are big but not massive, my oldish pc handled the final battle at the militia outpost with decent fps. I will probably reduce 'em a bit more. It is a pleasure now, finally the game as I had envisioneed...it was a long route.

Now I take my time for playing. If there are no more big issues like a story not working, updates will be minor, just for details. I will add new systems at some steps, without factions, in the style of Getsu fune system. New space for colonisation..
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by ziplock815 »

Realspace wrote: Fri, 14. Oct 22, 01:21
Now I take my time for playing. If there are no more big issues like a story not working, updates will be minor, just for details. I will add new systems at some steps, without factions, in the style of Getsu fune system. New space for colonisation..
Can't wait to see :P
Are these systems going to be Unknown systems like in X3? Or maybe X-Rebirth? Maelstrom and so on?
Maybe Sohnen from X-Tended or abandoned systems?
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

I need some feedback on the distances. Chat apart, that I can't find how to increase.

I am changing mission offer distances. Default is 50km, I increased to 500 given how far the stations are. But for a slow gameplay where you have to reach the station for the mission to show, maybe vanilla 50 is enough.

How do you find distances in game, enough?
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Newinger »

Realspace wrote: Fri, 14. Oct 22, 11:50 How do you find distances in game, enough?
I think it should fit to your sector sizes. So if for example your sector size is 10 times bigger, mission distance should also be 10 times bigger. It will still be a slower gameplay, due to the longer travel times.

If you don't want stations to be revealed by missions to early, maybe do 50%. So 250 km.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

Yes I was thinking about half...for now I made all at 500km. It seems high but stations can be even at 3000km :roll:

Btw, for those waiting for new systems, I made a patch for New Horizons Mod
This patch allows the mod New Horizons to work inside XRSGE galaxy
Keep in mind that New Horizons is a bit different in the mood, does not use sHWs and there are some names identical in XRSGE, but if you like no harm

I think it adds some new ship too, but I may be wrong. In that case remember that if you use REM those ships will probably be very slooooow :D

Mod page: viewtopic.php?f=181&t=441685

And the patch as always in the optional files in my Nexus
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Newinger »

Realspace wrote: Fri, 14. Oct 22, 14:49 Btw, for those waiting for new systems, I made a patch for New Horizons Mod
Much appreciated!

Unfortunately I don't have time to play X4 much for three weeks, because I'm traveling soon. So can't give any feedback for now. But keep it up!
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

Newinger wrote: Fri, 14. Oct 22, 17:06 Unfortunately I don't have time to play X4 much for three weeks, because I'm traveling soon. So can't give any feedback for now. But keep it up!
Good, travelling is better than everything...hope it is for pleasure. Have a nice journey ;-)

Guys, if you have the patience, I am working on the XRSGE_Frontier mod, so no need of other mods

It will add several systems. They'll be much more similar to how the galaxy is conceived. "Small systems" in style Getsu Fune. They will be empty, but full of resources and will add some danger of course. I'd like also to add a system for our pink brothers flying in triangles, as I didd in X3FL... :)

I whish to add back a bit of X3 atmosphere. Rebirth's is already in XRSGE's layout and art, so if one wants to use some mod that adds Rebirth music back it is done..
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Folker »

Realspace wrote: Fri, 14. Oct 22, 17:34
Newinger wrote: Fri, 14. Oct 22, 17:06 Unfortunately I don't have time to play X4 much for three weeks, because I'm traveling soon. So can't give any feedback for now. But keep it up!
Good, travelling is better than everything...hope it is for pleasure. Have a nice journey ;-)

Guys, if you have the patience, I am working on the XRSGE_Frontier mod, so no need of other mods

It will add several systems. They'll be much more similar to how the galaxy is conceived. "Small systems" in style Getsu Fune. They will be empty, but full of resources and will add some danger of course. I'd like also to add a system for our pink brothers flying in triangles, as I didd in X3FL... :)

I whish to add back a bit of X3 atmosphere. Rebirth's is already in XRSGE's layout and art, so if one wants to use some mod that adds Rebirth music back it is done..

Yes, an sector for khaak sector ! I like this ide
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Newinger »

Realspace wrote: Fri, 14. Oct 22, 17:34 It will add several systems. They'll be much more similar to how the galaxy is conceived. "Small systems" in style Getsu Fune. They will be empty, but full of resources and will add some danger of course. I'd like also to add a system for our pink brothers flying in triangles, as I didd in X3FL... :)
Sounds good! (Will you still keep it compatible with your New Horizons patch?)

It would also be great if these systems were not visible on the map from the beginning, but really have to be explored. I'd even like some mysteries. Really hard to find sectors, wormholes, to reward thorough exploration ^^
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Folker »

I pointed out a problem with the vigor union and the scavengers, they have absolutely no ships at the beginning of the game, except 2 or 3. Otherwise they have no ship L and in both factions and I have not managed to say what file triggered the problem.

I know because I have Dead Air Dynamic war menu, and without your mod there are the ships and with it there are no ships.

They are supposed to grow little by little? Or is this a problem?
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

Folker wrote: Fri, 14. Oct 22, 19:08 I pointed out a problem with the vigor union and the scavengers, they have absolutely no ships at the beginning of the game, except 2 or 3. Otherwise they have no ship L and in both factions and I have not managed to say what file triggered the problem.

I know because I have Dead Air Dynamic war menu, and without your mod there are the ships and with it there are no ships.

They are supposed to grow little by little? Or is this a problem?
This is strange bc I did not replace the job file. Or maybe that's vwhy..indeed for god file had to do a total replacement orherwise the engine missed some vanilla entries. Will make some test..how do you check their real fleet? Bc sectors are huge and they could be invisibile on map. Does dynamic war menu show it?
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Folker »

[/quote]
This is strange bc I did not replace the job file. Or maybe that's vwhy..indeed for god file had to do a total replacement orherwise the engine missed some vanilla entries. Will make some test..how do you check their real fleet? Bc sectors are huge and they could be invisibile on map. Does dynamic war menu show it?
[/quote]

Yes the dynamic war menu shows it, in extension options => DA Dynamic Wars Manu => Military force or economic force.
That's how I know if FOCW Corporation works or not

That's what I found strange is that I saw in the God file that you have modified only the stations or even that you have added some but yes maybe a Jod , I have some basics but I am not an expert in modding. I have even to tell you to delete in your file the extention => DLC pirate, to tell you but still the same problem so I absolutely do not know where it comes from, otherwise believe me I would have told you

I have a question : God flie can change patrol or ship or anything about ship ? Or was just Job do who do that ?
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by ziplock815 »

Well, I've started Terran cadet start and everything seems fine, superhighways work well and the cutscene with teladi Stork in Asteroid belt works too. One thing that bothers me is that in mission to protect Silverback ship and Solborn Militia outpost appear lots of xenon ships with bunch of 3 K's that completely desintegrate Silverback transport ship and Solborn outpost in couple of seconds and then keep patroling and destroying everything in their way.
Interesting to see if destroying of Solborn Militia and Silveback by xenons affects the plot in future.

Btw thank you for compatibility patch with New Horizons mod. A really pleasant surprise.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Realspace »

ziplock815 wrote: Fri, 14. Oct 22, 21:57 Well, I've started Terran cadet start and everything seems fine, superhighways work well and the cutscene with teladi Stork in Asteroid belt works too. One thing that bothers me is that in mission to protect Silverback ship and Solborn Militia outpost appear lots of xenon ships with bunch of 3 K's that completely desintegrate Silverback transport ship and Solborn outpost in couple of seconds and then keep patroling and destroying everything in their way.
Interesting to see if destroying of Solborn Militia and Silveback by xenons affects the plot in future.

Btw thank you for compatibility patch with New Horizons mod. A really pleasant surprise.
I've made that mission, no issue, maybe bc the terran patrol disintegrated the xenons. But when you cross the gate to Savage Spur you can see the xenon fleet in force. I repeat my self, it was many ships but not terribly high. Anyway will reduce the patrols in next update. Are you sure you don't have any other mod such as DAR god or FCOW interfering?
Folker wrote: Fri, 14. Oct 22, 21:34 Yes the dynamic war menu shows it, in extension options => DA Dynamic Wars Manu => Military force or economic force.
That's how I know if FOCW Corporation works or not

That's what I found strange is that I saw in the God file that you have modified only the stations or even that you have added some but yes maybe a Jod , I have some basics but I am not an expert in modding. I have even to tell you to delete in your file the extention => DLC pirate, to tell you but still the same problem so I absolutely do not know where it comes from, otherwise believe me I would have told you

I have a question : God flie can change patrol or ship or anything about ship ? Or was just Job do who do that ?
About TOA, yes the number of ships should be determined by job file. I even increased the numbers using single entry replacements. I can try to rewrite entirely the job file, as I did for god. This reduces compatibility with other mods but is not a big issue bc a mod as XRSGE is a total overhaul, it needs its own logic. Will see...

I ask you the favor of investigating and check that those ships are really missing, and to test without ANY other mod, before I have to spend another day only for this tedious rewriting... :doh:

Btw...there is a little "nice" bug you can enjoy :D I typed two zeros too much in a zone...so now if you want to try the emotion of travelling 200.000km without sHWs, you can. There are stations in the dark side of the moon. Enjoy the travel now, there will be no more stations so far in next update...

Image
:lol:
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Folker »

About TOA, yes the number of ships should be determined by job file. I even increased the numbers using single entry replacements. I can try to rewrite entirely the job file, as I did for god. This reduces compatibility with other mods but is not a big issue bc a mod as XRSGE is a total overhaul, it needs its own logic. Will see...

I ask you the favor of investigating and check that those ships are really missing, and to test without ANY other mod, before I have to spend another day only for this tedious rewriting... :doh:

Btw...there is a little "nice" bug you can enjoy :D I typed two zeros too much in a zone...so now if you want to try the emotion of travelling 200.000km without sHWs, you can. There are stations in the dark side of the moon. Enjoy the travel now, there will be no more stations so far in next update...
Ok, I test that
Folker
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Folker »

check that those ships are really missing, and to test without ANY other mod, before I have to spend another day only for this tedious rewriting
I have :

DeadAir Dynamic Wars for see the faction's ship
Mod support APIs for make functioning DeadAir Dynamic Wars
X Realspace Galaxy Expansion and Stars
Rem
stars


This is a Military force :

Scavenger : Total : 1 XL : 0 L : 1 M : 0 S : 0

Vigor syndicat : Total : 4 XL : 1 L : 0 M : 0 S : 3


I think that the XL ship was a pirate battleship on the plot

I start with smuggler's paradise so I think the 3 S ship was the ships of plot

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

This is a Economic force :

Scavenger : Total : 1 XL : 0 L : 0 M : 1 S : 0 Station : 14

Vigor syndicat : Total : 4 XL : 0 L : 0 M : 0 S : 0 Station : 55

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

Sorry I take screenshots but I don't know for put this on egosoft
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by ziplock815 »

Realspace wrote: Fri, 14. Oct 22, 22:46 I've made that mission, no issue, maybe bc the terran patrol disintegrated the xenons. But when you cross the gate to Savage Spur you can see the xenon fleet in force. I repeat my self, it was many ships but not terribly high. Anyway will reduce the patrols in next update. Are you sure you don't have any other mod such as DAR god or FCOW interfering?
The only mod I have that could interfere is jumpdrive mod, so these xenon K's could just jump to Getsu Fune from nowhere ready to destroy stuff :D
There weren't any problems even with jumpdrive mod though before you increased patrols. Maybe the thing with increased patrols+jumpdrive caused this xenon hell in my game :gruebel:
Anyway, will test with jumpdrive mod off.
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.8)

Post by Newinger »

I can confirm the low number of ships at game start for Vigor Syndicate and Riptide Rakers:

https://am3pap003files.storage.live.com ... pmode=none

But maybe they will build some more during play, don't know.

Edit: Yes, they start to build ships. S ships at first. After 15 minutes in game, Vigor Syndicate hat 15 S ships.
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