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

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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace »

ziplock815 wrote: Mon, 19. Dec 22, 20:33
"Antigone" plot mission is called "Second Assistant" - you need to talk to paranid scientist named Kuromanckami in the Void sector - there in the hazardous region you need to find nav beacons using your long range scanner, but uou can't find any.
Split plot mission is given to you by Dal Busta and is called "Reactivating jump gates", so when you locate jump gates leading to the Split you see that cutscene with "escaped slave ship". Maybe you fixed the issue because I didn't see that cutscene and no mission update as well.

Btw, don't think it's a bug but if you remember I wrote about music issue I had when terran and pirate dlc's soundtrack played in all sectors most of the time. I took a look into "sound_library.xml" and saw such lines: "Music for Argon/Paranid/Split... etc home sectors" and paths to dlc music files, for example: "<select weight="1" start="extensions\ego_dlc_terran\music\14. Alexei Zakharov - Insomnia"/>
<select weight="1" start="extensions\ego_dlc_pirate\music\Cluster\Alexei Zakharov - Blind Course"/>"
I simply deleted these paths for all races except of terran and pirates and now these tracks play only in terran and pirate territories :)
I see, thanks. Seems it is the terraforming mission and it looks like it needs the hazard zone to settle its things, and needs to find the end of it. So seems by reading the md/terraforming. I will restore the original hazard zone (now the whole cluster is hazardous), but larger, hopefully that suffices. My patch did not alter much of the mission, but to be sure I will rewrite it, for a wider range of the hazard zone (vanilla is only 8km). Keep in mind that what was The Void is now Wasteland, so the mission should start there not in The Void. Btw the sHWs were not working there, corrected...I will exchange names so The Void is back to original
By reading the md, seems the mission requires other steps before finding Kuromanckami, what is it? Boso?

Split plot should be ok now, will check again. Cutscene happens but there is no mission by Dal Busta in mission's offers. Does it need HQ? (I am trying new starts)

Those lines in sounds are not used by the mod, it uses its new collections like "xrsge_argon etc" or xrsge_exploration. These are heavily weighted on old legacy tracks. I have x3 soundtracks most of the time in my game, as it is expected. Seems some other mod is interfering in your list. Another mod that changes the track list in mapdefaults.xml

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

XRSGE 3.3 is available
https://www.nexusmods.com/x4foundations/mods/507/

Some bug fixes, Split plot's error corrected. Needs testing. Split plot requires HATIKVA plot concluded and the HQ concluded. You can try typing "/REFRESHMD" in the console in an old save to make it trigger if it did not. Am not sure it suffices
Added system: OMICRON D. For this I had to change a couple of gates, namely gate from Omicron C to Frontier Edge and the gate from Antigone that goes now to the new system. Omicron D requires the new STARS 3.4.3 for the nebula to be shown, otherwise nothing happens except the nebula in the background is barely visible
Omicron C : Arethys has now two ways sHWs instead of one way only
The Void and Wasteland sectors: names interchanged, to keep the mission in The Void having a coherent name.
Damage area in the Void reduced to 180 km (it covered the whole sector before, it is only 8km in vanilla), but shield damage is back to vanilla (higher). I nerfed the damage to hull so you have time to escape. Still you need a bigger ship to cross the hazard and complete the mission.
Last edited by Realspace on Wed, 21. Dec 22, 08:57, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by ziplock815 »

Thanks for the update :) I'll test these plots. Unfortunately I don't have any saves before getting the missions so I don't know if they activate :(
Yes you need the HQ with Boso and Dal Busta on board so you must have Hatikvah plot completed. After that split plot activates. Terraforming plot starts after Boso asks you to investigate strange signal near your HQ in Grand Exchange.

P.S. Split plot doesn't work in my game. I'll try to test terraforming plot. Btw how do I activate console? :gruebel:
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace »

Find the key to bind, is in the far bottom in the keyboard settings. Then type exactly as I wrote, case and slash too. Game should freeze for some seconds
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by ziplock815 »

Is it "Toggle chat window" option?

P.S. Absolutely love Power Circle sector and Belt of Aguilar - the way cities shine on the night sides of the planets is magnificent, flying through dark asteroid field in The Expanse and listening to immersive x3 music tracks looking at cold distant sun ...It's just awesome.

P.P.S. I'm sure somebody asks this question sooner or later, so I'll be the first: seems like there's Boron DLC coming soon (well, maybe not very soon). Will it be compatible with XRSGE?
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace »

I am continuing my old save, sofar: ALL terran plots work, ALL TOA plots work, Hatikva works. I don't see a reason why Split should not, will see after I've completed the hub.

I need time to explore the galaxy one sector by one in a playthrough to check all details that are impossible to see otherwise. Nuances such a zone that is misplaced can break a connection's route.
For what I've seen, only superhighways are a problem if you move them. Gate and accelerators can be moved without issue, the engine updates the position and go.
When you move sHWs unfortunally that does not happen.
I've taken into consideration the wish of many to have less fog so am changing when I see it is too much as for instance in The Hole and in The Wall (btw I corrected the text). Not removing without consideration. This also requires time to cross each sector.
All in all I consider this release as final in terms of structure, only small adjustments are to be done. Plots work, economy seems too.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Gen.d.Pz.Tr.Seb »

I'm slowly building a setup for a new game (updating mods, reevaluating old ones), and I tested with this mod for a few minutes and two questions come up;

1) How do I stop a ship once it is going something 50km/s? I'd really like to turn and counter thrust, but I have no prograde/retrograde markers so it's mostly guesswork that ends up with me tumbling through space. Now I know that mk1 are supposed to be crap, but it still is a bit problematic.

2) What exactly do negative resource counts mean? e.g. some sector having -1,500 M units of silicon. Is this just some UI representation bug, or is the real amount of silicon in that sector actually zero? Can't really be negative, but I'd understand if nothing is there.


edit:
Entry for Sigma Tau Ashley's Something Beta is some {number_here} string. Oh and the ST Ashley's Something Alpha has a space too many before the ':', which I find disturbing for some reason. :P
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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace »

Gen.d.Pz.Tr.Seb wrote: Fri, 23. Dec 22, 13:55 1) How do I stop a ship once it is going something 50km/s? I'd really like to turn and counter thrust, but I have no prograde/retrograde markers so it's mostly guesswork that ends up with me tumbling through space. Now I know that mk1 are supposed to be crap, but it still is a bit problematic.
For that, the mod I suggested, Better Target Monitor, that gives you an ETA to objective. Then comes experience. This mod is a total overhaul, can't be tested for few minutes, have to go in the experience of a vast universe, huge distances, realism of flight. After playing long enough you'll master the newtonian flight and will calculate on the flight the needed vectors. And it is highly satisfactory to do. Take your time ;-)

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

Btw guys I think I found why the economy suffered. It all starts from basic refineries that had this limitation in vanilla god file:
<region ware="ore" max="80000" />
<economy max="0.5" maxbound="false" />
I had already changed that to 500km and now changed economy to 0.75 but 500km it is nothing in XRSGE universe where resources are avrg 4000km far from stations, even 8000km, rarely 12000km. I suppose it refers to the distance the miners can go from the station, but is just my guess. Any hint?
I also noticed that my miners had nowhere to sell ore and silicon so the nr. of refineries was also low, maybe bc of the economy limit, I changed now to 0.75
For Terran factories, vanilla does not use these limits to values. I imagine bc terran sectors are bigger. Probably I have to remove them for all race's refineries.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Gen.d.Pz.Tr.Seb »

Is this something for which I'd better wait for a fix, or can I just play and assume you'll be quicker in uploading a patch than it becomes a problem. And any idea about my 'negative resources in sector' problem? Can I just ignore that or will it become an issue?
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Newinger »

Realspace wrote: Thu, 22. Dec 22, 16:37 All in all I consider this release as final in terms of structure, only small adjustments are to be done. Plots work, economy seems too.
Well... we'll see. Esp. since today the 4th DLC has been announced, adding Borons (!!!) to the game :D :D
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace »

Newinger wrote: Fri, 23. Dec 22, 21:50
Realspace wrote: Thu, 22. Dec 22, 16:37 All in all I consider this release as final in terms of structure, only small adjustments are to be done. Plots work, economy seems too.
Well... we'll see. Esp. since today the 4th DLC has been announced, adding Borons (!!!) to the game :D :D
I know...I am more concerned by the 6.0 update than the dlc. The dlc can be easily patched, just moving galaxy layout and changing some gate. I will not touch the dlc at beginning. But the 6.0 update means I have to recheck every file I modified, and they are a lot! But as for now I am enjoying a playthrough that goes very smoothly and enjoy the great views of all the systems. It is quite an experience even for me, I had forgotten some sectors created among many. I do add some correction during the play, that's the only way to check at this final level. I'd need some beta testers.

I move some gate when have to. This is no big deal for the player, just needs to move some satellite etc after the update. The problem is when sHWs have to be moved (bc of errors). Because they don't update in the new save. But let's be clear, I found only two that had to be fixed sofar. For one, to keep compatibility with the old save, I used a creative solution by adding an accelerator.

I myself am continuing a play started in previous version and all plots work sofar, but doing them all requires time.

The mod is perfectly playable and gives tons of moments. But if one has still not started, can wait for the next update with all these fixes. Economy updates too, does not need a new game. I already saw many refineries added during a couple of hours of play.

I'll upload this fixed version tomorrow, afterwards I am in holiday for a week ;-)
Last edited by Realspace on Fri, 23. Dec 22, 23:55, edited 2 times in total.
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Moonrat
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Moonrat »

I'm just putting the finishing touches to "Encounters v1.41" and this includes sector range scaling which I hope might help players using X4RSGE.

Let me explain... Encounters sub-object types, numbers, and potential rewards there-in are based upon the players' distance from the center of the sector once they reach deep space. Deep space where encounters start is usually around 210-240km from the sector center (this being half of whatever the (start) sector core size is). A problem with sector core sizes that are much larger (say 2000km+ in X4RSGE) is that the distribution of object types/numbers/rewards for "close" distances from the sector core do not get generated as the initial start point of deep space is way beyond that and so only the more distant generated objects will appear. In Encounters v1.41 I have introduced a range scaling mechanism so that the key internal "Encounter" distances are increased proportionally to the sector size. This should mean that the "near" objects should now start to be seen whereas before they'd be omitted. The beauty of this approach is that both for unchanged X4RSGE sectors at vanilla sizes and non-X4RSGE players in the vanilla universe there is almost no change in behavior compared to that before as the scaling will be usually only between 0.98-1.03 and so not much changes :)

The good news is that I tested the new code in both a vanilla Universe and the X4RSGE Universe across multiple sectors and it appears to do what I want (I think) ... so far so good. The bad news is that I have noticed that the number of encounter objects and ships seems to have dried up. After some investigation, I have discovered that the number of job activations containing an "encounter id" seems way lower in X4RSGE than in vanilla. Both the vanilla "encounters" and my "Encounters" mod both use these job creations to drive the generation of content... For example, running the game for 1000s in X4RSGE there were around 40 of these jobs in the first 5s and then it stopped completely, but with vanilla, I recorded 733 such jobs in the first 1000s (~520 in the first 5s, and the next 200 spread evenly over time).

So the $64,000 question is, where have all the "encounter id" jobs gone in X4RSGE? I had a quick look in the X4RSGE file and there are "encounter id" jobs in there. The only two reasons I can currently think of are they being squeezed out by what appears to be larger numbers of other jobs or are the distances so large and inter-connectedness so much less that there is little conflict out there in space and very few jobs get activated to replace lost ships?
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace »

Moonrat wrote: Fri, 23. Dec 22, 23:47 question is, where have all the "encounter id" jobs gone in X4RSGE? I had a quick look in the X4RSGE file and there are "encounter id" jobs in there. The only two reasons I can currently think of are they being squeezed out by what appears to be larger numbers of other jobs or are the distances so large and inter-connectedness so much less that there is little conflict out there in space and very few jobs get activated to replace lost ships?
Thank you so much! I had noticed the encounters dried up and thought it was intentional.

Thanks for looking in the job file. Yes it remains a mistery to me too. I had previously patched/added single entries then decided to replace the entire file. But even the brutal replacement seems to miss something. The files are perfectly fine but there must be something either caused by the big distances or by the replacing everything in vanilla. God file used to miss too, expecially dlc's, then I replaced them all and now it works. Jobs seems not or only partially. :sceptic: this happened also with less entries, vanillla-like nr of jobs. It missed some.

I am doing a playthrough of many hours and seems to me that no conflict at all has started. Could this be the reason? This is probably to be expected, for the mod making the galaxy larger and systems more protected and was even planned. Slow pace game, time to visit all the many systems, do all the plots, build the empire...but, I don't understand how these new jobs for ships influence the encounters, I am probably still thinking in the old x3 way of spawning ships on the player's face from thin air :-D

I've added quite a lot of patrols for checking the system's borders. Could these take too much job places and stop the generation of new jobs?
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by ziplock815 »

Reporting a bug: not working jumpgate in Heretic's End Last Bastion (those leading to split).
Btw, tried another working jumpgate (in Ianamus Zura The Vault) - no cutscene with slave ship. Split plot doesn't want to work in my game for some reason.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Realspace »

The cutscene is not linked to the plot, if I read the md correctly. In my game it does not show, in a fresh start yes always. Requires you've never been close to Split space. Split plot given by boso is to be checked. Btw, I double checked gates again, all working now. Some too high values in zones broke them, as did some quaternion (vanilla) that I replaced, all (remember the distorted gates? :-D) There were a couple left. All ok now. Uploading new version..

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

And here it is, XRSGE 3.3.1 Update
https://www.nexusmods.com/x4foundations/mods/507
Several small bug fixes
Fixes to economy
As bonus, not an entire system, not this time :-P...but a new sector in Black Hole Sun

btw...I won't add new systems, the galaxy is completed. I will occasionally expand existing ones with new sectors to make them more in line with bigger systems (Sonra, etc.)
New system will be introduced only by the SEPARATED mod Xrsge Frontier. This for high compatibility, but I want first that XRSGE be bug-free and all plots work...and we are there... update 6.0 permitting
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by ziplock815 »

So no Omicron Lyrae, Maelstrom and De Vries from Rebirth? :(
I've started a custom game for this playthrough so maybe that's why split plot doesn't work? :gruebel:
Also Boso Ta doesn't suggest me to research Earlking (which I boarded couple of hours ago) technology for some reason while in my previous playthrough as Young gun he suggested me to start this research just after I've completed building a dock to HQ
Btw, didn't see any pirate fighter ships in Avarice and Windfall, so boarding Earlking was rather easy. Are they going to build some?

Anyway, seems like it's time for a new game... again :lol:

P.S. Started a new game as Young Gun, teleported to jumpgate in Heretic's end and cutscene with the slave ship activated. I feel there's really something with the custom start thing or something else in my savegame.

P.P.S. Distorted gates/accelerators were a fun thing, I almost miss them :lol:
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.1)

Post by Gen.d.Pz.Tr.Seb »

Played the game for a bit and I must say that the sector design/layout and the visuals are outstanding, you really outdid yourself with that.

Sadly, I can't play with the engine mod. I actually got used to it after an hour or two which surprised me and I thought I'd stick with it but then I saw AI combat (well, I was included too, and I did not fare that much better) and decided against it. While it seemed kind of ok for capital ships, hitting a S class ship seems to be very hard for everybody involved. It either took multiple combatants to take it down or one overpowered shot to kill it in one hit. For now I decided to stick with VRO for which I modded all base engine thrust to be 3 times higher then default. May change that in the future as I just played with it for an hour or so, but for now it seems fine.
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ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by ziplock815 »

Bug report:
Planet in Family Tkr Fires of Victory/Firers of defeat missing textures
Also there're almost no S/M sized ships in my game since last version. After 6 hours of playing I've seen only a couple of L/XL traders and building ships, couple of magpies and that's all. I'm playing pirate gamestart. Could it be a problem connected with using Encounters mod?
P.S. No NPC's on stations in Avarice/Windfall
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Moonrat »

ziplock815 wrote: Sat, 31. Dec 22, 01:25 Bug report:
After 6 hours of playing I've seen only a couple of L/XL traders and building ships, couple of magpies and that's all. I'm playing pirate gamestart. Could it be a problem connected with using Encounters mod?
P.S. No NPC's on stations in Avarice/Windfall
From my observations, something has may be changed (for the worse?) with the jobs file. The lack of S & M ships with "encounter" ids is also causing a problem for "Encounters" also...
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by Realspace »

Ok will look at that, even if it is strange, I simply remade the vanilla jobs plus the new ones. Seems that it does not make any difference if not for the worse, then I will revert back to the patch/add method of the previous one.
Can you check whether it happens everywhere or only for DLC's jobs?
Btw, planet in Fires of Defeat is perfectly fine, even by jumping in the sector
Last edited by Realspace on Mon, 2. Jan 23, 18:54, edited 2 times in total.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.0) - "X4RSGE" (3.3.1)

Post by ziplock815 »

Hmm strange. Maybe textures simply didn't load? :gruebel:
I will check.
Could these issues be connected with that I've unpacked cat/dat files of the mod to change sounds library.xml?

Double checked, still having issues with planet textures in Fires of defeat/victory and almost no s/M ships (although I've seen some teladi buzzards and ospreys attacking Scale plate station)

P.S. Checked previous save game - no problem with lack of s/M ships. The only issue is split plot not activating. Gamestart - custom game.
My last playthrough is Pirate start - starting to think that it's something with pirate dlc, because in different playthroughs I haven't seen any pirate fighters and NPC's on pirate stations

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