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

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Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

eliasdpc wrote: Thu, 27. Apr 23, 22:08 Seema like sine main quests are broken? Doing the "Terran Pests" quest now. Once I got the Moreya ship "Geometric Owl" there is no way point in that mission. Is supposed that I have to go to terran territory but I don't find them yet and the quest only says "fly to" and nothing else. The last patch make some changes in that quest too, maybe got broken?
What is this story from? I looked the Terran missions in Terran DLC, they were not updated so are you referring to an advanced Terran story in Boron dlc?
EVERY TIME THAT THE GAME IS UPDATED, THE PROCEDURE TO REPLACE THE EXT_03.CAT IN BORON DLC FOLDER HAS TO BE REPEATED
I've just updated all Boron missions, uploading the patch..
Last edited by Realspace on Thu, 27. Apr 23, 23:26, edited 1 time in total.
eliasdpc
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by eliasdpc »

Realspace wrote: Thu, 27. Apr 23, 23:13
eliasdpc wrote: Thu, 27. Apr 23, 22:08 Seema like sine main quests are broken? Doing the "Terran Pests" quest now. Once I got the Moreya ship "Geometric Owl" there is no way point in that mission. Is supposed that I have to go to terran territory but I don't find them yet and the quest only says "fly to" and nothing else. The last patch make some changes in that quest too, maybe got broken?
What is this story from? I looked the Terran missions in Terran DLC, they were not updated so are you referring to an advanced Terran story in Boron dlc?
I've just updated all Boron missions, uploading the patch..
Is the mission where you help the pioneers to get the terraforming. After you go to the void system and get the Moreya ship. You have to fly to earth sector and enter de destroyed terraforming base. Like I said, after you get the moreya ship there is no way point to continue the mission. I saw in the patch that they updated the moreya ship so it doesn't spawn in the hazard region or something like that. If you need any help just tell me. Never modded x4 but I have some experience on rimworld
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

eliasdpc
Ok that must be the covert operation mission. Ziplock already had problem finishing it. The issue seemed that the mission recalled the cluster_28 (Antigone Memorial). In vanilla game, cluster 28 has only one sector so it coincides with cluster_28_sector_001. In XRSGE there are 3 sectors in that cluster so I had to rewrite that part of the mission to call a sector (not a cluster) and to call the specific sector: cluster_28_sector_001.

This mission has been updated by ego indeed, if you look in the md of Terran dlc the file story_covert_operations.xml was updated yesterday.
Fact is I only patched the entry for the sector, did not replace the entire file as I had to do for Boron DLC, so this update should not make any difference.

What you can do is to look in the debug if something about the patch to story_covert_operations.xml is missed. In my game it seems not.
Wait for next update, I removed any other string as for instance for a better safe zone out of hazard zone. I've also put back the vanilla hazard zone.
eliasdpc
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by eliasdpc »

No problem then I will wait for the update and if that don't solve it then I will lose for another option I guess. Thx again
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by eliasdpc »

Realspace wrote: Thu, 27. Apr 23, 23:33
eliasdpc
Ok that must be the covert operation mission. Ziplock already had problem finishing it. The issue seemed that the mission recalled the cluster_28 (Antigone Memorial). In vanilla game, cluster 28 has only one sector so it coincides with cluster_28_sector_001. In XRSGE there are 3 sectors in that cluster so I had to rewrite that part of the mission to call a sector (not a cluster) and to call the specific sector: cluster_28_sector_001.

This mission has been updated by ego indeed, if you look in the md of Terran dlc the file story_covert_operations.xml was updated yesterday.
Fact is I only patched the entry for the sector, did not replace the entire file as I had to do for Boron DLC, so this update should not make any difference.

What you can do is to look in the debug if something about the patch to story_covert_operations.xml is missed. In my game it seems not.
Wait for next update, I removed any other string as for instance for a better safe zone out of hazard zone. I've also put back the vanilla hazard zone.
BTW I would like to patch some modded ships to make them compatible with your engine mod. Can you point me in the right direction? Which files I have to change? And how you unpack the .cat files? I can read them with notepad ++ but I would prefer to work with the actual text files. Thx in advance
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

REM is not packed, all loose files. Just take a look at how I patched the XR Ships pack. You can edit directly inside REM. Then remember to add the dependency in REM so that it loads after the mod you want to "REMize" :D . In the nexus there is some info. Will write later more details. For now, I updated XRSGE, needs testing to see if the mission work normally as before the HF2

XRSGE 4.2.5
https://www.nexusmods.com/x4foundations/mods/507

Other than updating for the hot fix 2 I have done many changes in Boron sectors.
I've also introduced many new fogs in all universe, lighter and less intrusive

IMPORTANT: you have to update xrsge_boron mini-mod too and re-do the procedure of replacing ext_03.cat in the boron dlc
Last edited by Realspace on Fri, 28. Apr 23, 02:37, edited 1 time in total.
eliasdpc
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by eliasdpc »

Downloaded and testing. Gonna a try to patch the terran ships mod pack if it works maybe I can do some patching of ships for this mod it will greatly increase its popularity since I think most of the people like the general concept of your mod but the long travel times are a little too much sometimes. And TBH the REM mod is a good work around but it makes the ships too hard to fly, not even mentioning the combat. I understand your idea was to add realism but honestly drifting many km away from your target every time you try to reach something would make people not use it and not use the xrsge mod either. Maybe you can make an engine mod not that "realistic" where you can fly the Long distances quicker but without making the ships undriveable you jnow what I mean? That in my opinion would make xrsge mod way more popular for the community. I can help you if you want but I know nothing about the game physics and such. Anyways I can code some files if you tell me what to do.
Edit: I just did it. I just patched one of the terran ship mod pack to make ir work with rem. So I can help you with the new mod if you decide to do it so I can make your work easier
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by eliasdpc »

And BTW the cover mission is still broken. Now it says "scan" but it don't have a way point. Doesn't say where to scan. It's the part where you have to scan a signal leak to disguise like a terran ship. Gonna try the kingdom end quest line on the mean time so see if it works as intended
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Replayed the plot from the point where you should observe stelar phenomenon and after gate opening I got a bug in "talk to her majesty" mission - no waypoint.

Took a tour to see the galaxy and I've got to say: please make No Fog patch :D
Almost every sector in the galaxy is obscured with fog :cry:
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

eliasdpc wrote: Fri, 28. Apr 23, 01:16 Edit: I just did it. I just patched one of the terran ship mod pack to make ir work with rem. So I can help you with the new mod if you decide to do it so I can make your work easier
I see but consider that many players have got used to the hard-core physics, and they like it as I like it :D . The issue if exists is with the npc ships.

For that I had in mind a middle ground, now that REM is finished I can think about 2 different versions to be both alive, as I did with Rebirth. You can help a lot if you do REMize all sort of new ships out there. Or can even try to make the second version, it is a matter of doubling all values: drag, engine's and thruster's push.

About popularity, I am not so interested. I prefer a nice niche of people who share this vision of space vastness and Expanse, enough people to have feedbacks and even help yes :) . More than that means a lot of requests of support I can't give. I don't like popularity in general, figure...I made a job that somehow "required" it and hated it :D

About XRSGE, if you can read the missions, you'll find everything in xrsge_boron/md folder: setup_dlc_boron and story_boron.

At least when using this brutal replacement we can modify the entire file directly. There the only things I do is changing the sectors when they don't coincide with vanilla, even if I use to keep the position/connections of sectors related to stories quite similar to vanilla, even if the player does not see it. And the damn tag that causes all sort of problem is that extensions="ego_dlc_boron" that I had to redirect to xrsge_boron.

In other dlcs' missions I could use a workaround that consists in writing down all the sectors that belong to a certain dlc. This is also needed because xrsge is not limited by those separations, using a lot of base game's sectors for other races too. Well vanilla game does too, if you consider sectors as Open Market or Guiding Star etc that are not Split but the vanilla mission considers them as such when using the extensions="ego_dlc_boron" to assign them to a SplitDLCSectors container. Ego too should have wrote it that way.

Anyway the patch method, you'll find in xrsge/extensions/egod_dlc_terran/md and pirate and split too, seems not to work with Boron dlc. It seems affected by all sort of not moddadbility, as others found too. That's why I had to replace the entire md, removing from the dlc ext_03 and re-adding through the mini-mod xrsge_boron.

Now the thing seems stuck at the part where you have to talk to the queen. I faced that stop too, no guiding nor if sectors are revealed. I must redo the mission too with the updated version. Ziplock, did you stuck using the 4.2.5 version of XRSGE and XRSGE_Boron and had you replaced the ext_03 and ext_03_sig?
Last edited by Realspace on Fri, 28. Apr 23, 09:00, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Honestly, I don't remember if I replaced ext_03 or not :D
I will try to complete the mission once more and this time will make sure to install the mod properly.
Unfortunately will be able to check it only next Monday
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

Ziplock did you manage to continue the plot to the meeting with the queen in previous version? I am wondering if moving jobs and gods to the mini-mod has caused the missing queen's ship
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Realspace wrote: Fri, 28. Apr 23, 12:17 Ziplock did you manage to continue the plot to the meeting with the queen in previous version? I am wondering if moving jobs and gods to the mini-mod has caused the missing queen's ship
Yes, in previous version the mission worked fine.
The only thing that bothered was stuttering and lack of boron ships. In last versions however I started to see fleets, builders and many other ships belonging to our fishy friends. Stuttering was almost gone, but queen mission didn't work.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

Ok thanks, this helps to nail the reason. Btw I've a gift for you, a new milky way, in the next update :)
Image
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Whoa... That's great news! Big thanks for your continuing work. Looks magnificent.
Eager to see the new Milky Way in the game...

P.S. ...if it's not going to be obscured by the fog of course :D
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

And this is the new model for suns, aka occlusion + halos around the suns. This means I will discard some more fogs, they are not needed anymore ;-)
Image

I really can't stand the lens flare of vanilla.
I've not been in space... :lol: ...but am quite sure the sun will look as a bulb of light, not a flare :sceptic:
yes there is no atmosphere so the halo is also a poetic license by me :D
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Now that's an improvement! Definitely what this game needed the whole time. Looks much more atmospheric and realistic.
I really don't mind if you delete almost all fog from the game leaving only Rebirth- style fog zones with lightnings and debris fields (last version for 5.1 with No Fog patch) and some plot affecting areas (for ex. Sanctuary of Darkness)
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MarcusInVR
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by MarcusInVR »

Regarding the Engines Mod REM -

I am still getting kicked out at 20 km/s even on vanilla... I know engines can propel you faster than that when using this mod - your travel speed increases slowly but surely. If one always gets kicked out at 20km/s - then it makes for an interesting challenge I suppose.

Is this addressed in the mod?
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

MarcusInVR wrote: Fri, 28. Apr 23, 17:11 Regarding the Engines Mod REM -

I am still getting kicked out at 20 km/s even on vanilla... I know engines can propel you faster than that when using this mod - your travel speed increases slowly but surely. If one always gets kicked out at 20km/s - then it makes for an interesting challenge I suppose.

Is this addressed in the mod?
This happened after game v6.0. In game 5.1 it was not present. You could even edit the parameters for exit speed so I had set exit speed at 999 (vanilla was 5000). This parameter does not work anymore. I've asked in the forum also in the latest update thread. I hope they adress this issue. Yes vanilla engines are insanely unrealistic engines that stop the ship in seconds, still this is a issue that was not present before.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

Here they are, 9 new planets, inspired by those I made for X3 FL. Question is where to put them... :)

Image Image Image Image Image Image Image Image Image

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