[Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Ok, I've made these megafactories, all argon:
Metal city (siliicon and ref metal), Ship prod city, Equipment City, Solar city and Energy city (sun + graphene). They all produce also: energy, food and med, so they are free from shortage. I use the max of 20 slots.
Also I increased the S storage values and added +40% to all habitats. So these are never short (cities have lot of them anyway).
I've set them to spam in specific location. Tech cities close to capital planets, low orbit. Solar/energy close to the suns. Metal cities in roid belts and rings.
So if you do Paranid I'll focus on Teladi first.
Anyway tomorrow I'll upload the update so you see the stations at work.
Ziplock, No need to o start a new game but it makes the changes starting, otherwise you have to wait for the npc to build them.
Edit: I've finished doing Teladi cities too, and set them to spawn. I also fixed some missing gates and backgrounds in Farnham's Legend system. Added back sectors alpha/beta in Jupiter (different layout than xrsge 6). At this point, before uploading it,I think I'll rather finish doing cities for Split and Paranid too orherwise the game is unbalanced against them
Metal city (siliicon and ref metal), Ship prod city, Equipment City, Solar city and Energy city (sun + graphene). They all produce also: energy, food and med, so they are free from shortage. I use the max of 20 slots.
Also I increased the S storage values and added +40% to all habitats. So these are never short (cities have lot of them anyway).
I've set them to spam in specific location. Tech cities close to capital planets, low orbit. Solar/energy close to the suns. Metal cities in roid belts and rings.
So if you do Paranid I'll focus on Teladi first.
Anyway tomorrow I'll upload the update so you see the stations at work.
Ziplock, No need to o start a new game but it makes the changes starting, otherwise you have to wait for the npc to build them.
Edit: I've finished doing Teladi cities too, and set them to spawn. I also fixed some missing gates and backgrounds in Farnham's Legend system. Added back sectors alpha/beta in Jupiter (different layout than xrsge 6). At this point, before uploading it,I think I'll rather finish doing cities for Split and Paranid too orherwise the game is unbalanced against them
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- Joined: Wed, 8. Oct 14, 20:30
Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Sad news: split plod doesn't work again. Mission stucks at "find reconnected jumpgate"
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- Joined: Fri, 31. Jul 20, 21:56
Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Hello, Winghelm who created legacy music isn't responding to me, so I delete all of this folder and I replace it by my. Now I suppose that I have the right of give my music mod. We have X3TC - X3AP - XTC - XR and many other game, who have music which integrates well into X4
I give to you my folder - I remove all of dark ambient music - You can put it in your mod if you have question for other game music, you can ask to me - I hope that is good for you
https://drive.google.com/drive/folders/ ... sp=sharing
Like as you see, you can copy - past - replace the music of your mod
This evening I will create paranid station
I give to you my folder - I remove all of dark ambient music - You can put it in your mod if you have question for other game music, you can ask to me - I hope that is good for you
https://drive.google.com/drive/folders/ ... sp=sharing
Like as you see, you can copy - past - replace the music of your mod
This evening I will create paranid station
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Thank you Folker
Much appreciated
Will test it tomorrow evening
Still don't understand why devs refused to make rebirth-style ambient tracks, would be much more immersive
Much appreciated
Will test it tomorrow evening
Still don't understand why devs refused to make rebirth-style ambient tracks, would be much more immersive
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- Posts: 128
- Joined: Fri, 31. Jul 20, 21:56
Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
You're welcome, it's a pleasure ----- Just I detected an error on my program of sound_library.xml, I repair this, if you want you can download only the sound_library.xml it's in same location, I fixed it.ziplock815 wrote: ↑Mon, 29. Jan 24, 15:35 Thank you Folker
Much appreciated
Will test it tomorrow evening
Still don't understand why devs refused to make rebirth-style ambient tracks, would be much more immersive
After past and replace in : extension / xrsge / libraries
Especially I don't know why they put on this dark ambient music.
Two paranid station are finished :
Claytronic :
https://drive.google.com/file/d/1G7Q_pF ... sp=sharing
https://drive.google.com/file/d/1JLrec8 ... sp=sharing
https://drive.google.com/file/d/1Ldrgto ... sp=sharing
https://drive.google.com/file/d/1pIUr4x ... sp=sharing
Hullplate :
https://drive.google.com/file/d/1A3a5yJ ... sp=sharing
https://drive.google.com/file/d/1SPbpHu ... sp=sharing
https://drive.google.com/file/d/1-MiK1q ... sp=sharing
https://drive.google.com/file/d/1JHrrMz ... sp=sharing
This is contruction plan :
https://drive.google.com/file/d/11Dgq4w ... sp=sharing
Claytronic is three times more important than hullplate because both are independent, but claytronic requires more and different resources.
Let me know if that's good or bad. Because I'm afraid claytronic is too big.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Hey realspace, I think about a thing, the background of X4-Reemergence is very beautiful.
I think is a good idea to see this mod, just for see background, and if is good for you ""merge"" with your mod background.
So like that I think that improve visual quality of your mod, while preserving its beauty
What do you think about it ?
PS : I finished the Paranid Antimatter Converters factory
I think is a good idea to see this mod, just for see background, and if is good for you ""merge"" with your mod background.
So like that I think that improve visual quality of your mod, while preserving its beauty
What do you think about it ?
PS : I finished the Paranid Antimatter Converters factory
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- Posts: 1642
- Joined: Wed, 15. Nov 06, 10:21
Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
XRSGE 7.1.0 is ready and online.
https://www.nexusmods.com/x4foundations/mods/1140
This is a big update.
Other than fixing a lot of small bugs, backgrounds, gates, highways (new ones added), inconsistencies and positions, and adding some second sector in various clusters...this update introduces:
1 ) Orbital tech stations in capital planets
2 ) Orbital factory cities or Industries (they are called Industries in the map), gigantic factories that can produce all the needed resources for ship building not needing to trade with other stations for intermediate products, only base resources
3 ) Redone shipyards/wharf/trade station/defence station for all races
4 ) Solar/Energy megacities, that spawn in solar sectors
5 ) Metallurgic megacities that spawn in roid belts (only Argon/Antigone/Hatikvah and Teladi)
6 ) 3D positions aka top/down position of some gates (xperimental)
7 ) No more turrets on production modules (megacities have a lot of def modules)
8 ) increased habitats (all sizes) 40%
9 ) increased S storage 80%
10) added PRISM MOD (if you don't like or play other languages than english, there is a patch in MISCELLANEOUS files to remove it)
11) changed the logic for advanced traders, stars required is 2 for advanced (limit is vanilla 5 sectors) while my new Expert Traders require 3 (instead of 3)
12 ) other things I don't remember because I am too tired...
-------------------------
@Folker, I will add your stations in next update, as soon as we have some consistency among races, so keep doing it. They are nice, and massive
It is good that you do single product megafactories, I can make them spam randomly or in low orbit, instead of the replica of vanilla single-product stations I do now. You can also take a look at the megacities I did, to inspire for doing also multi-products factories.
But I like your approach in the claytronics megafactory so keep doing it.
To understand how I made them spam, look in the new files in libraries: stations, stationgroups, constructionplans and god. So you can do it also in another mod of yours.
About the other thing, sorry I don't think it is going to happen, because my backgrounds are simply the best just as they are

P.S. one important thing: remember to add plenty of defence modules to the stations because XRSGE 7.1 removes all turrets from production modules
These are the added 22 defence modules for your claytronics station, you can paste after <entry index="167" in your plan
P.S.S this is your claytronics megastation that is spawn in Lasting Vengeance Alpha, owned by Paranid

------------------------
@Ziplock for how the mod is done no plot is touched nor altered by the map. Maybe you entered the split space in a secondary sector? The game does not recognize my new sectors in split space as split, bc I removed any md script of mine

This is a big update.
Other than fixing a lot of small bugs, backgrounds, gates, highways (new ones added), inconsistencies and positions, and adding some second sector in various clusters...this update introduces:
1 ) Orbital tech stations in capital planets
2 ) Orbital factory cities or Industries (they are called Industries in the map), gigantic factories that can produce all the needed resources for ship building not needing to trade with other stations for intermediate products, only base resources
3 ) Redone shipyards/wharf/trade station/defence station for all races
4 ) Solar/Energy megacities, that spawn in solar sectors
5 ) Metallurgic megacities that spawn in roid belts (only Argon/Antigone/Hatikvah and Teladi)
6 ) 3D positions aka top/down position of some gates (xperimental)
7 ) No more turrets on production modules (megacities have a lot of def modules)
8 ) increased habitats (all sizes) 40%
9 ) increased S storage 80%
10) added PRISM MOD (if you don't like or play other languages than english, there is a patch in MISCELLANEOUS files to remove it)
11) changed the logic for advanced traders, stars required is 2 for advanced (limit is vanilla 5 sectors) while my new Expert Traders require 3 (instead of 3)
12 ) other things I don't remember because I am too tired...
-------------------------
@Folker, I will add your stations in next update, as soon as we have some consistency among races, so keep doing it. They are nice, and massive

It is good that you do single product megafactories, I can make them spam randomly or in low orbit, instead of the replica of vanilla single-product stations I do now. You can also take a look at the megacities I did, to inspire for doing also multi-products factories.
But I like your approach in the claytronics megafactory so keep doing it.
To understand how I made them spam, look in the new files in libraries: stations, stationgroups, constructionplans and god. So you can do it also in another mod of yours.
About the other thing, sorry I don't think it is going to happen, because my backgrounds are simply the best just as they are


P.S. one important thing: remember to add plenty of defence modules to the stations because XRSGE 7.1 removes all turrets from production modules
These are the added 22 defence modules for your claytronics station, you can paste after <entry index="167" in your plan
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<entry index="168" macro="defence_par_disc_01_macro" connection="connectionsnap001">
<predecessor index="32" connection="connectionsnap002"/>
<offset>
<position x="-532.096" z="619.234"/>
<rotation yaw="30.00003"/>
</offset>
</entry>
<entry index="169" macro="defence_par_disc_01_macro" connection="connectionsnap001">
<predecessor index="33" connection="connectionsnap005"/>
<offset>
<position x="867.897" y="-0.0002257" z="619.234"/>
<rotation yaw="-30.00011"/>
</offset>
</entry>
<entry index="170" macro="defence_par_disc_01_macro" connection="connectionsnap002">
<predecessor index="156" connection="connectionsnap005"/>
<offset>
<position x="-380.428" y="-0.001195" z="3467.569"/>
<rotation yaw="29.99998"/>
</offset>
</entry>
<entry index="171" macro="defence_par_disc_01_macro" connection="connectionsnap003">
<predecessor index="148" connection="connectionsnap005"/>
<offset>
<position x="169.809" y="-0.007581" z="5413.978"/>
<rotation yaw="29.99988"/>
</offset>
</entry>
<entry index="172" macro="defence_par_disc_01_macro" connection="connectionsnap004">
<predecessor index="156" connection="connectionsnap002"/>
<offset>
<position x="165.982" y="-0.001229" z="3613.979"/>
<rotation yaw="30"/>
</offset>
</entry>
<entry index="173" macro="defence_par_disc_01_macro" connection="connectionsnap002">
<predecessor index="162" connection="connectionsnap003"/>
<offset>
<position x="5885.58" y="-0.01028" z="4713.992"/>
<rotation yaw="-0.00016734"/>
</offset>
</entry>
<entry index="174" macro="defence_par_disc_01_macro" connection="connectionsnap002">
<predecessor index="5" connection="connectionsnap003"/>
<offset>
<position x="1867.904" z="-2498.456"/>
<rotation yaw="-30.00011"/>
</offset>
</entry>
<entry index="175" macro="defence_par_disc_01_macro" connection="connectionsnap003">
<predecessor index="4" connection="connectionsnap002"/>
<offset>
<position x="-1532.098" z="-2498.456"/>
<rotation yaw="-59.99995"/>
</offset>
</entry>
<entry index="176" macro="defence_par_disc_01_macro" connection="connectionsnap002">
<predecessor index="165" connection="connectionsnap003"/>
<offset>
<position x="-5549.786" y="0.003218" z="4713.979"/>
</offset>
</entry>
<entry index="177" macro="defence_par_disc_01_macro" connection="connectionsnap004">
<predecessor index="159" connection="connectionsnap001"/>
<offset>
<position x="3167.903" y="0.001057" z="-1886.017"/>
<rotation yaw="-0.000138425" roll="-0.000176218"/>
</offset>
</entry>
<entry index="178" macro="defence_par_disc_01_macro" connection="connectionsnap003">
<predecessor index="160" connection="connectionsnap002"/>
<offset>
<position x="-2832.097" y="-0.001553" z="-1886.02"/>
<rotation roll="-0.000197621"/>
</offset>
</entry>
<entry index="179" macro="defence_par_disc_01_macro" connection="connectionsnap002">
<predecessor index="97" connection="connectionsnap003"/>
<offset>
<position x="-1266.069" y="-0.002162" z="3094.364"/>
<rotation yaw="-29.99994"/>
</offset>
</entry>
<entry index="180" macro="defence_par_disc_01_macro" connection="connectionsnap002">
<predecessor index="96" connection="connectionsnap003"/>
<offset>
<position x="1601.865" y="-0.004873" z="3094.364"/>
<rotation yaw="29.99992"/>
</offset>
</entry>
<entry index="181" macro="defence_par_disc_01_macro" connection="connectionsnap003">
<predecessor index="167" connection="connectionsnap003"/>
<offset>
<position x="-7455.042" y="400.001" z="6413.98"/>
<rotation yaw="29.71769" roll="89.99999"/>
</offset>
</entry>
<entry index="182" macro="defence_par_disc_01_macro" connection="connectionsnap002">
<predecessor index="164" connection="connectionsnap003"/>
<offset>
<position x="7790.831" y="399.99" z="6413.997"/>
<quaternion qx="0.619794" qy="0.340376" qz="-0.340376" qw="0.619794"/>
</offset>
</entry>
<entry index="183" macro="defence_par_disc_01_macro" connection="connectionsnap003">
<predecessor index="161" connection="connectionsnap005"/>
<offset>
<position x="167.902" y="400" z="-2578.842"/>
<rotation yaw="0.00820124" roll="89.99979"/>
</offset>
</entry>
<entry index="184" macro="defence_par_disc_01_macro" connection="connectionsnap003">
<predecessor index="85" connection="connectionsnap004"/>
<offset>
<position x="-6832.096" y="399.997" z="1621.164"/>
<rotation yaw="-0.279081" roll="90"/>
</offset>
</entry>
<entry index="185" macro="defence_par_disc_01_macro" connection="connectionsnap003">
<predecessor index="65" connection="connectionsnap005"/>
<offset>
<position x="-3678.507" y="-0.002243" z="901.545"/>
<rotation yaw="-29.99994"/>
</offset>
</entry>
<entry index="186" macro="defence_par_disc_01_macro" connection="connectionsnap003">
<predecessor index="47" connection="connectionsnap005"/>
<offset>
<position x="-2832.095" y="1199.998" z="2313.981"/>
</offset>
</entry>
<entry index="187" macro="defence_par_disc_01_macro" connection="connectionsnap004">
<predecessor index="50" connection="connectionsnap006"/>
<offset>
<position x="3167.892" y="1199.998" z="2313.985"/>
<rotation yaw="-0.000173943"/>
</offset>
</entry>
<entry index="188" macro="defence_par_disc_01_macro" connection="connectionsnap004">
<predecessor index="14" connection="connectionsnap006"/>
<offset>
<position x="-2032.097" y="800" z="-486.02"/>
</offset>
</entry>
<entry index="189" macro="defence_par_disc_01_macro" connection="connectionsnap003">
<predecessor index="20" connection="connectionsnap005"/>
<offset>
<position x="2367.899" y="800" z="-486.018"/>
<rotation yaw="-0.000218566"/>
</offset>
</entry>
Spoiler
Show


@Ziplock for how the mod is done no plot is touched nor altered by the map. Maybe you entered the split space in a secondary sector? The game does not recognize my new sectors in split space as split, bc I removed any md script of mine
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Hi Realspace. I've entered a split sector before I accepted the Split plot from Dal Busta. I had to because previous mission by Hatikvah led to Split space, thus I've seen the cutscene with the slave ship before I got "find reconnected jump gate" mission.
So it seems I have to find a savegame before I started Hatikvah plot and hope I don't get the waypoint to split space before I finish Hatikvah missions?
(I'm not going to cry, I'm not going to cry . . . )
(cries)
So it seems I have to find a savegame before I started Hatikvah plot and hope I don't get the waypoint to split space before I finish Hatikvah missions?
(I'm not going to cry, I'm not going to cry . . . )

(cries)
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Btw
Guys, stations you have made look God damn fantastic! There's now a real feeling of a gigantic space city. Amazing work!
The other side is FPS, it's terrible on board these stations, but it's expected since vanilla always had relatively low FPS on stations (X-Rebirth included)
P. S. I've seen a post on nexus about missing Neptune in new version. I agree with the author that it would be nice to see all planets of Sol. Especially I miss Pluto and Oort Cloud. You could put some industrial mega complexes here in dark asteroid fields in the outskirts of Sol
Anyway, since you have decided to restore original jump gate connections, Neptune is mandatory, because the jumpgate to Segaris are located in Neptune sector.
Guys, stations you have made look God damn fantastic! There's now a real feeling of a gigantic space city. Amazing work!
The other side is FPS, it's terrible on board these stations, but it's expected since vanilla always had relatively low FPS on stations (X-Rebirth included)
P. S. I've seen a post on nexus about missing Neptune in new version. I agree with the author that it would be nice to see all planets of Sol. Especially I miss Pluto and Oort Cloud. You could put some industrial mega complexes here in dark asteroid fields in the outskirts of Sol

Anyway, since you have decided to restore original jump gate connections, Neptune is mandatory, because the jumpgate to Segaris are located in Neptune sector.
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- Joined: Fri, 31. Jul 20, 21:56
Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Ok, I like that you like them, and as you know, I was also thinking of replacing the vanilla stations with my single-product stations.Realspace wrote: ↑Wed, 31. Jan 24, 00:53 @Folker, I will add your stations in next update, as soon as we have some consistency among races, so keep doing it. They are nice, and massive![]()
It is good that you do single product megafactories, I can make them spam randomly or in low orbit, instead of the replica of vanilla single-product stations I do now. You can also take a look at the megacities I did, to inspire for doing also multi-products factories.
But I like your approach in the claytronics megafactory so keep doing it.
Ok thanks, I will take a look, it's very usefull, thank you very much
Your background are beautiful, I just say that because X4RE background are also good. Ok, it's work for me
I'll keep that in mind for future stations
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Things dont seem to work as expected in using vanilla connections, too convoluted pathways and not pleasant to see. I've made many many fixes today, I think I managed to achieve the "vanilla speed" idea while expanding each system. Many vanilla connections are gone and also restored as new (not that the player sees it) so now, about terran, gate is in Titan to reach farnham's and in uranus to reach segaris.ziplock815 wrote: ↑Wed, 31. Jan 24, 16:33 Btw
Guys, stations you have made look God damn fantastic! There's now a real feeling of a gigantic space city. Amazing work!
The other side is FPS, it's terrible on board these stations, but it's expected since vanilla always had relatively low FPS on stations (X-Rebirth included)
P. S. I've seen a post on nexus about missing Neptune in new version. I agree with the author that it would be nice to see all planets of Sol. Especially I miss Pluto and Oort Cloud. You could put some industrial mega complexes here in dark asteroid fields in the outskirts of Sol![]()
Anyway, since you have decided to restore original jump gate connections, Neptune is mandatory, because the jumpgate to Segaris are located in Neptune sector.
I think we need some testing for performance before spamming the universe of megastations
----------------------------------------------
edit:
Ok I tested the SPLIT CONNECTION plot. As expected the engine does not recognize XRSGE sectors as BASE sector nor as SPLIT sectors.
In order to make the plot trigger you have to enter through a gate that is also in basic vanilla game, for instance HERETICS END to WRETCHED SKIES. Or passing from TWO GRAND's gate
Basically what I need to understand is HOW TO ADD MY SECTORS TO THE EXISTING LIST OF BASE SECTORS.
OK I found the solution, all working in net update, for now you can use the above mentioned gates
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Hmm
Strange thing is, I have used the jumpgate from Heretic's End to Wretched Skies and the mission didn't work
Anyway, I've already started a new game
, but this time I will be cautious. I won't open any jumpgate to split sectors until I complete Hatikvah and get the "Find reconnected jump gate" mission from Dal Busta.
Hope it works
Strange thing is, I have used the jumpgate from Heretic's End to Wretched Skies and the mission didn't work

Anyway, I've already started a new game

Hope it works
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Wait, I am uploading a big update that fixes all.
---------------------------------------------
Here it is, XRSGE 7.1.2
https://www.nexusmods.com/x4foundations/mods/1140
This is also a big update as was 7.1.0, it contains a lot of fixes and the final reconfiguration of gates for the new layout. Some beta sectors added, some removed (Power circle beta do you copy?
), highways reworked. Zones (gates, stations etc) reworked XR style, so grouped together in regions.
The mod is still in BETA state but this is quite the final stage, only minor changes from here on.
BTW I've added FOLKER's claytronic station! in capital Paranid sectors..and also added Teladi's stations of mine in Two Grand, others of mine for other races too.
I've changed the color of stations so they show the same color of the stuff produced and big factories, called Industry, are colored red
...........
@ziplock, to test if your game is ok just start a custom game with situation status hq acquired and dal+boso present. Talk to Dal. Start mission, fly to whatever bordering sector. You can even reveal the map. The script does not care, as long as you dont go close to 'those' gates the mission awaits. The gate triggers it, not the sector. With cheat mod is a two minutes procedure. I use it to test my scripts. Now all gates bordering split trigger the mission advancement, also those in xrsge sectors.
---------------------------------------------
Here it is, XRSGE 7.1.2

This is also a big update as was 7.1.0, it contains a lot of fixes and the final reconfiguration of gates for the new layout. Some beta sectors added, some removed (Power circle beta do you copy?

The mod is still in BETA state but this is quite the final stage, only minor changes from here on.
BTW I've added FOLKER's claytronic station! in capital Paranid sectors..and also added Teladi's stations of mine in Two Grand, others of mine for other races too.
I've changed the color of stations so they show the same color of the stuff produced and big factories, called Industry, are colored red

...........
@ziplock, to test if your game is ok just start a custom game with situation status hq acquired and dal+boso present. Talk to Dal. Start mission, fly to whatever bordering sector. You can even reveal the map. The script does not care, as long as you dont go close to 'those' gates the mission awaits. The gate triggers it, not the sector. With cheat mod is a two minutes procedure. I use it to test my scripts. Now all gates bordering split trigger the mission advancement, also those in xrsge sectors.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Thanks Realspace
I will check later today
Haven't downloaded new version yet, but performance wasn't great. Lots of stuttering in sectors with mega complexes.
Btw could you check Earlking issue. If I remember correctly, after you claim the ship and open on of the secret data vaults in Windfall, Boso Ta says to you that you can start a research of turrets or weapons. After that a special research graph for Earlking appears. In latest X4RSGE nothing happens. Just Boso's talk.
I don't remember how It exactly worked, but I think it worth checking.
I will check later today
Haven't downloaded new version yet, but performance wasn't great. Lots of stuttering in sectors with mega complexes.
Btw could you check Earlking issue. If I remember correctly, after you claim the ship and open on of the secret data vaults in Windfall, Boso Ta says to you that you can start a research of turrets or weapons. After that a special research graph for Earlking appears. In latest X4RSGE nothing happens. Just Boso's talk.
I don't remember how It exactly worked, but I think it worth checking.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Love the mod, but I'm not a fan of the colored lettering. I've been unable to download the 'no Prisim' file add-on on Nexus. According to how they keep time it was uploaded 13 hours ago, and it still hasn't been made available.
Seeing as it's such a minor file the time seems excessive and there may be some issue with their copy of it that's keeping it from completing.
Seeing as it's such a minor file the time seems excessive and there may be some issue with their copy of it that's keeping it from completing.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Probably an issue in Nexus, it uploaded two files, I deleted one, probably it is corrupted. But you can edit the text. Open xrsge/t folder. There is a single file. Scroll down up to "starts prism mod" note. Delet all that follows but keep the </page> /dif /add whatever closing tag that is at the end, I don't remember now. If using notepad++ it prevents errorsnikoli grimm wrote: ↑Fri, 2. Feb 24, 11:45 Love the mod, but I'm not a fan of the colored lettering. I've been unable to download the 'no Prisim' file add-on on Nexus. According to how they keep time it was uploaded 13 hours ago, and it still hasn't been made available.
Seeing as it's such a minor file the time seems excessive and there may be some issue with their copy of it that's keeping it from completing.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Realspace, I've tried the method yousuggested, started a new custom game, talked to Dal, got the mission, flew through jumpgate in Heretic's End and nothing. Didn't even get the cutscene with slave ship.
Have you tested the mission? Maybe something wrong on my side?
Have you tested the mission? Maybe something wrong on my side?
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Yes I have, multiple gates. Try two grand or ianamus I . Did you update to 7.12?ziplock815 wrote: ↑Fri, 2. Feb 24, 21:23 Realspace, I've tried the method yousuggested, started a new custom game, talked to Dal, got the mission, flew through jumpgate in Heretic's End and nothing. Didn't even get the cutscene with slave ship.
Have you tested the mission? Maybe something wrong on my side?
And previous version worked too if using vanilla gate, as f.i. heretics. Sure 100%, tested many times.
An idea: when updating the mod, do you delete the entire folder before or overwrite? Expecially from xrsge 6 to 7, old folder must be deleted first
Last edited by Realspace on Fri, 2. Feb 24, 22:00, edited 1 time in total.
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
I did. Very strange. I'll check those gates, maybe only Heretic's doesn't work..Realspace wrote: ↑Fri, 2. Feb 24, 21:54Yes I have, multiple gates. Try two grand or ianamus I . Did you update to 7.12?ziplock815 wrote: ↑Fri, 2. Feb 24, 21:23 Realspace, I've tried the method yousuggested, started a new custom game, talked to Dal, got the mission, flew through jumpgate in Heretic's End and nothing. Didn't even get the cutscene with slave ship.
Have you tested the mission? Maybe something wrong on my side?
And previous version worked too if using vanilla gate, as f.i. heretics. Sure 100%, tested many times.
An idea: when updating the mod, do you delete the entire folder before or overwrite? Expecially from xrsge 6 to 7, old folder must be deleted first
Yes, I always completely delete old folder before updating



Checked the jumpgare in New Income, nothing...
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"
Thanks for the info, easy enough fix. The file on Nexus still says it's being uploaded to their servers, it's been over 24 hours, so you may want to delete it and upload a new one to fix the issue.
I am astounded and I love all the hard work you've done with creating the new systems, I haven't seen a majority of them yet but the ones I have seen are beautiful.
I do have a minor critique or question about the 'gas giant' planet in Getsu Fune: Sarutahino. The distance we end up being from the planet seems a tad close or the planet seems a bit large, completely covering the sky when looking at it.
If it's supposed to be in the general size range as Jupiter, the gates and anything built in the sector would be well inside its gravity well which would extend about 1.5 million kilometers from the planet and end up having to have station-keeping thrusters just to keep from falling in. There's are a few images of Jupiter taken from the Voyager 2 satellite available on the net from this distance to give you some perspective on the size you'd see the planet as for a geosynchronous orbit if you're interested. The vanilla game has the same issue with several of their sectors, notably the proximity we ended up being in the Hatikvah system from its gas giant which would end up sucking you down to its surface and crushing you if you actually built that close.
I don't know what's involved in scaling the size of the planets in the game, but if it's a simple text edit in one of the files I'd like to know the process.
I am astounded and I love all the hard work you've done with creating the new systems, I haven't seen a majority of them yet but the ones I have seen are beautiful.
I do have a minor critique or question about the 'gas giant' planet in Getsu Fune: Sarutahino. The distance we end up being from the planet seems a tad close or the planet seems a bit large, completely covering the sky when looking at it.
If it's supposed to be in the general size range as Jupiter, the gates and anything built in the sector would be well inside its gravity well which would extend about 1.5 million kilometers from the planet and end up having to have station-keeping thrusters just to keep from falling in. There's are a few images of Jupiter taken from the Voyager 2 satellite available on the net from this distance to give you some perspective on the size you'd see the planet as for a geosynchronous orbit if you're interested. The vanilla game has the same issue with several of their sectors, notably the proximity we ended up being in the Hatikvah system from its gas giant which would end up sucking you down to its surface and crushing you if you actually built that close.
I don't know what's involved in scaling the size of the planets in the game, but if it's a simple text edit in one of the files I'd like to know the process.