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

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Vortex Rikers
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Vortex Rikers »

Running STARS+XRSGE+REM, very fun, love the feeling of space and inertia.

How compatible is this total conversion with other mods? Are there any essential mods that pair up great with this?
Is it safe to add Deadair scripts and KUDA AI tweaks?
Should I stay with game version 7.0, or is it safe to update to 7.10 beta?
Aadeyrn
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Aadeyrn »

So in Sonra Argon Prime the SW Jumpgate and accelerators are outside the sectors edge. Even flying doesn't resize the sector to include them. Anyone else have this issue?
--Indrid Cole--
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Joined: Fri, 24. Nov 23, 15:39

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by --Indrid Cole-- »

Aadeyrn wrote: Fri, 12. Jul 24, 22:20 So in Sonra Argon Prime the SW Jumpgate and accelerators are outside the sectors edge. Even flying doesn't resize the sector to include them. Anyone else have this issue?
I have the same Problem

Image
Last edited by --Indrid Cole-- on Sat, 27. Jul 24, 23:02, edited 1 time in total.
--Indrid Cole--
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by --Indrid Cole-- »

Hello Eucharion,

I have installed your latest Galaxy Remake STARS Mod and XRSGE - REALSPACE GALAXY EXPANSION Mod, best Galaxy Mods ever.

Now i want to use Reshade with your preset STARS - Optional RESHADE.

The issue is that after I installes Reshade v 5.1 like you recommended the game starts without the Reshade.
The only way for me now is to use a newer Version of Reshade ( v 6.2.0),
after installing this version the Reshade finally works.


Now some Questions.

A: Can I use the Reshade Version 6.2.0 with you preset and have a similar result like with 5.1?

B: What version of Reshade do you use with you preset?

C: Which shaderpacks do you install (I downloaded all of them because I dont know which of them do I need for this preset)?

D: Would you ad some Pictures of your game with an without the preset to
see how we must align our settings to fit it the right way?

E: Would you share your adjustments for Gamma, Sharpness etc. you mentioned here and in the Egosoft Forum?


sorry for the long post.

Your MOD is just amazing and I want the proper settings to play, thats the reason for the questions.
Folker
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

Hey realspace, as I told you yesterday, I made the changes you asked for, I just kept :

<remove sel=“/soundlibrary/sound[@id=‘zoned_sound_01’]/sample”></remove>

Because inverting the “/” with “\” meant that dark ambient music wasn't deleted.

I just have one question, I hadn't read that nexus doesn't support winrar. So it set the files to suspicious. I redid the operation with 7z and it worked. However, the others are archived and not deleted. Do you know how to delete file on nexus? If I know how to do it, I can delete them.

PS1: I made an extra version to have <select weight=“1”...

PS2: I've posted several topics on egosoft about converting XR to X4 modules and I still haven't had an answer. I'm not giving up on the idea of doing it, but it will take a lot more time.
NitramAkloh
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by NitramAkloh »

Hello,
I thought I'd get in touch again. I wanted to try out your latest version of XRSGE Seven, STARS and REM 7.2.6. I am playing X4 version 7.10.
Unfortunately, the AI ships don't really work. They don't seem to move within my immediate presence, only when I am a certain distance away. I deactivated REM on a trial basis, but that didn't help either. Is this perhaps a known problem? So far I can't figure out what the problem could be.

EDIT: Okay, strange... I'm trying REM 6.0.1 and everything works as excepted. EDIT 2: No, the error remains with REM 6.0.1.
Last edited by NitramAkloh on Fri, 13. Sep 24, 18:21, edited 1 time in total.
ziplock815
Posts: 406
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

NitramAkloh wrote: Wed, 11. Sep 24, 16:26 Hello,
I thought I'd get in touch again. I wanted to try out your latest version of XRSGE Seven, STARS and REM 7.2.6. I am playing X4 version 7.10.
Unfortunately, the AI ships don't really work. They don't seem to move within my immediate presence, only when I am a certain distance away. I deactivated REM on a trial basis, but that didn't help either. Is this perhaps a known problem? So far I can't figure out what the problem could be.

EDIT: Okay, strange... I'm trying REM 6.0.1 and everything works as excepted.
Same thing happened to me. Try to set back the game version to 7.0
7.1. seems to have broken the mod. Unfortunately your 7.1 saves will not work with 7.0 so you' ll need to start a new game.
NitramAkloh
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by NitramAkloh »

Indeed. Luckily I read this on nexusmods. The author must be taking a break. Hopefully a fixed version will come from him then. And luckily I wasn't far along (literally), so I had no problem starting over with version 7.00.
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Sorry to be away from modding, this project really drained me too much so I lost interest in X4 alltogether...for now, but maybe the issue with 7.10 is solvable with few changes. Nevertheless it'd take a lot of time to check and trials and testing the changes. If somebody wants to look in the files, I suspect the issue comes from the ai scripts that probably have been changed in 7.10. The thing to do is unpack my mod and delete the cat files, then trying changing or even deleting files in the aiscripts folder one by one.
Folker
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

Realspace wrote: Wed, 27. Nov 24, 15:03 Sorry to be away from modding, this project really drained me too much so I lost interest in X4 alltogether...for now, but maybe the issue with 7.10 is solvable with few changes. Nevertheless it'd take a lot of time to check and trials and testing the changes. If somebody wants to look in the files, I suspect the issue comes from the ai scripts that probably have been changed in 7.10. The thing to do is unpack my mod and delete the cat files, then trying changing or even deleting files in the aiscripts folder one by one.
Don't worry, take a break, there was no need to wear yourself out. A huge thank you for your mod, I'll see if I have time to test it this weekend, if I have the skills I'll try to solve the problem.

I have some things to tell you, I made a list to make it short:

For the stations:

I've made the Earth and Segaris stations with X4 Economy Overhaul, but I've made sure (in the station creation) that you can't use it if you want to.

Someone explained to me how to convert station modules, that was today, I'll test it as soon as possible but not this weekend as it's quite long.

Once I've finished the stations for all the factions, I'll put them into play.

For the music :

I've found other music from other X games that might sound good, I'll add them.

For the factions:

In a hypothetical reality, I'll use the FOCW Corporations REVISED V.3.6 files to make enemy factions like plutarch, beryl, terran pirate. Each of these factions will have its own specificities. Because the game is lifeless with all these allies, there are no enemies except xenon and khaak. The pirate factions will get along well with each other (for pirate gameplay). But I repeat, in a hypothetical reality. When I really have the time, and I'm talking in years... Because everything above will have to be done first.


Realspace, I just wanted to say one thing before I end this message.
A huge thank you to you, all these ideas are thanks to your mod, and without your mod, in my eyes, the game isn't worth playing. The mod you've made has completely changed X4 in terms of exploration, immersion and feeling small in space - the feeling you get when playing X3 and XR. Rest well, and don't forget, modding is a passion. I know there are people who want an update quickly, but don't feel obliged to do it quickly. The worst thing that can happen to a passion is to feel forced. Wishing you a good recovery
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Folker thank you so much for your kind words :-)

As EGO is improving further, even on ship's physics (which is a good thing) I don't think I can update my mods soon. Anyway today I took a look at the /aiscripts/move.generic.xml file which is probably the cause for the big ships not using the superhighways anymore, while they did in 7.00.

In version 7.10 I have this error:

Code: Select all

[=ERROR=] 82790.50 aiscripts\move.generic.xml(797): Error while scanning expression: Invalid character: 

* Input: 
	$intersector? and not @this.zone.isclass.highway and (@$waitforsubordinates or $waitforatgate)
	
* Pos:   ^
[General] 82790.50 ======================================
[General] 82790.50 ======================================
[=ERROR=] 82790.50 aiscripts\move.generic.xml(797): Error while parsing expression: Operand expected
* Input: 
	$intersector? and not @this.zone.isclass.highway and (@$waitforsubordinates or $waitforatgate)
	
* Pos:   ^
[General] 82790.50 ======================================
[General] 82790.50 ======================================
[=ERROR=] 82790.50 aiscripts\move.generic.xml(896): Error while scanning expression: Invalid character: 

* Input: 
	$forcesteering
	
* Pos:   ^
[General] 82790.50 ======================================
[General] 82790.50 ======================================
[=ERROR=] 82790.50 aiscripts\move.generic.xml(896): Error while parsing expression: Operand expected
* Input: 
	$forcesteering
	
* Pos:   ^
[General] 82790.50 ======================================
[General] 82790.50 ======================================
[=ERROR=] 82790.50 aiscripts\move.generic.xml(916): Error while scanning expression: Invalid character: 

* Input: 
	$forcesteering
	
* Pos:   ^
[General] 82790.50 ======================================
[General] 82790.50 ======================================
[=ERROR=] 82790.50 aiscripts\move.generic.xml(916): Error while parsing expression: Operand expected
* Input: 
	$forcesteering
	
* Pos:   ^
So it would seem that the forcesteering I added to big ships and the force to use highways (scripts seem to exchange normal highways and superhighways, no way to differentiate), is not applied anymore because of this error. This would be the most reasonable explanation why in previous version it did work, since this patch worked there and indeed I observed big ships being "forced" towards gates instead of waiting for calculations or whatever.

I don't know, maybe EGO added a new typing rule, the code is not changed, I can't understand this typing error. Seems if we can make this patch work at least we can solve the big ships stuck at gates.

This is the patch contained in the mod that is not applied:

Code: Select all

<replace sel="/aiscript/interrupts/library/actions/do_if[@value='$uselocalhighways and not $bigship and not this.assignedcontrolled.isformationleader']"> 
	    <do_if value="$uselocalhighways and not this.assignedcontrolled.isformationleader">
          <set_value name="$canuselocalhighways" exact="true"/>
		 </do_if>
	</replace>
	
	<!--remove iscapitalship-->
	<replace sel="/aiscript/attention/actions/do_if/do_if[@value='$intersector? and not @this.zone.isclass.highway and (@$waitforsubordinates or $waitforatgate or this.assignedcontrolled.iscapitalship)']/@value">$intersector? and not @this.zone.isclass.highway and (@$waitforsubordinates or $waitforatgate)</replace>	
	
	<replace sel="/aiscript/attention/actions/do_if[@value='this.sector != $targetsector or ($traveltoend and not $endintargetzone and $position and this.assignedcontrolled.distanceto.[$positionspace, $position] gt this.assignedcontrolled.size) or (this.zone != $targetzone and (not @$endzone or this.zone != $endzone) and ($endintargetzone or @$targetzone.isclass.highway or this.ship.bboxdistanceto.[$positionspace, $position, $destination] gt 10km))']/do_else/do_if[@value='$position']/move_to[@forcesteering='(not $bigship) and $forcesteering']/@forcesteering">
	$forcesteering</replace>

	<replace sel="/aiscript/attention/actions/do_if[@value='this.sector != $targetsector or ($traveltoend and not $endintargetzone and $position and this.assignedcontrolled.distanceto.[$positionspace, $position] gt this.assignedcontrolled.size) or (this.zone != $targetzone and (not @$endzone or this.zone != $endzone) and ($endintargetzone or @$targetzone.isclass.highway or this.ship.bboxdistanceto.[$positionspace, $position, $destination] gt 10km))']/do_else/do_else/move_to[@forcesteering='(not $bigship) and $forcesteering']/@forcesteering">$forcesteering</replace>
	
	
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I've added a quick patch for the big ships not using the superhighways in version 7.10 of the game (NO Timelines).
I am not sure if it works, it is for testing. Add the cat.02 files inside xrsge folder.
Patch is in the Updates tab in the nexus
Apparently the typing error was just the space in the string, but I am not sure if it will fix the thing. Error is no more at least.
Folker
Posts: 128
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

Realspace wrote: Thu, 28. Nov 24, 19:26 I've added a quick patch for the big ships not using the superhighways in version 7.10 of the game (NO Timelines).
I am not sure if it works, it is for testing. Add the cat.02 files inside xrsge folder.
Patch is in the Updates tab in the nexus
Apparently the typing error was just the space in the string, but I am not sure if it will fix the thing. Error is no more at least.
Ok, I tested, 1h30min. All ships move, there not stand, a good point. The big ships use superhighway, so is good to. So it's work.
I precise, I only adds the ext_02 Cat/Dat files and I didn't add maps and aiscripts folder of the archive.

My test : Use cheat code for put satellites on all stations/gate/accelerator/highway/superhighway.
I test by distance with the map, in another sector. And I test next to ships and superhighway. I observed the AI factions ships (order and movement)
After that I spawned AI Player ships and I sent order.

I have just one small comment, I don't think this is a bug. When I order S ships to go to a given location, I make sure they use the standard highways. They only use them if the order is to go near the highways (a radius of up to 80 km according to my estimates, but I'm not sure). If it's more than that, they'll use the travel mod.
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Yes that's a vanilla thing, vanilla normal hws cover no more that an insignificant 50-100km, while mine used to arrive to thousands. But I am slowly replacing them because big ships can not use them so I add new connections made of INTERNAL superhighways, that all ships can use. Now that the issue is no more, internal superhighways are cool, fast and immersive and easy to build. I redo about 1-2 sectors a day.

I've also redone REM so to have travel speed doubled but engage time much longer. Charging the drive takes 20-30s but when in use can cover a good distance. It is about 2X now, I'll provide a 4X travel drive too for REM so everybody is happy :)

Btw I tested again a jump script for XL ships, it'd be cool to have but it does not work, a lot of errors and slowdown. I strongly suggest to NOT use any of the jump engine mods with XRSGE, they seem all bugged and destroy the performance because of the errors.

I have some expectations only about this new one instead, the author seems to have nailed many things. And I like to make use of the anomalies, they finally have a purpose and btw I added a lot of anomalies in XRSGE so this should work perfectly. But needs testing:
https://www.nexusmods.com/x4foundations/mods/1533

If it works, making the software only available for XL ships is easy (or maybe the author will make a version). The many XL trade ships added by REM would have a meaning to exist and so the big carriers.

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

I've updated XRSGE to version 7.3.0.

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

it features:
- big ship stuck bug fixed, the patch is no more needed
- redone the following sectors: TOA, Argon Prime, Aladna Hill, Morning Star II, The Reach. Using the internal superhighways in place or addition to normal highways.

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

I've updated REMto version 7.2.7.

:arrow: https://www.nexusmods.com/x4foundations/mods/848

All engines have double travel speed but much longer charge, 20 to 30s
S Combat engine has NO travel speed but has the best booster; this is meant for carrier's ships. For patrol ships better to use the Enhanced engine, that has both travel and boost

REM Inertial NO MORE NEEDED (after long testing I decided to add the increased inertia with F.A OFF to the default REM, no issue with the AI so REM Inertial is no more needed (but can be used as replacer for other overhauls that use the vanilla engines)
Last edited by Realspace on Mon, 2. Dec 24, 20:39, edited 1 time in total.
ziplock815
Posts: 406
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Realspace, there's something wrong with 7.10 update and your mod installed - some ships don't move, especially smal ships, and sometimes player's ships don't follow orders. The issue occurs in the latest update too, I checked today.

P.S. Or maybe it's not compatible with 7.1+Timelines? :? I've found some overlapping sectors and duplicating names (President's end for example)
Anyway thank you for your continuing support. I'm okay with playing 7.0 and sector overlapping is not a big issue. Love how you've changed soome sectors - The Reach now looks very cool :)
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

ziplock815 wrote: Mon, 2. Dec 24, 19:29 Realspace, there's something wrong with 7.10 update and your mod installed - some ships don't move, especially smal ships, and sometimes player's ships don't follow orders. The issue occurs in the latest update too, I checked today.

P.S. Or maybe it's not compatible with 7.1+Timelines? :? I've found some overlapping sectors and duplicating names (President's end for example)
Anyway thank you for your continuing support. I'm okay with playing 7.0 and sector overlapping is not a big issue. Love how you've changed soome sectors - The Reach now looks very cool :)
It is NOT compatible with TIMELINES. Disable the DLC
7.10 works fine. My game is on steam so updated to latest, I even continued an old save, no issue. Timelines DLC instead breaks everything.

EDIT: you were right, there was a leftover of a script causing the bug of ships not following order, turrets neither. It is a different bug than the previous, so I dismissed your comment thinking you were referring to the old bug.
To fix it for now decompress the package, find the file xrsge/aiscripts/move.autopilot.xml and delete it. Then remove the 01.cat file and use the mod with lose files.


EDIT2: Ok I made a quick patch so you don't need to do the above procedure, hope it works (can't remove a file with a patch so made an empty one with the same name).
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I've just finished updating REM that EGO comes out with the big flight model update :-o
well well it seems they went exactly in the direction of latest REM to have more realistic physics and differentiation.
I do really think I am going to beta test this time, the changes interest me a lot.
If you'll also do it, please share here your findings in relation to the changes they made that make some feature of REM redundant or to be redone.
For instance I made the booster having a very large pool, because it used to drain the shield's pool, now it has its own pool.

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

NEW MOD

Smoke in the Cabin - Bringing back the Rebirth's cinematic death.

:arrow: https://www.nexusmods.com/x4foundations/mods/1558

I liked a lot how in Rebirth the various stages of damages were signaled by various effects in the cockpit.
There are many effects in game's folder that are not used for this, I don't know why EGO decided no to implement more of it as in Rebirth.
I added some that I found, am sure that with time can find better ones.

Anyway, when player's ship is at different states of damage taken, to shields and hull, a sequence of cinematic damage effects are triggered in the cockpit.

This should work on all ships where the player is piloting or present. I tested only on one capital ship.

Effects trigger at 1) low shield, 2) zero shield, 3) low hull, 4) almost destroyed hull.

Also I added a cinematic effect to teleportation that triggers when the player is expelled from the ship when it explodes.

Also (not related) I added one more effect to ship when stopping the travel drive.

!!! ALERT !!! there is a lot of light flickering going on in some stages, so be aware if you suffer from it.
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I've released REM for BETA 7.5

:arrow: https://www.nexusmods.com/x4foundations/mods/848

Adapted for the new features of Beta 7.5, so a lot of nuances changed for the boosters.
Boosters are back for all ships but with many differences.

The new possibilities added by the beta are very nice. I could finally differentiate the booster among all classes so I added back the booster to all classes of ships but only combat ships have a booster to be used for combat, the others just a one-shot to escape.

S combat engines remain ultra-specialized military stuff to equip on ships for carriers so they have no travel, all other engines have the booster back and the travel as usual.

Also, I could finally make both booster's and travel's speeds identical (booster is limited by pool, recharge and acceleration so the high speed is irrelevant if not usable for combat) in order to have a single inertial speed identical in all scenarios (with a cap at about 4000 m/s for all ships all mode).

...............................................

XRSGE 7.5 for BETA 7.5 is available.

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

I've integrated all the new sectors added by the 7.5 update.
I've also redone the connections of the 7.00 update's new sectors and all work together.

Other then rearranging the map and connections, there are a lot of changes in some sectors, I redid some of them.
Particularly, other than those updated in latest XRSGE, I made anew Pontifex' Seclusion and True Sight I (Sun).

There are some cosmetic changes for the new sectors, the invasive acid-trip nebulae EGO added are no more :D

You need to download and apply the STARS PATCH to see these changes: https://www.nexusmods.com/x4foundations/mods/507

This update should work also if you do not use the BETA and still play in 7.10 because I did not alter the connections nor made the new sectors required by XRSGE
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

REM 7.5.1 released

Nerfed 25-30% S ship's speed
S combat engine has travel (to avoid fleet delays)
Some bug fixes
Rebirth ships have rooms

NEW modular addons you can add to REM

HIGHER TRAVEL SPEED >> https://www.nexusmods.com/x4foundations/mods/1572/
SHIP DAMAGE EFFECTS >> https://www.nexusmods.com/x4foundations/mods/1558
ziplock815
Posts: 406
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Hi Realspace
I've been thinking about trying your REM mod, but playing with Timelines now :gruebel: . Description says it's incompatible. Are there any plans to add XRSGE and REM compatibility with Timelines DLC in future?
It's okay even without Timelines, but DLS has a plenty of really cool unique ships and some good looking sectors, so I wouldn't like to turn it off, especially after completing these really annoying Timelines missions to get access to these ships :D

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