[Realspace MODS] "STARS" - "XRSGE" - "REM" - various
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Just started a save, thats a lot factories in Argon Prime!
Is there an in-built weakness to the economy? Should I look to mine basic resources more than end product to start with or is it more transport of materials?
Is there an in-built weakness to the economy? Should I look to mine basic resources more than end product to start with or is it more transport of materials?
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
There is a 35% less trade/mining ships around. It is good to use any mod that increases ship's cargos. You can also use a mod that adds more jobs of trading ships but be sure your cpu can handle it.
I will provide a small mod such as that.
My next step is a small script am working on that replenishes a minimum of ore and silicon production in the new asteroid bases. And maybe food and medicines in trade stations.
My idea is to add a bit of X3 static economy. Asteroid stations can be destroyed, so nothing is overpowered.
Now each sector is a small system, economy is different. Each main sector can be considered self-sufficient. Trade ships can and should focus on 1-3 sectors range.
I will provide a small mod such as that.
My next step is a small script am working on that replenishes a minimum of ore and silicon production in the new asteroid bases. And maybe food and medicines in trade stations.
My idea is to add a bit of X3 static economy. Asteroid stations can be destroyed, so nothing is overpowered.
Now each sector is a small system, economy is different. Each main sector can be considered self-sufficient. Trade ships can and should focus on 1-3 sectors range.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
I have the following mods installed:Realspace wrote: ↑Tue, 25. Feb 25, 12:04 I don't understand, the issue is in Montalaar?
There is nothing as you describe in sectors, did you install STARS mod?
Share an img of how sectors appear in your game, there is something wrong in the installation of the mods.
Btw vanilla fog of war is made almost invisible bc it is so small to not make sense, sectors are 1000x bigger, there is no mapping of such distances, the space is divided into zones, signaled by an hex.
Space is as in Rebirth.
.......
Mates I've concluded the building of sectors. I've listened to your tips so increased the number of connections (by adding some more strategic sectors) in the quadrants where crossing xenon sectors is hard. I don't want to nerf the difficulty, xenon space has to be an harsh area not a picnic for tradersbut you have other routes now, just remember to set blacklists.
Also I removed the travel disrupt from the upper layer of gasgiant's atmosphere (yes in lower orbits). Will check for other regions having the disrupt that are maybe too big. After this I'd like to conclude the beta and go through only bug fix. Will release Beta5 this evening or tomorrow.
Remember to install STARS and that a new game start is required.
...........
The Expanse BETA 5 is ready.
https://www.nexusmods.com/x4foundations/mods/1140
I'd like to call this an RC1, don't intend to move sectors/gates/superhighways if not for bug fixing.
This is the last call for sharing your ideas about the mod, there are even more new connections to improve pathfinding, but the universe remains DANGEROUS as it was intended. Not suited to a casual gaming, it requires strategy and management of routes and blacklists.
Please focus now on SUPERHIGHWAYS (buggy or overlapping) and connections.
It is reccomended to use my REM Overhaul for increased cargo of trade ships. It comes with a lot of other features so if you don't like them, use some mod in the nexus that increases the cargo of ships.
Galaxy Remake STARS
XRSGE - THE EXPANSE BETA 4
Colors of the Prism
Folker's Music for XRSGE
REM - Realspace Engines Mod and Ships Expansion
REM HYPERDRIVE
I reinstalled the REM Hyperdrive mod and I no longer have any speed issues. As I understand it, the problem with clouds near planets has already been solved.
Sectors at a great distance become bright white and this greatly strains the eyes.
Here is a screenshot of the sectors:
https://picloud.cc/i/c867235bbf526cbf4e ... 9a63f3.png
https://picloud.cc/i/023cb6c47529cf5209 ... 7e715d.png
The fog of war no longer appears in sectors. Thank you.
We are waiting for the Hyperion engine?)
I also recorded a video of how the previous version of the mod worked for me. - https://drive.google.com/file/d/1b0p_v5 ... sp=sharing
Last edited by Terre on Wed, 26. Feb 25, 18:24, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Holy crap stop posting these huge images with all this white, hurting my eyes
Of course there is something wrong with your installation, the mod has a texture of its own for the layer applied to sector seen from distances and it is not white of course, quite the opposite. And btw we are at BETA 5 now but this had not to happen in any release of the mod. Try downloading and re-installing.
This is how the map really looks:

......................................................
I've almost entirely redon REM to work with new physics of 7.5 and use them also. I used the new features to make engines of rem similar to vanilla for general push (but very different for all the changes REM adds) so that any custom ship you add can use REM engines too, no more need to "remize" them.
REM Overhaul together with the newly redone and lighter REM Hyperdrive are a matching couple of mods essential for XRSGE 8.
I've also finished updating REM Inertia mod. REM Inertia is NOT to be used together with other REM's, it is a stand-alone for those using vanilla engines or other mods such as VRO. REM Inertia just increases the inertial top speed when you cut FLIGHT ASSIST OFF. The ship will drift beyond the normal speed if you use the booster. That's it and here it is:
REM Inertia version 7.5
https://www.nexusmods.com/x4foundations/mods/1328
......................................................
Here it is, I finished reworking all ships and engines for REM Overhaul. Not only they use the new physics added by ego in 7.5, the engines work with ships added by other mods out of the box, if other mods use vanilla engines or their own.
Mod is 100% compatible with REM Hyperdrive, so you can choose whether using normal travel or hyperdrive in your game.
REM Overhaul version 7.6.0
https://www.nexusmods.com/x4foundations/mods/848
REM 7.6.0 does not add more inertia than vanilla, if you like a more controlled gameeplay you won't find it more difficult than vanilla. It has some tricks for players loving Newtonian physics as the higher inertial cap in flight assist off (same as in REM Inertia mod) and the unique feature of BOOSTER KEEPS MOMENTUM.
I removed this feature from REM Hyperdrive because it had unpredictable effects there where ships use vanilla physics. Here in REM Overhaul I've redone and rebalanced every single ship so, for instance, Xenon and Khaak have NOT infinite momentum after booster, they return to normal speed as in vanilla, but have other benefits to make them lethal. They are more agile, Xenon are machine they can sustain higher accelerations and turns.

Of course there is something wrong with your installation, the mod has a texture of its own for the layer applied to sector seen from distances and it is not white of course, quite the opposite. And btw we are at BETA 5 now but this had not to happen in any release of the mod. Try downloading and re-installing.
This is how the map really looks:


......................................................
I've almost entirely redon REM to work with new physics of 7.5 and use them also. I used the new features to make engines of rem similar to vanilla for general push (but very different for all the changes REM adds) so that any custom ship you add can use REM engines too, no more need to "remize" them.
REM Overhaul together with the newly redone and lighter REM Hyperdrive are a matching couple of mods essential for XRSGE 8.
I've also finished updating REM Inertia mod. REM Inertia is NOT to be used together with other REM's, it is a stand-alone for those using vanilla engines or other mods such as VRO. REM Inertia just increases the inertial top speed when you cut FLIGHT ASSIST OFF. The ship will drift beyond the normal speed if you use the booster. That's it and here it is:
REM Inertia version 7.5

......................................................
Here it is, I finished reworking all ships and engines for REM Overhaul. Not only they use the new physics added by ego in 7.5, the engines work with ships added by other mods out of the box, if other mods use vanilla engines or their own.
Mod is 100% compatible with REM Hyperdrive, so you can choose whether using normal travel or hyperdrive in your game.
REM Overhaul version 7.6.0

REM 7.6.0 does not add more inertia than vanilla, if you like a more controlled gameeplay you won't find it more difficult than vanilla. It has some tricks for players loving Newtonian physics as the higher inertial cap in flight assist off (same as in REM Inertia mod) and the unique feature of BOOSTER KEEPS MOMENTUM.
I removed this feature from REM Hyperdrive because it had unpredictable effects there where ships use vanilla physics. Here in REM Overhaul I've redone and rebalanced every single ship so, for instance, Xenon and Khaak have NOT infinite momentum after booster, they return to normal speed as in vanilla, but have other benefits to make them lethal. They are more agile, Xenon are machine they can sustain higher accelerations and turns.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Nice, I wish more players would record and share a video of XRSGEtegatro wrote: ↑Wed, 26. Feb 25, 11:03 I also recorded a video of how the previous version of the mod worked for me. - https://drive.google.com/file/d/1b0p_v5 ... sp=sharing

Did you solve the white texture bug? I suspect that the dds compression factor or format can be an issue for some people's pc. Strange that it happens for that single texture only..
It is a DXT1 alpha, the lower format for dds that is used by the game too for other not important textures

ok, got it, I used two files, one is in 32bit A8 RGB, it is an uncompressed format, sometimes the game discards it. Never happened here, but I've done a patch for those who have this bug. See updates tab here:
https://www.nexusmods.com/x4foundations ... ?tab=files
Edit: seems that this bug is caused by another mod messing with materials because not using the diff method. So no issue with the dds, as I suspected. See nexus page of xrsge.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Hey realspace, I have a bad and a good news, the bad is that I didn't convert XR station module because I tryed it for few month and the conversion doesn't work, I don't have the technical knowledge/experience. Sorry, I will make (in this summer) a easier method to create stations with the station creator in the game and with the constructionplan.xml I can to add stations.
The good news, is I made a total overhaul of weapons with the VRO weapondFX and is immersive and beautiful (thanks to weaponFX), and I saw that REM have great similarities with VRO, I don't know if you had use this, but I can modify REM to implement my weapons overhaul with your mod.
When I made it, I wanted that each faction have different weapons with different names and characteristics.
The most important sentence is if you want. If you want I can share many screen shots of my mod, like that you can see the weapons effects, and if you want that I do this modification on your mod. If you allow me to do that, I make the modification to REM, I share to you and say to me if is good for you, you can update REM with this weapon modification.
To start I must to have the autorisation of Shuulo to have the weaponFX and Highpowered Turret. But I prefer to speak of it before to you for know if you want that.
The good news, is I made a total overhaul of weapons with the VRO weapondFX and is immersive and beautiful (thanks to weaponFX), and I saw that REM have great similarities with VRO, I don't know if you had use this, but I can modify REM to implement my weapons overhaul with your mod.
When I made it, I wanted that each faction have different weapons with different names and characteristics.
The most important sentence is if you want. If you want I can share many screen shots of my mod, like that you can see the weapons effects, and if you want that I do this modification on your mod. If you allow me to do that, I make the modification to REM, I share to you and say to me if is good for you, you can update REM with this weapon modification.
To start I must to have the autorisation of Shuulo to have the weaponFX and Highpowered Turret. But I prefer to speak of it before to you for know if you want that.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Speaking of X-Rebirth
Volker, Real space, still no plans to add Rebirth sectors with it's specific soundtrack? I still think these sectors'd fit well to XRSGE, especially with the new "The Expanse" version
Yes, I don't give up
I tried Wesley's Omicron Lyrae+Maelstrom mod, but it's not compatible with saves and there's huge fps loss in asteroid-full sectors, and seems like he's abandoned the mod
So you're the only hope
Volker, Real space, still no plans to add Rebirth sectors with it's specific soundtrack? I still think these sectors'd fit well to XRSGE, especially with the new "The Expanse" version
Yes, I don't give up

I tried Wesley's Omicron Lyrae+Maelstrom mod, but it's not compatible with saves and there's huge fps loss in asteroid-full sectors, and seems like he's abandoned the mod
So you're the only hope

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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Please, do it. Any additional immersive/gameplay factor is good. REM aims at recreating the differences between races and class you had in X3 and also the role of big ships there. I did not add any single weapon, only reworked on how they hit and are used and are distributed. Worked on funcionality not look. So any mod you do is probably compatible with rem.Folker wrote: ↑Thu, 27. Feb 25, 17:47 Hey realspace, I have a bad and a good news, the bad is that I didn't convert XR station module because I tryed it for few month and the conversion doesn't work, I don't have the technical knowledge/experience. Sorry, I will make (in this summer) a easier method to create stations with the station creator in the game and with the constructionplan.xml I can to add stations.
The good news, is I made a total overhaul of weapons with the VRO weapondFX and is immersive and beautiful (thanks to weaponFX), and I saw that REM have great similarities with VRO, I don't know if you had use this, but I can modify REM to implement my weapons overhaul with your mod.
When I made it, I wanted that each faction have different weapons with different names and characteristics.
The most important sentence is if you want. If you want I can share many screen shots of my mod, like that you can see the weapons effects, and if you want that I do this modification on your mod. If you allow me to do that, I make the modification to REM, I share to you and say to me if is good for you, you can update REM with this weapon modification.
To start I must to have the autorisation of Shuulo to have the weaponFX and Highpowered Turret. But I prefer to speak of it before to you for know if you want that.
When you replace the fx please use a very precise diff method, select the smallest node (not the entire macro) so there will be no compatibility issue.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Thanks you, I'm doing the compatibility, when I'm done, I'll share the modified REM with you.Realspace wrote: ↑Thu, 27. Feb 25, 19:04 Please, do it. Any additional immersive/gameplay factor is good. REM aims at recreating the differences between races and class you had in X3 and also the role of big ships there. I did not add any single weapon, only reworked on how they hit and are used and are distributed. Worked on funcionality not look. So any mod you do is probably compatible with rem.
When you replace the fx please use a very precise diff method, select the smallest node (not the entire macro) so there will be no compatibility issue.
This will change shields and weapons considerably. But I've tried REM, so I know the philosophy, which I'll certainly keep because I totally approve of it. Anyway, when you see it, you can tell me if you like it.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Ok I think this is final, I've made only small changes, it is compatible with previous BETA 5.
The Expanse - XRSGE 8 release:
https://www.nexusmods.com/x4foundations/mods/1140
- added vocal/visual notifications when the player enters asteroid fields, mine fields and dangerous zones and the travel is disrupted
- reworked disrupt zones and added to 7.10 sectors
- removed disrupt from upper layer of gas giant's atmosphere (there are 3 layer, the medium has travel disrupt, the lower has damage, the upper one has none)
- moved some sectors on the map
The Expanse - XRSGE 8 release:

- added vocal/visual notifications when the player enters asteroid fields, mine fields and dangerous zones and the travel is disrupted
- reworked disrupt zones and added to 7.10 sectors
- removed disrupt from upper layer of gas giant's atmosphere (there are 3 layer, the medium has travel disrupt, the lower has damage, the upper one has none)
- moved some sectors on the map
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Correcting the white background did not help.
They're white anyway.
Maybe I didn't install the fix correctly?
I saved the xrsge_patch mods to the folder and even tried the files from xrsge_patch to the xrsge folder. It didn't help.
Correcting the white background did not help.
They're white anyway.
I recorded new videos with DS4 text, DLSS4+Lossless Scaling and separately Lossless Scaling.
I used the Galaxy XRSGE mod + the Stars graphic mod. They are the ones that put the most strain on the CPU and the graphics card.
https://drive.google.com/drive/folders/ ... sp=sharing
They're white anyway.
Maybe I didn't install the fix correctly?
I saved the xrsge_patch mods to the folder and even tried the files from xrsge_patch to the xrsge folder. It didn't help.
Correcting the white background did not help.
They're white anyway.
I recorded new videos with DS4 text, DLSS4+Lossless Scaling and separately Lossless Scaling.
I used the Galaxy XRSGE mod + the Stars graphic mod. They are the ones that put the most strain on the CPU and the graphics card.
https://drive.google.com/drive/folders/ ... sp=sharing
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
That's because there was no error to patch. I tried giving a solution to a problem that is caused by another mod. Look in the nexus, another user reported that there is a mod causing this, be sure you have not other mods installed. Stars and xrsge are quite light on my old pc, of course the galaxy is tripled so the memory and saves. X4 needs 32gb of ram. I have 60 fps in asteroids thou, very good performance.
Also DO NOT USE other mods that mess with economy and AI, they cause massive lag. So as those jump drive mods, cause lot of errors and lag. XRSGE 8 is error-free and not heavy at all for what it offers.
................................
Here we go again, Boron plot does not work.
Guys do not start a boron story for now..
You can start Queen's Herald. Only Emergence does not work
Also DO NOT USE other mods that mess with economy and AI, they cause massive lag. So as those jump drive mods, cause lot of errors and lag. XRSGE 8 is error-free and not heavy at all for what it offers.
................................
Here we go again, Boron plot does not work.

Guys do not start a boron story for now..
You can start Queen's Herald. Only Emergence does not work
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Good afternoon, I did not install it, there are only extensions in the folder:
Galactic remake OF STARS
XRSGE - THE EXPANSE BETA 4
Prism Colors
Folker's Music for XRSGE
REM - Mod for real space engines and expansion for ships
REM HYPERDRIVE
My computer has an i5-13490 processor, a 3060ti graphics card, 32 GB RAM, and a Samsung SSD 970 Evo.
I'll try reinstalling the game and mods today.
-------------------------------------------------------------------------------------------------------------------------------
The Harrow gate opening mission is broken, the ship is in another place, if you arrive at the gate, the mission will not start.
The mission in the Sanctuary of Darkness is also broken, the ship is not going anywhere, the Haaks are attacking, but there is no progress.
Hyperion cannot fly because its engine is not working.
Starting for a rich heir does not work - the game does not start.
Galactic remake OF STARS
XRSGE - THE EXPANSE BETA 4
Prism Colors
Folker's Music for XRSGE
REM - Mod for real space engines and expansion for ships
REM HYPERDRIVE
My computer has an i5-13490 processor, a 3060ti graphics card, 32 GB RAM, and a Samsung SSD 970 Evo.
I'll try reinstalling the game and mods today.
-------------------------------------------------------------------------------------------------------------------------------
The Harrow gate opening mission is broken, the ship is in another place, if you arrive at the gate, the mission will not start.
The mission in the Sanctuary of Darkness is also broken, the ship is not going anywhere, the Haaks are attacking, but there is no progress.
Hyperion cannot fly because its engine is not working.
Starting for a rich heir does not work - the game does not start.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
So, I've been trying to figure out why I'm still getting the sector whiteout when zooming out on the map with version 8 of XRSGE. It's still happening, even with only loading STARS and XRSGE alongside the base and dlc game files.
https://i.imgur.com/29RbVfM.png
I can zoom out this far ...
https://i.imgur.com/YwrR9Hy.png
but then whites out at the next level of zoom out
https://i.imgur.com/lgvJPN4.png
Is there something I'm missing/doing wrong?
Additionally, I can confirm the Wayward Scion gamestart returns to title screen during loading with the latest version of XRSGE
Other than that and the Boron stuff you already know about, I'm really digging the updates and am looking forward to more.
https://i.imgur.com/29RbVfM.png
I can zoom out this far ...
https://i.imgur.com/YwrR9Hy.png
but then whites out at the next level of zoom out
https://i.imgur.com/lgvJPN4.png
Is there something I'm missing/doing wrong?
Additionally, I can confirm the Wayward Scion gamestart returns to title screen during loading with the latest version of XRSGE
Other than that and the Boron stuff you already know about, I'm really digging the updates and am looking forward to more.

Last edited by CBJ on Fri, 28. Feb 25, 15:15, edited 1 time in total.
Reason: Oversized images replaced with links
Reason: Oversized images replaced with links
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
For reasons that I can really only guess, after one day of bug-looking-testing and NO error in the log, I gave up...the Emergence start is bugged and the HQ teleporting introduced by Boron DLC is also bugged.
I found this workaround:
removed Emergence start (it is redundant, that plot can be done with any other start except Boron 2nd start)
added HQ from beginning to all starts. By default I set the HQ back in Grand Exchange, but made a special start for Wayward Scion, HQ in Hatikvah instead of G.Exchange and some benefits like unlocked SCA relationship.
I used part of my XRSGE Tweaks mod that is made for a true pirate life but only some (no unlocked blueprints/blueprint tool and the various pirate seller etc.) to spice up that semi-pirate start (that is also fixed).
I changed some relations, please report if they are too harsh, vanilla is too shallow.
The Expanse Hot Fix 1 - v.8.0.1
https://www.nexusmods.com/x4foundations/mods/1140
Fixes Scion start
Removes the bugged Emergence start
Adds HQ to all starts from beginning (no Boso teleporting)
Rebalances relations
Special Wayward Scion HQ
Paste in your XRSGE folder
IMPORTANT: you can also use a CUSTOM START, only remember to set, in the game preparation, the HQ status as unlocked and with BOSO (Dal is not needed).
With HQ already unlocked, the Boron plot will work also in custom starts
...............................................
I've made a quick fix for those who have the white texture on sector. It just reverts back the layer to the vanilla foggy one. Not ideal but better than white.
See in the OPTIONAL FILES
The fix is numbered 03.cat. This is because you also use the patch numbered 02. When with next update the mod will have only a single ext_01 you have to rename the ext_03 to ext_02
This is what it looks like in game with the fix and vanilla layer, ugly but not hurting the eyes (the reason why I changed it)

--------------------------------------------------
If you use REM, please install also theQuick PATCH for the Alliance ship missing thrusters, in the Boron plot:
https://www.nexusmods.com/x4foundations ... ?tab=files
P.S. I don't have the Hyperion dlc, for now it is not compatible with REM Overhaul.
P.P.S If semebody wants to spend some times using this tool to import the galaxy from XRSGE I think it can be used to print an image of the map:
viewtopic.php?t=468842
I found this workaround:
removed Emergence start (it is redundant, that plot can be done with any other start except Boron 2nd start)
added HQ from beginning to all starts. By default I set the HQ back in Grand Exchange, but made a special start for Wayward Scion, HQ in Hatikvah instead of G.Exchange and some benefits like unlocked SCA relationship.
I used part of my XRSGE Tweaks mod that is made for a true pirate life but only some (no unlocked blueprints/blueprint tool and the various pirate seller etc.) to spice up that semi-pirate start (that is also fixed).
I changed some relations, please report if they are too harsh, vanilla is too shallow.
The Expanse Hot Fix 1 - v.8.0.1

Fixes Scion start
Removes the bugged Emergence start
Adds HQ to all starts from beginning (no Boso teleporting)
Rebalances relations
Special Wayward Scion HQ
Paste in your XRSGE folder
IMPORTANT: you can also use a CUSTOM START, only remember to set, in the game preparation, the HQ status as unlocked and with BOSO (Dal is not needed).
With HQ already unlocked, the Boron plot will work also in custom starts
...............................................
I've made a quick fix for those who have the white texture on sector. It just reverts back the layer to the vanilla foggy one. Not ideal but better than white.
See in the OPTIONAL FILES
The fix is numbered 03.cat. This is because you also use the patch numbered 02. When with next update the mod will have only a single ext_01 you have to rename the ext_03 to ext_02
This is what it looks like in game with the fix and vanilla layer, ugly but not hurting the eyes (the reason why I changed it)

--------------------------------------------------
If you use REM, please install also theQuick PATCH for the Alliance ship missing thrusters, in the Boron plot:

P.S. I don't have the Hyperion dlc, for now it is not compatible with REM Overhaul.
P.P.S If semebody wants to spend some times using this tool to import the galaxy from XRSGE I think it can be used to print an image of the map:
viewtopic.php?t=468842
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Oh, I had actually gotten the PHQ to spawn normally in Emergence gamestart, by just flying around a little bit after arriving at the Boron gate ahead of the quest trigger npc, and the PHQ spawned near the sector center marker after Boso's little announcement. I ignored the boron questline at that point, because you had already mentioned here that you were having issues with it, so i was just wandering around, and also distracted with why i was getting the whiteout when zooming out, and then removing mods trying to figure out why.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
It is really a mistery what happens there, I tested the start something like 30 times with different combos of mods and parts of xrsge deleted..nothing. Not the missions, not the map, not the game starts, not the hq model. This kind of errors in the past were due to the mission because I heavily change vanilla map, even remove sectors. But it is not the case here, I've rewritten the missions (got good at it after so many times). Indeed I have no error in the log and nothing else to test. Do you still have a save file from that game? Try to see if the mission starts (a cutscene of the gate re-activating).bloodzerodragon wrote: ↑Fri, 28. Feb 25, 20:55 Oh, I had actually gotten the PHQ to spawn normally in Emergence gamestart, by just flying around a little bit after arriving at the Boron gate ahead of the quest trigger npc, and the PHQ spawned near the sector center marker after Boso's little announcement. I ignored the boron questline at that point, because you had already mentioned here that you were having issues with it, so i was just wandering around, and also distracted with why i was getting the whiteout when zooming out, and then removing mods trying to figure out why.
The only clue is that with Emergence start and HQ already spawn, it misses the Boso laboratory. Like if the HQ is not correctly/completely generated. All other starts generate the HQ correctly with science lab and all. Only Boron start has this issue, teleporting HQ or not.
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- Posts: 5
- Joined: Tue, 19. Dec 23, 04:53
Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
I didn't save that gamestart, unfortunately, but i wonder if i could replicate it. If i can get it to work, how should i send you the save file?Realspace wrote: ↑Fri, 28. Feb 25, 21:24It is really a mistery what happens there, I tested the start something like 30 times with different combos of mods and parts of xrsge deleted..nothing. Not the missions, not the map, not the game starts, not the hq model. This kind of errors in the past were due to the mission because I heavily change vanilla map, even remove sectors. But it is not the case here, I've rewritten the missions (got good at it after so many times). Indeed I have no error in the log and nothing else to test. Do you still have a save file from that game? Try to see if the mission starts (a cutscene of the gate re-activating).bloodzerodragon wrote: ↑Fri, 28. Feb 25, 20:55 Oh, I had actually gotten the PHQ to spawn normally in Emergence gamestart, by just flying around a little bit after arriving at the Boron gate ahead of the quest trigger npc, and the PHQ spawned near the sector center marker after Boso's little announcement. I ignored the boron questline at that point, because you had already mentioned here that you were having issues with it, so i was just wandering around, and also distracted with why i was getting the whiteout when zooming out, and then removing mods trying to figure out why.
The only clue is that with Emergence start and HQ already spawn, it misses the Boso laboratory. Like if the HQ is not correctly/completely generated. All other starts generate the HQ correctly with science lab and all. Only Boron start has this issue, teleporting HQ or not.
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- Posts: 5
- Joined: Tue, 19. Dec 23, 04:53
Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Okay, so, with just STARS and XRSGE 8 (without any hotfix/patch) mods running, I was able to get the first Boron gate open and enter Watchful Gaze. I should be able to get the next gate active, as well, but will continue on to make sure.
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- Posts: 5
- Joined: Tue, 19. Dec 23, 04:53
Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
I have successfully completed reactivating the 2nd Boron gate in XRSGE 8 with the Emergence gamestart, have arrived in Kingdom's End, and am on my way for my audience with the Boron Queen.
Some notes:
- To make sure I triggered the first gate cutscene, I flew to the mission location, dropped a satellite to observe approaching ships (to see if the Wayfinder and Lexi's Minotaur would show up or not), and then flew off toward the sector center. Once in proximity of the center marker, the appearance of the PHQ successfully completed following Boso's announcement. After landing at PHQ and talking to Boso to complete that mission and take control of the PHQ, I then killed a bit of time while waiting for the other mission ships to appear by running a couple local missions. The Wayfinder actually did not approach the jumpgate mission area on its own this game start (it had in my previous), but approaching the mission area's proximity triggered the cutscene anyway, and the gate opened.
- Normal game stuff happened for awhile as I prepped for completing the 2nd gate activation. Once I actually got in sector for the 2nd gate, I noticed way points were positioned at the sector center instead of the gate itself, but despite mission waypoint and ship positioning being different than in vanilla, I was still able to progress all of the objectives successfully.
Some notes:
- To make sure I triggered the first gate cutscene, I flew to the mission location, dropped a satellite to observe approaching ships (to see if the Wayfinder and Lexi's Minotaur would show up or not), and then flew off toward the sector center. Once in proximity of the center marker, the appearance of the PHQ successfully completed following Boso's announcement. After landing at PHQ and talking to Boso to complete that mission and take control of the PHQ, I then killed a bit of time while waiting for the other mission ships to appear by running a couple local missions. The Wayfinder actually did not approach the jumpgate mission area on its own this game start (it had in my previous), but approaching the mission area's proximity triggered the cutscene anyway, and the gate opened.
- Normal game stuff happened for awhile as I prepped for completing the 2nd gate activation. Once I actually got in sector for the 2nd gate, I noticed way points were positioned at the sector center instead of the gate itself, but despite mission waypoint and ship positioning being different than in vanilla, I was still able to progress all of the objectives successfully.