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

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Newinger
Posts: 279
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.71)

Post by Newinger »

Realspace wrote: Tue, 11. Oct 22, 00:30 Did you download REM 2.01?
Yes, the one you uploaded last. The context xml shows 201 as version number.

When I start a new game in the creative gamestart, and select the Barbarossa, it shows me the very high values till :(
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by ziplock815 »

Realspace wrote: Mon, 10. Oct 22, 23:55 I think you have to start the 11th.... :lol:
I've already started as "Smuggler's paradise" and... seems like I'm going to start the 12th, because pirate plot doesn't work :lol:
In the very first mission when you need to deliver cargo there's no waypoint. Btw superhighway from Aurora's dream alpha to beta may be bugged. Ship twitches forward and backward when you fly through it.
Newinger
Posts: 279
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by Newinger »

ziplock815 wrote: Tue, 11. Oct 22, 01:29 In the very first mission when you need to deliver cargo there's no waypoint.
Make sure the mission is active in your mission panel. If you don't get a waypoint, simply select the Casino which is right in front of you (fly a few minutes straight ahead, then you'll see the Casino on your radar). Land there. When your mission is set active, the game will then tell you to deliver the cargo.
Btw superhighway from Aurora's dream alpha to beta may be bugged. Ship twitches forward and backward when you fly through it.
I think this is a problem of the game itself.
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.6)

Post by ziplock815 »

Newinger wrote: Tue, 11. Oct 22, 01:38
ziplock815 wrote: Tue, 11. Oct 22, 01:29 In the very first mission when you need to deliver cargo there's no waypoint.
Make sure the mission is active in your mission panel. If you don't get a waypoint, simply select the Casino which is right in front of you (fly a few minutes straight ahead, then you'll see the Casino on your radar). Land there. When your mission is set active, the game will then tell you to deliver the cargo.
Yep, I've landed to the Casino and nothing happens :gruebel:

The problem is similar to that with this teladi pilot who you need to transport to station in Avarice. Something is definitely wrong with that DLC - it doesn't want to work with XRSGE for some reason :cry:
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.71)

Post by Realspace »

Newinger wrote: Tue, 11. Oct 22, 01:21 Yes, the one you uploaded last. The context xml shows 201 as version number.
When I start a new game in the creative gamestart, and select the Barbarossa, it shows me the very high values till :(
Maybe I did not add this update, I made different changes today working on both mods, re-uploade, try new one..
ziplock815 wrote: Tue, 11. Oct 22, 01:42 Yep, I've landed to the Casino and nothing happens :gruebel:

The problem is similar to that with this teladi pilot who you need to transport to station in Avarice. Something is definitely wrong with that DLC - it doesn't want to work with XRSGE for some reason :cry:
Tomorrow I will start a new playthrough too in pirate settings to check
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.71)

Post by Realspace »

XRSGE 2.7.5
https://www.nexusmods.com/x4foundations/mods/507

Major update and hopefully last one, things I've done:

1) changed the sector's logic in Aurora's Dream too, bringing gates back to vanilla. Except for scrapyard that is in Cloudbase NW instead of the old black hole sun, now everything is "vanilla" for plots. While doing this I also modified the layout of Aurora's Dream. The broken moon is more far away and the shw makes a longer route. Reworked lighting (it was too dark). I've updated some fog scenery here and there in other sectors too.

2) Rechecked many superhw's and-changed all the entrance zones. Some vanilla entrance zones did not work properly, failed to trigger even if correctly placed...but found a solution. This seems to have made shws much more reactive, they trigger faster. It seems to me they all work now, anyway any single fix won't request a new game.

3) I've reworked patrols (bug fixes) and increased station placement and production in a new game. Economy starts very florid with lot of stations. I tested several starts and the game is very fluid and very fast to load (Young Gun start). No bugs in the logs. Stations are plenty at the beginning, in Pirate sectors too.

That's it, let's play the stories..
Mystershow
Posts: 89
Joined: Tue, 11. Feb 20, 18:56
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Mystershow »

I'll try to do the stories

And to play with my modlist, hopefully it'll be compatible
Newinger
Posts: 279
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Newinger »

Okay, the Smuggler's Paradise start indeed does not work, even in your new big update.

In that game start, the first step is to land at the Casino and deliver wheat and space fuel via the trade interface to the station. Immediately the mission should be shown ("Deliver 600 units of spacefuel to VIG Aurora Casino") and guidance set automatically to that station.

The player ship does contain these goods, but the mission does not trigger correctly. Only the intro message by that pirate lady is shown, but that's it. There should also be a cut-scene while the player is flying towards the station, but it does not start. And after landing, there should also be a voice over played after landing, but it isn't. Also the station does not want to have these items.

I removed only X4RSGE from my mod list for comparison; then the game start works correctly. With X4RSGE it doesn't. Have you changed anything about the game starts, the stations, or some prerequisites, so maybe the game does not recognize the player starts in the correct sector?

Can it maybe be that the distance to the Casino is too big when starting in your mod, so the game does not recognize it's time to start the mission and to play a cutscene? In the unmodified game start, the player starts 300 km away from the station, it is even visible. In X4RSGE the station is not visible at start.


For me it's not a big deal, because I play "Creative Game Start" most of the time, but of course being able to play the stories would be nice to have ;) But you could also simply market your mod as "for creative play only, without stories", if it's not possible to fix due to the big sector size...
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by ziplock815 »

Started to play as "Terran Cadet" and there're A LOT of ships in Earth sectors. In the mission where you need to defend Solborn Militia Outpost there are an incredible amount of terran and xenon ships, even a plenty of K's and I's. Silverback mission ship was destroyed in nanoseconds. It was really fun, but my computer can't handle this stuff without turning into xenon itself :)
Maybe I can decrease amount of ships (and mines in some sectors) in the galaxy somehow?
Last edited by ziplock815 on Wed, 12. Oct 22, 00:01, edited 1 time in total.
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Realspace »

Newinger wrote: Tue, 11. Oct 22, 22:29 Okay, the Smuggler's Paradise start indeed does not work, even in your new big update.

In that game start, the first step is to land at the Casino and deliver wheat and space fuel via the trade interface to the station. Immediately the mission should be shown ("Deliver 600 units of spacefuel to VIG Aurora Casino") and guidance set automatically to that station.

The player ship does contain these goods, but the mission does not trigger correctly. Only the intro message by that pirate lady is shown, but that's it. There should also be a cut-scene while the player is flying towards the station, but it does not start. And after landing, there should also be a voice over played after landing, but it isn't. Also the station does not want to have these items.

I removed only X4RSGE from my mod list for comparison; then the game start works correctly. With X4RSGE it doesn't. Have you changed anything about the game starts, the stations, or some prerequisites, so maybe the game does not recognize the player starts in the correct sector?


Yes I start to think that distances are the only reason. Nothing related to the mission itself but how the pathfinding works in general. No I did not make those change you told, I even removed my previous changes that regarded only localisation. Now the only change I keep is the scrapyard in cloudbase NW instead of b.hole sun. But seems the story stucks long before that. I need to play those missions once otherwise can't figure out the culprit. Did you test the rest, the big picture aka economy and finally the shws working? I noticed in any new game start for test a big number of stations and a very fluid gameplay (I adressed any error's cause shown in the buglog)
Last edited by Realspace on Wed, 12. Oct 22, 09:50, edited 1 time in total.
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Realspace »

ziplock815 wrote: Tue, 11. Oct 22, 23:45 Started to play as "Terran Cadet" and there're A LOT of ships in Earth sectors. In the mission where you need to defend Solborn Militia Outpost there are an incredible amount of terran and xenon ships, even a plenty of K's and I's. Silverback mission ship was destroyed in nanoseconds. It was really fun, but my computer can't handle this stuff without turning into xenon itself :)
Maybe I can decrease amount of ships in the galaxy somehow?
Oh my godness...well this is something to try. I increased economy not ships. Added patrol in bordering sectors, nothing more. terran cadet is the only story i played sofar, will try for sure to see the difference

edit:

oook....this is too much indeed :mrgreen: :mrgreen: :mrgreen:
Image
Image

Did not imagine that just by increasing the initial production all these ships are created too. Well this is a blink on what can happen later in the game if economy runs well..

But I also think this is the patrol I added in Mercury, picture is from Venus close to shw leading to Mercury. They probably move to other sectors, so maybe those fleets in pioneers mission were some patrols. They are big but localized in border sectors only, will try first reducing them only. I like the starting economy so florid as it is now, would not change that if possible

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

So here it is, Patch version 2.76
Many bug fixes, some sHWs fixed and reduced patrol numbers.
Some scenery change and addition of regions with resources
New Game NOT required
https://www.nexusmods.com/x4foundations/mods/507

From here on, all updates will NOT require a new game start, unless it is told specifically :)

,..................

Update: after testing the pirate start by disabling single files of the mod, one by one, it emerged that the issue is due to the map. Which makes zero sense to me, because the map is identical to vanilla, keeps the same zones. I reverted everything back to the sector001, gates included.

There is no reference to specific zones in the mission and anyway I replicated all vanilla zones
Newinger
Posts: 279
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Newinger »

Realspace wrote: Tue, 11. Oct 22, 23:56 Update: after testing the pirate start by disabling single files of the mod, one by one, it emerged that the issue is due to the map. Which makes zero sense to me, because the map is identical to vanilla, keeps the same zones. I reverted everything back to the sector001, gates included.

There is no reference to specific zones in the mission and anyway I replicated all vanilla zones
Time for some more of your exorcism ;)

I'm sure you will find the reason. And when you have, it may also solve the issue with the poor Teladi in Avarice.

Edit: IS the map identical to vanilla? Isn't it way bigger? If a hard-coded distance is somewhere in the mission, it may not work?
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Realspace »

The map is made of zones that can be moved. By moving them you make sectors bigger. But I checked that every zone's id is replicated. Also, I checked all the zones referenced in missions and god's economy etc. And I let those mission zones in the same place. As you noticed, the casino is there, so no missing zone for mission.

Excluding maps is the only thing that makes a difference after my one for one exclusion test so I even tried copying vanilla map in the mod (losing all the changes) and it still does not work!

The only other problem could be missing connection. I set back next sector for mission to old black hole sun instead of cloudbase nw.....nothing, not working either.

Problem is pathfinding not starting. It needs not that the target is known. In vanilla the casino is not and it points to an unknown station. Pathfinding works for terran story too.

What about the teladi, is it the merchant start? Is it a similar problem of pathfinding?
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by ziplock815 »

Realspace wrote: Wed, 12. Oct 22, 19:46
What about the teladi, is it the merchant start? Is it a similar problem of pathfinding?
It's one of the pirate's plot missions where you need to save the teladi from tide in Avarice system and bring him...her...bring the teladi to Tidebreak station and there's a similar problem of pathfinding.
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Realspace »

:D :D :D

FOUND IT!!

As always a tiny thing that stopped the wheel. Stories working now.. Tomorrow I'll update all the missions :roll:
Last edited by Realspace on Fri, 14. Oct 22, 08:36, edited 1 time in total.
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by ziplock815 »

Realspace wrote: Thu, 13. Oct 22, 00:20 :D :D :D

FOUND IT!!

As always a tiny thing that stopped the weel. Stories working now.. Tomorrow I'll update all the missions :roll:
No need to start a new game I hope? :lol:
Newinger
Posts: 279
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Newinger »

Realspace wrote: Thu, 13. Oct 22, 00:20 :D :D :D

FOUND IT!!

As always a tiny thing that stopped the weel. Stories working now.. Tomorrow I'll update all the missions :roll:
Congratulations. As always: What was the tiny thing?
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Realspace »

No need of a new start, unless you have already started those plots.
It was a tiny tag added to the mission's localisation that specified TOA mod as source for the sectors. Since I virtualy moved everything in the main root of the game tjis little thing discarded the sectors of my mod despite identical

Edit: I've completed the patching of all missions. Also had to rewrite some connection as the new asteroid belt being in Mars sub-space while Elysium of light is the true frontier of Terrans. There is also the warning for reputation..

Now I test some starts and check the debuglog. If everything goes ok I'll upload thi definitive version today. So wait for a new game's start..
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by ziplock815 »

But...I've already started... :doh:

Okay, seems like I'm going to start the 14th time. Good for me that I already have some experience in starting a new game every day :D

Btw could you also decrease the amount of mines in border regions or maybe make them less dense and/or move them closer to jumpgate?
Newinger
Posts: 279
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.31) - "Engines Mod" (2.0) - "X4RSGE" (2.75)

Post by Newinger »

ziplock815 wrote: Thu, 13. Oct 22, 16:36 But...I've already started... :doh:

Okay, seems like I'm going to start the 14th time. Good for me that I already have some experience in starting a new game every day :D

Btw could you also decrease the amount of mines in border regions or maybe make them less dense and/or move them closer to jumpgate?
Hehe, I would wait a few more days (except beta testing).

And agree with the mines.

Return to “X4: Foundations - Scripts and Modding”