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

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

Post by Realspace »

ziplock815 wrote: Tue, 4. Apr 23, 01:01 Installing Less deep space elements patch for STARS makes all look pink :)
Ok thanks, I removed their textures from the material's listing for the patch, expecting they'd be discarded, but seems they are not. Just ignore the file for now and use STARS as it is.

I think you should give a try to my Galaxy Expansion for X3FL. Still now I think it looks better than X4. Atmosphere, planets, everything was very inspired in that overhaul I made. And for some reasons, X3 engine shines more. Jut take a tour of the galaxy once, you won't regret
Last edited by Realspace on Thu, 6. Apr 23, 02:19, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Yes, I agree - for some reason X3 is more atmospheric than X4, only this mod makes X4 enjoyable for me...well, maybe Boron DLC will make X4 a bit better too, but without this mod I don't think I'll find any reason to play vanilla for many hours.
Btw, I've already played X3FL with your mod and completed the first plot. Nice work as always. The only reason I stopped playing X3FL was that the music in this game was changing every time you enter the same sector, and I prefer to have sector-unique music style in X3.
Bozz11
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Bozz11 »

will you remake the skybox of the boron DLC sectors ?
Man it's really hard to play without STARS once you played with it :D
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Absolutely agree with Bozz11 :)
Also, will you update X4RSGE for 6.0 and Boron after release?
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

I will update for 6.0 and the Boron dlc. Still don't know when but 1) updating STARS for the new dlc should come quite easy if they don't add new textures. Even new assets that use the same materials of the base game are automatically replaced by STARS. 2) updating XRSGE for 6.0 should be fast. 3) integrating the dlc with XRSGE will take time. First I will make a patch to move the position of boron sectors in the galaxy to avoid overlap, but boron sectors will be unchanged so no systems in the shape of XRSGE.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

I hope you will update planet textures and skybox, because from what I saw in DLC trailer I can say - sectors look rather pretty, but I noticed low quality planet textures with too quickly rotsting atmosphere and bad skybox quality.
Aadeyrn
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Aadeyrn »

Fantastic mod. Absolutely love the huge sectors! Quick question about the Faction Enhancer mods. Would you suggest it's better not to install them or are they okay and work with this mod?
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.4) - "Engines Mod" (2.2.5) - "X4RSGE" (3.3.4)

Post by ziplock815 »

ziplock815 wrote: Tue, 28. Feb 23, 16:02 About terran plot: mission "Amongst the Argon" where you need to hack into planet Sandwell archive seems to be broken. I get a message from Delilah to get EMP, bomb launcher and security decryption system (I already have all) and then I get "wait' waypoint and that's all. I think maybe it's something with sector names, because in vanilla the action should take place in Antigone Memorial sector where planet Sandwell is located, while "Planet Sandwell" in the mod is a whole other sector.
I've decided to return to plots after some hours of exploring the galaxy and found a couple of issues:
Terran plot still doesn't work (I don't know, maybe I should wait longer for Delilah to contact with me... :gruebel: )

For now I'm going to try split plot and see if the issue with accelerator occurs again

P.S. Guiding Star system is amazing! The blue nebulae in the background is magnificent. Such an immersion! Once again, thanks for your work, it's truly amazing.
duozerk
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by duozerk »

Hi there,

am I correct in assuming that if using only the graphics / STARS part (textures and shader replacements), this should work as-is with 6.0 (without improved textures for the KE content obviously) ?

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

Post by Realspace »

Aadeyrn wrote: Fri, 7. Apr 23, 10:15 Fantastic mod. Absolutely love the huge sectors! Quick question about the Faction Enhancer mods. Would you suggest it's better not to install them or are they okay and work with this mod?
I must say I don't know. I have never used that mod because I had never played the game before starting my mod, I could not bare the look and layout of vanilla game. Then I enhanced some factions for the mod, namely: Hatikvah, Buccaneers, Scaleplate and in general improved any faction's economy.
For what I could see after hours gaming, the mod is quite balanced in that compart, aka factions are all very active and do wars. I'd suggest then not messing with factions if using XRSGE, they are already "enhanced" :-)
duozerk wrote: Wed, 12. Apr 23, 18:08 Hi there,

am I correct in assuming that if using only the graphics / STARS part (textures and shader replacements), this should work as-is with 6.0 (without improved textures for the KE content obviously) ?

Thanks in advance !
Yes it should be all perfectly working, STARS replaces all materials of planets and backgrounds, so I can't see any issue with 6.0
ziplock815 wrote: Sat, 8. Apr 23, 21:01 I've decided to return to plots after some hours of exploring the galaxy and found a couple of issues:
Terran plot still doesn't work (I don't know, maybe I should wait longer for Delilah to contact with me... :gruebel: )
For now I'm going to try split plot and see if the issue with accelerator occurs again
P.S. Guiding Star system is amazing! The blue nebulae in the background is magnificent. Such an immersion! Once again, thanks for your work, it's truly amazing.
Are you playing with 6.0?

BTW, did anyone try REM with version 6.0? I don't expect issues because rem only changes the physics, not the meshes. Obviously all new ships introduced will be very slow untill I update the mod
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Nope. Playing 5.1 for now, waiting for you to update to 6.0 and DLC.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

Ok, tested STARS and REM, both work perfectly fine in 6.0
I updated REM for the new builders introduced with 6.0 (not Boron's)
So you can download REM 2.6.1
https://www.nexusmods.com/x4foundations/mods/848

I don't know about PARALLAX MAPPING, if different formats for texture's export is needed, for STARS.
In game everything looks well.

I've started a game with XRSGE and 6.0, everything seems to work perfectly sofar.
I am testing with STARS, XRSGE, REM only, no other mod

btw... loving the new icons in the map, finally an icon for every kind of station, as in X3
Last edited by Realspace on Thu, 13. Apr 23, 22:09, edited 2 times in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Seems like X4RSGE doesn't work properly for Boron DLC :gruebel:
There must be inactive gate in Heretic's End 3 Alpha, but I can't find it, and mission stucks. Also, I think there's going to be sector overlapping of mod sectors with boron sectors.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

ziplock815 wrote: Thu, 13. Apr 23, 22:03 Seems like X4RSGE doesn't work properly for Boron DLC :gruebel:
There must be inactive gate in Heretic's End 3 Alpha, but I can't find it, and mission stucks. Also, I think there's going to be sector overlapping of mod sectors with boron sectors.
NOPE, of course it can't work for BORON DLC out of the box, not unless I do a patch for the layout of the galaxy. XRSGE replaces everything map-related, dlc's too and is so large to overlap whatever dlc/mod out there adding sectors :mrgreen: .
For the rest, XRSGE seems to work fine with version 6.0, no issue sofar.

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

I've updated REM to 2.6.2
https://www.nexusmods.com/x4foundations/mods/848

This update reduces the anomaly's push. With REM, engines are not overpowered enough to enter the anomaly, now they can.
I also took the liberty to increase the reward for the player before destroying the ship, in the starting HQ mission, because REM's engines cost more so the cost a ship even with basic engines is much higher than the 200.000cr Boso rewards
Last edited by Realspace on Fri, 14. Apr 23, 02:19, edited 2 times in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Oh
I thought it's already compatible and it's something wrong on my side maybe :D

Btw, trying it with only STARS installde and all works (and looks) well. Except of the vanilla planet textures in Boron sectors, they are...not beautiful. Hope you'll update X4RSGE for DLC and rework boron sectors X3 style. It's really hard to enjoy some vanilla game elements (planets, stars, etc.) after your mod :)
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

I've made a patch for Boron DLC in XRSGE. I had to patch some missions too. Leaving the rest as it is, moving the Boron clusters to the west. I've also remade sector's planet and background in Kingdom's End, just for test. KE partially uses stuff from STARS but I need to replace some meshes and rework the materials. I will keep this stuff in a separated mod for a while. Then when enlarging sectors in KE they will be included in xrsge. And KE will be needed as other dlcs, so I am waiting for people to purchase it before modifying xrsge too
Last edited by Realspace on Sat, 15. Apr 23, 09:56, edited 3 times in total.
duozerk
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by duozerk »

Realspace wrote: Thu, 13. Apr 23, 13:21 Yes it should be all perfectly working, STARS replaces all materials of planets and backgrounds, so I can't see any issue with 6.0
Many thanks, both for your speedy answer and your excellent mods. I can confirm STARS alone works perfectly fine with 6.0+KE. Thanks again !
Arijima
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Arijima »

Realspace wrote: Fri, 14. Apr 23, 14:41 I've made a patch for Boron DLC in XRSGE. I had to patch some missions too. Leaving the rest as it is, moving the Boron clusters to the west. I've also remade sector's planet and background in Kingdom End, just for test. KE partially uses stuff from STARS but I need to replace some meshes and rework the materials. I will keep this stuff in a separated mod for a while. Then when enlarging sectors in KE they will be included in xrsge. And KE will be needed as other dlcs, so I am waiting for people to purchase it before modifying xrsge too
Any ETA on when the KE patch will be released?
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by Realspace »

It's ready but I still had not the time to test to see if the Boron plot works as expected (gate opening, etc.). I've been busy for work in last days
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" (3.5) - "Engines Mod" (2.2.5) - "X4RSGE" (4.11)

Post by ziplock815 »

Realspace wrote: Mon, 17. Apr 23, 19:31 It's ready but I still had not the time to test to see if the Boron plot works as expected (gate opening, etc.). I've been busy for work in last days
Well, you can release it as "beta", like devs do :D
Players will test it for you :)

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