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

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

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

Realspace
Posts: 1410
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Thu, 4. May 23, 02:32

ziplock815 wrote:
Thu, 4. May 23, 00:55
I"ve tested Queen's Herald mission and stil there's no waypoint. Also my game started to crash for some reason :gruebel:

Btw nice work with new sun flares, the game looks even more realistic than ever. In some ways it reminds me of X3. Nostalgia :)
Would you please test if LOOSE FILES version makes any difference in that scenario? :shock: :)

manulemaboul
Posts: 4
Joined: Sun, 7. Feb 16, 17:05

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

Post by manulemaboul » Thu, 4. May 23, 02:53

tibononoX wrote:
Fri, 28. Apr 23, 22:45
Hello!
First of all I'd like to thank you for those really great mods, they vastly add to the immersion and everything is absolutely stunning to contemplate. That's what I've been waiting from X4 for a long time to truly enjoy it.

I don't really know where else to ask this so here I am.
I'm around 17 hours in my playthrough, with STARS, X4RGSE and REM, and quite a bunch of other mods to add to my immersion/roleplay. It's been a blast so far, and I did not encounter any gamebreaking bugs except on my first save, Terran Cadet start, where Solborn Militia in Getsu Fune III was being raided by Xenon in early game, they wiped the station and I couldn't continue the mission. It's been fine in my new current playthrough so I suppose it was seed related.

That was until now, I was doing the Escape Plan mission for the PHQ, after a good hour of traveling from sectors to sectors (love the ambiance and long trips) trying to find my way to Grand Exchange VI since I went back to Terran space after the PHQ quests starts using a taxi from one of Kuertee's mod, and I finally docked at the PHQ.
Missions says "Get to the elevator", Boso Ta tells me I don't have access and that he'll need to join my in person, and then the quest breaks here.
I'm supposed to get a direction to find Boso and escort him (or help him escape, I don't remember), but the mission marker still points to the elevator that previously triggered the dialogue, and the mission objectives only says "1 : Investigate: Grand Exchange VI Headquarters" and that's it. However, the mission descrition seems to have updated correctly.
I tried many save reloading, but the issue seems persistant. So I'm kind of stuck right now since I can't unlock the PHQ and continue this serie of quests.

I have all DLCs including Kingdom End, I updated STARS and X4RGSE to their latest version (27th of April) and I still have this issue.
How can I troubleshoot this or help you troubleshooting it, if it's even related to X4RGSE ?

Thank you in advance, also here is my save: https://easyupload.io/8ngrjf
Exact same issue, then the quest randomly updated itself and now I'm stuck at "wait for ship to launch" but don't know from where, it doesn't provide any guidance and boso ta keeps saying "oh, that is rather unfortunate"

User avatar
Arsaneus
Posts: 2895
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Arsaneus » Thu, 4. May 23, 09:30

I've got an issue in Kingdom End: Rolks Demise Beta.

I enter the sector and get a crash when I do a long range scan. I've reproduced this 3 times.

https://imgur.com/a/Ho74d4l

ziplock815
Posts: 325
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 » Thu, 4. May 23, 11:53

Realspace wrote:
Thu, 4. May 23, 02:32
ziplock815 wrote:
Thu, 4. May 23, 00:55
I"ve tested Queen's Herald mission and stil there's no waypoint. Also my game started to crash for some reason :gruebel:

Btw nice work with new sun flares, the game looks even more realistic than ever. In some ways it reminds me of X3. Nostalgia :)
Would you please test if LOOSE FILES version makes any difference in that scenario? :shock: :)
I was using LOOSE FILES version of stars while testing. Btw my game crashes without any error message.

Realspace
Posts: 1410
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Thu, 4. May 23, 17:52

I am working on problem solving related to scripts for the missions.
Terran and Split missions are ok, no error. I had to change a bit the terran sectors but it ended in an interesting solution and narrative related.
I've found the errors and corrected most but still remain some linked to KE dlc and TOA that refuse to...cooperate.
With the dlc's is a nest of errors when patching, while base game patching is all ok.

MOD IS NOT SUPPORTED FOR THE MOMENT
Hidden from the Nexus

ziplock815
Posts: 325
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 » Thu, 4. May 23, 19:41

Sorry to hear :(
This mod is a masterpiece, hope you'll correct the errors.
It's a shame I don't understand a thing in modding, wish I could help.

Realspace
Posts: 1410
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Thu, 4. May 23, 19:58

ziplock815 wrote:
Thu, 4. May 23, 19:41
This is the issue:
HELP with patching MD of TOA and KE dlcs: viewtopic.php?f=181&t=455081
If anybody can help we can move on, otherwise some missions will stuck. I can't provide so much support as was asked these days, sorry

EDIT:
Seems I was able to nail all errors. Incredibly enough. All day trying different patches and finally nothing in the debug log, now we have to test the stories. I will test the Terran cadet. Please consider this as a BETA for version 6.0 HF3 + KE DLC, for testing only.

XRSGE version 4.3
https://www.nexusmods.com/x4foundations/mods/507
Btw, no mini-mod nor ext_03 delete is needed. If you still have the old xrsge_boron mod installed, please delete it. And set back the original ext_03.cat/dat and ext_03_sig.cat/dat in the ego_dlc_boron

EDIT2: my game goes very smoothly, no issue sofar, all seems also balanced in the militia solborn plot, nr of patrols etc. Also fps are very good, I have a steady 45 fps avg also in foggy scenes. Less in batles oc. No stuttering.

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

About REM, how is the experience in last version? I made ships have easier stops, for how the autopilot works, the player won't notice.
The docking bug of being stuck at few m/s is not due to REM, is a vanilla bug. REM only makes it more frequent, or even not.
Since the general consensus is that small ships behave perfectly but big ships struggle, I will possibly change the physics for L and XL ships only, to make them a middle way between REM and vanilla. Still having inertia but not so much.

ziplock815
Posts: 325
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 » Fri, 5. May 23, 18:59

Statred a new game to test (Emergence gamestart), the boron plot doesn't trigger - cutscene is played, but jumpgate to Watchful Gaze doesn't open and remain inactive.

The game runs very smoothly, hovewer. No stuttering.
And Solar system is a piece of art now with new Milky Way in the background :)

P.S. I've managed to jump to Watchful Gaze using cheat mode. The plot continued without any problems while jumpgate remain inactive - seems there's some problem with jumpgate, not the plot
Also found low fps issue in Rolk's Demise alpha.

Realspace
Posts: 1410
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Fri, 5. May 23, 23:15

ALL bugs corrected for Terran, Split and Boron, all their plots will work.
But avoid Pirate story for now, a couple of errors still persist

ziplock815
Posts: 325
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 » Sat, 6. May 23, 11:53

Realspace wrote:
Fri, 5. May 23, 23:15
ALL bugs corrected for Terran, Split and Boron, all their plots will work.
But avoid Pirate story for now, a couple of errors still persist
Is it going to be save compatible after patching?

ScandyNav
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ScandyNav » Sat, 6. May 23, 12:45

What is the reason behind fps drops and overall performance reduction with this map? Number of sectors? I'm experiencing around 20-30% fps reduction in comparison with vanilla map.

ziplock815
Posts: 325
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 » Sat, 6. May 23, 15:30

Well, fps is really a bit lower than in vanilla, but not critically. There are at least 600+ sectors as I have counted. That's quite a lot, but I like that universe now feels huge.
Realspace, I think we definitely should hit 1000 :D

Btw love how you made boron systems to be actually like...systems.

P.S. Seems the mission "Have an audience with Her Majesty" is stuck again. No waypoint :(

Realspace
Posts: 1410
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Sat, 6. May 23, 23:43

ziplock815 wrote:
Sat, 6. May 23, 15:30
P.S. Seems the mission "Have an audience with Her Majesty" is stuck again. No waypoint :(
This is very frustrating :evil:
Can you look in the debug log if something shows about 'boron_dlc_setup' or 'boron_story'? Ignore errors of lacking .sig files, they are not errors.

Fps drop is due to. 5x nr of sectors, much larger resources an double or triple nr of stations and ships. But fps should not be big. Except at game's start when some stuttering is normal. Something else could be an additional cause. My game runs at about 42-45 fps during no battles, more far from stations. Rx580+ryzen 3600, not high rig. Btw I had to remove some mods I used and liked, as dar-kueetee ai script and encouters mod. They created lag and crashes. I have no crashes now, ever.
Last edited by Realspace on Sun, 7. May 23, 09:32, edited 2 times in total.

ziplock815
Posts: 325
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 » Sun, 7. May 23, 00:47

Realspace wrote:
Sat, 6. May 23, 23:43
ziplock815 wrote:
Sat, 6. May 23, 15:30
P.S. Seems the mission "Have an audience with Her Majesty" is stuck again. No waypoint :(
This is very frustrating :evil:
Can you look in the debug log if something shows about 'boron_dlc_setup' or 'boron_story'? Ignore errors of lacking .sig files, they are not errors.
Could you please tell how to do it?

ScandyNav
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ScandyNav » Sun, 7. May 23, 21:25

Will this mod make new galaxy more interesting or there is a chance to broke something?
https://steamcommunity.com/sharedfiles/ ... 2970210602

Realspace
Posts: 1410
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Sun, 7. May 23, 23:17

ScandyNav wrote:
Sun, 7. May 23, 21:25
Will this mod make new galaxy more interesting or there is a chance to broke something?
https://steamcommunity.com/sharedfiles/ ... 2970210602
useless, all the jobs I add/replace already have the matchextension, that one is the very minimum change I've done :D
There is no mod that introduces quality of life, small mechanics such as longer range satellites, bigger area for mission's offers, larger explorer command's area, etc. that I've not already implemented in xrsge for its peculiar settings and vastness.
There is instead much to be added by mods such as Kuertee's that introduce new rpg elements etc to the game. They match very well with this huge universe.
Anyway some new mod I had not considered could show, good practice to ask. Here a list of what I am using now:
Image
ziplock815 wrote:
Sun, 7. May 23, 00:47
Could you please tell how to do it?
In the properties of Steam's shortcut to X4 exe, add this in the target:
-logfile debuglog.txt
This will generate a debuglog.txt in the documents folder where the saves of X4 are.
You can open it with whatever editor and look for the above mentioned words.
You will see a lot of errors because of missing whateverfile.sig. Just ignore them

Look for these two strings: "[=ERROR=] 0.00 Error in MD cue md.Setup_Boron", "[=ERROR=] 0.00 Error in MD cue md.Story_Boron"

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

Remaining story plots corrected, some gates changed for story reasons
XRSGE 4.3.3
https://www.nexusmods.com/x4foundations ... it/?id=507

ziplock815
Posts: 325
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 » Mon, 8. May 23, 22:01

Tested 4.33 using savegame right after opening the gate to Kingdom End - still no waypoint and no queen's ship. Will try the older savegame.

Tried older savegame - same result. Maybe I need to start a new game ( :lol: ) to make queen's ship appear?

P.S. Created a debug log and didn't find any strings about boron. Only extensions errors.

Realspace
Posts: 1410
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace » Tue, 9. May 23, 10:46

ziplock815 wrote:
Mon, 8. May 23, 22:01
I started a new game for test. It works, pointing to the ship. No error on the mission. There is an error on opening one of the additional gates I put. Will resolve for the next update 4.3.4

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

Here it is, XRSGE 4.3.4
https://www.nexusmods.com/x4foundations ... it/?id=507

* changed vanilla fog's aspect in Sanctuary of Darkness, for better performance, no changes in resources, sizes etc
* 2 additional gates that open in two moments of the plot:
1) Heretic's End gate opening triggers a...
Spoiler
Show
gate opening in Sanctuary of Darkness Hive leading to Lost Colony 5-13
2) Sanctuary to KE's opening triggers a...
Spoiler
Show
gate opening from Ocean of Fantasy to Lost Colony 4-12
I consider this version FINAL.
I will only correct new bugs if showing (none is in the log) and change sector's bgr and regions for better performance and cleaner look, both requiring NO new start

Newinger
Posts: 253
Joined: Mon, 11. Mar 19, 11:18
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Newinger » Tue, 9. May 23, 20:38

Realspace wrote:
Tue, 9. May 23, 10:46
I consider this version FINAL.
:lol: :wink:

ScandyNav
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
x4

Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ScandyNav » Tue, 9. May 23, 20:59

Ice amounts always shows with minus in sector encyclopedia. Why?

Return to “X4: Foundations - Scripts and Modding”