[MOD] X Rebirth Lost Sectors v1.5.0

The place to discuss scripting and game modifications for X Rebirth.

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ns88ns
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Post by ns88ns » Sat, 17. Dec 16, 19:11

Yep, the issue is reproduced in new game.

For quick testing purposes you could follow step-by-step scenario described below:

1. start new game
2. save game
3. modify save-file for some money
4. load game from the modified save-file
5. meet a mechanic
6. buy Inertial Hummer
7. HUNG there (only ESC and ALT+TAB work)

(also I'm speaking Russian if it will help us :-) )

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KrYcHokE
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Post by KrYcHokE » Mon, 2. Jan 17, 20:40

Update LS1.1->1.2
[*] Added new ships to Canteran and Teladi shipyards.
[*] Updated Glittering Flow sector background.
[*] Fixes for Linux compability.
[*] Fixed conflict with project TOBS.
[*] Bugfixes.

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mr.WHO
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Post by mr.WHO » Mon, 2. Jan 17, 20:55

These are high quality ships in your mod - even if they are kitbashed from existing parts they are on par with the Egosoft models.

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KrYcHokE
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Post by KrYcHokE » Mon, 2. Jan 17, 21:24

Thanks)

ns88ns
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Post by ns88ns » Tue, 3. Jan 17, 12:49

Is a new game still required after update from 1.1 to 1.2?

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KrYcHokE
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Post by KrYcHokE » Tue, 3. Jan 17, 13:10

No, you can load saves from LS 1.1

JESS 246
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Post by JESS 246 » Tue, 3. Jan 17, 13:15

Full of Awesomeness nice work.

escondido
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Post by escondido » Fri, 6. Jan 17, 13:11

cant download the files ((

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KrYcHokE
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Post by KrYcHokE » Fri, 6. Jan 17, 13:29

fixed

dfm5000
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Post by dfm5000 » Fri, 6. Jan 17, 14:32

Wow that's some excellent work, did it take you 7 years to make all those ships?

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KrYcHokE
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Post by KrYcHokE » Fri, 6. Jan 17, 15:46

Nearly)

dfm5000
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Post by dfm5000 » Sun, 15. Jan 17, 15:00

XD

dfm5000
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Post by dfm5000 » Sun, 15. Jan 17, 15:09

I'm having trouble with the Dispater, i'm using the no fuel mod; but for some reason my ship is refusing to jump.

I get the infamous calculating parameter deal; now I put 3000 fuel cells in just to make sure it being empty of fuel cells wasn't the problem.

Patrolling the sector it's in works, ship will also boost if told to withdraw from battle.

Another Dispater managed to jump fine; it was originally set to escort another Dispater both of which I captured the one not moving is the escort.

I'm also currently doing the campaign portion where Yisha get's slapped for loosing all my ships and throwing us into devries.

I hope this is enough info.

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KrYcHokE
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Post by KrYcHokE » Sun, 15. Jan 17, 15:56

If another Dispater works fine it original game bug or no fuel mod, try to replace captaine of bug ship or continue campaign.

JESS 246
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Post by JESS 246 » Sun, 15. Jan 17, 16:58

Same here I have the ships not jumping to the lostsectors and other none game star sectors maybe their A.I. don't recognize new areas needs looking into.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 15. Jan 17, 18:52

dfm5000 wrote:I'm having trouble with the Dispater, i'm using the no fuel mod; but for some reason my ship is refusing to jump.

I get the infamous calculating parameter deal; now I put 3000 fuel cells in just to make sure it being empty of fuel cells wasn't the problem.

Patrolling the sector it's in works, ship will also boost if told to withdraw from battle.

Another Dispater managed to jump fine; it was originally set to escort another Dispater both of which I captured the one not moving is the escort.

I'm also currently doing the campaign portion where Yisha get's slapped for loosing all my ships and throwing us into devries.

I hope this is enough info.
JESS 246 wrote:Same here I have the ships not jumping to the lostsectors and other none game star sectors maybe their A.I. don't recognize new areas needs looking into.
It would help KrYcHokE if you could provide additional information about:

- What other mods you are using.
- Whether you're playing a campaign game like dfm5000.
- If in a campaign game, the stage you at in it.
Last edited by Sparky Sparkycorp on Sun, 15. Jan 17, 20:06, edited 1 time in total.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Sun, 15. Jan 17, 18:55

KrYcHokE wrote:If another Dispater works fine it original game bug or no fuel mod, try to replace captaine of bug ship or continue campaign.
If this good advice doesn't clear the problem dfm5000, it could also help to try again when 4.10 is released (or maybe in the beta temporarily). The 4.10 beta contains an improvement to the way player-owned ships, and their escorts, are dealt with when some of the are confiscated by the PMC.

dfm5000
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Post by dfm5000 » Sun, 15. Jan 17, 20:02

KrYcHokE wrote:If another Dispater works fine it original game bug or no fuel mod, try to replace captaine of bug ship or continue campaign.
Forgot to mention that was another step I took which was to replace the captain, but I feel she lost her job for nothing because the other captain did the same thing.

Do you think the script didn't terminate for escorting the previous dispater?

I sold the ship, and it's still not moving.

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KrYcHokE
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Post by KrYcHokE » Sun, 15. Jan 17, 20:27

Maybe jumpdrive destroyed? If no, it AI bug.

Ezarkal
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Post by Ezarkal » Mon, 23. Jan 17, 18:44

I just started a new game with this mod on. It is full of awesomeness. I didn't yet have time to explore the new system properly, but from what I've seen, you've put a hell of a lot of work in there, and it shows.

Thanks for sharing!



Up to now, the only thing I problem I have is that the multibeam canon (or whatever the exact name is) does not auto aim when you play with the joystick. I don't know if it's intended, but it makes the weapon kind of useless in a dogfight, and very hard to use even on anything smaller than a xenon P.

edit: typo
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.

Some people never develop beyond this stage.

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