X: Rebirth

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biovespa

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biovespa

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  1. biovespa
    biovespa
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    Up Date  - 01/07/2022 :

    I decided to divide the mod into two separate modes to choose from in favor of flexibility and compatibility
    between other mods & VR if in use.
    You can use each individually or together
    Cockpit
    And back (VR compatible)
    In addition there is the option to download a single mod file which contains everything.
    added optional file - No star dust for lost sectors
    new smaller lore back with 2 level and drone hanger
    Improved UV Textures with blender (wip)


    highly recommended Mods
    (not must have but  makes the ship looks better)
    Pimp My Skunk - Shiny

    For the external view - if you want to zoom and see the changes i have added
    ??Camera and Zoom

    ZeroGrid mod gives the player the ability to walk inside the cockpit when landed on XL ships & platforms
    this mod really works well together with my stairs system when skunk is landed
    Observation Deck

    use this mod only if have Capital ship Bridge installed - so it will not bypass
    zerogrid add-ons when skunk is landed
    Repair Docks For Capital Ship Bridge Mod


    **************

    update : 1.85

    - New- Lost sectors supported
      means: no more floating \overlapping objects if 2 mods use together
      now you will see 3d skunk cockpit when using External Camera view
    - fixed - cant - walk\move at the back of the ship if lost sectors mod loaded
    - fixed - npc hiring \no room at the back - fixed
    - !!New!!-  No Star Dust For Lost Sectors (Optional Add mod)

    set field of view to 93.4
    fixed all textures stretching
    new - Skunk BACK Ship interiors with 2 levels
    new - walk the skunk cockpit when landed on capital ships or docks
    new lightning for more cyberspace feel


    so far : tested the "must have" cosmetics mods that only effect the visuals
    Compatibility mods tested and highly recommend to mix them together :

    Repair Docks - require if using Capital Ship Bridge

    Pimp My Skunk - PMS Shiny
    Camera and Zoom
    Encyclopedia mod 2.5
    More View Range
    Capital Ship Bridge With New Charts - XRB 4.30
    Lost Sectors - made them to work together if needed - NEW !!

    need help with script makers to help me add some Npc's with poss to the back of the ship
    and i always open for ideas and bugs or just things you didnt liked just let me know ill do my best :)
  2. cherbert
    cherbert
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    Why does mine not look like the video? I get the new interior but when you enter the first room with stairs on the left and right I lack the stairs on the right hand side? I assume this was some new update? I downloaded the full mod.
    1. biovespa
      biovespa
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      reEdit 06.19.23 ,
      after updated download files - p.s tnx for reporting this
      check the optional download for version 1.91
      its also All in One version
    2. cherbert
      cherbert
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      This is the first custom room you walk in. That wall I'm facing has a staircase in your video. It seems like you have uploaded an old version. Unless maybe this was a more advanced version with extra rooms you never released?



      This is the same wall in your video

    3. biovespa
      biovespa
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      check the optional download now for version 1.91
    4. biovespa
      biovespa
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      OK - Done !
      check the Optional Files in the downloads - added back Version 1.91
      same back ship as in the video ,
      the reason i removed it .... i really don't remember :)
      thank you for reporting this and checking it out  :)
      hope you enjoy it :)
      P.S - its Also All in one
    5. cherbert
      cherbert
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      Thank you so much. That worked great!
    6. biovespa
      biovespa
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      you welcome
      and tip - Take Control - MOD That let you change ships , i remember for WIP he did great job
      https://forum.egosoft.com/viewtopic.php?f=129&t=428806&hilit=change
  3. CalicoCruton
    CalicoCruton
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    Thanks for this mod. I would love it if there were a way I could make the glass completely transparent. I dislike the dirt that appears on the windows as you steer the ship around. Is there a way that I can hide the cockpit glass? I tried PMS_OC but that did not work and I cannot find any other options for removing the dirty glass. I am just using the cockpit version of this mod on Linux.
    1. biovespa
      biovespa
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      i will one day ! because got me new vr set and i wana check few things - i will do this but take some time
      and thank you for check it out hope it still works
  4. biovespa
    biovespa
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    dont be quiet :)
    i am around if any one need help or some idea to add
    1. louyark
      louyark
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      Hi! Any chance we get a compatibility patch for this interior mod. It seems that both mods complement each other.
      https://www.nexusmods.com/xrebirth/mods/458?tab=posts&BH=0
    2. biovespa
      biovespa
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      sure and its on the making - ill do it after finishing the beta
      but you right and i also love this old mod - so - sure i will - next update
    3. biovespa
      biovespa
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      next update
    4. louyark
      louyark
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      Hi friend. I have managed to combine the two ship interiors after a lot of fiddling around. It's a patchwork at best.
      First I installed both mods and copied the Hangar room section from your mod in "extensions\TrueSMenuFix\ext_01.dat" into "extensions\XRASKUNK\assets\interiors\rooms\SKUNK_HANGER.xml" and I had to change the position of the back door to make it aligned with the old mod's interior and the "component name="SKUNK_HANGER". And it worked. Believe me, it was a magical moment.

      Now if you need to have both mods as is, all you have to do after installing them is to replace 
      "extensions\XRASKUNK\assets\interiors\rooms\SKUNK_HANGER.xml" with this modified file from the other mod SKUNK_HANGER.xml?.
      Also with the other mod, you have to start a new game in order for it to work.

      But I wanted to keep the default cockpit instead. That too I managed to do thanks to your indication of the "ship_cockpit.xml" in the ext_01.cat file.

      The last hassle was putting back the weapons into their default position. in ext_01.dat starting from line 122418.
      <connection name="conn_primaryweapon_shotgun" tags="primary_slot  weapon_shotgun">
      <offset>
      <position x="0" y="2.7" z="-0.5" />
      </offset>
      </connection>


      Setting it to ="0" in all of the coordinates made the guns centered in the middle of the ship. And so did not setting any values. Also, it's worth mentioning that any time I changed the file size of ext_01.dat the player freezes in the ship interior. So I used a hex editor as you said. 
      All am asking you good friend is to help me find the default coordinates of each gun. That would make me very happy.

      I apologize in advance if I did anything out of context. Am not a mod creator so I don't know how things are supposed to work around here.
    5. biovespa
      biovespa
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      cool stuff - ill check it out -
      right now i need to learn making comparability patch for lost sector mod
      but ill be on it
    6. louyark
      louyark
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      Hi again friend. Any news about that mod compatibility patch? All I want is to have both ship crew spaces merged together. I tried with the hangar-only version but no dice. If you can give me any indications as to how to do that I'd be super grateful. Thanks!
  5. Solarisaint
    Solarisaint
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    Hi Great Work ,do you when  this Will Work again ?
  6. breakfastpuppy
    breakfastpuppy
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    The side menu in my game is horribly shrunk when I use this mod and the default cockpit. I'm  playing on a 1440p monitor and I prefer the right-side menu mode, but with this mod it makes the menu super tiny.

  7. breakfastpuppy
    breakfastpuppy
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    Hey there! I noticed that you recommended the Pimp My Skunk mod, but when I try that, all the interior surfaces of the ship vanish. Is there some trick to making it work with this?

    EDIT: Nevermind, I fixed it by manually installing the PMS mod instead of using the mod manager.
  8. metalstef1989
    metalstef1989
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    is there any way to get exploration software mod to work with this?
  9. alexalsp
    alexalsp
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    Make folder names in lower case. Otherwise, for Linux users, the mod will not work.

    LS_NoStardust\libraries\

    Replaced by

    <?xml version="1.0" encoding="utf-8"?>
    <diff>
      <remove sel="/stardust/configuration[@space='cluster_lsa_sector01_macro']" />
    </diff>

    ZeroGrid\libraries\
    change to this 
    <?xml version="1.0" encoding="utf-8"?>
    <diff>
    <replace sel="/materiallibrary/collection[@name='arcp1']/material[@name='cp1_poster']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid\assets\textures\player\cockpit\cp1_decodposters_diff</replace>
      
      <replace sel="/materiallibrary/collection[@name='arcp1']/material[@name='cp1_poster']/properties/property[@name='normal_map']/@value">extensions\ZeroGrid\assets\textures\player\cockpit\cp1_decodposters_bump</replace>
     
     
    <replace sel="/materiallibrary/collection[@name='ads']/material[@name='multi_billboardicons_01']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid\assets\fx\textures\ads\multi_billboardicons_01_diff</replace>
     
     <replace sel="/materiallibrary/collection[@name='ads']/material[@name='tv_ad']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid\assets\fx\textures\ads\multi_billboard03_diff</replace>
      </diff>

    or add a line

    <?xml version="1.0" encoding="utf-8"?>
    ZeroGrid_cockpit\libraries\

    replaced by

    <?xml version="1.0" encoding="utf-8"?>
    <diff>
     <replace sel="/materiallibrary/collection[@name='arcp1']/material[@name='cp1_poster']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid_cockpit\assets\textures\player\cockpit\cp1_decodposters_diff</replace>
     
     <replace sel="/materiallibrary/collection[@name='arcp1']/material[@name='cp1_poster']/properties/property[@name='normal_map']/@value">extensions\ZeroGrid_cockpit\assets\textures\player\cockpit\cp1_decodposters_bump</replace>
      
     <replace sel="/materiallibrary/collection[@name='ads']/material[@name='multi_billboardicons_01']/properties/property[@name='diffuse_map']/@value">extensions\ZeroGrid_cockpit\assets\fx\textures\ads\multi_billboardicons_01_diff</replace>
    </diff>
  10. Hey,

    i tested your mod and i appreciate the amount of work you put in. The cockpit looks great, but the increased field of view makes the view also stretched. I only tested it for a minute and immediately became dizzy and got a headache from it.
    Also there is an object glitching in the door to the back of the ship.
    I recommend changing that.
    But besides that, its pretty good.
    1. biovespa
      biovespa
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      [SOLVED] - Lost Sectors mod - needed compatibility adds
      fov 93 - fixed no more starching

      he use same - unit_player_ship.xml and data folder - and only for the mg_pasma
      fixed

      hi tnx it really help to know that all works
      sorry about the headache :) - i am planing to make cockpits in lower fov like 123.4 to 130 and even 93.4
      this is just the first beta for testing 

      about the door at the back - i making it from start - will update it in day or 2
      also - i found away to walk inside our new cockpit when we dock at stations or fly (x4 style )
      so i must fix the door and the back

      soon

      thank you again