Galaxy overhaul that recreates entire systems and increases the number of sectors 3-5 x (depending on the version). Sectors are enlarged and space is organized accordingly. All details have been changed for this, satellite's range, mission's range, etc.
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Changelogs
Version 8.1.0
NEW functions in jump drive from portals (you can choose to jump to a sector close-by or to another portal (as usual), lot of effects and messages to help.
increased jump range when going to another portal (about 12 jumps for normal jumpdrive) and no limitation for enhanced jumpdrive
changed the names of jumpdrives into: basic, standard, enhanced (as in REM's engines)
added the hud interface when close to portal to chose the jump procedure
reduced jump drive cost (a lot)
removed default jumpdrive for XL ships
REMOVED npc jump
REMOVED npc jump
added Euclid's Subordinates jump
Version 8.0.7
Fixed some portal's positioning
Version 8.0.6
Every race has at least a couple of portal structures surrounding an anomaly in one of the main sectors.
added all loadout to all the portal anomaly structures (shields and turrets)
added Split/FreeSplit, Terran/Pioneer (HQ), Paranid/Holyorder, in addition to Argon and Teladi of 8.0.5
added random abandoned hypergates across the galaxy in solar sectors of far regions
added the JUMPDRIVE - There are 3 tiers for the jumpdrive: 1) small jumpdrive mounted by S and M ships, 2) Large jumpdrive, mounted by L and XL ships, 3) Very Large Jumpdrive mounted by XL only as upgrade to version 2). They cost about, respectively: 4.000,00 cr, 10.000.00 cr 20.000,00 cr.
XL Ships have as default the L Jumpdrive, it is mounted at ship's selection, you can choose to mount the more expensive tier 3 but can not remove the jumpdrive.
Small and Large jumpdrive are optional for S-M-L ships, they allow jumping from anywhere the ship is to an Hypergate portal that is MAX 5 sectors far away.
The Very Large jumpdrive allows XL ships only to jump up to MAX 9 sectors far away, always pointing to an hypergate's sector that is within that distance.
You don't need to select the portal, anywhere in the sector of destination containing the portal is ok, the ship will continue going to your set destination after jump.
NEW FEATURE: NPC ships use the jump!
Version 8.0.2
- fixed one of the Blue Horizon superhighways (probably will remain "strange" if using old saves)
- fixed some other gas regions (with disrupts) that are too big, in route zone instead of low orbit (f.i. Hatikvah's low orbit's zone)
- removed most of move scripts to be harmonized with REM Hyperdrive (which is mandatory to use!)
- fixed a couple of starts and various errors, added HQ in Pirate sectors for pirate starts.
- changed Scion start: 150.000 cr and various bonuses (SETA, decrytion modules, etc.) but you have NO ship. You start on the Trade Station where Hatikvah awaits you for the starting mission of Hatikvah Revolution. The starting ship will be the Callisto given by them. Remember that with REM Overhaul Callisto is not a trader but a military personnel transporter. You can use it to board bigger ships.
Version 8.0.0
first final release (no more beta)
added vocal/visual notifications when the player enters asteroid fields, mine fields and dangerous zones and the travel is disrupted
reworked disrupt zones and added to 7.10 sectors
removed disrupt from upper layer of gas giant's atmosphere (there are 3 layer, the medium has travel disrupt, the lower has damage, the upper one has none)
moved some sectors on the map
Version 7.5.5
important patch to the scripts that control the "move to gate" to include the case of a gate going to the same sector (as is for the internal superhighways that XRSGE adds and vanilla has not)
Version 7.5.0
Integrated all the new sectors added by the 7.5 update.
Redone the connections of the 7.00 update's new sectors and all work together.
A lot of changes in some sectors, I redid some of them.
Newly redone Pontifex' Seclusion and True Sight I (Sun).
Version 7.3.0
the bug of big ships stuck at gates is fixed, the patch is no more needed
redone the following sectors: TOA, Argon Prime, Aladna Hill, Morning Star II, The Reach. Using the internal superhighways in place or addition to normal highways.
Version 7.2.9
Fixed some stations not spawning correctly
Remade Argon Prime, made some cosmetic changes. If using and old saves not all stations are moved correctly but no issue. Better connection to reach planet's orbit without need of highways. There is an additional superhighway.
Changed the lights in Hatikvah and made the fog appear more far versus the planet. This also reduces lag.
Changed the nebula in Antigone, this one causes no fps drop and is nicer.
Version 7.2.8
New sectors added by ego have been partially redone and moved accordig to XRSGE universe, identical names have been changed.
Many small changes by XRSGE (as for instance colors of factions etc.) have been removed, because colors are dynamic in X4 7.00
There are quite newly redone sectors, the whole Brenna Triumph system redone, a sector in Farnham's Legacy system.
Totally new Bala Ji Joy sector, having superhighways and various. This sector is the starting sector for the Pirate Start that is provided in another mod to be released.
Prism mod is no more included, you can download the Prism mod from the Nexus
Various fixes to scripts
Version 7.2.3
This update introduces the (SUB-)ORBITAL ACCELERATORS. These are used to connect the far gates and the main planets (shipyards, etc) inside the SAME sector. This is particularly useful for L and XL traders (REM adds XL traders, if you use it) that can not use the local highways.
Icons for regular accelerators are back to how they look in vanilla game while their icon (which is the Super-HW icon) is used for the orbital accelerators (called "sector accelerators" by Betty)
In Argon Prime, the main planet and its closer moon are within reach inside the same sector.
Some sectors have been changed, Sonra system in particular is different, because Argon Prime's closest moon is now inside the main sector, not in a separated sector.
A few distances here and there have been reduced (gates to accelerators or highways), to speed up trade ships. Sectors remain big, this reduction does not change the immersion.
There are also some bug fixes and small cosmetic changes in the backgrounds.
Version 7.2.1
fixed various highways
added Orbital highways and station around Argon Prime
Version 7.1.9
Various fixes and better positioning of gates
Changes in some backgrounds
Reworked ALL highways, for better shape and functionality
Added patch for adding back vanilla highways (OFF by default)
Added patch for removing ALL highways included XRSGE highways.
Version 7.1.7
many small changes (moved gates) for improving travel among sectors and more interesting internal layout. In particular, Grand Exchange Goldminers's dream sector 1,2 and 3 are redone.
vanilla Highways patch and No Prism mod patch are available in miscellaneous tabs.
gate Argon Prime to The Reach has been changed into accelerator (but could not shown in old saves)
Version 7.1.6
- several fixes and better connections, inner-system and intra-systems.
- better galaxy layout.
- Unholy Retribution has a new planet, different scene in other sectors too.
- better placement of some stations.
- removed problematic up/down positions of zones on the map.
- removed rich Selton start (introduced for error in 7.1.5)
- various small fixes
- reworked lighting and shaders in all solar sectors
- reworked backgrounds in some solar sectors
Version 7.1.4
This is LATEST BETA version, it means that next updates will be only fixes or minor changes.
There are several changes in layout and connections. Special mention to the two gates opening during Boron plot's steps and the changed connections in Boron Lost sectors.
Also once gates are opened, Xenon get closer to Boron space.
Added the sector of Neptune, as it was requested. It is connected through a very long superhighway from Uranus (as it was in old xrsge).
Added production stations to orbit of planets of Terran and Boron, so the economy is now fully covered.
By default, vanilla highways are disabled (superhighways work normally).
Game is no more with lose files, it is all packed. Please delete old extensions/xrsge folder before updating.
Version 7.1.2
lot of fixes
final reconfiguration of gates for the new layout.
Some beta sectors added, some removed
highways reworked.
Zones (gates, stations etc) reworked XR style, so grouped together in regions.
added Folker's claytronic station in capital Paranid sectors
added Teladi mega stations in Two Grand, others for other races too.
Changed the color of stations so they show the same color of the stuff produced and big factories, called Industry, are colored red
Version 7.1.0
1 ) Orbital tech stations in capital planets
2 ) Orbital factory cities or Industries (they are called Industries in the map), gigantic factories that can produce all the needed resources for ship building not needing to trade with other stations for intermediate products, only base resources
3 ) Redone shipyards/wharf/trade station/defence station for all races
4 ) Solar/Energy megacities, that spawn in solar sectors
5 ) Metallurgic megacities that spawn in roid belts (only Argon/Antigone/Hatikvah and Teladi)
6 ) 3D positions aka top/down position of some gates (xperimental)
7 ) No more turrets on production modules (megacities have a lot of def modules)
8 ) increased habitats (all sizes) 80%
9 ) increased S storage 40%
10 ) a lot of small bugs, backgrounds, gates, highways (new ones added), inconsistencies and positions, and adding back some second sector in various clusters
11) changed the logic for advanced traders, stars required is 2 for advanced (limit is vanilla 5 sectors) while my new Expert Traders require 3 (instead of 3)
12) added PRISM MOD (if you don't like or play other languages than english, there is a patch in MISCELLANEOUS files to remove it)
Version 7.0.6
Many gates fixed
Many highways redone (shape and directions)
Two highways added
Two new sectors added in Lasting vengeance and Holy Vision
Some planets moved for better scenery
Version 7.0.5
It adds a total of 6 new nebulae, 2 were already made but unused. They are all in the Frontier systems.
It adds 2 new local highways
Also, the mod features now the system of Ocracoke's Storm. Previous Ocracoke's Storm sector has changed name, while Ocracoke's Storm is a full system in the now pirate-dominated region of space, frontier systems. This system is the remnant from the old era (X3 timeline) and retains some names in the once Yaki-occupied sectors, but Yaki are no more. It is told thou that a base still resists in the lower orbit
Version 7.0.4
various fixes to accelerators and adds two highways
Nebula in Attiya's Misfortune has been changed, it is already used in Guiding Star system
Version 7.0.3
Fixed several missing accelerators
Added highways in Barren Shores and Aladna Hill
Fixed missing planet in Barren Shores: Merhunes
Version 7.0.2
- various gates fixed
- various small bugs fixed
- added highways in Path to Profit, Argon Prime and Ianamus Zura
- various gates fixed
- various small bugs fixed
- added highways in Path to Profit, Argon Prime and Ianamus Zura
Version 7.0.1
added many regions that were missing in Terran, Pirate and Boron sectors. No new start is needed for 7.00 -> 7.01
Version 7.0.0
totally new version for better compatibility with mods and incoming ego's 7.0, better performance and stability. New game required
Version 6.2.5
- small bug fixes
- re-opened gate from Tharka's Sun system to Ket's Reckoning, so the Xenon stop attacking only in The Hole :)
- increased the range for expert trader from vanilla 5 sectors to 15 sectors (15 requires a 5 star pilot)
- added function to scan and find derelict ship using long range scanner. The scanner finds ships within its normal (xrsge) range of 1600km. So not cheaty at all as other mods, you must move inside the sector and scan around.
- added function to scan a sector to discover superhighway entrance. The scanner will automatically deploy a beacon at the superhighway entrance. This function is particularly useful for those who (like me) play WITHOUT highways.
- increased long range scanner at 1600km
Version 6.0.7
Final version of XRSGE 6 Evolution (XRSGE Classic v. 4.4.7 is in old files)
XRSGE 8, codename The Expanse Compatible with ALL DLC
It is a big upgrade in how sectors are conceived. All main sectors are huge (1000x vanilla size), each sector has several zones inside as in Rebith, mostly close to planet/moons/gates/asteroid and rings etc.
Map is smaller than XRSGE 7 but space is bigger. There are a lot of new things in the big sectors, hidden asteroids, strange buildings, encounters, abandoned stations.
A lot of new stations added, asteroid stations, big factories (but not as big as in Seven to avoid slowdowns).
The Expanse is an overhaul that has all the arrangements inside, has its own economy.
DO NOT use god mods and NO AI scripts mods please.
The mod has performance as first aim so economy is very light, any mod such as REM Overhaul that increases the cargo of ships (but does a lot more) is helpful, or any other mod increasing the cargo.
It is highly recommended to use REM Hyperdrive mod with this, some distances can be too much for vanilla travel.
In The Expanse some regions of space are harsh, they can disrupt your travel engine, damage your shield, even break the hull (the latter: only sun coronas or low atmosphere).
These regions are mostly gas giant's low orbits, normal planet's low orbit, asteroid fields and rings, nebulae, sun coronas. If your ship can not use travel and a yellow icon appear and betty warns you (and a lot of messages I added are triggered such as "proximity alert" or "asteroid belt is close" etc. you can use the booster instead. REM Overhaul allows player and AI to keep booster momentum, also allows the player to drift with f.a.off at booster's speed (instead of normal speed cap).
Also proximity to stations and gates (less than 5km) triggers a travel disrupt for both the player and the AI.
If you use REM Hyperdrive mod, the AI will (should... please report if it does not) use the booster when travel is not available (if the booster pool is not empty of course).
XRSGE 7 does not support Timelines. Switch off Timelines dlc in your extension settings in order to play XRSGE.
XRSGE Seven requires X4 7.00, previous versions of the game could cause some bug. XRSGE 4 and XRSGE 6 can be played with the previous versions of the game: 5.2 and 6.2 PLEASE FIRST DOWNLOAD AND ISTALL MY OTHER MOD: STARS, it is mandatory. All textures and materials used here are contained there.
* huge map (4x nr of sectors) that is not random. All the universe is made of real solar systems, different orbits of planets, orbital zones. * Every faction starts in its own systems, it can have full control or not. Some sectors at the border of the systems can be ownerless or controlled by pirates/xenons. Xenons too have whole systems. Khaak often occupy the solar sectors. * Hatikvah and Pirates have much more presence, occupy the many lost systems and sectors. * Internally, every system is connected either through superhighways or accelerators (Terran kind). Superhighways can even reach another planet at 16.000.000 kms far away (game's real scale). Superhighway's transit is slower, you can feel the distances. Of course, there are NO (basic) highways. Using my Realspace Engines mod, in addition, greatly increases immersion: accelerations are not instantaneous but high speeds are possible with any ship. So what a normal highway offered is useless * Regions can be very large, as in reality, they cover thousands of kms. Ore belts for instance are virtually without end even if you decide to fly for...days :). Flying towards planets, gas giants, broken moons etc usually opens to new dense resources and treasures. * Resources are not random. I took great care to create new custom ringed gas giants having their own rings you can cross through. So I've added broken moons, collapsed asteroids, ore belts, low orbit gas giants, sun coronas, etc. In these locations you find the respective resources. These are strategically spread but follow a logic that is similar in each system: helium is close to the sun, roids in the belts, etc. Each in its own environments. *The logic of the mod is: you want roids? Navigate towards the rings or the belts or the collapsed moons... you want helium? go to the sun...you want hydrogen or methane, go to lower orbit of a gas giant or methane-sea moon. You want ice? Go the external sectors, and so on... *Sceneries are huuuuge regions of space that serve only as nice dramatic view. They can be asteroids belts, fogs, etc that are thousands kms large, sometimes. * Gates connect systems, so they are usually at the border of any system, towards the external planets or even in the belts far away. Gates can also be close to the sun in the core of the system. * Many systems have access to their sun. It can be an harsh area with radiations but plenty of treasures. * Pirates are many more, have bases in the external regions of the systems and use the less crowded routes * There are a lot of relicts (abandoned ships) that are close to the planets...you know..gravity. But they are very far away, so explore. Jobs and stations have been totally reworked for the bigger galaxy. * There is a Trade Station in almost every sector, X3's like. * There are a lot of cities and tech factories in the low orbit of planets, as in Rebirth. The main planet has always high tech, everything is hand-placed, only a part is auto-generated.
The list of changes is big, these above are only the top of the iceberg. The creation of this mod started years ago and had many upgrades. I covered almost any aspect of the game so, due to the complexity of this true overhaul, please follow the discussion in the forum and avoid too many mods if not those listed by me.
This mod greatly requires an engine mod to couple with. If you don't like the realism approach of my REM mod, use whatever you like that have at least travel mode vastly augmented. There are some areas of thousands kms to cover. Chose simple ones if possible, that don't mess with radar etc. In doubt, ask :-)