X4: Foundations

X4: Foundations

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Uncharted Skies
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File Size
Posted
Updated
145.230 MB
14 Nov, 2022 @ 4:43am
21 Feb @ 5:37am
26 Change Notes ( view )

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Uncharted Skies

Description
This mod repositions every sector in the game and groups them together into thematic regions.

A new save games is advised. See "Compatibilities" for reasons.



Main Feature

Pretty much moves around every sector while keeping vanilla rules and restrictions in place.
Grand Exchange is still the center of the universe at position (0,0) but everything around it was moved away to give it some room for it's role as central network node.
The ring highway is fully intact, with the highway sectors moved in such a way that they still connect in a way that resembles a ring.
Most Sectors that contain 2 sectors connected with a super highway are considered transit sectors now. There will be jump gates in both sectors and be placed in such position that give them better transit looks. There are a few exceptions to that, like Earth and Emperor's Pride, which are considered dead ends.

There are also unclaimed ships to be found. As a bonus, those and all unclaimed base-game ships will now have unique names.

Additionally, a lot of uniquily named quest npc ships can niw be spoken by the computer. This mostly concerns Ships from DLC quests.



Additional Changes

Just moving around everything didn't quite work, so certain Sectors received some changes.
Gates that only got moved and rotated inside the same sector are not listed here.

Nopileus' Fortune
The gate to Grand Exchange was deconnected. A new Gate at the far end of the long highway now lead toward that sector.

Litany of Fury
The gate to Wretched Skies got moved into the second sector.

Hatikah's Choice
To look better on the map the entire sector had flip. Moving the gas giant to the right and the asteroid section to the left. Additionally the gates to Morning Star and Tharka's Cascade were moved into the asteriod field.
This will cause a glitch in existing save games.

Tharka's Cascade
To better look on the map the sector had to be slightly adjusted, but should not be noticable.
This will cause a glitch in existing save games.

Emperor's Pride
To better look on the map the sector had to be slightly adjusted, but should not be noticable.
This will cause a glitch in existing save games.



New Sectors
To fill in the empty space left by the reposition new sector have been placed along the road. The names were chosen to fit thematically to the region they were placed in. They are for the most part not designed after their counterpart in X3.

- Hades
- Light Water
- Fifth Cascade
- Shadow of Giants
- Shining Currents
- Shore of Infinity
- Preacher's Void IV + VI
- Ocraroke's Storm
- Thyn's Abyss
- Mists of Elysium I + II + III
- Inquisitor's Wrath
- Clarity's End
- Consecrated Fire
- Great Trench
- Dark Waters
- Mines of Fortune
- Matrix #79a
- Watelands III + V
- The Shallows
- Interworlds
- Depth of Silence



Compatibily
The mod has built-in support for the following sector adding mods.
- Rise of the Ossian Raiders
- The Ancients
- XPANed Sectors Advanced
- X-Universe+ - Light Version
- Farnham's Legend (Revised Version)
- The Deep
- DeadAir Faction Amarr
- DeadAir Faction Caldari
- DeadAir Faction Gallente
- DeadAir Faction Minmatar
- President's End
- New Horizons / Old Lands
- The Teleportation Wars 2
- X Rebirth Sectors
- Veil Cartel


While these mods are moved to new positions, some of their changes are conflicting and are not 100% compatible.
- X-Universe+ - Full Version
- Added More Sectors (BETA)
- The Ring Space

The following mods are prtially or fully incompatible
- Expanded Sectors 2x

The following mods were tested and are fully compatible
- MWD's Highway Mods
- NoSuperHighway

The following sectors will have buggy Super Highway when adding this mod to an existing game
- Hatikvah's Coice
- Tharka's Cascade
- Emperor's Pride
The autopilot can still make use of it, but the Player has no chance of navigating through them.


The mod does not need any DLC, but without Cradle of Humanity the background for the sectors Mines of Profit and Wastelands will be missing and showing a bright pink error texture instead.



Problems
There should be no problems coming from this mod alone, but every mod that adds new sectors has a chance they overlap with the repositioned vanilla sectors now. They will still fully function, though.



Donate
I live for modding and if you want to support me in what I'm doing you do it directly here on steam
https://steamproxy.com/steamstore/search/?developer=Epidra2077
You even get some nice stuff in return.
Popular Discussions View All (1)
1
21 Aug, 2024 @ 8:09am
Gate connections issues at new start
Slexom
304 Comments
Epidra  [author] 15 Apr @ 12:58am 
By installing all supported mods listed under Compatibility.
Creeper_Man 14 Apr @ 7:40pm 
how do i get the full modified map?
SackAbreisser69 30 Mar @ 6:24am 
could you provide a compatibility patch for "X4-Reemergence" ?
Epidra  [author] 3 Mar @ 11:40pm 
Whatever looks fancy. The resource distribution is not balanced at all.
Scheballs 3 Mar @ 6:30pm 
Outstanding mod, a must for me. I am curious, how the resources are determined for new sectors?
deezy1233 2 Mar @ 9:56am 
Thanks for the fast replay!! =)
Epidra  [author] 2 Mar @ 9:52am 
That brown blob comes from the Mod "The Teleportation Wars 2". You need to use it too to see those sectors.

I advice not using it, though, as that mod seems broken for current versions of the game.
deezy1233 2 Mar @ 9:49am 
When i start a custom start and watch the Universe, there is not this big brown cluster on left top like in the image.. what does this mean ?
Epidra  [author] 24 Feb @ 1:36am 
Changing the map image is something I usually forget. Will be updated now. But still without gate connection, though.


New Sectors themself don't decrease performance, but the factions will once they claim them and build something in there.
Sentenza 22 Feb @ 2:12am 
How are the performance?