[mods] kuertee's (RPG, QOL, UI): 18 Feb 2024: Kuda: many bug-fixes; UIX: New callbacks for new mods; ATD: Ironman mode
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Re: [mods] kuertee's (gameplay, QOL, UI): 11 Aug: Updates: Auto-camera, NPC Reactions, Reputations and Professions, + 5
BTW, how hard (but also how awesome) might it be if you had an "alternative to death" that made your player faction into a NPC faction? NPC takes over all your assets when you die and you start over and can try to take it all back. I imagine this is most similar to your assimilation option but is still quite tough to do. Just a fun idea!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute
Re: [mods] kuertee's (gameplay, QOL, UI): 11 Aug: Updates: Auto-camera, NPC Reactions, Reputations and Professions, + 5
i don't know, sorry. i skipped XR. but i can tell you what the "Request back-up" feature of "NPC Reaction" does.tomchk wrote: ↑Wed, 11. Aug 21, 21:02Hi kuertee: I need to review the MD myself, but I was curious (and hope I haven't already asked!): is your NPC Reactions "help needed" mission similar to or based on the X-Rebirth emergent generic mission in Toride? I was just thinking about porting that somehow but perhaps your mod already does it all. Thanks!
basically, i diffed the MD in which an NPC calls for back-up to signal my mod.
instead of the npc sending a broadcast that the player can't interact with, my mod will convert it to a video comm that the player can interact with.
my mod then simply creates a custom mission that keeps (1) track of the player's kills of nearby enemies, (2) sets the players targets to nearby enemies of the ship request back-up when the player has no set target, (3) completes the mission and rewards the player when the ship requestion for back up escapes (i.e. enters a new sector or has no enemies nearby).
not difficult at all, actually. i already have an optional feature that makes the faction that kills the player to confiscate the player's properties. and a separate feature (inheritance for clones and descendant death alternatives) that also confiscates the players properties and monies by a custom faction (the Trust Inheritance faction) but returns it to the player when they acquire 1M credits (as the condition of the inheritance). the Trust Inheritance faction is friendly with all factions including xenon and khaak - so that the player's properties are kept safe.tomchk wrote: ↑Wed, 11. Aug 21, 23:13BTW, how hard (but also how awesome) might it be if you had an "alternative to death" that made your player faction into a NPC faction? NPC takes over all your assets when you die and you start over and can try to take it all back. I imagine this is most similar to your assimilation option but is still quite tough to do. Just a fun idea!
i died in my recent game. lost everything (including my Reputations and Professions (RAP) stats). but was respawned as a descendant. was easy (about an hour of missions) to get to 1M credits to get my properties back. but because of RAP, my Reputations with all factions restarted at "Indifferent". Even if I got my Relationship to 10, I couldn't get any military ships until I got my Reputation to "Trusting" (about another half hour of combat missions before I was allowed military ships by the Teladi).
are you suggesting that this NPC faction be a custom faction that would operate like a normal faction - including war declarations, etc?
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
Re: [mods] kuertee's (gameplay, QOL, UI): 11 Aug: Updates: Auto-camera, NPC Reactions, Reputations and Professions, + 5
Nice! That's actually very similar. I really hope we see such missions again in vanilla. They felt way more immersive than most missions. I wish basically all missions were generated based on actual events.kuertee wrote: ↑Thu, 12. Aug 21, 04:15instead of the npc sending a broadcast that the player can't interact with, my mod will convert it to a video comm that the player can interact with.
my mod then simply creates a custom mission that keeps (1) track of the player's kills of nearby enemies, (2) sets the players targets to nearby enemies of the ship request back-up when the player has no set target, (3) completes the mission and rewards the player when the ship requestion for back up escapes (i.e. enters a new sector or has no enemies nearby).
I don't know how much demand there is for that given how much your mod already does, but yeah, that's what I was thinking. Still, if I had to pick, I'd suggest a war mission mod instead that lets us basically feel like pilots on an allied carrier. I think that could radically expand the draw of X4 if it became a well-known feature. All those fans of limited campaign games like Wing Commander, X-Wing/TIE, Freespace, etc. could finally experience a truly dynamic campaign in a living universe! Dialog and cutscenes aren't needed--the knowledge that you're part of a "real" campaign would be plenty!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute
Re: [mods] kuertee's (gameplay, QOL, UI): 11 Aug: Updates: Auto-camera, NPC Reactions, Reputations and Professions, + 5
agreed. well, i'm still working on my galactic council mod which i'm hoping would present new player interactions with the factions but at a much higher level than what feels like in the current game. "At a much higher level" in regards to experiences in the game. i.e. currently the player's experience is quite insular - even when doing subscribed war missions for the factions. A "higher level" experience would be an experience as if the player is actually part of inter-faction systems.kuertee wrote: ↑Thu, 12. Aug 21, 04:15...I'd suggest a war mission mod instead that lets us basically feel like pilots on an allied carrier. I think that could radically expand the draw of X4 if it became a well-known feature. All those fans of limited campaign games like Wing Commander, X-Wing/TIE, Freespace, etc. could finally experience a truly dynamic campaign in a living universe! ...
but work on it is slow. especially now that i've also taken up the project of building up my Accessibility Features mod for visually impaired players: viewtopic.php?f=146&t=440905
and because you've shared your current project, i'll share the one thing that is in current "wish list" of things i want to do:
another project i have in my head is adapting Vladimir Propps' story functions as gameplay elements in X4 to create more dynamic and more focused stories for players' experiences. but that is in my "nice to have/nice to do" list rather than in my "gotta do" list. i'm apprehensive that if i start on it, i'd obsess over it. who is Propps and what are his story functions? they are googleable.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
Re: [mods] kuertee's (gameplay, QOL, UI): 09 Sep: New mod: UI: Trade Analytics, Updates: Auto-cam, Reactions, Crimes, UI
New mod
UI: Trade analytics https://www.nexusmods.com/x4foundations/mods/764
Adds sortable analytics in the Transaction Log screen. Analytics on sales, purchases, and mining activities are listed and can be viewed by total trades, by wares, or by trading ship. The analytics listed are trading partners, gate distance/sector, trade counts, total amounts, total price, amount per count, amount per price.
Note that the new version of UI Extensions is required.
Updates v1.0.4, 9 Sep 2021:
Auto-camera and auto-pilot https://www.nexusmods.com/x4foundations/mods/734
-Tweak: Disengage auto-pilot earlier still when destination is in a mine field. E.g. Rescue ship missions.
-Tweak: Disengage auto-pilot sometimes failes if the destination is a short distance when auto-pilot is engaged.
Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
-Bug-fix: Clean crimes by ships list of ships that have become invalid - especially after death process of Alternatives To Death mod.
NPC reactions https://www.nexusmods.com/x4foundations/mods/497
-Bug fix: Re-acquire bridge crew if the game re-instantiates the NPCs on the ship.
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
For v4.0 of the game:
-New feature: call back in Transaction Log screen to support UI: Trade Analytics (https://www.nexusmods.com/x4foundations/mods/764).
UI: Trade analytics https://www.nexusmods.com/x4foundations/mods/764
Adds sortable analytics in the Transaction Log screen. Analytics on sales, purchases, and mining activities are listed and can be viewed by total trades, by wares, or by trading ship. The analytics listed are trading partners, gate distance/sector, trade counts, total amounts, total price, amount per count, amount per price.
Note that the new version of UI Extensions is required.
Updates v1.0.4, 9 Sep 2021:
Auto-camera and auto-pilot https://www.nexusmods.com/x4foundations/mods/734
-Tweak: Disengage auto-pilot earlier still when destination is in a mine field. E.g. Rescue ship missions.
-Tweak: Disengage auto-pilot sometimes failes if the destination is a short distance when auto-pilot is engaged.
Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
-Bug-fix: Clean crimes by ships list of ships that have become invalid - especially after death process of Alternatives To Death mod.
NPC reactions https://www.nexusmods.com/x4foundations/mods/497
-Bug fix: Re-acquire bridge crew if the game re-instantiates the NPCs on the ship.
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
For v4.0 of the game:
-New feature: call back in Transaction Log screen to support UI: Trade Analytics (https://www.nexusmods.com/x4foundations/mods/764).
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
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- Posts: 39
- Joined: Sun, 9. Jan 05, 18:53
Re: [mods] kuertee's (gameplay, QOL, UI): 09 Sep: New mod: UI: Trade Analytics, Updates: Auto-cam, Reactions, Crimes, UI
There is something wrong with the Trade Analytics in my game. They worked at first and ran fine for several hours but now it just says 'Trade Analytic loading' (can not remember the exact text), which it never does, even after 4 minutes, and all the buttons on that screen are unusable, even those that were not added by Trade Analytics. Thankfully esc still works. I do not really know how to provide a better bug report than this, sorry.
Iucundi acti labores
Re: [mods] kuertee's (gameplay, QOL, UI): 09 Sep: New mod: UI: Trade Analytics, Updates: Auto-cam, Reactions, Crimes, UI
i know of the bug. i found it last night.Gen.d.Pz.Tr.Seb wrote: ↑Sun, 12. Sep 21, 13:36There is something wrong with the Trade Analytics in my game. They worked at first and ran fine for several hours but now it just says 'Trade Analytic loading' (can not remember the exact text), which it never does, even after 4 minutes, and all the buttons on that screen are unusable, even those that were not added by Trade Analytics. Thankfully esc still works. I do not really know how to provide a better bug report than this, sorry.
the transaction log screen becomes unresponsive when a ship or station in the data becomes invalid.
this occurs with npc trading ships when they get destroyed or when the game decides to remove them because they become unnecessary.
the funny thing is that sometimes Lua (the framework the UI is built in) allows this to work.
you would have seen these entries labelled "no longer exists).
but eventually, Lua would just reject them causing the screen to be fail.
luckily, i've fixed it.
i'll release it now.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
Re: [mods] kuertee's (gameplay, QOL, UI): 09 Sep: New mod: UI: Trade Analytics, Updates: Auto-cam, Reactions, Crimes, UI
UI: Trade analytics
https://www.nexusmods.com/x4foundations/mods/764
by kuertee
Updates:
========
v1.0.2, 12 Sep 2021:
-Bug-fix: The Transaction Log screen becomes unresponsive when it encounters an invalid ship or station in the mod's data. This happens when the ship or station is destroyed or when the game removes them when it determines that they are no longer needed. This bug will not occur until after several hours with the mod. I think this is because these invalid entries exists temporarily until they are properly cleaned up after some time. You would have seen these entries in the Trade Analytics screeen as "no longer exists". In this new version, to prevent this bug from happening, these invalid entries are removed. You will no longer see items with the "no longer exists" label.
-Tweak: Bug-fix: When using the By Trading Ship mod, the station was getting listed.
=Tweak: Re-worked the assignmwent of data between the trader ship, the buyer and the seller.
-Tweak: Clicking on a station from a miner's Sales list will automatically set use the Mining category (instead of the Purchases category) when the station's analytics is rendered.
https://www.nexusmods.com/x4foundations/mods/764
by kuertee
Updates:
========
v1.0.2, 12 Sep 2021:
-Bug-fix: The Transaction Log screen becomes unresponsive when it encounters an invalid ship or station in the mod's data. This happens when the ship or station is destroyed or when the game removes them when it determines that they are no longer needed. This bug will not occur until after several hours with the mod. I think this is because these invalid entries exists temporarily until they are properly cleaned up after some time. You would have seen these entries in the Trade Analytics screeen as "no longer exists". In this new version, to prevent this bug from happening, these invalid entries are removed. You will no longer see items with the "no longer exists" label.
-Tweak: Bug-fix: When using the By Trading Ship mod, the station was getting listed.
=Tweak: Re-worked the assignmwent of data between the trader ship, the buyer and the seller.
-Tweak: Clicking on a station from a miner's Sales list will automatically set use the Mining category (instead of the Purchases category) when the station's analytics is rendered.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
Re: [mods] kuertee's (gameplay, QOL, UI): 09 Sep: New mod: UI: Trade Analytics, Updates: Auto-cam, Reactions, Crimes, UI
Trade Analytics is quite an unexpected but welcomed mod
I've run the game for a short time (eagerly awaiting 4.1) and have yet to learn to make full use of the information I get from this mod but can already see that it will help me optimize my supply chains.
Found two issues:
Anyway - great job, new data in addition to it's analytical usefulness fits perfectly into transaction log view and looks like it is from vanilla.
I've run the game for a short time (eagerly awaiting 4.1) and have yet to learn to make full use of the information I get from this mod but can already see that it will help me optimize my supply chains.
Found two issues:
- if the UI is scaled (1.1 in my case) then the sort icon is positioned incorrectly:
https://i.imgur.com/6RsN02b.png
. - some weird bug.
Clicking on any of buttons ("show less"/"show more", any of the column buttons) affects the data incrementally:
https://i.imgur.com/6RsN02b.png
https://i.imgur.com/Uic68a2.png
https://i.imgur.com/PIFNNm1.png
https://i.imgur.com/kHq7VRw.png
Anyway - great job, new data in addition to it's analytical usefulness fits perfectly into transaction log view and looks like it is from vanilla.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
Re: [mods] kuertee's (gameplay, QOL, UI): 09 Sep: New mod: UI: Trade Analytics, Updates: Auto-cam, Reactions, Crimes, UI
in my current game, i focused on my economy and supporting the first faction i encountered - for a more role-play-style game.
i mean rather than trying to see and do everything, that is.
and so, my stations are single-purpose and are placed strategically.
and I needed to know their reach - which prompted the UI Analytics mod.
i couldn't tell which of my factories were supplied from which of my other factories.
and i couldn't tell which of the surrounding sectors and factions were supplied by my factories.
this was very hard to tell with just the history and graph.
AND ... i was surprised to find that egosoft's transaction log is missing this key data.
it doesn't have records of deliveries made between your factories.
it only contains records of transactions made with other factions.
weird, right? i made a post about it in the general forums.
anyway, here's an update which fixes the bugs that you reported:
UI: Trade analytics
https://www.nexusmods.com/x4foundations/mods/764
by kuertee
Updates:
v1.0.3, 13 Sep 2021:
-Bug-fix: The internal data wasn't getting reset properly when you interact with the graph or the history causing the data in the analytics to incrementally increase.
-Bug-fix: Correct the positions of the sorting arrows when the UI is scaled up or down.
i mean rather than trying to see and do everything, that is.
and so, my stations are single-purpose and are placed strategically.
and I needed to know their reach - which prompted the UI Analytics mod.
i couldn't tell which of my factories were supplied from which of my other factories.
and i couldn't tell which of the surrounding sectors and factions were supplied by my factories.
this was very hard to tell with just the history and graph.
AND ... i was surprised to find that egosoft's transaction log is missing this key data.
it doesn't have records of deliveries made between your factories.
it only contains records of transactions made with other factions.
weird, right? i made a post about it in the general forums.
anyway, here's an update which fixes the bugs that you reported:
UI: Trade analytics
https://www.nexusmods.com/x4foundations/mods/764
by kuertee
Updates:
v1.0.3, 13 Sep 2021:
-Bug-fix: The internal data wasn't getting reset properly when you interact with the graph or the history causing the data in the analytics to incrementally increase.
-Bug-fix: Correct the positions of the sorting arrows when the UI is scaled up or down.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
Re: [mods] kuertee's (gameplay, QOL, UI): 09 Sep: New mod: UI: Trade Analytics, Updates: Auto-cam, Reactions, Crimes, UI
That was fastkuertee wrote: ↑Mon, 13. Sep 21, 08:22UI: Trade analytics
https://www.nexusmods.com/x4foundations/mods/764
by kuertee
Updates:
v1.0.3, 13 Sep 2021:
-Bug-fix: The internal data wasn't getting reset properly when you interact with the graph or the history causing the data in the analytics to incrementally increase.
-Bug-fix: Correct the positions of the sorting arrows when the UI is scaled up or down.
Can canfirm that both bugs are fixed. Thanks.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
Re: [mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game
Update 14 Sep 2021:
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
-New feature: compatibility with version 4.1 of the game.
To identify bugs in my mods, I'll be playing the game properly (instead of editing, building new mods, that is) for the next few days.
Feel free to report bugs either here or on the mod's Nexus page.
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
-New feature: compatibility with version 4.1 of the game.
To identify bugs in my mods, I'll be playing the game properly (instead of editing, building new mods, that is) for the next few days.
Feel free to report bugs either here or on the mod's Nexus page.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
Re: [mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game
Not quite bug but I think that resource probes range in "Waypoint fields for deployments" mod should be increased greatly as now we can clearly see how much this has grown in 4.1.
It was 3km(?) if I'm not mistaken and now it looks like ten times more.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
Re: [mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game
it's weird.
when deployed, the radius around a resource probe when you mouse-over one looks to be about 40km - the typical comm range.
but the docs state that "currentyield" value is "... The current yield detected by the resource probe (volume is a cube of space with a side length of 32km) ...". which means that the range (or radius) is 16km.
but in the encyclopedia, its range is 3km.
i'll set its optimal density 20km. the desity settings can be used to spread them out anyway.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
Re: [mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game
Didn't that get changed in 4.0? Before, it really was 3km, but once resource probes actually became useful, they expanded their check range? (And then forgot to update the encyclopedia.)kuertee wrote: ↑Tue, 14. Sep 21, 12:36it's weird.
when deployed, the radius around a resource probe when you mouse-over one looks to be about 40km - the typical comm range.
but the docs state that "currentyield" value is "... The current yield detected by the resource probe (volume is a cube of space with a side length of 32km) ...". which means that the range (or radius) is 16km.
but in the encyclopedia, its range is 3km.
i'll set its optimal density 20km. the desity settings can be used to spread them out anyway.
Let's Play Poorly! - Suboptimal X4 Playthroughs
Re: [mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game
Current auto-camera's mod cutscenes are excellent plus the docking animation is a must have and feels very natural.
Have a question through - can flight special effect: engine plasma leaks color be changed?
https://i.imgur.com/1IamdfQ.png
Effect itself is nice, helps to visualize speed but pinkish color looks somehow odd.
Is it possible to add a variant with light grey or white semi-transparent streaks?
Have a question through - can flight special effect: engine plasma leaks color be changed?
https://i.imgur.com/1IamdfQ.png
Effect itself is nice, helps to visualize speed but pinkish color looks somehow odd.
Is it possible to add a variant with light grey or white semi-transparent streaks?
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
Re: [mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game
Forgot the encyclopedia? hahaha! I can accept that.
But, yeah, it was described in the general forums that the resource probes definitely only have a scan range of 16km - to return resource availability within a 32km cube.
And the 20km range is ... for something else. I can't remember what.
Yeah, i looked into it before releasing that feature - but I didn't find a solution. I asked in this forums and discord. And, unfortunately, no one could help. Sorry.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
Re: [mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game
No problem, I was expecting this to be more complicated than just tweaking few xml color values.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
Re: [mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game
Yeah, I had a look for it and don’t find anything gtjat suggested its colours.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.
Re: [mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game
Having a strange situation with UI Trade Analytics.
All transactions are doubled: https://i.imgur.com/uzIQPmH.png
This ship made two transactions since it was built: https://i.imgur.com/A6I5dt4.png but analytics somehow doubles it.
All transactions are doubled: https://i.imgur.com/uzIQPmH.png
This ship made two transactions since it was built: https://i.imgur.com/A6I5dt4.png but analytics somehow doubles it.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU