[mods] kuertee's (RPG, QOL, UI): 18 Feb 2024: Kuda: many bug-fixes; UIX: New callbacks for new mods; ATD: Ironman mode

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RedEyedRaven
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Re: [mods] kuertee's (gameplay, QOL, UI): 06 Nov: New: Emergent Missions, Updates: 15 x updated mods

Post by RedEyedRaven » Thu, 11. Nov 21, 17:29

kuertee wrote:
Thu, 11. Nov 21, 17:21

let me look for how to demote the captain to crewman. i'll upload the fix this weekend (along with fixes to EM, and others).

Well I've had issues doing this manually when the ship is already fully crewed but that was on an occasion where I managed to have a ship over crew capacity by one.

IMO, the coolest thing ever would be to actually have all of the crew actively evactuate the ship with escape-pods. Might be scripting-hell tho, and big ships always get bodyblocked by that kind of stuff so it might hamper the whole 'avert' thing.

Actually, Emergent Missions opens up a possibility here: Search-and-rescue-missions. Ship got destroyed but you get a mission to retrieve survivors that can then (re-)join you.

I'm not using teleport from transporter room, but Escape Pod.
2023: X4: Seafood-restaurant 'Split' opens in ZYA-space. Reservations limited, get yours today!

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 06 Nov: New: Emergent Missions, Updates: 15 x updated mods

Post by kuertee » Fri, 12. Nov 21, 06:23

Mycu wrote:
Sat, 6. Nov 21, 19:23
... Have you applied yet? :) ...
Interesting!
RedEyedRaven wrote:
Thu, 11. Nov 21, 17:29
...Well I've had issues doing this manually when the ship is already fully crewed but that was on an occasion where I managed to have a ship over crew capacity by one...
Yeah, I found that I couldn't reassign the pilot if the ship is full. Had to do a diff of the NPC state machines to prevent the pilot from returning to the controls if the destruction countdown is active. The NPC is re-allowed if the countdown is stopped and destruction is averted.
...IMO, the coolest thing ever would be to actually have all of the crew actively evactuate the ship with escape-pods. Might be scripting-hell tho, and big ships always get bodyblocked by that kind of stuff so it might hamper the whole 'avert' thing. ... Actually, Emergent Missions opens up a possibility here: Search-and-rescue-missions. Ship got destroyed but you get a mission to retrieve survivors that can then (re-)join you. ...
Yeah, that would be cool. I have other plans with EM (e.g. faction ai requests scouting missions from their ships which I can intercept, etc.). I will also look if I can intercept when NPCs abandon ships. I've seen them do it in the base game. Of course, I'll need to find a way to fit them in a full ship as passengers. After looking for a solution for the bug fixed in the recent release of ATD, I think it is possible to fit NPCs in full ships. I.e. skipping the use of the assigned_hired_actor command but by setting the NPC's entity traits directly.





anyway, i've released updates:
Emergent missions
https://www.nexusmods.com/x4foundations/mods/780
v4.1.01, 12 Nov 2021:
Spoiler
Show
-New feature: Patrol/raid mission: Option to spawn mission handler NPCs at stations always.
-New feature: NPC-ordered defenders of mission ships will now get assigned attack orders. Previously, their behaviour was based only on the Protect Ship order.
-New feature: Mission failure conditions in briefings.
-New feature: Mission failures are logged.
-New feature: When a mission ship is more than 2 zones away from any of your ships, their travel engines are disabled for 3s - giving your ships time to catch up to them.
-Bug-fix: User reward multiplier were not shown in briefings or in mission logs - even if they were applied when they are given to you.
-Bug-fix: Patrol/raid mission: sometimes getting cancelled silently when you dock then undock at the mission handler npc location (e.g. while the mission was in progress or the mission wasn't completed internally).
-Bug-fix: Patrol/raid mission: When the mission leaves the sector, your support mission is only cancelled if their mission faction is cancelled. Previously, your mission is cancelled even if their patrol/raid mission is still ongoing only because they left their sector of operation.
-Bug-fix: Patrol/raid mission: When the mission ship's orders are updated by their faction, your mission wasn't updated appropriately - causing your mission to be cancelled prematurely.
-Bug-fix: Patrol/raid mission: Mission handler NPC will not spawn at a bar anymore.
-Tweak: Target assignment now takes distance of all best ships (based on size) into consideration.
-Tweak: Better handling of damage and kills data.
-Tweak: Reputations and Professions (RAP) mod compatibility: shorter mission names are used in RAP mission logs.
-Tweak: Patrol/raid mission: new mission offer trigger: faction relation change. Previously, triggers were only: sector change, controls taken/left, docked/undocked, conversation end.
-Tweak: Patrol/raid mission: Debriefing now shows the escort reward bonus.
Updates to Alternatives to death, Crime has consequences, and Reputations and professions:
Spoiler
Show
Alternatives to death
https://www.nexusmods.com/x4foundations/mods/551
v4.1.01, 12 Nov 2021:
-Bug-fix: NPC pilot disappearing from ship when countdown destruction starts.

Crime has consequences
https://www.nexusmods.com/x4foundations/mods/566
v4.1.01, 12 Nov 2021:
-Bug-fix: Impounded ships with no crimes (e.g. when your ship is impounded when you dock while your other ships have crimes) are now listed in the menu.
-Bug-fix: "Pay this fine" button now unavailable if payment will lock an impounded ship.

Reputations and professions
https://www.nexusmods.com/x4foundations/mods/636
v4.1.01, 12 Nov 2021:
-Bug-fix: Guilds your not a member were getting stuck as "nearby" even after you've left the vicinity of the station.
-Bug-fix: the timer for the 3-mission offer limit was broken, limiting the offers to only 1.
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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Shuulo
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Re: [mods] kuertee's (gameplay, QOL, UI): 12 Nov: Updates to Emergent Missions, Alts to death, Crimes, Reputations and P

Post by Shuulo » Fri, 12. Nov 21, 12:59

So happy with the latest version of emergent missions, dont have any issues with it so far, thank you for the updates!
And im patiently waiting for the future of the council mod, it would be such a great addition to the game.

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 12 Nov: Updates to Emergent Missions, Alts to death, Crimes, Reputations and P

Post by kuertee » Fri, 12. Nov 21, 16:51

Shuulo wrote:
Fri, 12. Nov 21, 12:59
So happy with the latest version of emergent missions, dont have any issues with it so far, thank you for the updates!
And im patiently waiting for the future of the council mod, it would be such a great addition to the game.
Hey Shuulo, yes, I need to return to my Galactic Council mod. It's progressed a little bit more since my last update on it - but not by much and not with any new playable features.










Anyway, I found a major bug with the last release of Emergent Missions that prevent the player from getting the briefing for patrol and raid missions.
Here's the fix:
Emergent missions
https://www.nexusmods.com/x4foundations/mods/780
v4.1.02, 12 Nov 2021:
-Major bug-fix: Patrol/raid mission: getting cancelled when you near the mission handler npc's location.
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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Re: [mods] kuertee's (gameplay, QOL, UI): 06 Nov: New: Emergent Missions, Updates: 15 x updated mods

Post by RedEyedRaven » Fri, 12. Nov 21, 18:40

kuertee wrote:
Fri, 12. Nov 21, 06:23
...I will also look if I can intercept when NPCs abandon ships. I've seen them do it in the base game. Of course, I'll need to find a way to fit them in a full ship as passengers. After looking for a solution for the bug fixed in the recent release of ATD, I think it is possible to fit NPCs in full ships. I.e. skipping the use of the assigned_hired_actor command but by setting the NPC's entity traits directly.
...
anyway, i've released updates:


Thanks for the updates! That solution with NPC-states seems to be the best workaround for certain... specifics of the game.

And yeah, NPC-crews will sometimes use escape-pods even in vanilla, but it's inconsistent and tied to the "morale"-system. Sometimes pilots will also eject when their ship is destroyed and if they dock with a station they'll automatically man another ship that needs a captain.

I'd just like to have the actual crew of a ship to actively evacuate insteead - but I think Egosoft should first make sure escape-pods, repair-drones and small wrecks don't "block" big ships like they do now (it's just dumb).
2023: X4: Seafood-restaurant 'Split' opens in ZYA-space. Reservations limited, get yours today!

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 12 Nov: Updates to Emergent Missions, Alts to death, Crimes, Reputations and P

Post by kuertee » Fri, 12. Nov 21, 20:42

another update to Emergent Missions.
it seems that my play-test yesterday after before I released 4.1.01 didn't capture all the bugs - because I found serious bugs since.
hopefully, this is the last hot-fix update for now:

Emergent missions
https://www.nexusmods.com/x4foundations/mods/780
v4.1.03, 13 Nov 2021:
-Major bug-fix: Assigning targets to player ships was broken.
-Major bug-fix: Patrol/raid mission: after the debrief, the same mission may be re-offered but using the now obsolete mission instance.
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.

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 12 Nov: Updates to Emergent Missions, Alts to death, Crimes, Reputations and P

Post by kuertee » Sun, 14. Nov 21, 14:25

Here's another major bug-fix update for Emergent Missions:

Emergent missions
https://www.nexusmods.com/x4foundations/mods/780
v4.1.04, 15 Nov 2021:
-Bug-fix: Patrol/raid missions: Invalid faction goal AI references were persisting in these missions. This version will remove any mission that have these invalid references.
-Bug-fix: Patrol/raid missions: Invalid mission handler NPCs. This version will remove any mission that have these invalid references.
-New feature: Patrol/raid missions: Continuous mission completion to mission offer loops - if the ship's faction goal AI is still active.
-Tweak: Create offers only when the map is opened in the mission offers screen.
-Bug-fix: Enemy target assignment was inconsistent - sometimes not assigning your an available enemy target.
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.

kmunoz
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by kmunoz » Sun, 14. Nov 21, 17:54

Wow, you're fast.
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by kmunoz » Mon, 6. Dec 21, 23:38

I would love to see an Extensions Option for the mod trader that prevents him from giving you credits in exchange for items - i.e., any credit remainder after the trade gets discarded. The reason I suggest this is that you can easily make millions upon millions of credits just flying around battlefields, *very* quickly, just by grabbing the mod materials and then trading them for credits.

I don't think the base mod should NOT have this as an option (people should be able to play how they want), but I would like to see an option to turn it off. Or possibly change the credit values of those items so that they're not so ludicrously valuable in sales.
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by kuertee » Tue, 7. Dec 21, 04:59

kmunoz wrote:
Mon, 6. Dec 21, 23:38
I would love to see an Extensions Option for the mod trader that prevents him from giving you credits in exchange for items - i.e., any credit remainder after the trade gets discarded. The reason I suggest this is that you can easily make millions upon millions of credits just flying around battlefields, *very* quickly, just by grabbing the mod materials and then trading them for credits.

I don't think the base mod should NOT have this as an option (people should be able to play how they want), but I would like to see an option to turn it off. Or possibly change the credit values of those items so that they're not so ludicrously valuable in sales.
yup, was the original intent. i added the selling feature in an update from a suggestion.
i've now added Extension Options to re-enable the selling of mod parts, by default false, and a multiplier on how much the barter value converts to cash, by default 10%).
And the barter menu will now show a new line: Money Value which reflects how much the player will get as credits.

i'll upload it before the weekend.
i actually have a few mods to update and a new mod to upload: Citizenships and Social Standings.





Citizenships and Social Standings is a companion mod to my Reputations and Professions mod.
It adds 3 immigration status: resident, citizen, militia.
And several social standings: traitor, outlaw, criminal, scoundrel, explorer, entrepreneur, bounty hunter.

Immigration stauts restricts the friendship (10+ points) and alliance (20+ points) relationships by requiring stations built in the faction's territory.
By default, the friendship relationship requires 1 station with 1M transactions (sale and purchases) with the faction - along with the base game's requirement of 10+ points, of course. This is the "resident" immigration status.
The alliance relations requires 2 additional stations with 2M transactions with the faction - along with the base game's requirement of 20+ points, of course. This is the "citizen" immigration status.
The capital ship licence will require a defense station in one of the faction's frontiers (i.e. contested sector). This is the "militia" immigration status. If Reputations and Professions is also installed, it will require the Defender Reputation as well.

Traitors are residents or higher that become pirates.
Outlaws are players with the base game's Pirate relationship.
Criminals are players with a criminal fine. This requires my other mod, Crime has Consequences (CHC).
Traitors, outlaws and criminals are stripped of their immigration status.

The rest of the Social Standings are simply "tags" and have no impact in the game - except for Bounty Hunter.
Scoundrels are players who are not traitors, outlaws, criminals but have Social Standing Pirate points. E.g. if you have a high relationship with a faction, but your relationship points dropped for a reason (e.g. commit a crime but paid off the fine), and you're not a Pirate in regards to the base game's Relationship Points, then you are a Scoundrel.
Explorer: the player has not made an impact with the faction - i.e you're activities with the faction are too few.
Entrepreneur: the player performs more economic-type activities with the faction.
Bounty hunter: the player performs more combat-type activities with the faction. Also, only Bounty Hunter activities can remove the Traitor, Outlaw and Scoundrel tags. I.e. if you have any of those tags, you'll need to do Bounty hunter activities to get your immigration status back (if Traitor or Outlaw, that is). The Scoundrel tag is simply removed - i.e. you become a Bounty Hunter. But the Criminal tag is only removed when you pay the CHC fine.

Social Standing activities are better tracked when my other mod, Reputations and Professions mod, is installed.
Otherwise, only player trading add to the Entrepreneur Social Standing.
And only kills in the faction's space add to the Bounty Hunter Social Standing.
Reputations and Professions mod add tracking to missions for those activities.

Basically, it's a harder game with this mod installed.
But it forces the player to actually form true alliances with the faction.
Also, it forces the player to play the empire building portion of the game.
And ... when the faction awards you with the friendship or alliance relationship, they actually mean it.
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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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by kmunoz » Tue, 7. Dec 21, 08:01

That sounds incredible. I'm about to start a new save so I will wait until you've got the new stuff on the Nexus!
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by Mycu » Tue, 7. Dec 21, 19:36

As kmunoz said - sounds great. Looks like something that should greatly fit into my playstyle.
I like the idea of more meaningful relationship.

So until certain criteria are met - player will not gain reputation with a faction above the immigration status level?
Eg. resident can't get more than 10rep until he builds station and makes 1M transactions?

Does main social standings (traitors, outlaws and criminals) impact gameplay other than being stripped of immigration status?
How can a player retrieve lost immigration status?
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by kuertee » Wed, 8. Dec 21, 01:06

Mycu wrote:
Tue, 7. Dec 21, 19:36
...So until certain criteria are met - player will not gain reputation with a faction above the immigration status level?
Eg. resident can't get more than 10rep until he builds station and makes 1M transactions?
The relationship points continue to accrue as normal. The mod will just prevent you from acquiring the "friend" and "ally" licences nor licences that require them until you get the "resident" and "citizen" immigration status.

I'm just balancing out the requirements. The factions require actual output from those stations as well. At the moment, residency requires 1 station in the faction's space AND 500k transactions (sales and purchases with the faction) from that station. The energy station I built was supplying other faction's stations - so it was slow going. I had to add a trade rule to restrict its trades. The mod is definitely not for beginners.
Does main social standings (traitors, outlaws, and criminals) impact gameplay other than being stripped of immigration status?
None - apart from the effects from the base game. Traitors and outlaws will have the base game's Pirate Relationship, so trades and docking with factions will be limited. Of course, there'll be a time when all these relationships will be mixed - but it will still make sense, of course. It's intentional. E.g. You don't have the Pirate Relationship (from the base game) anymore but still have the Traitor Social Standing. I.e. the judicial body of the faction has accepted that you're no longer a pirate (so trade and docking is possible), but for the general populace, you are still a traitor (you're not allowed the friendly nor ally licenses yet).

And just to be clear, when I refer to Pirate, I mean the base game's Pirate Relationship. And "Relationship" is the base game's Relationship system. "Reputation" is from my mod's Reputations and Professions (RAP). And "Social Standing" is from this new mod, Citizenships and Social Standings (CASS). It can get quite confusing, but you'll see a more nuanced description of your character. E.g. a Defender (from RAP) but a Scoundrel (from CaSS).
How can a player retrieves lost immigration status?
Bounty Hunter's actions are the only activities that remove those negative social standing points.

i hope all that makes sense.
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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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by dantebelmondo » Wed, 8. Dec 21, 01:09

kuertee wrote:
Tue, 7. Dec 21, 04:59

Citizenships and Social Standings is a companion mod to my Reputations and Professions mod.
It adds 3 immigration status: resident, citizen, militia.
And several social standings: traitor, outlaw, criminal, scoundrel, explorer, entrepreneur, bounty hunter.
OMG. That's exactly what I am looking for.
I removed auto-trading giving reputation in favor of missions (especially RAP's) in my personal mods. Just throw some trading ships in the universe and you will be an alliance with everyone in no time seems "too good". Requiring serious combat efforts to obtaining military license is an effective, simple yet huge improvement in the RAP. I personally enjoy more meaningful faction relationships. Tyty.

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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by Mycu » Wed, 8. Dec 21, 11:40

Yeah, now makes much sense.
Thanks for a clarification.

kuertee wrote:
Wed, 8. Dec 21, 01:06
The mod is definitely not for beginners.
Beginners usually start with vanilla playthrough ;)

I look forward to trying out CaSS.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 10 Dec: new mod: Social Standings And Citizenships. And 10 mods have been upda

Post by kuertee » Fri, 10. Dec 21, 07:18

New mod, 10 Dec 2021
Social standings and citizenships: https://www.nexusmods.com/x4foundations/mods/804

Removes the passive acquirement of friendly, and alliance licences by requiring citizenships with the faction.
Citizenship is acquired by building stations in the faction's space.
Poor Social Standing limits citizenship status.

There are several immigration status: Undocumented, Migrant, Resident, Citizen, and Militia.
And several Social Standings: Traitor, Outlaw, Criminal, Scoundrel, Alien, Explorer, Entrepreneur, Bounty Hunter.

Updates, 10 Dec 2021
Spoiler
Show
Alternatives to death
https://www.nexusmods.com/x4foundations/mods/551
-Bug-fix: Clean-up mod-specific NPCs at stations after the player teleports. Previously, they were cleaned-up only when the player leaves the station's vicinity.

Crime has consequences
https://www.nexusmods.com/x4foundations/mods/566
-New feature: Player criminal records. Listed in the Factions menu. This feature is not retro-active. It will only log current, unpaid and new crimes committed by the player.
-Tweak: Support for Social Standings and Citizenships (SSaC) mod: because SSaC may remove friendly and alliance licences, relations are checked against Relationship Points (e.g. 10+, 20+).
-Bug-fix: Clean-up mod-specific NPCs at stations after the player teleports. Previously, they were cleaned-up only when the player leaves the station's vicinity.
-Bug-fix: Custom crimes data (e.g. Unpaid bank loans from my mod, NPC Reactions) were getting lost after exiting the game.

Emergent missions
https://www.nexusmods.com/x4foundations/mods/780
-Bug-fix: Mayday! missions weren't completing properly. They now complete properly: when there are no enemies found nearby.
-Bug-fix: Invalid faction AIs were still persisting in sector raid and patrol missions.
-Tweak: Mayday! missions expire after 5min if not taken.
-Tweak: Support for Social Standings and Citizenships (SSaC) mod: because SSaC may remove friendly and alliance licences, relations are checked against Relationship Points (e.g. 10+, 20+).

High-security rooms are locked
https://www.nexusmods.com/x4foundations/mods/540
-Bug-fix: Clean-up mod-specific NPCs at stations after the player teleports. Previously, they were cleaned-up only when the player leaves the station's vicinity. This also fixes the bug when taxi passengers were not getting moved away from the locked rooms.
Modification parts trader
https://www.nexusmods.com/x4foundations/mods/721
-New feature: By default, including this version, trade for cash is not available. Enable it in the Extensions Options.
-Bug-fix: Clean-up mod-specific NPCs at stations after the player teleports. Previously, they were cleaned-up only when the player leaves the station's vicinity.

NPC reactions
https://www.nexusmods.com/x4foundations/mods/497
(previously named Rumour topics)
-Bug-fix: Clean-up mod-specific NPCs at stations after the player teleports. Previously, they were cleaned-up only when the player leaves the station's vicinity.
-Bug-fix: Unpaid bank loans crimes were getting lost after exiting the game.
-Tweak: Support for Social Standings and Citizenships (SSaC) mod: because SSaC may remove friendly and alliance licences, relations are checked against Relationship Points (e.g. 10+, 20+).

Reputations and professions
https://www.nexusmods.com/x4foundations/mods/636
-New feature: Profession mission completions and failures are now counted against the faction and are listed in the Reputations screen. This is not retroactive. Only missions from this version and after are counted.
-Tweak: Support for Social Standings and Citizenships (SSaC) mod: Immigration status and social standings are listed in the Reputations screen.
-Tweak: Support for Social Standings and Citizenships (SSaC) mod: SSaC requirements checks for the ship licences.
-Bug-fix: Clean-up mod-specific NPCs at stations after the player teleports. Previously, they were cleaned-up only when the player leaves the station's vicinity. This also fixes the bug that sometimes allows access to the Guild Network even if you are not in the vicinity of the guild.
-Tweak: Support for Social Standings and Citizenships (SSaC) mod: because SSaC may remove friendly and alliance licences, relations are checked against Relationship Points (e.g. 10+, 20+).

Teleport from transporter room
https://www.nexusmods.com/x4foundations/mods/553
-Tweak: Support for Social Standings and Citizenships (SSaC) mod: because SSaC may remove friendly and alliance licences, relations are checked against Relationship Points (e.g. 10+, 20+).

UI Extensions and HUD
https://www.nexusmods.com/x4foundations/mods/552
Code: https://github.com/kuertee/x4-mod-ui-extensions
-Tweak: PlayerInfo menu: The callback, "createFactions_on_before_render_licences", now occurs BEFORE the list of faction licences - to support the new 4.x 2-panel factions list.

UI: Reset mouse
https://www.nexusmods.com/x4foundations/mods/542
Reset on game controller by Mycu
-Bug-fix: The mouse was snapping to its previous location when navigation between the menu. This was suppose to only happen when opening the menu.
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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Tanvaras
Posts: 170
Joined: Thu, 27. Nov 03, 10:45
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Re: [mods] kuertee's (gameplay, QOL, UI): 10 Dec: new mod: Social Standings And Citizenships. And 10 mods have been upda

Post by Tanvaras » Fri, 10. Dec 21, 07:34

kuertee wrote:
Fri, 10. Dec 21, 07:18
New mod, 10 Dec 2021
Social standings and citizenships: https://www.nexusmods.com/x4foundations/mods/804

Removes the passive acquirement of friendly, and alliance licences by requiring citizenships with the faction.
Citizenship is acquired by building stations in the faction's space.
Poor Social Standing limits citizenship status.

There are several immigration status: Undocumented, Migrant, Resident, Citizen, and Militia.
And several Social Standings: Traitor, Outlaw, Criminal, Scoundrel, Alien, Explorer, Entrepreneur, Bounty Hunter
Really enjoying your mods, though ever thought of a all in one download. I mention as I use all of yours and would love a single download option.

Regardless, excellent work as always. I highly recommend all your mods to anyone to give a try.
“We don't make mistakes, just happy little accidents.”
“Talent is a pursued interest"
“Let's get crazy.”
“There's nothing wrong with having a tree as a friend.”

Bob Ross, 29 October 1942 - 4 July 1995

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
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Re: [mods] kuertee's (gameplay, QOL, UI): 10 Dec: new mod: Social Standings And Citizenships. And 10 mods have been upda

Post by kuertee » Sat, 11. Dec 21, 07:14

Tanvaras wrote:
Fri, 10. Dec 21, 07:34
...Really enjoying your mods, though ever thought of a all in one download. I mention as I use all of yours and would love a single download option....Regardless, excellent work as always. I highly recommend all your mods to anyone to give a try.
hey thanks!
yes, i considered it; but decided against it.
there are many more players who use only a handful of mods, so i would need to keep the individual nexus pages.
and adding one more nexus page for the all-in-one download would only increase admin time.
thanks again.
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.

Mycu
Posts: 410
Joined: Fri, 28. Sep 12, 08:30
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Re: [mods] kuertee's (gameplay, QOL, UI): 10 Dec: new mod: Social Standings And Citizenships. And 10 mods have been upda

Post by Mycu » Sat, 11. Dec 21, 08:14

SSaC
Found an abandoned Odysseus Vanguard in Faulty Logic without main guns - and guess what? I couldn't buy any main weapons for it in PAR/HOP shipyards because I'm a migrant I don't have a license.
So I have few options - to build in Paranid territory to gain it's trust and get appropriate license or sell this Ody and buy some L destroyer from Teladi, cause I already have Refined Metals in their territory from quite some time so it will be easier to go with them.
I've only just "licked" it but already adore this new experience that SSaC gives. And how it also connects your other mods.

What do you think of option/possibility to lock player's ability to build in faction's territory if his relationship is too low (eg. < 0)?
So player would firstly have to make some missions to gain initial trust and just then build. Do you find it fitting?


Modification parts trader
"Trade credis multiplier" option is terrific - allows me to set the value low enough to make gathering/selling modification parts activity interesting but not cheaty.


UI Active Mission Button
As this mod is very useful when making build missions - is it possible to add row with a reward value?
I mean the "Station value + 50% (max: 5 308 000 Cr) information (https://i.imgur.com/An65YAW.png) - it would be useful to recall how much Cr you can put into a station while building.

Thank you.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kmunoz
Posts: 444
Joined: Sun, 25. Feb 07, 19:59
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Re: [mods] kuertee's (gameplay, QOL, UI): 10 Dec: new mod: Social Standings And Citizenships. And 10 mods have been upda

Post by kmunoz » Sun, 12. Dec 21, 09:02

Finally started playing with Crime Has Consequences. Ran into what amounts to an "edge case" and it gave me an idea.

So I have just started a new save. I have exactly one ship. I end up carrying stuff I shouldn't. I get a fine, and as soon as I land somewhere, my ship gets impounded. My only ship. And I'm not on a defense station. Now, there are ways for me to recover this - I have enough money to buy a second ship. So problem solved. But it did give me an idea - what if it were possible to bribe the manager of the station where your ship is impounded? It doesn't clear the fine but it releases the ship to you, on the condition that you leave the station ASAP. (Maybe it gets re-impounded after 10 minutes?) Maybe the cost of the bribe depends on your reputation with the faction.

Edit: maybe add a hook to the hacking outcomes mod, where you can hack a station terminal to release your ship from impound?
Last edited by kmunoz on Sun, 12. Dec 21, 23:00, edited 1 time in total.
Let's Play Poorly! - Suboptimal X4 Playthroughs

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