[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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Scoob
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 29 Sep: Kuda: game-freezing bug-fix, and 7 other updates

Post by Scoob » Sun, 16. Oct 22, 21:16

Hi,

Something odd is going on in my game. I took my base, modded install - in which I have a game in progress - and added several of your mods, namely:

Kuda AI Tweaks
Emergent Missions
More Generic Missions
NPC Reactions
UI Extensions

I already have Sir Nuke's UI tweaks (latest) installed.

I started a fresh game, Young Gun start, and have noticed that I no longer get the "Surrender" Dialogue option...ever. I've tested this vs. multiple ships now, and the option is just never there any more. Literally the only change I've made to the build is the items listed above, I wonder if I've missed something and this dialogue option has changed? Should any of these items removed the Surrender option? I do, traditionally, get the occasional bail from using it, plus it can be used on other ships in combat of course, those not directly engaged by the player, for the odd, rare, cheeky bail.

Edit: Ok, I'm getting general UI gremlins with these items installed, and one of them appears to be the culprit. I'm having a generally less responsive UI than usual, plus it'll often simply not populate the sector list on the left. It shows player Property Owned - just one ship, I just started - but not all the other ships and stations belonging to the other factions...it's most odd! Some sort of mod conflict perhaps?

magitsu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 29 Sep: Kuda: game-freezing bug-fix, and 7 other updates

Post by magitsu » Sun, 16. Oct 22, 21:28

I tested Young Gun start with the new Kuda and those rest + more. No problem. Targeting a ship, pressing C brings up menu where 1 is surrender, 4 where can i find and 6 goodbye.
So it might be your mod setup related.
Last edited by magitsu on Sun, 16. Oct 22, 21:33, edited 2 times in total.

Scoob
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 29 Sep: Kuda: game-freezing bug-fix, and 7 other updates

Post by Scoob » Sun, 16. Oct 22, 21:32

magitsu wrote:
Sun, 16. Oct 22, 21:28
I tested Young Gun start with the new Kuda and those rest + more. No problem. Targeting a ship, pressing C brings up menu where 1 is surrender, 4 where can i find and 6 goodbye.
So it might be your mod setup related.
Thanks for testing. Must be a conflict then as it doesn't do it in my game-in-progress that doesn't have those mods. Can't think what might be conflicting though.

Edit: Hmm, must be something else. While my game-in-progress is fine, starting a new game - on that exact build - sees the Surrender option absent. I might rebuild the instance from scratch - I keep a base, clean GoG copy of the game to create a new instance, then apply mods, perhaps something has become broken.
Last edited by Scoob on Sun, 16. Oct 22, 21:35, edited 1 time in total.

magitsu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 29 Sep: Kuda: game-freezing bug-fix, and 7 other updates

Post by magitsu » Sun, 16. Oct 22, 21:33

Scoob wrote:
Sun, 16. Oct 22, 21:32
Thanks for testing. Must be a conflict then as it doesn't do it in my game-in-progress that doesn't have those mods. Can't think what might be conflicting though.
When looking at Sirnuke's Nexus comments it feels somewhat fishy. I seem to have his mod through Steam Workshop instead of Nexus. So you could try deleting it and resubscribing it at Workshop. Maybe it's corrupted download?
https://www.nexusmods.com/x4foundations/mods/503
https://steamcommunity.com/sharedfiles/ ... 2042901274

edit: oh... Gog game.. i guess you won't be subbing it on steam workshop instead of nexus.
Last edited by magitsu on Sun, 16. Oct 22, 21:38, edited 1 time in total.

Scoob
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 29 Sep: Kuda: game-freezing bug-fix, and 7 other updates

Post by Scoob » Sun, 16. Oct 22, 21:36

I can't subscribe to workshop items as I don't own the game on Steam, just GoG.

Edit: :) I'm redownloading anyway, just in case, also doing a file verify of my base install before creating a new instance. Whenever I do a file verify of X4 in the GoG client it *always* downloads 134MB of data... and it's done that again, so I assume that means all is well.

magitsu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 29 Sep: Kuda: game-freezing bug-fix, and 7 other updates

Post by magitsu » Sun, 16. Oct 22, 21:42

Scoob wrote:
Sun, 16. Oct 22, 21:36
I can't subscribe to workshop items as I don't own the game on Steam, just GoG.

Edit: :) I'm redownloading anyway, just in case, also doing a file verify of my base install before creating a new instance. Whenever I do a file verify of X4 in the GoG client it *always* downloads 134MB of data... and it's done that again, so I assume that means all is well.
Take it from this zip which I'll take down as soon as you do. https://drive.google.com/file/d/1yC2A7M ... sp=sharing

Scoob
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 29 Sep: Kuda: game-freezing bug-fix, and 7 other updates

Post by Scoob » Sun, 16. Oct 22, 21:49

Thanks, got it.

Edit: The only difference I can see is in the "Content.xml" Yours is 2KB mine (from Nexus, fresh download) is 1KB. Your one has some additional header stuff, that I assume is needed by Steam, but not present in the Nexus version. Will see if this version works on my GoG copy, I assume it'll be fine. I've seen Steam workshop mods uploaded to the Nexus with this header stuff before and they've worked.

Edit 2: Hmm, still no "Surrender" option when continuing that new game, will try a fresh start. I think this *isn't* linked to the listed Kuertee mods after all, odd coincidence the issues start after installing them though!

Edit 3: Nope, still no surrender option in a fresh start....this is weird. I'm evidently too tired to figure this out this eve, I'll come back to it another day.

Edit 4: As a final sanity check I fired up a fully vanilla Young Gun start....Surrender is there...must be one of my other mods miss-behaving...though they were working fine, and I've not played much X4 for a while.

Edit 5: Sorry, I can't let things go evidently. However, I *think* I've gotten to the bottom of it. I had some traces of the "Better Piracy" mod installed, which I think is what breaks the "Surrender" option as it replaces it with a context-sensitive "Harass" option in a target ship's context menu. Oddly thought, I have had this mod AND the surrender option active at the time time previously. Will do some more checking when I get time, thouh I'd best not clutter up this thread any further. Sorry for the false alarm.

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 29 Sep: Kuda: game-freezing bug-fix, and 7 other updates

Post by Mystershow » Mon, 17. Oct 22, 00:30

Hello !

I'm having an issue with NPC Reactions, after a few hours (~20h) I'm unable to access the player tab.

I cannot right click on the icon, if I go back to the map (or other top icon) and then go to the player tab, the last icon I've clicked will open but I can't do anything on it.

I have to press escape twice so something is opening.


It's about the same issue I had the lat time I've posted when there was a problem with G workaround (I've ditched it for a new playthrough).

Any ideas ? Could it be because I have too much loans and the Teladi are hacking my game ?



EDIT:

It seems to be an issue with the loans...

When you have a lot of debt like me, the MIN hack your game to get its money back

You have to deactivate the NPC Reactions mod, launch the game, save, activate the mod, close the game, launch again and it's working

You are now debt free and the mod is working again

It could break immersion for a RP game, I was trying to pay my debt like an honest citizen but it wasn't enough

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 29 Sep: Kuda: game-freezing bug-fix, and 7 other updates

Post by kuertee » Mon, 17. Oct 22, 06:02

Mystershow wrote:
Mon, 17. Oct 22, 00:30
Hello ! I'm having an issue with NPC Reactions, after a few hours (~20h) I'm unable to access the player tab. I cannot right click on the icon, if I go back to the map (or other top icon) and then go to the player tab, the last icon I've clicked will open but I can't do anything on it. I have to press escape twice so something is opening. It's about the same issue I had the lat time I've posted when there was a problem with G workaround (I've ditched it for a new playthrough). Any ideas ? Could it be because I have too much loans and the Teladi are hacking my game ?

EDIT: It seems to be an issue with the loans... When you have a lot of debt like me, the MIN hack your game to get its money back You have to deactivate the NPC Reactions mod, launch the game, save, activate the mod, close the game, launch again and it's working You are now debt free and the mod is working again It could break immersion for a RP game, I was trying to pay my debt like an honest citizen but it wasn't enough
Hey Mystershow! I just checked this out now. I forced my one loan to be displayed 50 times. And it looks ok. I mean that it doesn't break the menu: https://imgur.com/a/m5wgmNj
Would you happen to have an old save game?
Or better yet, with that old save, provide a debug log to me at kuertee@gmail.com?
Instructions on how to get the debug log is in the "Debugging" section of NPC Reactions mod description on Nexusmods and in the read-me in the ZIP.
Just make sure that you make the mod break the game so that activity and error is logged.
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.

Mystershow
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 29 Sep: Kuda: game-freezing bug-fix, and 7 other updates

Post by Mystershow » Mon, 17. Oct 22, 12:21

kuertee wrote:
Mon, 17. Oct 22, 06:02
EDIT: It seems to be an issue with the loans... When you have a lot of debt like me, the MIN hack your game to get its money back You have to deactivate the NPC Reactions mod, launch the game, save, activate the mod, close the game, launch again and it's working You are now debt free and the mod is working again It could break immersion for a RP game, I was trying to pay my debt like an honest citizen but it wasn't enough
It was some very old debts (like 20 hours +) so maybe it was related to that

It could be a compatibility issue but I don't think so
kuertee wrote:
Mon, 17. Oct 22, 06:02
Hey Mystershow! I just checked this out now. I forced my one loan to be displayed 50 times. And it looks ok. I mean that it doesn't break the menu: https://imgur.com/a/m5wgmNj
Would you happen to have an old save game?
Or better yet, with that old save, provide a debug log to me at kuertee@gmail.com?
Instructions on how to get the debug log is in the "Debugging" section of NPC Reactions mod description on Nexusmods and in the read-me in the ZIP.
Just make sure that you make the mod break the game so that activity and error is logged.
I'll do that later, no problem for the debug as well

I'll check a before/after save and the new one which has resolved the issue

Thanks for the quick response, it's not really an issue for me since I've found a way but I would like to understand ^^

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 31 Oct updates: Alts to death, Surf el targeting, Wear and tear, etc.

Post by kuertee » Mon, 31. Oct 22, 11:15

Updates, 31 Oct 2022
Alternatives to death https://www.nexusmods.com/x4foundations/mods/551
Spoiler
Show
v5.1.0313, 31 Oct 2022:
-Bug-fix: The pause at 3 seconds countdown to destruction while a menu is open wasn't working.
Auto-camera, auto-pilot, and auto-pause https://www.nexusmods.com/x4foundations/mods/734
Spoiler
Show
v5.1.0313, 31 Oct 2022:
-Tweak: Better stop autopilot earlier code.
-Tweak: Fly-by combat camera placement tweaks. E.g. The camera is placed between the small attacking ship that it is tracking v its large ship target so that the large ship comes into view in the small ship's attack run.
-Tweak: Static combat camera placement v station. The secondary camera object is a random station module rather than the station itself. E.g. The camera would be placed so that that the attacking L/XL ship and the module are in view rather than the ship and the station origin.
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
Spoiler
Show
v5.1.0313, 31 Oct 2022:
-Bug-fix: The Sector Raid missions are now attached to War Subscriptions missions when appropriate.
-Tweak: More granular reward multiplier Extension Option.
-Tweak: Allow Sector Patrol/Raid missions to continue, if already started, even if the faction mission goal has stopped.
More generic missions https://www.nexusmods.com/x4foundations/mods/622
Spoiler
Show
v5.1.0313 beta, 31 Oct 2022:
-New Extension Options setting: Stations multiplier for max missions per sector: Overriding the number of preferred missions to generate is the number of stations in the sector multiplied by this number. In the base game, this factor is 0.5. With this mod, the default is 2.
NPC reactions https://www.nexusmods.com/x4foundations/mods/497
Spoiler
Show
v.5.1.0313, 31 Oct 2022:
-Bug-fix: Clean-up of data of loans at destroyed (or removed) stations was not happening causing the UI to crash.
Reputations and professions https://www.nexusmods.com/x4foundations/mods/636
Spoiler
Show
v5.1.0313, 31 Oct 2022:
-Tweak: Reformatted the Tour of Duties list to follow the Completed:Failed missions list.
-Tweak: Sector Raid missions that are attached to War Subscription missions from the Emergent Missions mod are now Tour of Duties.
Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
Spoiler
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v5.1.0313, 31 Oct 2022:
-Tweak: Renamed the requirements for the Terran faction to elevate them without changing the actual requirements. "Resident" to "Settler". "Citizen" to "Colonist". "Militia" to "Base commander".
-Bug-fix: Better handling of data on station destruction.
Surface element targeting https://www.nexusmods.com/x4foundations/mods/710
Spoiler
Show
v5.1.0313, 31 Oct 2022:
-Bug-fix: Mission targets were not getting auto-targeted properly after destruction of one.
-Bug-fix: Surface elements destroyed by another ship were changing the player's currently targeted surface element.
-Bug-fix: Notification of surface element counts when not necessary.
Wear and tear https://www.nexusmods.com/x4foundations/mods/523
Spoiler
Show
v5.1.03131, 31 Oct 2022:
-Bug-fix: Clean-up of data of destroyed ships was sometimes not happening.
v5.1.0313, 31 Oct 2022:
-Bug-fix: Ships with less than 25% hull with any amount of wear and tear were constantly docking to do running repairs on the wear and tear - regardless of wear and tear amount.
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.

wanderer
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 31 Oct updates: Alts to death, Surf el targeting, Wear and tear, etc.

Post by wanderer » Wed, 2. Nov 22, 07:56

kuertee wrote:
Mon, 31. Oct 22, 11:15
...
More generic missions https://www.nexusmods.com/x4foundations/mods/622
...
There is a small bug inside the t-file 0001-l049.xml.

Code: Select all

<t id="10">...</t></t>
It has 2 endings tags. This leads to a readtext error, one must be deletetd.

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 31 Oct updates: Alts to death, Surf el targeting, Wear and tear, etc.

Post by kuertee » Wed, 2. Nov 22, 15:05

wanderer wrote:
Wed, 2. Nov 22, 07:56
kuertee wrote:
Mon, 31. Oct 22, 11:15
...More generic missions https://www.nexusmods.com/x4foundations/mods/622...
There is a small bug inside the t-file 0001-l049.xml....It has 2 endings tags. This leads to a readtext error, one must be deletetd.
Good pickup! Thank you for letting me know. I uploaded the fixed version.
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 (RPG, gameplay, QOL, UI): 31 Oct updates: Alts to death, Surf el targeting, Wear and tear, etc.

Post by kmunoz » Mon, 14. Nov 22, 23:54

I think I may have encountered a weird interaction between Alternatives to Death and the teleporter mod.

I got into a fight with a K in my Eclipse and nearly died a couple of times, to the point where Alt2Death told me to evacuate. But I recovered and the ship didn't explode. A couple minutes later, I got out of my chair, went to the teleporter to teleport over to my PHQ, and the moment the action triggered (before I "landed" on the PHQ but after I'd selected it as the target), my Eclipse exploded.
Let's Play Poorly! - Suboptimal X4 Playthroughs

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 31 Oct updates: Alts to death, Surf el targeting, Wear and tear, etc.

Post by kuertee » Tue, 15. Nov 22, 10:37

kmunoz wrote:
Mon, 14. Nov 22, 23:54
I think I may have encountered a weird interaction between Alternatives to Death and the teleporter mod.

I got into a fight with a K in my Eclipse and nearly died a couple of times, to the point where Alt2Death told me to evacuate. But I recovered and the ship didn't explode. A couple minutes later, I got out of my chair, went to the teleporter to teleport over to my PHQ, and the moment the action triggered (before I "landed" on the PHQ but after I'd selected it as the target), my Eclipse exploded.
Hey kmunoz! Thanks for the bug report. That bug was likely introduced in the last version - when I "fixed" the "pause countdown when in a menu". I'll check it out.

I managed to play X4 in the weekend (Sat and Sun :D) and so have an update to ATD:
1. If you managed to kill your attacker (before the countdown expires, and your ship explodes), destruction is averted.
In the current version, once the mod detects a received DPS higher than your shields + hull, destruction cannot be averted.
And the only way to avert destruction is to fly evasively to decrease DPS BEFORE DPS gets more than your shields and hull.
In my new version, destroying your attacker will avert destruction even after DPS gets over your shields and hull.
2. Because of that change, destruction cannot be averted only when you have no shields and hull left.
Of course, destruction occurs after the countdown ends - allowing your escape.
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 (RPG, gameplay, QOL, UI): 31 Oct updates: Alts to death, Surf el targeting, Wear and tear, etc.

Post by R-TEAM » Mon, 21. Nov 22, 19:40

haved a little problem with the "Crime has consequences" mod ...
have a big deb by PGS - i dont care ... but one of my ships think it is a good idea to sell goods to them ... ....
It was inpound, i dont notice it over hours of gameplay ...
Then i think .... who is this ship ... .... found it ... fly to the station ... pay the half sum of debt to get the ship free and fly away ...
To this point, all have nice worked ...
But ... then it come a problem ... i cant sell any of the goods he have in the storage ... its show mw the number .. but if i will drag the goods to the station who buy it .. no "drag" work ... the number transferd remain "0".
Only a save/reload "fix" this, and then i have sell all the goods ....

Regards

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 31 Oct updates: Alts to death, Surf el targeting, Wear and tear, etc.

Post by kuertee » Mon, 5. Dec 22, 16:09

R-TEAM wrote:
Mon, 21. Nov 22, 19:40
haved a little problem with the "Crime has consequences" mod ... have a big deb by PGS - i dont care ... but one of my ships think it is a good idea to sell goods to them ...It was inpound, i dont notice it over hours of gameplay ...Then i think .... who is this ship ... .... found it ... fly to the station ... pay the half sum of debt to get the ship free and fly away ...

To this point, all have nice worked ... But ... then it come a problem ... i cant sell any of the goods he have in the storage ... its show mw the number .. but if i will drag the goods to the station who buy it .. no "drag" work ... the number transferd remain "0".

Only a save/reload "fix" this, and then i have sell all the goods .... Regards
oh! thanks for the bug report, R-TEAM. I don't know how to fix that, actually. I expected the cargo to transfer ownership when the ship was transferred back to you. the set_owner function that allows us modders to switch the owner of the ship only has an "override npc faction" parameter. It doesn't have an "override cargo faction" parameter.

At least you found a workaround. I'll add it to the read-me.
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 (RPG, gameplay, QOL, UI): 31 Oct updates: Alts to death, Surf el targeting, Wear and tear, etc.

Post by Aranov » Sun, 18. Dec 22, 00:41

Hi, I have a bug report.

With Social standings and citizenships, I didn't like the idea of building defense stations in NPC space, I set the capital requirements to 'Citizen' in the options menu.
Well do to a series of Xenon related events, I'm building a defense station in Split space, and earned the 'Militia' status with them. Aside from also getting me the militia status with Pioneers and Teladi (I don't even know how) it removed my capital license for said factions.
In short as I see it, Having the capital license requirements set to below the max rank and earning a higher rank, removes the license. I can temp fix it by changing the option back to militia.

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 31 Oct updates: Alts to death, Surf el targeting, Wear and tear, etc.

Post by kuertee » Sun, 18. Dec 22, 02:27

Aranov wrote:
Sun, 18. Dec 22, 00:41
Hi, I have a bug report.

With Social standings and citizenships, I didn't like the idea of building defense stations in NPC space, I set the capital requirements to 'Citizen' in the options menu.
Well do to a series of Xenon related events, I'm building a defense station in Split space, and earned the 'Militia' status with them. Aside from also getting me the militia status with Pioneers and Teladi (I don't even know how) it removed my capital license for said factions.
In short as I see it, Having the capital license requirements set to below the max rank and earning a higher rank, removes the license. I can temp fix it by changing the option back to militia.
Oh thank you for the report. I'll check it out.
Likely during the week.
Had to reserve this weekend for SWI. Some good stuff is coming out for that mod.
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 (RPG, gameplay, QOL, UI): 31 Oct updates: Alts to death, Surf el targeting, Wear and tear, etc.

Post by Tacimw » Mon, 30. Jan 23, 21:05

Hey kuertee.
Mod: Alternatives to death
Got strange behavior with this mod. Enemy ships don't attack, just their turrets shots. Atleast thats true for small player ship.

Way to reproduce:
1) launch without mod
2) new game->spear of the patriarch
3) attack any dragon
4) die

1) launch with Alternatives to death
2) new game->spear of the patriarch
3) attack any closest dragon
4) just watch how they ignoring you

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