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

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Halpog
Posts: 424
Joined: Sat, 13. Feb 21, 14:09
x4

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 18 Sep: Updates: Kuda, Trade analytics, and bug-fixes, etc.

Post by Halpog » Thu, 22. Sep 22, 15:31

kuertee wrote:
Thu, 22. Sep 22, 14:00
Halpog wrote:
Thu, 22. Sep 22, 13:32
L and XL ships withdraw from stations targets when their shields fall below 90%.

this is absolutly bull setting seriously ....noone of my ships is attacking anymore after it getzs hits 2 or 3 times ...... if i dont disable avoid high risk, they not attacking at all ....
how can u set this shit to SHIELD 90% ???? they should flee when the hull is less than 50% .... but shield .. comon.. u cant beserious about that ...
that renders all ships basicaly pointless, since they only flee from everything...and get shot in the back while fleeing and not firing back

and one of the worst points ever .. if the ship has 1 forward weapon but 250 turrents .. it sill stay in max range to attack a station with the forward weapon instead of being in turret range and using the 250 turrets ...
:D Step one: uninstall the mod. There is no step 2.

No, seriously, if it doesn’t work as you wish, you don’t need to use it.

But just FYI, any less than 90%, shields get too much damage that hull is damaged before they get away. I posted my observations in a Reddit thread many months ago. But can’t find it at the moment.
what elkse to say.. there is no need to diskuss since u already know the behaviour . u posted about it many months ago....so u obviously seen how the ships act and what happens..and as i said 90% for shield dmg to withdraw from combat ....is crapp .. because in the time they fly away and flee enemies follow them and just destroy any ship without any probpems since ships are fleeing instead of fighting back .... and this is a fact ....
that ships just circle arround for hours on a station u also know since u posted a screenshot about it on nexxus already back than .....meaning they keep flying and flying and flying wihtout to even shot a single time...
and i said already they fly to a station use the main gun shoot 2 or 3 times and start to flee because they got hit 3 or 4 times ....
strange that in your games the hull gets down before the shield ...never happend to me....in my games the hull gets dmg when my ships shields are gone ... so why bother to explain any further ?
u already said best way is to uninstall it, and thats what i did.no need for anything else

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 18 Sep: Updates: Kuda, Trade analytics, and bug-fixes, etc.

Post by kuertee » Thu, 22. Sep 22, 19:46

Halpog wrote:
Thu, 22. Sep 22, 15:31
... because in the time they fly away and flee enemies follow them and just destroy any ship without any probpems since ships are fleeing instead of fighting back .... and this is a fact ....
here's some facts in regards to this point. admittedly, it's not in the description. they are in the change logs - which i don't expect anyone to read, so i can forgive you this one point.
Spoiler
Show
v5.0.0015, 3 Apr 2022:
-New behaviour: L, and XL ships do not withdraw against high-risk ship targets unless there's another L or XL ship attacker.
apart from that point, there's been many enhancements to withdraw, e.g. among others:
v5.1.0303, 1 Sep 2022:
-Tweak: New withdrawal cancellation: Ships that have a low chance of survival or ships with enemies that have a low chance of survival never withdraw or cancel their withdrwals.
-Tweak: New withdrawal cancellation: Withdrawing ships cancel their withdrawal when their enemy ship stop chasing them (and when they are at least 10km away, to allow for some shields to recharge).
and because i'm on the topic, here's a change log for my next version:
-Tweak: Withdraw vectors to draw enemy towards allies: If there are no allies within 10km of the enemy, ships will withdraw towards the nearest ally. If an ally is within 5km from the target, the vector is directly away from the enemy. If an ally is within 10km, the vector is perpendicular (90 deg) to that ally, giving the ally more chance to get closer to the enemy.
-Tweak: Only ships within 5km or in front of their high-risk ship enemy withdraws. They withdraw against stations as in previous versions.
Edit: Since 3 versions ago, most don’t retreat at 90 shields. 🤣 End edit.
... that ships just circle around for hours on a station u also know since u posted a screenshot about it on nexxus already back than .....meaning they keep flying and flying and flying wihtout to even shot a single time...
this point, i can't give to you. it's obvious that you don't know how this behaviour works/was applied by 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.

Halpog
Posts: 424
Joined: Sat, 13. Feb 21, 14:09
x4

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 18 Sep: Updates: Kuda, Trade analytics, and bug-fixes, etc.

Post by Halpog » Sat, 24. Sep 22, 21:03

kuertee wrote:
Thu, 22. Sep 22, 19:46
Halpog wrote:
Thu, 22. Sep 22, 15:31
... because in the time they fly away and flee enemies follow them and just destroy any ship without any probpems since ships are fleeing instead of fighting back .... and this is a fact ....
here's some facts in regards to this point. admittedly, it's not in the description. they are in the change logs - which i don't expect anyone to read, so i can forgive you this one point.
Spoiler
Show
v5.0.0015, 3 Apr 2022:
-New behaviour: L, and XL ships do not withdraw against high-risk ship targets unless there's another L or XL ship attacker.
apart from that point, there's been many enhancements to withdraw, e.g. among others:
v5.1.0303, 1 Sep 2022:
-Tweak: New withdrawal cancellation: Ships that have a low chance of survival or ships with enemies that have a low chance of survival never withdraw or cancel their withdrwals.
-Tweak: New withdrawal cancellation: Withdrawing ships cancel their withdrawal when their enemy ship stop chasing them (and when they are at least 10km away, to allow for some shields to recharge).
and because i'm on the topic, here's a change log for my next version:
-Tweak: Withdraw vectors to draw enemy towards allies: If there are no allies within 10km of the enemy, ships will withdraw towards the nearest ally. If an ally is within 5km from the target, the vector is directly away from the enemy. If an ally is within 10km, the vector is perpendicular (90 deg) to that ally, giving the ally more chance to get closer to the enemy.
-Tweak: Only ships within 5km or in front of their high-risk ship enemy withdraws. They withdraw against stations as in previous versions.
Edit: Since 3 versions ago, most don’t retreat at 90 shields. 🤣 End edit.
... that ships just circle around for hours on a station u also know since u posted a screenshot about it on nexxus already back than .....meaning they keep flying and flying and flying wihtout to even shot a single time...
this point, i can't give to you. it's obvious that you don't know how this behaviour works/was applied by me.
all i read is withfdraw here, withdraw there, in this direction in that direction. and so on ..so basicaly u nullify the point of having an XL ship with a lot of XL turrets since it wont attack stations at all.. it will just purely withdraw and fly away....nothing what u post will change this fact that exactly this will happen....same goes for XL , L ships that fly arround in a circle among an enemy station without to attack at all....
and as i said earlier already i deleted this mod anyway, after ive seen what it does and what happens with it. iam to lazy to make movies again and show u what happens exactly.. lucky u ...

R-TEAM
Posts: 133
Joined: Sun, 25. Dec 11, 19:50
x4

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 18 Sep: Updates: Kuda, Trade analytics, and bug-fixes, etc.

Post by R-TEAM » Mon, 26. Sep 22, 15:12

@kuertee

dont feed the trolls ;)

you doing an amazing job with this mods - without X4 would be boring for me

Regards

Endellur
Posts: 51
Joined: Sat, 8. May 21, 20:01
x4

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 18 Sep: Updates: Kuda, Trade analytics, and bug-fixes, etc.

Post by Endellur » Mon, 26. Sep 22, 17:04

@kuertee - Is forcing the ship lists on a station to stay open intended or is this a bug?

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 18 Sep: Updates: Kuda, Trade analytics, and bug-fixes, etc.

Post by kuertee » Tue, 27. Sep 22, 14:44

CodeMonkey128 wrote:
Mon, 26. Sep 22, 17:04
@kuertee - Is forcing the ship lists on a station to stay open intended or is this a bug?
it's a bug.
i've got a fix incoming. hopefully tomorrow ... ?
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
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

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

Post by kuertee » Wed, 28. Sep 22, 18:17

R-TEAM wrote:
Mon, 26. Sep 22, 15:12
@kuertee dont feed the trolls ;) you doing an amazing job with this mods - without X4 would be boring for me Regards
Hey thanks, R-TEAM. but ... i troll trolls. :D
Last edited by kuertee on Wed, 28. Sep 22, 18:58, edited 1 time in total.
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
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

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

Post by kuertee » Wed, 28. Sep 22, 18:20

thanks to blosphere (on nexus) for taking the time (several times) to send me save files, debug logs and to test Kuda (several times) to resolve the game freezing bug that he encountered.
and also thanks eaglefour (on nexus) for taking the time to capture two videos for me that helped solve the stutter on the map - a bug that i introduced in a recent update to UI Extensions.
i don't expect players of my mod to take the time out of their gaming sessions to help me fix bugs - but i appreciate the assist heaps.
EVERYONE's gaming times are so important - especially after a hard day's work.





updates are described below! :D

Updates, 29 Sep 2022
KUDA AI tweaks https://www.nexusmods.com/x4foundations/mods/839
Spoiler
Show
v5.1.0308, 29 Sep 2022:
-Bug-fix: Remove possibility of a game freeze that sometimes occurs after having the mod for some time. Thanks to blosphere on Nexus for reporting it, providing logs and save files, and testing my fixes several times.
-Bug-fix: In general attacks (i.e. not Coordinated Attacks), the ships were not acquiring the move to engage positions behaviour - causing them to run towards their targets at speed. Bug introduced during my work on Coordinated Attack.
-Returned feature: Bombers (XS, S and M with missiles and/or torpedoes) now attack stations like they do ships. I removed this feature because I made XS, S and M ships attack their target when their shields are above the threshold for them withdrawing/avoiding EXCEPT for stations in the v5.1.0305, 15 Sep 2022 version. In this version, bombers attack stations until their shields are below their withdraw/avaoid threshold. Other XS, S and M ships avoid stations allways.
-Tweak: Improved (again) capital ships moving to their next module target - especially if its on the other side of the station.
-Tweak: Withdraw vectors to draw enemy towards allies: If there are no allies within 10km of the enemy, ships will withdraw towards the nearest ally. If an ally is within 5km from the target, the vector is directly away from the enemy. If an ally is within 10km, the vector is perpendicular (90 deg) to that ally, giving the ally more chance to get closer to the enemy.
-Tweak: Only ships within 5km or in front of their high-risk ship enemy withdraws. They withdraw against stations as in previous versions.
-Bug-fix: While avoiding targets (e.g. flying around stations), the ships were not obeying the Attack order option "Attack all enemies". They were attacking others even when the option was not enabled.
-Tweak: The "Attack all enemies" base-game feature now finds enemies in the vicinity of the fleet commander. Prevents ships away from the fleet (e.g. in another sector) acquiring targets far from the area of engagement.
-Tweak: The arc of attackers of Coordinated Attacks is half its length. Previously, each attacking ship was separated by 10 degrees. In this version, they are separated by 5 degrees.
-Bug-fix: Custom behaviours were getting cancelled automatically sometimes - causing them to flick between trying to perform the behaviour then not.
-Bug-fix: The ignore flag that gets set when to allow the ship to simply fight on when they have a low chance of surviving is removed when they regenerate their shields or when they switch to a new target.
-Tweak: Better performance tweaks.
Wear and tear https://www.nexusmods.com/x4foundations/mods/523
Spoiler
Show
v5.1.0308, 29 Sep 2022:
-Bug-fix: The mod was repairing damage when they should only be repairing wear and tear.
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
Spoiler
Show
v5.1.0308, 29 Sep 2022:
-Bug-fix: Removed the stutter when the map is open. The bug was introduced when the sort by name then sector was added in a previous version.
-Bug-fix: Trade Analytic mod's location and intended sector destination display wasn't working.
-Bug-fix: Auto-expand feature was preventing the subordinates list from collapsing. Note that the base-game's functionality have station subordinates lists closed by default.
UI: Trade analytics https://www.nexusmods.com/x4foundations/mods/764
Spoiler
Show
v5.1.0308, 29 Sep 2022:
-Bug-fix: The location and base sector display next to the ship's name wasn't working.
Auto-camera, auto-pilot, and auto-pause https://www.nexusmods.com/x4foundations/mods/734
Spoiler
Show
v5.1.0308, 29 Sep 2022:
-Tweak: Better implementation of the stop autopilot earlier feature. The previous version didn't work in some cases.
-Bug-fix: The Extension Option "Do not play new cutscenes when stopped" was getting ignored. No new cutscenes were played after you stop one when they should.
-Bug-fix: I allowed for wider angles of the follow cam. They are not always flat along the ship's spine anymore.
-Bug-fix: Other cutscenes were locking the game in cutscene mode again.
NPC reactions https://www.nexusmods.com/x4foundations/mods/497
Spoiler
Show
v5.1.0308, 29 Sep 2022:
-Bug-fix: Ships weren't obeying their "Report enemies" behaviour options.
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
Spoiler
Show
v5.1.0308, 29 Sep 2022:
-Bug-fix: The sector patrol/raid missions weren't getting assigned to the appropriate subscriptions - if available.
Surface element targeting https://www.nexusmods.com/x4foundations/mods/710
Spoiler
Show
v5.1.0308, 29 Sep 2022:
-Bug-fix: Added more conditions (e.g. move to a new sector) to disable the targeting.
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.

shovelmonkey
Posts: 152
Joined: Wed, 29. Feb 12, 17:34
x4

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

Post by shovelmonkey » Fri, 30. Sep 22, 21:01

Really appreciate the work you do. I don't use all your mods, but the ones I do I literally can't play X4 without them!
“Not even once has life or the weather complained about a human being.”
― Mokokoma Mokhonoana

debstar2610
Posts: 142
Joined: Fri, 29. Nov 13, 18:43
x4

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

Post by debstar2610 » Sat, 8. Oct 22, 12:11

hI
With the latest version, my capital ships seems to move into the Big target when i order them to attack.

Normal attack :
- Select wing leader
- Select (ennemy capital traget or station)
- Attack
- They move to engage position
- Some destroyers stay in range for sometimes then go into the station
- Some destroyer go into the station then retreat


In coordinated attack : all cap ships seems to position in line then attack, but ..they jump into the target ...

iF i individualy order attck for each capital ship : they move to engage position, then start attacking , but , they run in the middle of the station.

When they take hits, they withdraw and then they start to stay in range or not .

I tried to attack the XEN Solar station in different position but, same behaviours.
The Destroyers have 3+ or 4+ pilot and morale skills.

Some logs in the debug log.

Code: Select all

[=ERROR=] 183925.48 Error in AI script order.fight.attack.object on entity 0x534ee: Property lookup failed: $target
* Expression: not $target
* Action: <do_if>, line 471

[General] 183944.47 ======================================
[=ERROR=] 183944.47 Interact title text is nil [Florian]
   targetShortName: XEN Centrales solaires I
   construction: nil
   constructionName: nil
   selectedNameAll: nil
   selectedName: 0-Beta-D - 000
   otherName: nil
   ventureName: 
   #menu.selectedplayerships: 1
   #menu.selectedotherobjects: 0
   #menu.ventureships: 0
   showPlayerInteractions: nil
   syncpoint: nil
   syncpointorder: nil
   mission: nil
   missionoffer: nil
   #menu.actions['selected_orders_all']: 1
   #menu.actions['selected_orders']: 5
   #menu.actions['trade_orders']: 0
   #menu.actions['selected_assignments_all']: 0
[General] 183944.47 ======================================
[General] 183949.33 ======================================


i am using ARG Behemots as destroyer with Vanila game.

I used to play VRO with this mod, il worked well but i stoped because the game started to freeze after long time. So I decided to start new vanila game without VRO this time to isolate witch mods cause freeze.
Maybe the extra range provider by VRO weapons affecte the AI TWEAKs ?

Ready to use savegame : https://www.dropbox.com/s/ds1mcttcemras ... ml.gz?dl=0
Mods Used : https://www.dropbox.com/s/9r62p7qgrbzii ... e.PNG?dl=0
Debug log : https://www.dropbox.com/s/e5z90svtzysjf ... g.txt?dl=0


Thanks;

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

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

Post by kuertee » Sun, 9. Oct 22, 04:07

Hey debstar! Thanks heaps for the links. I'll investigate.

There was a bug in versions before 5.1.0308 that prevented the ships from using the MOVE TO ENGAGE POSITION behaviour.
That behaviour prevented the ships from ramming into their targets.
But it sounds like what you're experiencing is something else.
I'll investigate.

Re: VRO, the mod should be fine with VRO.
A player has been helping me with the next version by testing my (almost daily) dev versions and by suggesting features and changes.
Our convo is in the mod's Nexusmods 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.

Newinger
Posts: 247
Joined: Mon, 11. Mar 19, 11:18
x4

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

Post by Newinger » Sun, 9. Oct 22, 09:43

Hi Kuertee,

once again thanks for your hard work. Most of your mods have become essential for playing X4 for me.

If I may, I have one idea for another mod, and I can imagine that you are competent enough to maybe realise such thing :D

Let's call it "planetary upkeep" or "faction civil upkeep". One thing always nagging me was that the whole X economy is only in space. Everything is produced in space, but not, as it should be, for the normal citzens living on planets. Also it is only used for keeping the war machine going. Actually, living in the X4 universe must be a dystopian nightmare. If I'd be a government building a factory in space, I'd do it first and foremost for the planet below, to feed my people, without destroying the natural enviroment.

To satisfy this my mental nagging without too much effort, in the current X4, it could be symbolized with some kind of "planetary upkeep tax", but not paid in money, but in goods (symbolizing the goods shipped to planets).

To make it even easier, this "planetary upkeep tax in goods" would be taken by the normal factions (i.e. Teladi, Terrans, Argonians, Paranid, Split), but not the various pirates, Xenon, Khaak. Regularly, they would simply take away a fixed percentage of the goods stored in some types of factories (food, medicine, power plants). This percentage would just be removed from these stations inventory and "vanish" from actual gameplay (this is the symbolized "tax paid in goods"). (Maybe visually it could be shown with an increased mass traffic during that time or something like that).

UI-wise, it could be just another new menu (similiar like the professions) - a screen or table for each station summarizing which and how many goods have been transferred away.

-> so basically, reduce the amount of wares in storage regularly and make a UI calling it "goods used for planetary upkeep" (and thus not available for war gameplay).

I could imagine that you could program such a thing easily :D (This is not a real request... well... maybe it is ... but of course only if it is interesting for you too.)

magitsu
Posts: 399
Joined: Wed, 12. Dec 18, 21:59
x4

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

Post by magitsu » Sun, 9. Oct 22, 12:30

Newinger wrote:
Sun, 9. Oct 22, 09:43
To make it even easier, this "planetary upkeep tax in goods" would be taken by the normal factions (i.e. Teladi, Terrans, Argonians, Paranid, Split), but not the various pirates, Xenon, Khaak. Regularly, they would simply take away a fixed percentage of the goods stored in some types of factories (food, medicine, power plants). This percentage would just be removed from these stations inventory and "vanish" from actual gameplay (this is the symbolized "tax paid in goods"). (Maybe visually it could be shown with an increased mass traffic during that time or something like that).
This kind of feature already exists in a mod: DeadAir Fill.
It can be used to fill or remove from stations. Most players likely use it to fill the AI stations so they can build more ships for war heavy starts. But the mod developer himself uses it for emptying stations, if I remember right.
viewtopic.php?t=434243
DeadAir Fill
Removes/Adds cargo from tradestations/shipyards/wharfs/equipment docks at adjustable intervals
Allows user to define minimum and maximum cargo levels for Trade Stations (TS)
Allows user to define minimum cargo level at Shipyard/Wharf/Equipdock
Rewards random L/XL ship with a shipmod if faction reaches %max ware at TS
https://github.com/DeadAirRT/deadairfil ... /tag/v1.25

Newinger
Posts: 247
Joined: Mon, 11. Mar 19, 11:18
x4

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

Post by Newinger » Sun, 9. Oct 22, 12:42

magitsu wrote:
Sun, 9. Oct 22, 12:30
This kind of feature already exists in a mod: DeadAir Fill.
Thanks for the heads up - gameplay wise it would probably have a similar effect. I think I just want the removed ware focused on civilian products only and having some place in the user interface that tells me: Here, these products went to the Argonian civil population (because war is not everything). :D

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

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

Post by kuertee » Mon, 10. Oct 22, 15:24

kuertee wrote:
Sun, 9. Oct 22, 04:07
Hey debstar! Thanks heaps for the links. I'll investigate. ... SNIPPED ... Re: VRO, the mod should be fine with VRO. A player has been helping me with the next version by testing my (almost daily) dev versions and by suggesting features and changes. Our convo is in the mod's Nexusmods page.
Hey depstart, I tested your save, and it looks like the ships are performing as expected (but with Kuda's new unreleased version). I'm hoping to release it in the next couple of days. It's been in "heavy" development since the last release with the help of EagleFour (from Nexusmods convo) who has been testing and giving me feedback on it.

https://imgur.com/a/3nZPIHq

EDIT: By the way, the fleet's formation, currently CROSS, is kept intact even with Kuda enabled. END EDIT.




Newinger wrote:
Sun, 9. Oct 22, 09:43
Hi Kuertee, once again thanks for your hard work. Most of your mods have become essential for playing X4 for me. ... SNIPPED ... "planetary upkeep tax", but not paid in money, but in goods (symbolizing the goods shipped to planets). ... This percentage would just be removed from these stations inventory and "vanish" from actual gameplay (this is the symbolized "tax paid in goods"). (Maybe visually it could be shown with an increased mass traffic during that time or something like that). ... UI-wise, it could be just another new menu (similiar like the professions) - a screen or table for each station summarizing which and how many goods have been transferred away. ... -> so basically, reduce the amount of wares in storage regularly and make a UI calling it "goods used for planetary upkeep" (and thus not available for war gameplay). I could imagine that you could program such a thing easily :D (This is not a real request... well... maybe it is ... but of course only if it is interesting for you too.)
magitsu wrote:
Sun, 9. Oct 22, 12:30
This kind of feature already exists in a mod: DeadAir Fill.
It can be used to fill or remove from stations. ... SNIPPED
You know, I never considered any of the planets in the X4 galaxy to be habitable. I always considered the population living "elsewhere" and migrating to the stations to live their lives in the X4 galaxy. But ... of course! some of the planets would be habited. I've seen city lights on the dark side of planets - if my memory is correct. My brain just didn't kick over to thinking that they would be. (Also, I've not even gotten near to the terraforming missions. I don't even know which missions lead to them :D)

As for the general populace, I did have an idea of emulating ste3ll4r15's luxury goods economy. The mod would have new wares named "home goods", "luxury goods", etc. And the mod would also have other adjustments to productivity based on mood and have other things like revolt, etc.

But ... I'm too busy as it is. Thanks for your suggestions anyway. But, yes, more suggestions that the planets are also alive would definitely help with the immersion - even if they would just be numbers in the UI.
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.

Scoob
Posts: 9921
Joined: Thu, 27. Feb 03, 22:28
x4

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
Posts: 399
Joined: Wed, 12. Dec 18, 21:59
x4

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
Posts: 9921
Joined: Thu, 27. Feb 03, 22:28
x4

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
Posts: 399
Joined: Wed, 12. Dec 18, 21:59
x4

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
Posts: 9921
Joined: Thu, 27. Feb 03, 22:28
x4

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.

Post Reply

Return to “X4: Foundations - Scripts and Modding”