[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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Mycu
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Re: [mods] kuertee's (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by Mycu » Wed, 14. Oct 20, 08:25

Encountered a problem with Alternatives to death mod.
While being attacked by enemy - counter started but I've managed to escape.
Then my ship was destroyed upon completion of the countdown, although it had almost 60% hull left.

So it seems that when the counter starts it assumes destroying ship whatever the remaining hull is.
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by kuertee » Wed, 14. Oct 20, 15:18

Re: Alternatives to death
As intended.
The countdown starts when your ship's hull only has 15 seconds of life left according to the damage received over time. (I.e. the mod monitors the DPS received by the ship.)
15 seconds being the approximate time for you to abandon ship (via teleport or spacesuit).
ALTHOUGH, the mod gives you 15 seconds extra, hence the countdown is 30 seconds.
I'll add a setting to this config so that you can modify when the countdown starts.

There's also a bug reported on Nexus about the mod failing when you have only one ship.

I'll address these bugs soon. I'm just a bit busy with my next mod, Crime has Consequences.

Re: Crime has Consequences
I'm doing a final dev on it. It's about 85% done:
Your ships (including the one you're in) are impounded if they dock with factions that have fines recorded against them or if their hull has 25% left while being attacked by a faction that have fines against them.
(Another alternative-to-death because your ship can be impounded instead of totally destroyed.)
You can visit the Fines and Forfiture office to pay the fine and get your ship back.
A custom list in the Map Menu for ships with fines and/or impounded.
Can be configured so that wingmen attacks on targets the same as their commander's DOES or DOES NOT incur crimes themselves.
And others like EMP blasts on station hulls, non-compliance to illegal cargo dump requests by police, etc...
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

Mycu
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Re: [mods] kuertee's (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by Mycu » Wed, 14. Oct 20, 16:10

kuertee wrote:
Wed, 14. Oct 20, 15:18
The countdown starts when your ship's hull only has 15 seconds of life left according to the damage received over time. (I.e. the mod monitors the DPS received by the ship.)
15 seconds being the approximate time for you to abandon ship (via teleport or spacesuit).
ALTHOUGH, the mod gives you 15 seconds extra, hence the countdown is 30 seconds.
Ok, but I mean such situation: let's assume that player ship has 100 HP and starts taking 10 HP/s damage.
Counter starts because ship should be destroyed within 10s. Everything works great so far.
But after 4 seconds player manages to escape with 60 HP left.
And then when counter reaches zero - player ship is destroyed although shouldn't as it still has 60% hull.
If I'm not mistaken - this is something I've encountered two times.

kuertee wrote:
Wed, 14. Oct 20, 15:18
Re: Crime has Consequences
I'm doing a final dev on it. It's about 85% done:
Your ships (including the one you're in) are impounded if they dock with factions that have fines recorded against them or if their hull has 25% left while being attacked by a faction that have fines against them.
(Another alternative-to-death because your ship can be impounded instead of totally destroyed.)
You can visit the Fines and Forfiture office to pay the fine and get your ship back.
A custom list in the Map Menu for ships with fines and/or impounded.
Can be configured so that wingmen attacks on targets the same as their commander's DOES or DOES NOT incur crimes themselves.
And others like EMP blasts on station hulls, non-compliance to illegal cargo dump requests by police, etc...
I've been waiting for this since the first time I heard about it :) And station EMP blasts consequences is a cherry on a cake for me.
As always appriciate possibility to configure various aspects of your mods.
Patiently waiting for the remaining 15%.
X3 AP 3.1 + XRM
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Re: [mods] kuertee's (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by Mycu » Sat, 24. Oct 20, 22:36

Having another problem with Alternatives to Death mod.

I was attacking turrets on some SCA destroyer and counter started as I've started getting damage.
When counter got down to 4 seconds, I've managed to destroy all turrets and counter disappeared.
But... Now, when I try to teleport from my ship - it is being destroyed (animation shows and I wake up in some distant location).
Loading save doesn't help.
I've disabled AtD and I can teleport again but my ship is invincible now.
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by kuertee » Sun, 25. Oct 20, 02:55

Ahh yeah, that's a bug.
The mod's intention is for the ship to be destroyed when the countdown starts.
There's no saving your ship when the countdown starts.
With the mod active, you shouldn't have that ship anymore.

Admittedly, detecting the ship's received DPS and starting the countdown when the ship might get destroyed within 15 seconds (i.e. It's received DPS is more than 15 seconds.) might be too early to destroy the ship.
In my current version that I haven't released, I've added the condition that the ship's hull also needs to be less than 25%.
This percentage will also be changeable in the new version.

How the mod actually works:
1. Detect DPS, start the countdown. Your ship will be lost. There's no saving it. If you get caught in it, the mod will choose an alternative to death.
2. Internally, the mod will look for a suitable "viewing" location near where you "died" for you to watch the destruction cutscene. The mod breaks if it doesn't find one.
3. It teleports your "dead" self to this location and it plays the explosion cutscene.
4. After the cutscene ends, your "new self" is then teleported to your new "starting position".

I'll have a look at tweaking that process so that the mod doesn't break if it doesn't find a suitable "viewing" 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 (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by Mycu » Sun, 25. Oct 20, 12:06

kuertee wrote:
Sun, 25. Oct 20, 02:55
In my current version that I haven't released, I've added the condition that the ship's hull also needs to be less than 25%.
This percentage will also be changeable in the new version.
IMO condition that checks hull on counter end (0 seconds) and only destroy ship if hull is less than given value should make things better.
Or maybe it's just possible to monitor ship's hull level while counter is active and destroy ship (on counter end) only if it goes below 1%?

kuertee wrote:
Sun, 25. Oct 20, 02:55
I'll have a look at tweaking that process so that the mod doesn't break if it doesn't find a suitable "viewing" location.
And should the new version allow me to teleport out of my ship using existing save file without being destroyed?
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by kuertee » Sun, 25. Oct 20, 15:51

Mycu wrote:
Sun, 25. Oct 20, 12:06
And should the new version allow me to teleport out of my ship using existing save file without being destroyed?
Yah, I'll make that it so that ship is saved from destruction (as it is now) and also revert it back from invulnerability.





Re: Alternatives to death mod (ATD), High security rooms are locked (HSRAL), Wear and tear (WAT), and others
Updates coming all through this week. Mostly for compatibility with my new mod, Crimes have consequences (CHC), which will be released closer to the end of the week.
But it'll also contain bug-fixes. E.g. that bug in HSRAL conversations with the hacker unlocking multiple rooms in different stations when you are unlocking multiple rooms at once
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 (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by kuertee » Sun, 25. Oct 20, 17:22

Mycu wrote:
Sun, 25. Oct 20, 12:06
IMO condition that checks hull on counter end (0 seconds) and only destroy ship if hull is less than given value should make things better.
Or maybe it's just possible to monitor ship's hull level while counter is active and destroy ship (on counter end) only if it goes below 1%?
These actually sound interesting. It gives the player a chance to the ship from destruction.
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
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Re: [mods] kuertee's (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by Mycu » Sun, 25. Oct 20, 17:50

kuertee wrote: Yah, I'll make that it so that ship is saved from destruction (as it is now) and also revert it back from invulnerability.
Thanks.
kuertee wrote: Updates coming all through this week. Mostly for compatibility with my new mod, Crimes have consequences (CHC), which will be released closer to the end of the week.
Great to hear that.
Marked in my calendar :)

kuertee wrote: These actually sound interesting. It gives the player a chance to the ship from destruction.
That's how I initialy thought how ATD works.
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by kuertee » Mon, 2. Nov 20, 06:27

Updates to
Alternatives to death, High security rooms are locked, NPC reactions, Signal leak hunter - increasing range, Station scanner, Teleport from transporter room, UI Extensions, Wear and tear:
Spoiler
Show
Alternatives to death
https://www.nexusmods.com/x4foundations/mods/551
v1.2.0, 2 Nov 2020:
Spoiler
Show
-New feature: "Crime has consequences" mod (https://www.nexusmods.com/x4foundations/mods/566) compatibility: Crimes of ships that are put into trust are inactive until the player retrieves the ships.
-New feature: Boarding operations are forced into a stalement on "death".
-New feature: Ship destruction can be averted by avoiding more damage and decreasing damage-received-per-second (DPS).
-New feature: Ship destruction is certain if the ship only has 15 seconds of hull left AND the hull is less than 25%.
-New feature: Better DPS tracking code.
-Bug-fix: The death sequence wasn't destroying your ship at the end of the countdown somtimes.
-New feature: More efficient dialogue.
-Bug-fix: Clone specialist and the trust executors will never leave their offices.
-Bug-fix: Notifications of relationship changes and lost licenses are suppressed while "respawning".
High-security rooms are locked
https://www.nexusmods.com/x4foundations/mods/540
v1.1.0, 2 Nov 2020:
Spoiler
Show
-Tweak: More efficient conversation threads (e.g. buying a key from the black marketeer).
-Bug-fix: The code got cross-wired while conversing with a hacker to unlock a door WHEN you have multiple missions with different hackers for different stations at once.
-Update: Pilot cutscene caption standardised with my other mods. I.e. name, faction, ship/station, caption.
NPC reactions
https://www.nexusmods.com/x4foundations/mods/497
v1.3.2, 2 Nov 2020:
Spoiler
Show
-Updates: Taxi service: new code for the main taxi to destination sequence. Bug-fixes and new features as described below.
-New feature: Taxi: All taxis are in a custom Taxi Service faction.
-Bug-fix: Taxi service: The Taxi Service faction allows all taxis to dock on any station and ship.
-Bug-fix: Taxi service: Taxis were previously cancelling their taxi orders. The Taxi Service faction allows us full control of the taxis.
-Bug-fix: Taxi service: If the taxi needs to land on another ship, that code sends the wait order to the receiving ship. Previously, I was relying on the base game's behaviour of ships waiting for other ships to dock with them. This was unreliable. This new version prevents this bug from occuring.
-New feature: Taxi service: Upon disembarking, taxis now wait for you (for 5min) - incase you want to re-hire them. This is required because the Ship Console is disabled on enemy stations and ships.
-Bug-fix: Taxi service: Gate distance is now added to taxis hired from black marketeers.
-Tweak: Taxi service: Added speed to the ETA notification.
-Bug-fix: NPC construction ships: Jobs are cancelled when the station is destroyed.
-Bug-fix: NPC reactions: the finding of galaxy missions are extended to further clusters if none are found in nearby clusters.
-Update: Pilot cutscene caption standardised with my other mods. I.e. name, faction, ship/station, caption.
Signal leak hunter - increasing range
https://www.nexusmods.com/x4foundations/mods/498
v4.3.1, 2 Nov 2020:
Spoiler
Show
-Tweak: Better user experience with the mission not activating if you have an active target (i.e. not the mission target, but the white soft target).
-Bug fix: When near many objects with signal leaks, the nearest object is set as the mission target. This bug was apparent when there are multiple objects nearby that may have signal leaks.
Station scanner
https://www.nexusmods.com/x4foundations/mods/496
v1.2.4, 2 Nov 2020:
Spoiler
Show
-Tweak: Better user experience with the mission not activating if you have an active target (i.e. not the mission target, but the white soft target).
Teleport from transporter room
https://www.nexusmods.com/x4foundations/mods/553
v1.0.2, 2 Nov 2020:
Spoiler
Show
-Tweak: Set the optional immediate flag of the teleport function to true.
UI Extensions and HUD
https://www.nexusmods.com/x4foundations/mods/552
v1.1.0, 2 Nov 2020:
Spoiler
Show
-New feature: Features that allow totally custom panels that work like the Objects and Properties panel. I.e. Items in these custom panels are interactive and can be clicked, multi-selected, right-clicked, expanded, etc. See the UI screenshots in my "Crime has consequences" mod (https://www.nexusmods.com/x4foundations/mods/566).
Wear and tear
https://www.nexusmods.com/x4foundations/mods/523
v1.1.0, 2 Nov 2020:
Spoiler
Show
-New feature: "Crime has consequences" mod (https://www.nexusmods.com/x4foundations/mods/566) compatibility: Ships will not dock for running repairs on stations of factions they have a record (i.e. fines) with.
-Bug-fix: div by 0 bug in applying wear and tear after a ship loses its service crew (e.g. from a transfer).
-Bug-fix: Check if hull, engines and shields have more 25% points and apply wear and tear if so. Previously, hull, engines, and shields were resetting their points to 25% if it wear and tear takes it below that.
-Bug-fix: Reset the "sent a dock for running repairs" flag if the ship has no dock order. This bug occurred if the ship was sent a "dock for running repair" command either by the player or the AI, but the order was cleared before it completed because of, for e.g., the ship's commander was changed.
-Update: Pilot cutscene caption standardised with my other mods. I.e. name, faction, ship/station, caption.
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
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Re: [mods] kuertee's (QOL, UI, gameplay). Updated mods: Alt. to death, High-sec rooms are locked, NPC Taxis, etc.

Post by Mycu » Mon, 2. Nov 20, 09:14

kuertee wrote:
Mon, 2. Nov 20, 06:27
Updates to
Alternatives to death, High security rooms are locked, NPC reactions, Signal leak hunter - increasing range, Station scanner, Teleport from transporter room, UI Extensions, Wear and tear:
That is an impressive list of fixes and tweaks.
I was waiting for it.
Thanks.

Now we're waiting for the cherry ;)
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 8 updated mods, 2 nov 2020

Post by kuertee » Tue, 3. Nov 20, 07:30

Alternatives to death should work better. I removed the intermediate transition of the player from the exploding ship to an intermediary location (just so the cutscene explosion can be viewed while the player is near it). Instead the player is immediately transported to their final destination. Lower-spec'ed machine may play the cutscene without the explosion because the player's location could be in a different sector. But that's better than the mod stalling when no intermediary location is found.

I'm still testing Crime has consequences. No police would scan me. I need to test the player not complying to dump cargo. But the NPC side of that is working. NPCs will get charged with a fine if they escape or attack police scans if they have illegal cargo onboard. And, I'm waiting for a station without a license to start construction, so that I can test the "illegal plot" crime record and fine. Apart from those two crimes, attacks (including EMP and bombs), ship boardings, kills, illegal scanning are all detected as crimes.
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
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Re: [mods] kuertee's (QOL, UI, gameplay). 8 updated mods, 2 nov 2020

Post by Mycu » Tue, 3. Nov 20, 19:01

kuertee wrote:
Tue, 3. Nov 20, 07:30
Alternatives to death should work better. I removed the intermediate transition of the player from the exploding ship to an intermediary location (just so the cutscene explosion can be viewed while the player is near it). Instead the player is immediately transported to their final destination. Lower-spec'ed machine may play the cutscene without the explosion because the player's location could be in a different sector. But that's better than the mod stalling when no intermediary location is found.
Sounds nice. I'll play with new versions tonight.

kuertee wrote:
Tue, 3. Nov 20, 07:30
Apart from those two crimes, attacks (including EMP and bombs), ship boardings, kills, illegal scanning are all detected as crimes.
Does the detection of a crime when boarding/bombing/illegal scaning require the police ship to be nearby?
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 8 updated mods, 2 nov 2020

Post by kuertee » Wed, 4. Nov 20, 03:04

Mycu wrote:
Tue, 3. Nov 20, 19:01
Does the detection of a crime when boarding/bombing/illegal scaning require the police ship to be nearby?
No. The victim of the crime will report you to their faction - like they do now in the base game's when their faction sends out a action response team.
My mod doesn't do anything but charge fines and impound ships. All other faction reactions (reputation loss, action response team, etc.) are from the base game.

It seems minor, but it adds another layer of interactivity. You can have a high reputation with a faction, but still have fines to pay - otherwise, they'll impound your ship.

I've yet to add these two other features:
1. forfeit of ship after some time impounded
2. send out debt collectors - this is a far future plan.
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 (QOL, UI, gameplay). 8 updated mods, 2 nov 2020

Post by kuertee » Thu, 5. Nov 20, 18:35

New mod
Crime has consequences
https://www.nexusmods.com/x4foundations/mods/566
Ships are fined, then impounded, then forfeited. Pay fines at the Fines and Forfeiture office to reacquire ships before their forfeiture.

NOTE: Similar to my "Alternatives to death" (ATD) mod (https://www.nexusmods.com/x4foundations/mods/551), the ship impounds feature of "Crime has consequences" will prevent your ship from getting destroyed, providing your ship has fines and is being attacked by a faction that owns those fines. This effectively prevents the game from ending on the "Game Over" screen. This feature overrides the death features in ATD. But those features can still activate on attacks on your ship by factions that don't have charges against your ship. In late-game stages, these factions will be the Khaak and Xenon - unless you set the option that enemy factions don't charge you with crimes. In this case, your ship can still be destroyed by enemy factions.

Crimes
Ships that commit these crimes will incur fines. Fines incurred while in a spacesuit will be transferred to the first ship the player enters.

-Attacks: Attacks incur fines after they affect the player's relationship with the factions of their victims. The mod follows the base game's tolerance to initial attacks.
-Boardings / Claims on ships that were victims of attacks
-Kills
-Bomb attacks
-Illegal cargo: Ships that carry illegal cargo will receive fines when they do not comply with police requests (attack or escape).
-Illegal plot claims: NPC patrols will fine the player for stations they find without licenses.

When within 25km of large operations, fines are 10% of their normal value. Large operations are station attacks and ship boardings. During large operations attacks on and kills of drones and laser towers are not reported as fines.

Crimes charged to the commander are not charged again to their wingmen. However, crimes charged to wingmen will be charged again to their commander when their commander joins the attack.

Self-defense attacks and kills are not charged as crimes.

Ship impounds
Factions will impound ships with fines when the ships dock on their stations. Spacewalk to the station to avoid getting impounded. Or use the Taxi Service from my mod, NPC Reactions (https://www.nexusmods.com/x4foundations/mods/497), to enter stations without your ship.

During attacks, factions will impound ships, including the player's ship, when their hull drops below 25%.

Enemy factions can impound your ships. Because you cannot dock on enemy stations, my NPC Reactions mod's Taxi Service feature is the only way for you to visit the Fines and Forfeiture Office of enemy factions.

Fines and Forfeiture office
Pay fines to re-acquire impounded ships at the Fines and Forfeiture offices located in defense stations.

Impounded ships will be forfeited to the faction that impounded if their fines are not paid after 14 hours.





Updates
Alternatives to death https://www.nexusmods.com/x4foundations/mods/551
v1.2.1, 6 Nov 2020:
-Bug-fix: "Crime has consequences" mod (https://www.nexusmods.com/x4foundations/mods/566) compatibility: Ship impounds on attack overrides the death sequence, including the countdown.
Spoiler
Show
v1.2.0, 2 Nov 2020:
-New feature: "Crime has consequences" mod (https://www.nexusmods.com/x4foundations/mods/566) compatibility: Crimes of ships that are put into trust are inactive until the player retrieves the ships.
-New feature: Boarding operations are forced into a stalement on "death".
-New feature: Ship destruction can be averted by avoiding more damage and decreasing damage-received-per-second (DPS).
-New feature: Ship destruction is certain if the ship only has 15 seconds of hull left AND the hull is less than 25%.
-New feature: Better DPS tracking code.
-Bug-fix: The death sequence wasn't destroying your ship at the end of the countdown somtimes.
-New feature: More efficient dialogue.
-Bug-fix: Clone specialist and the trust executors will never leave their offices.
-Bug-fix: Notifications of relationship changes and lost licenses are suppressed while "respawning".
NPC reactions https://www.nexusmods.com/x4foundations/mods/497
v1.3.3, 6 Nov 2020:
-Bug-fix: Taxi service: The re-hire mission update, after you disembarked at your destination, wasn't getting set.
Spoiler
Show
v1.3.2, 2 Nov 2020:
-Updates: Taxi service: new code for the main taxi to destination sequence. Bug-fixes and new features as described below.
-New feature: Taxi: All taxis are in a custom Taxi Service faction.
-Bug-fix: Taxi service: The Taxi Service faction allows all taxis to dock on any station and ship.
-Bug-fix: Taxi service: Taxis were previously cancelling their taxi orders. The Taxi Service faction allows us full control of the taxis.
-Bug-fix: Taxi service: If the taxi needs to land on another ship, that code sends the wait order to the receiving ship. Previously, I was relying on the base game's behaviour of ships waiting for other ships to dock with them. This was unreliable. This new version prevents this bug from occuring.
-New feature: Taxi service: Upon disembarking, taxis now wait for you (for 5min) - incase you want to re-hire them. This is required because the Ship Console is disabled on enemy stations and ships.
-Bug-fix: Taxi service: Gate distance is now added to taxis hired from black marketeers.
-Tweak: Taxi service: Added speed to the ETA notification.
-Bug-fix: NPC construction ships: Jobs are cancelled when the station is destroyed.
-Bug-fix: NPC reactions: the finding of galaxy missions are extended to further clusters if none are found in nearby clusters.
-Update: Pilot cutscene caption standardised with my other mods. I.e. name, faction, ship/station, caption.
Wear and tear: https://www.nexusmods.com/x4foundations/mods/523
v1.1.1, 6 Nov 2020:
-Bug-fix: Suppress reporting of null errors that are reported as false (anyway). The debugger just reports them even if they are evaluated as false correctly.
Spoiler
Show
v1.1.0, 2 Nov 2020:
-New feature: "Crime has consequences" mod (https://www.nexusmods.com/x4foundations/mods/566) compatibility: Ships will not dock for running repairs on stations of factions they have a record (i.e. fines) with.
-Bug-fix: div by 0 bug in applying wear and tear after a ship loses its service crew (e.g. from a transfer).
-Bug-fix: Check if hull, engines and shields have more 25% points and apply wear and tear if so. Previously, hull, engines, and shields were resetting their points to 25% if it wear and tear takes it below that.
-Bug-fix: Reset the "sent a dock for running repairs" flag if the ship has no dock order. This bug occurred if the ship was sent a "dock for running repair" command either by the player or the AI, but the order was cleared before it completed because of, for e.g., the ship's commander was changed.
-Update: Pilot cutscene caption standardised with my other mods. I.e. name, faction, ship/station, caption.
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 (QOL, UI, gameplay). 8 updated mods, 2 nov 2020

Post by Mycu » Thu, 5. Nov 20, 19:30

kuertee wrote:
Thu, 5. Nov 20, 18:35
New mod
Crime has consequences
https://www.nexusmods.com/x4foundations/mods/566
Looks quite complex. Very well!
Just in time for my today's playthrough :)

Hoping to experience sth similar to your testing story :)

Thanks for sharing and enriching X4.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Mycu
Posts: 410
Joined: Fri, 28. Sep 12, 08:30
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Re: [mods] kuertee's (QOL, UI, gameplay). new: Crime has consequences, updates: 8 mods - Nov 2020

Post by Mycu » Thu, 5. Nov 20, 21:04

One question and a small little bug:
https://i.imgur.com/95BhPYq.png

Do we need fines with pirate factions?
And in message log, there is null on USO-753. It's a factory.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
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Re: [mods] kuertee's (QOL, UI, gameplay). new: Crime has consequences, updates: 8 mods - Nov 2020

Post by kuertee » Fri, 6. Nov 20, 03:12

Mycu wrote:
Thu, 5. Nov 20, 21:04
One question and a small little bug:
https://i.imgur.com/95BhPYq.png

Do we need fines with pirate factions?
And in message log, there is null on USO-753. It's a factory.
oh! hahaha!, I'll need to find a way to exclude pirate factions.
Also, weird that it added attacks by station. I'll re-check my filters.

It's good, that you keep finding these bugs. Thanks, mycu! :)
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
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Re: [mods] kuertee's (QOL, UI, gameplay). new: Crime has consequences, updates: 8 mods - Nov 2020

Post by kuertee » Fri, 6. Nov 20, 05:35

Hmmm ... there's no clear way to determine pirate factions. E.g. checking if their headquarters is a pirate base (i.e. in code: faction.buccaneers.headquarters.ispiratebase) isn't good enough because, in my game, Duke's Buccaneers doesn't have a headquarters. And I don't know enough of the lore to manually identify pirate factions.

Reading the Wiki (https://www.egosoft.com:8444/confluence ... Buccaneers), it looks like Duke's Buccaneers can be an ally. And if I remove them from factions that charge crimes, the player will be able to continually commit crimes against them with no penalty when they eventually become allies.

This goes the same with any faction the player can ally with. Hence, I'm unsure of whether I should actually remove pirate factions from the list.

It may be best to simply disable enemies from charging you with crimes in the Extensions Options. With this disabled, enemy factions will never charge the player with crimes and will never impound the player's ships. Also, when those factions do become neutral, friendly, or allied, the player will again have consequences to crimes against them.

What do you think?
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 (QOL, UI, gameplay). new: Crime has consequences, updates: 8 mods - Nov 2020

Post by Mycu » Fri, 6. Nov 20, 10:40

kuertee wrote:
Fri, 6. Nov 20, 05:35
It may be best to simply disable enemies from charging you with crimes in the Extensions Options. With this disabled, enemy factions will never charge the player with crimes and will never impound the player's ships. Also, when those factions do become neutral, friendly, or allied, the player will again have consequences to crimes against them.
Sounds fair and should be enough.
I don't see much reason for my enemy to allow me to buyout my ships, because I could use them against him. So yeah, it would also be logical in this way.

Or maybe those "enemies" should be just factions that player has strongly bad relations? Ex. -10 and lower?
So impounded ships would be confiscated when player relations with that faction go below that level.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

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