Serious Attempt to get into X4 as a Totally Blind Player

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CaplinCaplin
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CaplinCaplin »

It's been a while since I played, but yes, ship storage is different from player inventory. I don't remember how to see it but suspect it's on the ship info screen, which you can access with "i." This is another area where Jaws OCR is probably better than NVDA, because most of the ship info is displayed in columns.
oasis1701
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by oasis1701 »

Is kuertee still around?
I really wish to play this game again
CaplinCaplin
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CaplinCaplin »

You and me both. I hope we hear from him soon.
CBJ
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EGOSOFT
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CBJ »

He's more than just around. I'll give him a nudge.
kuertee
EGOSOFT
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by kuertee »

oasis1701 wrote: Wed, 12. Jul 23, 21:15 Is kuertee still around?
I really wish to play this game again
CaplinCaplin wrote: Wed, 12. Jul 23, 22:52 You and me both. I hope we hear from him soon.
Hey, Oasis and Caplin!
I've not looked into this mod since I last updated it on Nexus on 18 April - which I forgot to post here.

Here's the update for 6.x.
There's not much, but it works on 6.x last I played with it.

Updates
=======
v6.0.002, 18 Apr 2023:
-Bug-fix: Compatiblity bug-fix for 6.x of the base game.
-Tweak: The Navigation Computer is now available from the Interact Menu outside of ships and on stations. Note that the NC from the Interact Menu was only available for players controlling a ship. But the NC from the hotkey was available anytime.

I still have plans for the mod:
i.e. Station building is the next step. I didn't know how this could be achieved before. I do now. :D
I'm still updating/fixing some of my other mods for 6.x, so I'll hopefully return to this mod after those.

Thanks for the ping, CBJ!
oasis1701
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by oasis1701 »

kuertee wrote: Thu, 13. Jul 23, 02:58
oasis1701 wrote: Wed, 12. Jul 23, 21:15 Is kuertee still around?
I really wish to play this game again
CaplinCaplin wrote: Wed, 12. Jul 23, 22:52 You and me both. I hope we hear from him soon.
Hey, Oasis and Caplin!
I've not looked into this mod since I last updated it on Nexus on 18 April - which I forgot to post here.

Here's the update for 6.x.
There's not much, but it works on 6.x last I played with it.

Updates
=======
v6.0.002, 18 Apr 2023:
-Bug-fix: Compatiblity bug-fix for 6.x of the base game.
-Tweak: The Navigation Computer is now available from the Interact Menu outside of ships and on stations. Note that the NC from the Interact Menu was only available for players controlling a ship. But the NC from the hotkey was available anytime.

I still have plans for the mod:
i.e. Station building is the next step. I didn't know how this could be achieved before. I do now. :D
I'm still updating/fixing some of my other mods for 6.x, so I'll hopefully return to this mod after those.

Thanks for the ping, CBJ!
WO i didn't know that the mod is v6 compatible!
I will play with it and let you know if it doesn't work.
It's exciting to know the mod has a future!
CaplinCaplin
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CaplinCaplin »

I'm so happy to hear the mod is still being updated. :)

Am I correct in assuming that the hotkey is not as necesary as it used to be? I remember that setting that up was tricky, at least initially, though it's been long enough I don't remember how to do it outside of needing to run the pipe program.

Thanks for getting back to us so quickly.
CaplinCaplin
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CaplinCaplin »

Okay, so I'm back to where I was last time I tried to do this.

My nav computer doesn't open, it just makes the game's sort of "something happened," noise. Neither the hotkey nor the interaction menu option appear to work.

I feel like there's something misconfigured somewhere, but I have no idea how to fully reset things to defaults. As I recall I struggled with this earlier.

Any help sorting this out would be appreciated.
kuertee
EGOSOFT
EGOSOFT
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by kuertee »

Make sure that you have the updated UI Extensions (UIX) mod: https://www.nexusmods.com/x4foundations ... id=9053938
The base lua files changes almost at every base-game update.
And I update the UIX mod to keep up with those changes.

Then just to re-check:
1. you also need Sir Nuke's Mod Support APIs either from the Steam Workshop or from here: https://www.nexusmods.com/x4foundations/mods/503
2. and to get the custom hot-key working to open the Navigation Computer with the 'N' key, you need to run Sir Nuke's pipe server before you launch the game. The pipe server is downloadable from Mod Support API's Nexus page.

Can you create a log file and send it to my e-mail?
1. add this to the game's launch options: "-debug all -logfile debug.log"
2. launch the game.
3. attempt to open the Navigation Computer via the hotkey or the Interact Menu. I think you may need to select a random target first before the Interact Menu can be opened with the 'F' key. (e.g. press 'T' when in the cockpit and there may be a nearby ship or station that the Targeting Computer may lock on to.)
4. if one method doesn't work, try the other.
5. quit the game.
6. the log file will be located in: C:\Users\jp-metabox-00\Documents\Egosoft\X4\(a number associated with your Steam id)\debug.log
7. send that to me at kuertee@gmail.com
CaplinCaplin
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CaplinCaplin »

Hi there,

Debug log sent. I started a new game, switchde target a couple times, and tried to activate the navigation computer both via a hotkey (n) and via interact menu. Neither worked, the HUD just displayed a bit about the flight school.
kuertee
EGOSOFT
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by kuertee »

CaplinCaplin wrote: Fri, 14. Jul 23, 14:13Hi there, ... Debug log sent. I started a new game, switchde target a couple times, and tried to activate the navigation computer both via a hotkey (n) and via interact menu. Neither worked, the HUD just displayed a bit about the flight school.
Thank you!

The mod is trying to activate the Navigation Computer but its failing with no errors. Below this message are log entries relevant to the mod. You don't need to get the Screen Reader to read it - it's cryptic and dense with mod-specific data. I only include it here for my reference.

The one thing that jumped out at me is that you have my other mod, Accept Mission For Later mod, installed. Both mods are incompatible with each other.

Can you try again but without the Accept Mission For Later mod?
Spoiler
Show

Code: Select all

[Scripts] 0.00 *** Context:md.kuertee_accessibility_features.kAccessFs: event.name: event_cue_signalled
[Scripts] 0.00 *** Context:md.kuertee_accessibility_features.ShipProtection: player.hasemergencyeject: 1
[Scripts] 0.00 *** Context:md.kuertee_accessibility_features.ShipProtection: player.isemergencyejectactive: 1
[Scripts] 0.00 *** Context:md.kuertee_accessibility_features.ShipProtection: player.hasemergencyeject (post): 1
[Scripts] 0.00 *** Context:md.kuertee_accessibility_features.ShipProtection: player.isemergencyejectactive (post): 0
[Scripts] 0.00 *** Context:md.kuertee_accessibility_features.ShipProtection: $lastShip: 0x5b34a
[Scripts] 0.00 *** Context:md.kuertee_accessibility_features.OnModInstall: UserSettings.$debugChance: 0
[Scripts] 0.00 *** Context:md.kuertee_accessibility_features.Init: event.name: event_cue_signalled, UserSettings.$debugChance: 0
[Scripts] 0.00 *** Context:md.kuertee_accessibility_features.OnModInstallComplete: UserSettings.$debugChance: 0
...
[Scripts] 1.64 *** Context:md.kuertee_accessibility_features.HotKeyAPI_OnReloaded: event.name: event_cue_signalled
...
[Scripts] 21.48 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show: event.name: event_cue_signalled
[Scripts] 21.63 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show2: kAccessFs.$lastShip: null (null)
[Scripts] 21.63 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show2: kAccessFs.$lastShip (new): 0x5b34a (Perseus Vanguard)
[Scripts] 21.63 *** Context:md.kuertee_accessibility_features.FindGates: $gates.{$i}: 0xd98, knownname: Accelerator, destination: 0xa3b, Trinity Sanctum III
[Scripts] 21.63 *** Context:md.kuertee_accessibility_features.FindGates: $gates.{$i}: 0x902a, knownname: Unstable Warp Anomaly, destination: null, null
[Scripts] 21.63 *** Context:md.kuertee_accessibility_features.FindGates: $gatesData:table[$gates=[component.{0xd98L},component.{0x902aL}],$highwayDestinationsByHighway=table[]]
[Scripts] 21.63 *** Context:md.kuertee_accessibility_features.FindShipBuilders: $ship_builders: [component.{0xf459L},component.{0xbe0bL},component.{0xce65L},component.{0x93a6L},component.{0xa5ffL},component.{0xe3f9L},component.{0x116d2L},component.{0xada8L},component.{0xf02dL},component.{0xea46L},component.{0x9e77L},component.{0xdc8fL}]
[Scripts] 27.93 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show: event.name: event_cue_signalled
[Scripts] 28.09 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show2: kAccessFs.$lastShip: 0x5b34a (Perseus Vanguard)
[Scripts] 28.09 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show2: kAccessFs.$lastShip (new): 0x5b34a (Perseus Vanguard)
[Scripts] 28.09 *** Context:md.kuertee_accessibility_features.FindGates: $gates.{$i}: 0xd98, knownname: Accelerator, destination: 0xa3b, Trinity Sanctum III
[Scripts] 28.09 *** Context:md.kuertee_accessibility_features.FindGates: $gates.{$i}: 0x902a, knownname: Unstable Warp Anomaly, destination: null, null
[Scripts] 28.09 *** Context:md.kuertee_accessibility_features.FindGates: $gatesData:table[$gates=[component.{0xd98L},component.{0x902aL}],$highwayDestinationsByHighway=table[]]
[Scripts] 28.09 *** Context:md.kuertee_accessibility_features.FindShipBuilders: $ship_builders: [component.{0xf459L},component.{0xbe0bL},component.{0xce65L},component.{0x93a6L},component.{0xa5ffL},component.{0xe3f9L},component.{0x116d2L},component.{0xada8L},component.{0xf02dL},component.{0xea46L},component.{0x9e77L},component.{0xdc8fL}]
...
[Scripts] 34.94 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show: event.name: event_cue_signalled
[Scripts] 35.09 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show2: kAccessFs.$lastShip: 0x5b34a (Perseus Vanguard)
[Scripts] 35.09 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show2: kAccessFs.$lastShip (new): 0x5b34a (Perseus Vanguard)
[Scripts] 35.09 *** Context:md.kuertee_accessibility_features.FindGates: $gates.{$i}: 0xd98, knownname: Accelerator, destination: 0xa3b, Trinity Sanctum III
[Scripts] 35.09 *** Context:md.kuertee_accessibility_features.FindGates: $gates.{$i}: 0x902a, knownname: Unstable Warp Anomaly, destination: null, null
[Scripts] 35.09 *** Context:md.kuertee_accessibility_features.FindGates: $gatesData:table[$gates=[component.{0xd98L},component.{0x902aL}],$highwayDestinationsByHighway=table[]]
[Scripts] 35.09 *** Context:md.kuertee_accessibility_features.FindShipBuilders: $ship_builders: [component.{0xf459L},component.{0xbe0bL},component.{0xce65L},component.{0x93a6L},component.{0xa5ffL},component.{0xe3f9L},component.{0x116d2L},component.{0xada8L},component.{0xf02dL},component.{0xea46L},component.{0x9e77L},component.{0xdc8fL}]
[Scripts] 38.38 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show: event.name: event_cue_signalled
[Scripts] 38.53 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show2: kAccessFs.$lastShip: 0x5b34a (Perseus Vanguard)
[Scripts] 38.53 *** Context:md.kuertee_accessibility_features.NavigationComputer_Show2: kAccessFs.$lastShip (new): 0x5b34a (Perseus Vanguard)
[Scripts] 38.53 *** Context:md.kuertee_accessibility_features.FindGates: $gates.{$i}: 0xd98, knownname: Accelerator, destination: 0xa3b, Trinity Sanctum III
[Scripts] 38.53 *** Context:md.kuertee_accessibility_features.FindGates: $gates.{$i}: 0x902a, knownname: Unstable Warp Anomaly, destination: null, null
[Scripts] 38.53 *** Context:md.kuertee_accessibility_features.FindGates: $gatesData:table[$gates=[component.{0xd98L},component.{0x902aL}],$highwayDestinationsByHighway=table[]]
[Scripts] 38.53 *** Context:md.kuertee_accessibility_features.FindShipBuilders: $ship_builders: [component.{0xf459L},component.{0xbe0bL},component.{0xce65L},component.{0x93a6L},component.{0xa5ffL},component.{0xe3f9L},component.{0x116d2L},component.{0xada8L},component.{0xf02dL},component.{0xea46L},component.{0x9e77L},component.{0xdc8fL}]
CaplinCaplin
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CaplinCaplin »

Hi there,

I wasn't aware those mods were incompatible, thanks for the heads up.

Sadly, it doesn't seem to have made any difference. I am still unable to activate the accessibility mod at all, with the exact same external symptoms.

This is baffling, but I hope it's a quick fix, whatever it is :)
CaplinCaplin
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CaplinCaplin »

Hey,

So... An update. :)

After doing a full reset of my Steam cloud saves, at the prompting of Oasis1701, it finally appears to be working properly.

The OCR is still not as good as it used to be, something seems to be wrong wiht the fonts, but at least the nav computer comes up reliably now.

Thanks for all the work and I very much appreciate your patience.
kuertee
EGOSOFT
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by kuertee »

CaplinCaplin wrote: Fri, 14. Jul 23, 21:08The OCR is still not as good as it used to be, something seems to be wrong wiht the fonts, but at least the nav computer comes up reliably now....
Yeah, last I checked, NVDA/NVAccess was doing a weird thing: it reads one letter then the rest of the line. e.g. instead of "Caplin", it would read it: "C" - "aplin".
What experiences do you have with NVDA/NVAccess? Or are you using a different OCR?
CaplinCaplin
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CaplinCaplin »

Hey,

I am using NVDA OCR for other games, as it happens. It performs well. The key seems to be removing things which could interfeer with the scan, such as unusual background textures.

I'm not sure what might have changed from the last time I used this mod, but the results definitely seem to be worse than I remember.

In short, anything that can be done to reduce the background or other elements likely to confuse the OCR will probably help.

I've had good experiences with, for instance, Crusader Kings III, and the key in that case was removing things like the game map, and replacing the font I believe.
kuertee
EGOSOFT
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by kuertee »

CaplinCaplin wrote: Sat, 15. Jul 23, 04:38...In short, anything that can be done to reduce the background or other elements likely to confuse the OCR will probably help. ...
Oh, good advice. Will set the Nav Computer to as close to full-screen as possible in its next update.
I'm making a point to dedicate this weekend's game sessions to my AI mod.
But I'll try to sneak in a quick edit to the Nav Computer's framing.
I'll post an update on this thread when I upload it to Nexus.
ETA: sometime today, a few hours from now. Sorry, no clear time at the moment.
oasis1701
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by oasis1701 »

Thanks! that would help a lot,
it'd be great to have a cleaner OCR on the NC
CaplinCaplin
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CaplinCaplin »

Yeah. I look forward to any changes you can make on that front.

Good luck with the AI mod. I look forward to being able to experience more of this game.
kuertee
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by kuertee »

Here's the update. I simply made the Navigation Computer (NC) full-screen.
I wasn't able to test it with NVDA. Let me know how this fullscreen NC goes, please.
It needs the beta version of my other mod UI Extensions - which is linked below.


Accessibility Features mod: https://www.nexusmods.com/x4foundations ... ?tab=files

Updates
=======
v6.1.002, 16 Jul 2023:
-Tweak: The Navigation Computer (NC) now takes up the fullscreen to limit OCRs to only the NC's content.
-Bug-fixed: Remove features that are not yet ready for use which I forgot to remove from the previous version.

Note that this version requires a new beta version of my UI Extensions mod from my Google Drive: Google Drive link
CaplinCaplin
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Re: Serious Attempt to get into X4 as a Totally Blind Player

Post by CaplinCaplin »

This appears much better. :) Thanks for such a quick turnaround. I hope it won't cause issues down the line, though it strikes me you'll be reimplementing a lot of the game UI, I guess.

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