
The option you found there, incidentally, is for the volume of UI sounds. While it may be useful to you, it won't help your OCR software!
Moderator: Moderators for English X Forum
admittedly, i have no complaints about it.CaplinCaplin wrote: ↑Wed, 18. Aug 21, 00:49...Your description of the convolutions required to hire crew members amused the hell out of me. Thanks so much for this update, and the to-do list seems like an excellent road map going forward. ..
there may be two reason for this:...Unfortunately, I ran into a situation where my hotkey for the mod fails again. I am not sure if it's a situation with the pipe server, or something in the MD script. I'll see if I Can get a debug log for you. It seems to happen after disembarking at a station, but as with all the best bugs it's not 100% reproducible....
I did fix several bugs in the code that stopped the navigation computer from working. Hopefully, I didn't miss any others.CaplinCaplin wrote: ↑Wed, 18. Aug 21, 18:29...it looks like the issue is something to do with trying to get null properties on gate components, which then spirals into passing null values to Lua functions which expect strings. I will try your suggestions and be careful about how I open the nav comp, it seems to be more of a problem in the station-based parts of the UI, rather than on ship, at least....
yeah, some satellite deployment missions are difficult normally - let alone for you guys. e.g. satellite coverage missions require that you blanket a wide area of satellites. and estimating how far apart to put your satellites is and where gaps exist make for a difficult mission to complete. i have a mod called Waypoint Fields for Deployment (https://www.nexusmods.com/x4foundations/mods/585) that adds waypoints for the player to follow and drop satellites at. But that mod is not very accessible. I'll need to add accessibility to that mod.CaplinCaplin wrote: ↑Wed, 1. Sep 21, 01:44Edit: Item 3 seems to be working properly, though I had trouble actually deploying a satellite at the requested location. I was directed to what seemed to be the proper place though. I also had occasion to try destroying mines, which worked the second time around, after one game-over as you warned might happen.
Oh, I'll check that. Was the transport mission a taxi mission and not a "deliver engineer/manager/pilot/marine" mission?[*] After I finished the transport mission, I noticed that all the future NPCs I spoke with listed the name of the NPC I'd transported, who presumably no longer exists. I am unsure if their skills were entirely accurate, but the dialog at least worked as I expected.
Unfortunately, that happens in the base game also. My mod sets the "middle" of the sector as the autopilot target. But as in the base game, sometimes the autopilot gets stuck in the main superhighway that circles through the major sectors.[*] I tried to autopilot to Grand Exchange I from somewhere and ended up taking a giant loop around, which seemed to start and end in Argon prime. I ended up just cancelling autopilot after two or three such loops, and choosing to head somewhere else instead.
Going to be honest here -- as your mod and work begins to become excellent in each update, my desperation to have our screen reader directly interfaced with the game grows as well lol. I can only hope that x4 developers and executives are watching the topic as well, to perhaps find a solution for us. A few of my friends are asking me about the progress that's going on here and i'm suggesting them to hold on a bit longer so we can make sure the game is in a playable state and not frustrating to work with.kuertee wrote: ↑Wed, 1. Sep 21, 08:08
Which leads me to my question: Does the screen reader parse the Player Information screen properly?
Also, can you step me through how you use the screen reader? I think I asked this before, but I can't remember if that was on reddit or on this forum.
I.e. list down steps on how turn orn the screen reader on Windows 10, and how you trigger it to read the game's screen.
kuertee wrote: ↑Wed, 1. Sep 21, 17:55 how do you guys read the load game screen?
NV Access only reads the time of the saved game and not the name of the saved game.
i suppose you guys wouldn't have known that the load game screen contains more info than the file's timestamp
(unless i'm mistaken, of course.)
I just make liberal use of "continue," and "quicksave," and try not to have too many save games, as Oasis1701 suggests. It's definitely annoying, but at least we can reliably click on what we need to most of the time.kuertee wrote: ↑Wed, 1. Sep 21, 17:55 how do you guys read the load game screen?
NV Access only reads the time of the saved game and not the name of the saved game.
i suppose you guys wouldn't have known that the load game screen contains more info than the file's timestamp
(unless i'm mistaken, of course.)