[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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Cyres
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Re: [mods] kuertee's (QOL, UI, gameplay). 11 Mar 2021: New mod: More generic missions. All mods updated for v4.0.0 beta

Post by Cyres » Fri, 12. Mar 21, 12:41

kuertee wrote:
Fri, 12. Mar 21, 02:08
EDIT: ALL done. Thanks for letting me know!
Nice, thank you!
kuertee wrote:
Fri, 12. Mar 21, 02:40
no, sorry. the extra steps to upload them to steam simply increases my admin-work.
No problem, everything is up to you. I'm happy you are sharing your work!

tomchk
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Re: [mods] kuertee's (QOL, UI, gameplay). 11 Mar 2021: New mod: More generic missions. All mods updated for v4.0.0 beta

Post by tomchk » Mon, 15. Mar 21, 16:37

Hi kuertee: I'm really interested in how you did the mission-giving from NPCs in some of your mods. I haven't extracted and looked yet, but I wonder ... would it be hard to implement something like this using existing missions (copied from reddit)?

Get war combat/patrol missions from a NPC (maybe the captain or someone else) onboard an allied carrier, approximating a Wing Commander-type experience. The combat tutorial has a cool example of this, but it wouldn't have to be that complex/scripted or obviously have voice--just using existing missions would be a great start. Imagine launching for a recon mission, scanning an enemy ship or station or placing a satellite, landing, and then launching for a combat mission, etc.

Thoughts? Would you be interested in trying this in one of your mods? If not, how hard do you think it would be? Thanks!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 11 Mar 2021: New mod: More generic missions. All mods updated for v4.0.0 beta

Post by kuertee » Tue, 16. Mar 21, 11:40

tomchk wrote:
Mon, 15. Mar 21, 16:37
Hi kuertee: I'm really interested in how you did the mission-giving from NPCs in some of your mods. I haven't extracted and looked yet, but I wonder ... would it be hard to implement something like this using existing missions (copied from reddit)?

Get war combat/patrol missions from a NPC (maybe the captain or someone else) onboard an allied carrier, approximating a Wing Commander-type experience. The combat tutorial has a cool example of this, but it wouldn't have to be that complex/scripted or obviously have voice--just using existing missions would be a great start. Imagine launching for a recon mission, scanning an enemy ship or station or placing a satellite, landing, and then launching for a combat mission, etc.

Thoughts? Would you be interested in trying this in one of your mods? If not, how hard do you think it would be? Thanks!
yah, definitely doable.
the missions offered by npcs in my mod, npc reactions, are taken from x4's base generic missions system.
their icons even appear on the map like normal generic missions.
the player simply can't see them on the map because the mod instant removes mission offers that are declined when the conversation menu is closed.
therefore, what you propose is certainly doable.

i have looked at the game's faction goals scripts. and have hooks to it already to a mod that logs what they do.
so, I kinda get how they work: they control what each faction does: trade, send combat ships to attack, to defend area, etc.
and I've thought about leveraging that as missions to offer the player.
these missions would be more focused to each faction's goals.
they will be more focused than the only-lightly-focused-to-faction-goals of guild missions and the not-at-all-focused-to-faction-goals of generic missions.
and, YES! because the combat missions from these faction goals can be considered to need high security, they can be offered only in person - rather than through the bulletin board system.

I'm currently trying to finish my next mod, so I'm not sure when I'll get to this faction goals mod.
my next mod refines the player's FACTION relationship with the other factions with a new PERSONAL reputation system: defender, vigilante, mercenary, pirate. (I briefly listed them in my Professions mod idea thread.)
i think having these distinct labels allow the player to bring the game back to a more personal level - if they so choose.
and having a handler to report to for the more important missions, as you describe, adds to that gameplay.
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.

tomchk
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Re: [mods] kuertee's (QOL, UI, gameplay). 11 Mar 2021: New mod: More generic missions. All mods updated for v4.0.0 beta

Post by tomchk » Tue, 16. Mar 21, 15:37

Amazing, I very much look forward to what you do!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Thu, 25. Mar 21, 17:06

Reputations and professions
https://www.nexusmods.com/x4foundations/mods/636
by kuertee

Mod effects:
Reputations: Defender, Vigilante, Mercenary, Pirate. Professions and guilds: Courier, Engineer, Miner, Saboteur, Spy, Trader. Other guilds: Builder, Shipwright.
Spoiler
Show
Requirements:
-SirNukes Mod Support APIs mod (https://www.nexusmods.com/x4foundations/mods/503) - for Lua Loader and Simple Menu Options
-Kuertee's UI Extensions mod (https://www.nexusmods.com/x4foundations/mods/552) - Modded Lua files with callbacks to allow more than one mod to change the same UI element.

Recommended companion mods:
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.





Reputations:
Separate from your faction's relationship with other factions, Reputations are your standing with the other factions. Reputations are the other factions' opinion of your person. Performing combat actions for a faction will increase the Reputation Score of one of the reputations.

Defender: performing combat actions sanctioned by a faction will grant you the Defender Reputation.
Vigilante: Unsanctioned actions against enemies of a faction.
Mercenary: Actions against friends of a faction.
Pirate: Actions against a faction.

Most actions for one faction will have mercenary or piratical actions against another faction. Accept missions wisely. (E.g. Completing a Teladi mission against the Argon, will improve your Defender Reputation with the Teladi. But it will increase your Mercenary Reputation with the Argon.)

Kills (or destructions) and mission completions are the only actions that count towards Reputation Scores. If you want granular gameplay effects to other actions (e.g. attacks, boardings, scans, etc.), use my other mod, Crime Has Consequences (https://www.nexusmods.com/x4foundations/mods/566).

Military ship licenses:
Only Defenders have access to a faction's military ships. (This requirement can be disabled in the mod's Extensions Options.)

Combat mission rewards:
Combat mission bonus rewards are given to Defenders and Mercenaries:
Defeners: between 10% and 25% mission bonus rewards.
Mercenary: between 5% and 12.5%.

Additionally, completing missions within the hour improves the bonus.
Within the hour as a Defender: Double (x2) the bonus.
Within half-an-hour as a Defender: Triple (x3) the bonus.
Within half-an-hour as a Mercenary: Double (x2) the bonus.

Trade penalties:
There are trade penalties based on your Reputation.

Defender and Vigilante: no penalty.
Mercenary: 12.5% penalties on buying and selling.
Pirate: 25% penalties on buying and selling.





Professions:
There are 6 professions, each with an administrative guild. Performing actions of a profession, and completing related mission objectives, improve the Proficiency Score of that profession.

Courier / Couriers Consortium: Opening lockboxes, deliveries, item retrievals, and personnel recruitments.
Engineer / Engineers Federation: Satellite, ship, and signal leak repairs.
Miner / Mining Coalition: Finding resources, trading minable wares.
Saboteur / Saboteurs Treaty: Bombs, EMPs, laser tower deployments, mine disposals and laying, disabling turrets.
Spy / Union of Spies: Hacking terminals, unlocking signal leaks, ship and station scanning, satellite deployments.
Trade / Traders Association: Non-minable trades.

There are two other guilds. They don't offer memberships but offer missions.
Builders Syndicate
Shipwrights League

Proficiency Levels:
Apprentice: Starting proficiency.
Experienced: When one profession's score exceeds 150% the next best profession's score, Experienced Level is achieved.
Specialist: Performing more actions after achieving Experienced Level will improve the profession to Specialist Level.

Gaining Proficiency Scores:
Achieving some level of expertise in a profession requires some dedication to that profession. When the proficiency of one improves, the proficiencies in the other 5 decline. Proficiency levels, however, are never lost. Attained Experienced and Specialist levels are maintained regardless of the profession's proficiency scores.

Inspiration:
Performing the actions of one profession in succession will become inspired. When inspired, the points of previous activities are added to the Proficiency Score along with the points of the current activity. (I.e. They stack.) Inspired professions progress more efficiently than others. Performing an action of a different profession will break the inspiration if sufficient actions of that other profession is performed in sequence. (I.e. It will reset the stack IF the other profession's inspiration stack is more than 25% the inspiration stack of the other.)

Collecting containers does not inspire and therefore does not break the inspiration sequence. (I.e. It will not reset the stack. E.g. You can continue disposing of mines to improve the Saboteur Profession while collecting containers.)

Primary Profession:
The profession with a Proficiency Score of 150% more than the next best profession is the Primary Profession.

Miners and traders have benefits based on their Proficiency Score, if either is the Primary Profession:
Miner: Bonus minerals in a collectable asteroid will be found. I.e. more minerals will be collected for fewer asteroids.
Trader: When the Primary Profession, discounts and commissions are applied to every trade.

Guilds and mission rewards:
When Experienced proficiency is achieved, membership into the guild becomes available. Members are awarded bonuses to related mission rewards on mission completions. The Builders Syndicate and the Shipwrights League do not offer memberships.

Experienced: The mission reward bonus is between 10% and 25%.
Specialist: 20% to 25%.

Additionally, completing missions within the hour improves the bonus.
Within the hour: Double (x2) the bonus.
Within half-an-hour: Triple (x3) the bonus.

Guild Network and missions:
Up to three guild offices may be located in a station. When in the vicinity of a station with guild offices, the Guild Network becomes available.

Connect to the Guild Network from the Guild Missions Bulletin Board System. When connected, guild missions will be offered. These missions are more varied and more galaxy-spanning than normal Generic Missions.

Because guild members are subscribed to their guild's network, mission offers from their guild are directly available in the Bulletin Board System anywhere in the galaxy, without the need to connect to the Guild Network.





Install:
-Unzip to 'X4 Foundations/extensions/kuertee_reputations_and_professions/'.
-Make sure the sub-folders and files are in 'X4 Foundations/extensions/kuertee_reputations_and_professions/' and not in 'X4 Foundations/extensions/kuertee_reputations_and_professions/kuertee_reputations_and_professions/'.

Uninstall:
-Delete the mod folder.

History:
1.0.0, 27 Aug 2020:
Initial release.
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). 26 Mar 2021: New mod: Reputations and Professions.

Post by Mycu » Thu, 25. Mar 21, 19:41

kuertee wrote:
Thu, 25. Mar 21, 17:06
Reputations and professions
https://www.nexusmods.com/x4foundations/mods/636
by kuertee
I remember when analyzed it few months ago from initial description - had a mixed feelings.

But now gotta admit that released version looks somehow different and quite complex. And very interesting.
Respect for the amount of work you had put into it and congrats on a mod release.
Will definitely try it.

Is is safe to add to / remove from existing game?
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

tomchk
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by tomchk » Thu, 25. Mar 21, 23:06

I hope to try this soon, thanks! Let me know if you need ideas for missions one could take from onboard an allied carrier. :)
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Fri, 26. Mar 21, 02:50

Mycu wrote:
Thu, 25. Mar 21, 19:41
I remember when analyzed it few months ago from initial description - had a mixed feelings.

But now gotta admit that released version looks somehow different and quite complex. And very interesting.
Respect for the amount of work you had put into it and congrats on a mod release.
Will definitely try it.

Is is safe to add to / remove from existing game?
yeah, the mod is still mainly for RP purpose, though. the bonuses can be quite rewarding - especially after grinding up a profession.

it kinda allows the player to take on mundane (but more rewarding than normal) missions at late-game. or the player can simply ignore the reputations and professions, and just play as normal then much later on see WHAT and WHO they truly are in the X4 galaxy.





in regards to adding/removing from a save:

when added to an existing game, you'll lose access to military ships (because the Defender score is 0) WHEN your relationship status is next changes. (e.g. a player-owned npc trading with the faction, or you complete a mission, etc.)

when you remove the mod, that license is returned WHEN your relationship status changes again.
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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EGOSOFT
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Fri, 26. Mar 21, 02:56

tomchk wrote:
Thu, 25. Mar 21, 23:06
I hope to try this soon, thanks! Let me know if you need ideas for missions one could take from onboard an allied carrier. :)
will do. I don't know yet when I'll get to my next mod that will open up the faction's true faction goals (via their faction goals MD code) to the player as missions.

Reputations and Professions (RAP) klinda was a BIG project. My biggest after Waypoint Fields for Deployment (WFFD). I had to not only learn more about the different mission scripts (and they're all different) but also the different systems in the game: discounts and commissions, licence restrictions, etc.

so, i'm gonna just play some games for a while.

Sorry, tomchk. But I do want to make that mod and will make it. maybe start on it in a month or so.
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.

tomchk
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by tomchk » Fri, 26. Mar 21, 07:33

No problem, whatever works for you! Enjoy your break.
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

Mycu
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Mycu » Fri, 26. Mar 21, 09:30

Tried new NPC Reactions feature - bank loans.
It's a nice feature and have some loose thoughts in case you will to expand it further:
  1. It would be nice to have bank loans functionality in cooperation with Reputations and Professions - so the higher the reputation with a given faction - the lower the interest rate and longer time to repay loan.
  2. Maximum available loan amount and sum could depend on player's wealth.
  3. Loans shouldn't be possible for starting players (or should be very limited). Currently it's easy take a few loans on game start and instantly buy miners instead of doing missions.
  4. Banks could be placed only on few stations in entire galaxy - with a possibility to ask NPC "where can I find..." for directions.
And one question bothers me - is there currently any time limit to repay loan?
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Neuro22
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Neuro22 » Sun, 28. Mar 21, 09:11

Thank you for your work !

Huntingwolf
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Huntingwolf » Sun, 28. Mar 21, 20:31

AS far as i rly would like to use the mod´s but it seams the mod´s having problems with opening the Player´s possessions Tab.
Rly tried all but it comes all down to UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
Seams like Egosoft broke something again with the new update.

none of the UI´s work anymore

arquebusx
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by arquebusx » Sun, 28. Mar 21, 20:54

Huntingwolf wrote:
Sun, 28. Mar 21, 20:31
AS far as i rly would like to use the mod´s but it seams the mod´s having problems with opening the Player´s possessions Tab.
Rly tried all but it comes all down to UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
Seams like Egosoft broke something again with the new update.

none of the UI´s work anymore
Huh. I'm not having that issue at all, and I'm running the following kuertee mods:

* UI extensions and HUD (2.04)
* Accept mission for later (2.00)
* Active Mission Button (2.00)
* Reset mouse on menu close (2.00)
* More generic missions (1.01)
* NPC reactions (2.02)
* Reputations and professions (1.03)
* Ship scanner (2.00)
* Signal leak hunter - increasing range (5.00)
* Station scanner (2.00)
* Teleport from transporter room (2.00)

arquebusx
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by arquebusx » Sun, 28. Mar 21, 20:57

kuertee wrote:
Thu, 25. Mar 21, 17:06
Reputations and professions
https://www.nexusmods.com/x4foundations/mods/636
by kuertee
There are very few mods I use that I'm convinced belong in the base game.

This is one of them.

I haven't even had a chance to explore a lot of what it does yet - but *at the very least* it's just really satisfying to see the stats and to watch my progress in each category. It makes my experience of the game 2x richer.

(I'm a mission-heavy player. I don't do much station building. So for me, the game is mostly about running missions and "doing stuff" in my ship. So this mod really gets me.)

Huntingwolf
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Huntingwolf » Sun, 28. Mar 21, 22:15

arquebusx wrote:
Sun, 28. Mar 21, 20:54
Huntingwolf wrote:
Sun, 28. Mar 21, 20:31
AS far as i rly would like to use the mod´s but it seams the mod´s having problems with opening the Player´s possessions Tab.
Rly tried all but it comes all down to UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
Seams like Egosoft broke something again with the new update.

none of the UI´s work anymore
Huh. I'm not having that issue at all, and I'm running the following kuertee mods:

* UI extensions and HUD (2.04)
* Accept mission for later (2.00)
* Active Mission Button (2.00)
* Reset mouse on menu close (2.00)
* More generic missions (1.01)
* NPC reactions (2.02)
* Reputations and professions (1.03)
* Ship scanner (2.00)
* Signal leak hunter - increasing range (5.00)
* Station scanner (2.00)
* Teleport from transporter room (2.00)
arquebusx wrote:
Sun, 28. Mar 21, 20:57
kuertee wrote:
Thu, 25. Mar 21, 17:06
Reputations and professions
https://www.nexusmods.com/x4foundations/mods/636
by kuertee
There are very few mods I use that I'm convinced belong in the base game.

This is one of them.

I haven't even had a chance to explore a lot of what it does yet - but *at the very least* it's just really satisfying to see the stats and to watch my progress in each category. It makes my experience of the game 2x richer.

(I'm a mission-heavy player. I don't do much station building. So for me, the game is mostly about running missions and "doing stuff" in my ship. So this mod really gets me.)


Ok Just to prove it i turned all Other Mods off except the Mods From kuertee and needed API´s and made a little Video
I have even gone so far deleted all and installed the game new ,also start a new game

https://youtu.be/5dczYdjFKIE

It is broken at that part you can't open the player possessions Menu Tap. It crashes or brings up a white box.

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Mon, 29. Mar 21, 02:51

Huntingwolf wrote:
Sun, 28. Mar 21, 22:15
arquebusx wrote:
Sun, 28. Mar 21, 20:54
Huntingwolf wrote:
Sun, 28. Mar 21, 20:31
AS far as i rly would like to use the mod´s but it seams the mod´s having problems with opening the Player´s possessions Tab.
Rly tried all but it comes all down to UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
yeah, some players experience that problem and others don't.

doctorhay, on nexus, was good enough to post the relevant portion of the log.
i finally saw what breaks.

I've released a beta update here: https://drive.google.com/file/d/1lFW-JL ... sp=sharing
can you test it, please? and let me know if it works.
I've posted that on discord and nexus.

and once i get a thumbs up for it, from anyone, I'll release it properly.

EDIT: I've now corrected the link. my initial URL linked to a beta version of another mod I'm getting another to test.
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). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Mon, 29. Mar 21, 03:59

i've now released the fix for UIX breaking the Property Owned Category tabs that some are experiencing.
Just grab the fix from Nexus: https://www.nexusmods.com/x4foundations ... ?tab=files
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.

Huntingwolf
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Huntingwolf » Mon, 29. Mar 21, 04:41

kuertee wrote:
Mon, 29. Mar 21, 02:51
Huntingwolf wrote:
Sun, 28. Mar 21, 22:15
arquebusx wrote:
Sun, 28. Mar 21, 20:54
yeah, some players experience that problem and others don't.

doctorhay, on nexus, was good enough to post the relevant portion of the log.
i finally saw what breaks.

I've released a beta update here: https://drive.google.com/file/d/1lFW-JL ... sp=sharing
can you test it, please? and let me know if it works.
I've posted that on discord and nexus.

and once i get a thumbs up for it, from anyone, I'll release it properly.

EDIT: I've now corrected the link. my initial URL linked to a beta version of another mod I'm getting another to test.

kuertee wrote:
Mon, 29. Mar 21, 03:59
i've now released the fix for UIX breaking the Property Owned Category tabs that some are experiencing.
Just grab the fix from Nexus: https://www.nexusmods.com/x4foundations ... ?tab=files

Thanks man for the very very fast response . Tested it and it worked fine so far at the first view .
The the player possessions Menu Tap is working again.
Also i pushed over a little donation for you for that :mrgreen: 👍 (next time its a bit more.for sure )
best regards.

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Mon, 29. Mar 21, 07:27

Huntingwolf wrote:
Mon, 29. Mar 21, 04:41
Thanks man for the very very fast response . Tested it and it worked fine so far at the first view .
The the player possessions Menu Tap is working again.
Also i pushed over a little donation for you for that :mrgreen: 👍 (next time its a bit more.for sure )
best regards.
Great that it's working now!
The actual fix took a couple of versions, mainly because others had no problem with it. Only dochay53's post of the log showed me what the problem was.
Thank you.
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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