[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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kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 23 May: 11 updates, 26 May: HSRL: buy blkmarketr contacts, 27 May: Bug-fi

Post by kuertee » Sun, 12. Jun 22, 20:05

kmunoz wrote:
Sun, 12. Jun 22, 19:44
I noticed an issue today that might be tied to one of the three updated mods from the last couple of days.

I loaded my save and was able to see my current missions list. I received a rank from the Teladi. After that, I could no longer see the mission list: clicking the icon resulted in no effect. I can still see the available missions, just not the missions I've taken. I didn't notice this issue previous to the updates from the 11th and 12th.
Hey, kmunoz! Sorry, I've been a bit busy and my updates have been spotty.

I did notice a Lua error after I uploaded one of the updates.
But I soon uploaded the fix. Can you check the logs, please? There are instructions on how to generate one in the read-mes.
Then load the game and go to the menu you had problems with. Unlike some MD errors, Lua errors simply stop the script instead of skipping over them.
Send me the log at kuertee@gmail.com. Thanks.

Also, I uploaded another Reputations version a few hours ago to return the Guild Network button to the Mission Offers menu.
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.

kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 23 May: 11 updates, 26 May: HSRL: buy blkmarketr contacts, 27 May: Bug-fi

Post by kmunoz » Sun, 12. Jun 22, 20:28

kuertee wrote:
Sun, 12. Jun 22, 20:05
Also, I uploaded another Reputations version a few hours ago to return the Guild Network button to the Mission Offers menu.
I think I'm running the current version, I updated about 1 hour ago.

I did some testing (took out the last 3 updated mods) and once I was back up to all 3 installed, things were still working right. From that I suspect the issue resolves itself on a game reload. I'll see if I can get the logs to check on that.
Let's Play Poorly! - Suboptimal X4 Playthroughs

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 23 May: 11 updates, 26 May: HSRL: buy blkmarketr contacts, 27 May: Bug-fi

Post by ScandyNav » Tue, 28. Jun 22, 15:53

I don't know what's happened, but surface element targeting mod stopped properly working for me. It worked fine just a couple of days ago: after destroying one target it switched to another one.
Now I can select surface elements, but after destroying one of them this mission guidance disabling itself and current target deselected.

Can it be because of latest UI Extensions and HUD update?


EDIT: It's super strange, but it start working again as intended. I didn't change anything.

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 23 May: 11 updates, 26 May: HSRL: buy blkmarketr contacts, 27 May: Bug-fi

Post by IgorDolvich » Thu, 14. Jul 22, 14:33

Would it be possible to have the bank loans from NPC Reactions to scale from 1 million to something like 5-10 million after you reach a certain reputation requirement? I was looking in the kuertee_npc_bank_loans.xml file to see if I could adjust it to something like that, but I'm pretty sure I'd end up breaking the bank functionality if I start changing things too much lol. I know there's other bank related mods out there, but the way yours does it seems to fit perfectly within the UI as an extension of the Accounts tab, and having to worry about paying off a much larger loan (allowing me to expand rapidly in the mid-game) would be pretty nice. Alternatively, even have shady guys offer larger loans but have larger interest rates or something along those lines, which would fit with the overall theme of the black market.

In the .xml file, I see the line for <set_value name="UserSettings.$interestRateShadyGuy" exact="0.05" />, but haven't yet seen a loan offer from shady guys (might be looking in the wrong place).

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 23 May: 11 updates, 26 May: HSRL: buy blkmarketr contacts, 27 May: Bug-fi

Post by kuertee » Fri, 15. Jul 22, 04:26

IgorDolvich wrote:
Thu, 14. Jul 22, 14:33
Would it be possible to have the bank loans from NPC Reactions to scale from 1 million to something like 5-10 million after you reach a certain reputation requirement? I was looking in the kuertee_npc_bank_loans.xml file to see if I could adjust it to something like that, but I'm pretty sure I'd end up breaking the bank functionality if I start changing things too much lol. I know there's other bank related mods out there, but the way yours does it seems to fit perfectly within the UI as an extension of the Accounts tab, and having to worry about paying off a much larger loan (allowing me to expand rapidly in the mid-game) would be pretty nice. Alternatively, even have shady guys offer larger loans but have larger interest rates or something along those lines, which would fit with the overall theme of the black market.

In the .xml file, I see the line for <set_value name="UserSettings.$interestRateShadyGuy" exact="0.05" />, but haven't yet seen a loan offer from shady guys (might be looking in the wrong place).
Hey Igor, yes, I never got around to adding loans from the Black Marketeer. It was a planned feature.

And, sorry, I'm waaay behind updating my mods - several of them with long-standing bugs. I plan to release updates next week (but I said that last week, and the week prior). :D

Anyway, I'll add what you're requesting to the mod but unsure of when.

But did you know that there is no limit to the number of station managers you can get loans from?
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.

IgorDolvich
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 23 May: 11 updates, 26 May: HSRL: buy blkmarketr contacts, 27 May: Bug-fi

Post by IgorDolvich » Fri, 15. Jul 22, 16:00

kuertee wrote:
Fri, 15. Jul 22, 04:26
IgorDolvich wrote:
Thu, 14. Jul 22, 14:33
Would it be possible to have the bank loans from NPC Reactions to scale from 1 million to something like 5-10 million after you reach a certain reputation requirement? I was looking in the kuertee_npc_bank_loans.xml file to see if I could adjust it to something like that, but I'm pretty sure I'd end up breaking the bank functionality if I start changing things too much lol. I know there's other bank related mods out there, but the way yours does it seems to fit perfectly within the UI as an extension of the Accounts tab, and having to worry about paying off a much larger loan (allowing me to expand rapidly in the mid-game) would be pretty nice. Alternatively, even have shady guys offer larger loans but have larger interest rates or something along those lines, which would fit with the overall theme of the black market.

In the .xml file, I see the line for <set_value name="UserSettings.$interestRateShadyGuy" exact="0.05" />, but haven't yet seen a loan offer from shady guys (might be looking in the wrong place).
Hey Igor, yes, I never got around to adding loans from the Black Marketeer. It was a planned feature.

And, sorry, I'm waaay behind updating my mods - several of them with long-standing bugs. I plan to release updates next week (but I said that last week, and the week prior). :D

Anyway, I'll add what you're requesting to the mod but unsure of when.

But did you know that there is no limit to the number of station managers you can get loans from?
That would be great! Thank you. Been using your mods since forever, they're all really good.

What I've been doing so far is hopping multiple stations to get 1mil loans, currently have like 20 loans outstanding due to a station I was constructing lol. But it does get slightly more tedious later on when you're needing something like 50 million, but I suppose there's not a limit so I could just teleport around if I truly wanted to :mrgreen:

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jul: Updates: UIX (STO support), Autocam (new combat cam), etc.

Post by kuertee » Sun, 17. Jul 22, 16:42

Here are this month's updates.

Particularly new things are:
  • UI Extensions support for the updated Subsystem Targeting Orders mod.
  • The new combat cam/auto-watch feature of the Auto-camera. Here's an unedited (apart from the soundtrack) video that the combat cam can produce: https://www.youtube.com/watch?v=wLZpvP4JQeo
  • Bug-fixes in Emergent Missions mod, Reputations and Professions mod, and Social Standings and Citizenships mod for bugs that I introduced when I integrated those mods into Star Wars Interworlds.
  • A big update to DeadAir's and my AI Tweaks mod.
These updates get me to a point where I can add new things to them. The bugs were in the mods for too long. It was unfortunate that I got quite busy last month that and I could only work on my mods a little bit at a time. Anyway here are the change logs:

UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
v5.1.0301, 17 Jul 2022:
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  • Returned feature: Support for Subsystem Targeting Orders.
  • Bug-fix: (For real this time.) Re-enabled custom HUDs.
KUDA AI tweaks https://www.nexusmods.com/x4foundations/mods/839
v5.1.0301, 3 July 2022:
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  • kuertee: New feature: On new module targets: L and XL ships uses withdraw behaviour but with horizontal and vertical offsets - promotes ships to move around their station targets.
  • kuertee: New feature: L and XL ships stop their withdraw behaviour against ships if their hull is less than 50%. Allows the ship to stand their ground instead of to flee a losing battle.
  • kuertee: Tweak/bug-fix: When attacking a target in a different sector, the move to engage behaviour will not activate until appropriate. This prevents the bug where the engage position is at the other side of the target.
  • kuertee: Bug-fix: Move to engage position behaviour against ships now update as the ships move, preventing ramming behaviour against ships. Previous versions had this disabled.
  • kuertee: Bug-fix: Escorts were ignoring the new behaviours because they weren't evaluating their "$primarytarget" var properly.
  • kuertee: Bug-fix: User toggle for avoid high risk wasn't sticking.
  • kuertee: Bug-fix: "Move around instead of attack" behaviour applied only on XS, S, M or non-fighter ships.
  • Dead Air: move.attack.object.capital: Adjusted ideal ranges for ships against stations, capitalships, and smaller ships. They will attempt to keep more distance against stations. Player ships no longer get artificial skill boost. Missile ships will no longer act as if they have a front weapon unless they actually have one. Ships will attempt to get above/below ships much less often (due to front weapon and capital aiming restrictions by egosoft). Ships will consider their minoperationalrange and maxoperationalrange when finding a position near the enemy with less RNG. Capital ships will use travel drive and boost much less often when the target is within range. Capital ships will no longer try to get into the weakquadrant of ships since it mostly led to them getting too close or trying to move too often.
  • Dead Air: Engineer: Default script - removed all changes other than hull damage limit. Optional Script - Increased station repair amount 5X and scaled frequency to 5X. Reduced station max repair per cycle to 1% hull instead of 5%.
  • Dead Air: lib.target.selection: Reduced stickiness of primary target by 20%. Reduced relation impact to vanilla and removed impact from subordinates relation value. XL ships will be more likely to target L/XL ship hulls or station modules themselves instead of turrets now. L will be more likely to target M/L/XL ship hulls and XL turrets/engines/shields. Torp S/M will be more likely to target L/XL ship hulls, station modules, or L/XL/Station turrets/engines/shields. Reduced chance of non torpedo S/M of attacking station over preferred targets.
  • Dead Air: move.flee: Reduced chance of AI ships dropping their cargo every time they flee.
  • Dead Air: drops.xml: Reverted seminar drop rate changes.
  • Dead Air: faction logic changes: Hold Space: Set default range search for defense ships to 3 jumps (preliminary steps taken to allow user to enable/disable change), balanced the desired fleet sizes so moodlevel is less likely to have fleets never engage, improved defense station placement to vicinity of gates further (preliminary steps taken to allow user to enable/disable change). Invade Space: Set default range search to include all owned sectors for the faction. No more fleets sitting around idle doing nothing in backwater systems. Balanced desired fleet sizes so moodlevel is less likely to have fleets never engage, enabled factions to order more ships from shipyard/wharf to meet their desired fleet strength. Patrol coordination: balanced acceptable force differential so patrols are more likely to engage enemies for certain moodlevels.
  • Dead Air: Carrier attack fix: Added logic for current bug where docked subordinates on a carrier never receive new orders. This fix checks all docked ships and re-adds then to $escortgroup. Behavior for attacking carriers slightly changed where they will send all of their subordinates that are currently available at their primary target or it's turrets/engines/shields. If attacking and a station is a primary target but not the only target, the carrier will send a subordinate L/XL if available, else it will focus down smaller targets first. Carriers will now auto repair docked subordinate ships if they have a shiptrader.
  • Dead Air: Old bugfixes: Mining ships will now drop all of the unsellable cargo if they are stuck at or above 50% cargo after mining and unable to sell. Recon - updated threat scaling of stations to account for possible weapons.operational bug
Alternatives to death https://www.nexusmods.com/x4foundations/mods/551
v5.1.0301, 17 Jul 2022:
Spoiler
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  • Return feature: Destrcution countdown. Needs 5.1.0301 of UI Extensions which re-enables the custom HUD elements.
  • Bug-fix: Some properties were getting skipped during the bribe payment and destruction processes.
Auto-camera, auto-pilot, and auto-pause https://www.nexusmods.com/x4foundations/mods/734
v5.1.0301, 17 Jul 2022:
Spoiler
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  • Bug-fix: External cutscenes, like those from the base game, are now allowed to play without the mod locking the cutscene layer.
  • New feature: Reprogrammed large portions of the auto-camera code. There are new cutscenes. And older cutscenes were tweaked. E.g. the camera is closer to the ship in a lot of them.
  • New feature: Combat cam. E.g. https://www.youtube.com/watch?v=wLZpvP4JQeo. These cutscenes are totally new and should produce acceptable battle scenes. Access this with the "Watch this" Interact Menu on a ship. This also starts when your ship comes under fire while you're a passenger.
  • New feature: Reprogrammed the disengage autopilot earlier code.
Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
v5.1.0301, 17 Jul 2022:
Spoiler
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  • Bug-fix: Proper support for Reputations and Professions' sanctioned attacks on Emergent Missions' Search And Destroy missions.
  • Bug-fix: Fines (esepcially from illegal cargo/wares crimes) were getting attributed to the incorrect ship, sometimes even to a station that you docked on even if you don't own the station.
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
v5.1.0301, 17 Jul 2022:
Spoiler
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  • New feature: New method of tracking attacks and kills that generates targets for the Search And Destroy missions.
  • Tweak: Kills by NPC wings only count as 25% towards the commander's kills/bounty.
  • Bug-fix: Determining when you're ship is nearby/on escort.
  • Bug-fix: Sometimes the NPC for the Search And Destroy missions was unavailable.
  • Bug-fix: Search And Destroy missions weren't ending after the 3 hour time limit of finding your target.
NPC reactions https://www.nexusmods.com/x4foundations/mods/497
v5.1.0301, 17 Jul 2022:
Spoiler
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  • New feature: The "Hold Position" order that was added to your last controlled ship can now be disabled. Note that I still find it enabled better than the base game's "Wait for signal" order.
  • New feature: Star Wars Interworlds support: NPC Constructors should now request your build jobs. This wasn't working on SWI in previous versions.
Reputations and professions https://www.nexusmods.com/x4foundations/mods/636
v5.1.0301, 17 Jul 2022:
Spoiler
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  • Bug-fix: The Defender requirement options in the Extension Options wasn't sticking across saved games.
  • Bug-fix: The Guild Offices weren't available in the last couple of versions.
  • New feature: The conversation with the Guild Officer now supports the Extended Covnersation Mod.
  • Bug-fix: Some UI output and mouseovers were fixed.
Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
v5.1.0301, 17 Jul 2022:
Spoiler
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  • Bug-fix: The requirement options in the Extension Options wasn't sticking across saved games.
  • Tweak: Sectors adjacent to unowned sectors are now considered frontiers. The previous version required you to build defend stations in relatively dangerous frontiers.
Waypoint fields for deployments https://www.nexusmods.com/x4foundations/mods/585
v5.1.0301, 17 Jul 2022:
Spoiler
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  • Bug-fix: Collect deployables in range no available space loop bug.
  • Tweak: The "Collect deployables in range" order doesn't get removed immediately, allowing you to increase its range.
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.

Aranov
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jul: Updates: UIX (STO support), Autocam (new combat cam), etc.

Post by Aranov » Fri, 5. Aug 22, 06:50

Think I found a bug with the Rep and Prof bounty hunting. I think I also saw this happen in the Star Wars mod.

Basically, If I'm docked at a station with bounty guild missions and have the guild network open and then save, I automatically pickup bounties when the game is loaded.
Was dock at a wharf with three bounties, saved and when I loaded the game all three got picked up.
Pretty sure it also ignored the timer that limits how many you can claim per hour, as I had like 10mins left from my legitimate bounties I did earlier.

Little tired, sorry if the explanation is lacking.

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jul: Updates: UIX (STO support), Autocam (new combat cam), etc.

Post by kuertee » Sat, 6. Aug 22, 06:16

Aranov wrote:
Fri, 5. Aug 22, 06:50
Think I found a bug with the Rep and Prof bounty hunting. I think I also saw this happen in the Star Wars mod.

Basically, If I'm docked at a station with bounty guild missions and have the guild network open and then save, I automatically pickup bounties when the game is loaded.
Was dock at a wharf with three bounties, saved and when I loaded the game all three got picked up.
Pretty sure it also ignored the timer that limits how many you can claim per hour, as I had like 10mins left from my legitimate bounties I did earlier.

Little tired, sorry if the explanation is lacking.
Oh, good pick-up! Thanks for the bug-report. I'll check it out.

As for the timer ... the last SWI update (I think) had a fix for timer bug. Unless, of course, this docked-saved-load bug affects it also. I'll check.
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.

Polofix
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jul: Updates: UIX (STO support), Autocam (new combat cam), etc.

Post by Polofix » Mon, 8. Aug 22, 07:02

Hi,
I have read that the mod 'Turret Behavior Menu' is not compatible with 'Waypoint Fieds for Deployments'. For me, the right click menu of 'Turret Behavior Menu' also does not work when I have 'Waypoint Fieds for Deployments' installed. If I uninstall 'Waypoint Fieds for Deployments', then I also have the menu. Are there any solutions to this or are any expected in the foreseeable future? I just didn't want to do without the mods.

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jul: Updates: UIX (STO support), Autocam (new combat cam), etc.

Post by Scoob » Thu, 25. Aug 22, 19:17

Hi,

I have a situation that I thought the KUDA mod would help avoid. Basically, I had a wing of Fighters asked to follow my current ship - I was going to give them orders once they arrived. However en-route to me (while OOS) they flew by a Xenon K, which chewed them up a bit, even though they did ignore it and continue heading for me. The thing is, they had a perfectly safe path to avoid the Xenon K, if they'd used the Highway, but they just flew straight to the gate (I think this might be a returning vanilla behaviour, where groups of ships refuse to use local highways) which of course exposed them to unnecessary danger.

I had hoped they'd try to avoid the K as it wasn't their target, but perhaps that's the issue, as it wasn't their target - they just had a follow order - they didn't know to circle / keep their distance. I did watch a video of a Transporter class vessel with move order successfully pathing around a Xenon station (are they aware of the increased weapons ranges granted by VRO btw?) but I suspect ships cannot path around Ships in the same way.

Anyway, only just started using KUDA, so still observing behaviour differences.

Edit: Further observations...

I have a Destroyer trying to attack a Xenon Destroyer. My Destroyer has a fixed main battery. However, it seems somewhat ineffective at using it. Initially, it fired it several times when approaching the Xenon Destroyer but, each time, it did not appear to be attempting to lead the moving target. So, all shots passed harmlessly behind it. My destroyer now seems to be stuck in a state where it's constantly turning / rotating (I'm in-sector, watching this live, so it's not the OOS spinning ships weirdness) and only occasionally do one of its turrets fire off a shot. I really don't know what it's trying to do by all this turning, the target Xenon destroyer is largely stationary now, as it's engaged by several ships.

My Destroyer's Captain is three Stars FYI.

Edit 2: Lol, why does this always happen? I'd paused the game to write the above edit, having watch my Destroyer be a bit useless for over five minutes after getting into range. I un-pause the game and IMMEDIATELY, really, within a second or two, my Destroyer turns to face the Xenon and opens fire *effectively*. I don't know what all the faffing around beforehand was about. But pausing for several minutes "fixed" it lol. Oh, 30 seconds later it's started shooting behind (not leading) the target once more. I'm confused!

Edit 3: Further observations... My Destroyers engaging a single Xenon K are being less than successful. Watching the map, they're constantly issuing move orders - which is new, so certainly KUDA - which isn't really working as they're not getting the opportunity to use their main guns, relying on turrets instead. The turrets are working ok - well, the long-range L-Class ones are - but the main battery seems to be neglected. Again, just trying to understand what I'm seeing here. On an unrelated note, the fresh fighter squadron (5x Nova Vanguards) are doing pretty well vs. the Xenon fighter hoard. I've only lost one Fighter, after a good ten minutes of fighting.

Edit 4: Ok, something really weird is going on, and I cannot explain it. I have ships doing weird stuff. For example, my Nomad - which was parked with no orders - is suddenly travelling *backwards* at travel drive speeds despite having no orders. It was not rammed. No orders would be actioned while it was in this state, I had to teleport aboard and take manual control before it stopped. Giving control back to the Captain it still has a mind of it's own, it just wants to rotate to face the opposite direction. Even giving it a move order, it ignores this and does what it wants. Basically, when ordered to fly North East - the direction it's already facing - it chooses to turn 180 degrees and engage travel drive going South-West. I simply don't get it, this ship is not obeying ANY orders and is doing its own thing. I'm going to test removing KUDA...

...well, I'm at a loss. Upon reloading with KUDA absent, I had control back of the Nomad. However, after a few minutes - it had NO ORDERS - it decided it wanted to face South-West again and fly in that directing - it's ignoring any and all orders and there's no marked order on the map for what it's doing. This could be a left-over order from when KUDA was installed of course, but I don't know. Never seen behaviour quite this odd before. I can only assume it's some obscure conflict with something else, otherwise others would have reported this.

Edit 5: Ok, things only settled down when I teleported OOS. Once I did so, the Nomad started obeying orders. I've teleported back and, so far, it's not trying to wander off by its self any more. Really no clue what was going on. It started after installing KUDA, but it did not end after uninstalling it initially. This has been a surreal experience!

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jul: Updates: UIX (STO support), Autocam (new combat cam), etc.

Post by kuertee » Fri, 26. Aug 22, 02:36

Hey Scoob! Thanks for the bug reports. I have a newly-refactored version waiting for release. Hopefully, this almost-new version will be better. But here are some of my replies in re: the currently released version.
Scoob wrote:
Thu, 25. Aug 22, 19:17
...I have a situation that I thought the KUDA mod would help avoid. Basically, I had a wing of Fighters asked to follow my current ship - I was going to give them orders once they arrived. However en-route to me (while OOS) they flew by a Xenon K, which chewed them up a bit, even though they did ignore it and continue heading for me. The thing is, they had a perfectly safe path to avoid the Xenon K, if they'd used the Highway, but they just flew straight to the gate (I think this might be a returning vanilla behaviour, where groups of ships refuse to use local highways) which of course exposed them to unnecessary danger.

I had hoped they'd try to avoid the K as it wasn't their target, but perhaps that's the issue, as it wasn't their target - they just had a follow order - they didn't know to circle / keep their distance. I did watch a video of a Transporter class vessel with move order successfully pathing around a Xenon station (are they aware of the increased weapons ranges granted by VRO btw?) but I suspect ships cannot path around Ships in the same way....
It sounds like the fighters never acquired the avoid behaviour. Do you remember if they had the "Avoid high-risk enemies" in their Behaviour menu?
But their base AI should have used the highway in the first place. When you don't see any of Kuda's custom behaviours (OR their order pointers away from their Attack targets), their behaviours are controlled by the base game's AI.
I have a Destroyer trying to attack a Xenon Destroyer. My Destroyer has a fixed main battery. However, it seems somewhat ineffective at using it. Initially, it fired it several times when approaching the Xenon Destroyer but, each time, it did not appear to be attempting to lead the moving target. So, all shots passed harmlessly behind it. My destroyer now seems to be stuck in a state where it's constantly turning / rotating (I'm in-sector, watching this live, so it's not the OOS spinning ships weirdness) and only occasionally do one of its turrets fire off a shot. I really don't know what it's trying to do by all this turning, the target Xenon destroyer is largely stationary now, as it's engaged by several ships.

My Destroyer's Captain is three Stars FYI.

Edit 2: Lol, why does this always happen? I'd paused the game to write the above edit, having watch my Destroyer be a bit useless for over five minutes after getting into range. I un-pause the game and IMMEDIATELY, really, within a second or two, my Destroyer turns to face the Xenon and opens fire *effectively*. I don't know what all the faffing around beforehand was about. But pausing for several minutes "fixed" it lol. Oh, 30 seconds later it's started shooting behind (not leading) the target once more. I'm confused!
For L and XL ships, Kuda only controls the ship's engagement (Move to Engage Position, Step forward) and withdrawal (Withdraw). When these three are active, their order pointers do not point to their target. When the order pointer points to their target, their base-game AI is in operation. Destroyers missing their targets as it moves is a problem that Kuda doesn't address.
Edit 3: Further observations... My Destroyers engaging a single Xenon K are being less than successful. Watching the map, they're constantly issuing move orders - which is new, so certainly KUDA - which isn't really working as they're not getting the opportunity to use their main guns, relying on turrets instead. The turrets are working ok - well, the long-range L-Class ones are - but the main battery seems to be neglected. Again, just trying to understand what I'm seeing here.
Do you remember if they were moving backwards or forward? If their shields drop to 90% they will withdraw. After withdrawing, they will step forward to their attack range and move 1km at a time - after waiting for 1 min allowing their attack AIs (e.g. fire main guns or turrets, etc. as determined by their base AI) to execute. If they are hit again and their shields drop or are below 90% they will withdraw again. That's just how Kuda work. Once the K start chasing one destroyer, the others should generate enough shields and start attacking behind it or to its flanks - as they withdraw at different vectors and so engage at those same vectors. But I have a feeling it's due to the very long weapon range of VRO that's causing hits on the destroyers too easily.
Edit 4: Ok, something really weird is going on, and I cannot explain it. I have ships doing weird stuff. For example, my Nomad - which was parked with no orders - is suddenly travelling *backwards* at travel drive speeds despite having no orders. It was not rammed. No orders would be actioned while it was in this state, I had to teleport aboard and take manual control before it stopped. Giving control back to the Captain it still has a mind of it's own, it just wants to rotate to face the opposite direction. Even giving it a move order, it ignores this and does what it wants. Basically, when ordered to fly North East - the direction it's already facing - it chooses to turn 180 degrees and engage travel drive going South-West. I simply don't get it, this ship is not obeying ANY orders and is doing its own thing. I'm going to test removing KUDA...

...well, I'm at a loss. Upon reloading with KUDA absent, I had control back of the Nomad. However, after a few minutes - it had NO ORDERS - it decided it wanted to face South-West again and fly in that directing - it's ignoring any and all orders and there's no marked order on the map for what it's doing. This could be a left-over order from when KUDA was installed of course, but I don't know. Never seen behaviour quite this odd before. I can only assume it's some obscure conflict with something else, otherwise others would have reported this.

Edit 5: Ok, things only settled down when I teleported OOS. Once I did so, the Nomad started obeying orders. I've teleported back and, so far, it's not trying to wander off by its self any more. Really no clue what was going on. It started after installing KUDA, but it did not end after uninstalling it initially. This has been a surreal experience!
Hahah!? :shrug: Dunno.
As described above, Kuda controls only applies Engagement and Withdrawl movements of L and XL ships. In XS (not drones and not mass traffic), S and M ships, they add the Avoid behaviour. If none of the custom behaviours are in their Behaviour menu AND their attack pointers point to their targets, Kuda is inactive. Have your not witnessed ships flying backwards or sideways as the 3d engine tries to line up their travel flights correctly in the base game?

I have a new version waiting for release. 90% of it has been refactored, cleaned-up, debugged. Hopefully the new version will work better for 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.

Scoob
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jul: Updates: UIX (STO support), Autocam (new combat cam), etc.

Post by Scoob » Fri, 26. Aug 22, 14:45

Thanks for the detailed response.

I did not see the "Avoid High-risk enemies" option no. Other options were present, but I did not see that one.

L-Class ships did appear to be manoeuvring as expected. However, they did suffer from the (vanilla) issue where they'd then slow-boat to a position a long ways off. Or simple take ages to engage travel mode after the were already travelling along the correct vector. With two of my Destroyers attacking the one Xenon Destroyer, they each behaved very differently. One, basically got quite close to the target, then just sat there, facing it, never moving and shooting with its main gun. It rarely fired its turrets, despite them being in range. It continued to not budge even when it's shields were down, even when its hull was under 50%, it just sat there, firing its main gun. The second Destroyer - by far the tougher / harder hitting one - struggled to get into position. It was constantly trying to turn away from the target - despite being barely in weapons range - exposing its engines which got quickly taken out. It barely even fired, with the enemies shield able to recharge easily between shots. Ships exposing their rear to a target is exceedingly dangerous.

I suspect something wasn't working right as, other than the initial way point to move near their target when the attack order (explicit by me) was given, they did not exhibit the expected behaviour it seems. I agree that VRO weapon ranges might have an impact, hence why I mentioned if KUDA took that into account. Are avoid distances hard-coded or dynamic?

As for my final issues...things just went nuts, I had zero control over that Nomad and it was performing totally invalid manoeuvres, all the while showing no orders. I have of course witness the travel drive oddities, with ships not facing the vector they're travelling in and magically being able to change vector instantly, without slowing down. However, those ships have orders to move, and something's going screwy. My Nomad had no orders, yet a mind of its own lol.

Is it expected that KUDA would start working right away, as soon as a new order is given after installing? I ask as some aspects appeared to be present, while others were not. I've removed KUDA for the moment, so I can observe behaviours without it, and see if any of that oddness returns. Didn't mean to be overly critical in my post, but I was CONFUSED lol.

I'll look forward to the new version. Cheers.

kuertee
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EGOSOFT
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by kuertee » Thu, 1. Sep 22, 08:19

Missed my AUG release by about half a day. But its still 31 Aug in some parts of the world. :D
There are some nifty features in this release.
E.g. mods that use the changes in the map menu of UI Extensions (i.e. mods that load the file kuertee_menu_map.lua) will now get new quality-of-life features like:
1. sort by distance from the player or from the last selected object.
2. logbook tab in the Information menu is now available for all objects. If an object (by its idcode or name) has an entry in the logbook, they will be available in this tab.

The logbook features become a lot more useful with one of the new features of NPC Reactions.
Scouts and guards (e.g. ships with the Explore, Patrol, Police and Protect orders) can report on any detected enemies similar to the Alerts set in the Global Orders menu.
These can also be ordered to never engage enemies - allowing for true scout behaviours.

The updates are detailed below.

Updates, 1 Sep 2022
KUDA AI tweaks https://www.nexusmods.com/x4foundations/mods/839
Spoiler
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v5.1.0303, 1 Sep 2022:
-New feature: Refactored about 90% of my portion of the mod. DeadAir's portions are unchanged. The codebase is cleaner and easier to edit. DeadAir will be happier. :D
-New feature: Escort, Follow, and Protect orders (and any other AIs that use these, e.g. Supply) acquire the Withdraw custom behaviour. The implementation in previous versions of the withdrawal behaviour on these AIs didn't working.
-New feature: Ships that are not fighters (e.g. Auxiliaries) will always stay away (e.g. Avoid custom behaviour) from their target. E.g. Monitors will never find themselves caught within an enemy station's weapon range.
-New feature: Coordinated Attack Quality-Of-Life Changes
1. "Weak targets first" option is disabled by default.
Addresses this problem in this AI of the base game: The opposite default in the base game would make the attackers chase after fighters and ignore their capital ship primary target.)
1. Rally points are much further from the target.
Addresses this problem: This minimises the occurence of the target attacking the ships while they wait for the others to arrive at the rally point.
2. The rally points are not set until the ships are in the same sector as the target.
Addresses this problem: This prevents rally points from sometimes getting set on the other side of the target - causing your ships to fly across its turrets.
3. The attackers will not wait for wingmen that are busy or are two or more sectors away. This allows you to order other ships in the fleet to do other activities. In the base game, their orders will be overriden by orders from the Coordinated Attack AI.
Addresses this problem: E.g. Subordinates don't need get removed from the fleet if you've ordered them to get repaired already.
4. Rally points are reset when the target moves.
Addresses this problem: The target has moved elsewhere.
5. Target is engaged when either: it attacks or when it moves away and its travel drive is activated.
Addresses this problem: The ships continue to wait at the rally point when they should just attack.
6. The Coordinated Attack order of the lead ship is replaced with the normal Attack order when the attack starts. The attack routines work better with the mod when they are not embedded in another order.
-New feature: NPC Piloting Skills and Morale
The NPC pilot's piloting skills and morale affect these behaviours:
1. Counting attackers on enemy targets: Pilots of lower skills and morale overly count attackers - juding their targets to be of lower-risk than they should be.
2. Engage position: The engage position of pilots with lower skills and morale are closer to the target - specifically, 75% combat range instead of 100% combat range.
3. Step forward distance: Pilots of lower skills and morale step forward 3 km at a time instead of 1 km at a time.
4. Shield percentage for withdrawal: Pilots of lower skills and morale will withdraw when their shields are at 50% instead of at 90%.
5. Withdrwal and avoidance distance: Pilots of lower skills and morale withdraw to 25% their max radar range (approximately, 10 km) instead of to 50% their max radar range (approximately 20 km).
As an overall guide for these settings, I assumed lower-skilled pilots with low morale to be more impulsive and overly-confidennt.
And higher-skilled pilots with high morale are more careful and patient.
Disable all these skills-based features so that all ships operate at perfect skills and high morale in the Extension Options.
-Bug-fix: The order options, Enable/disable Avoid High-Risk Enemies, etc., for the custom behaviours weren't working.
-New feature: Board and Protect orders now have the attack "Avoid high-risk" and "Step forward/withdraw" order options.
-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).
Wear and tear https://www.nexusmods.com/x4foundations/mods/523
Spoiler
Show
v5.1.0303, 1 Sep 2022:
-New feature: Reprogrammed 90% of the code as ship AIs. Previously, the code was in the game's Mission Director layer.
-New feature: Disables the base-game's repairs by service crew. Only repair drones repair ships out of dock. Disable/enable this option in the Extension Options. Note that service crew still prevent wear and tear in flight and repair wear and tear (i.e. not damage) when docked.
-Bug-fix: Ships in fleets with Auxiliaries (i.e. resupply and repair ships) now request repairs only every 30 min or when the ship's hull is at 50% or less.
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
Spoiler
Show
v5.1.0303, 1 Sep 2022:
-New feature: Sort by distance from: Player or selected object in the Player Owned menu.
-Tweak: Sort by Name is sort by name, then sector, then object id. The base-game sorting order was by name then by object id - which is useless. :D
-New feature: The Logbook button in the Information menu is now enabled for all objects. If an object has a logbook entry, it's allowed to be listed here.
-Note: These new quality-of-life features are, of course, available in games that load this new kuertee_menu_map.lua file. A lot of my other mods do.
NPC reactions https://www.nexusmods.com/x4foundations/mods/497
Spoiler
Show
v5.1.0303, 1 Sep 2022:
-New feature: Ships on Explore, Patrol, Police, and Protect orders can report on detected enemies.
This is similar to the Alerts set in the Global Orders menu. But no Alerts need to be set for Report Enemies to work.
Enable this behaviour in the ship's Behaviour menu when first giving the order.
By default, ships will send a radio broadcast when large enemies (L and XL) are detected.
Small to frigate class ships reports are sent as a Notification.
And all reports are logged.
-New feature: Ships on Explore, Patrol, Police, and Protect orders can be set to flee from all enemies.
This allows for creation of true scouts that can be used as early warning systems.
-Bug-fix: NPC Taxis: Remove the "Call For Transport" button from the dock consoles when the feature is disabled.
-Tweak: NPC Constructors: Remove busy constructors to prevent them requesting for your build jobs then rejecting them.
Friendly fire tweaks https://www.nexusmods.com/x4foundations/mods/708
Spoiler
Show
v5.1.0303, 1 Sep 2022:
-Bug-fix: The friendly fire tweaks for stations added in the last update (v5.1.0009, 23 May 2022) broke the mod.
Auto-camera, auto-pilot, and auto-pause https://www.nexusmods.com/x4foundations/mods/734
Spoiler
Show
v5.1.0303, 1 Sep 2022:
-Bug-fix: Reprogrammed the 1st/3rd-person view options. They weren't properly working in previous versions. E.g. it was toggling back to first-person view when it should be in 3rd-person view.
-New feature: Separate "Attack" viewpoint options for when you're a passenger and when you're the pilot.
-New feature: Switching to either 1st/3rd-person view will set it as your preferred viewpoint.
-New feature: The mod will use your preferred viewpoint whenever the cutscenes are finished or when the events with 1st/3rd-person view are complete.
-Tweak: When using the "Watch this" right-click commands, the cutscene should play with less delay / almost immediately. Previously, the mod waited for the usual 10 second delay between cutscenes when they are interrupted.
-Tweak: While watching a custom target (i.e. "Watch this"), if your ship is close enough to the target, the sound environment will be set to your ship.
-Tweak: Combat cutscenes. E.g. when watching combat between large ships or stations (i.e. "Watch this"), the camera is focused on the space between the two combatants.
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
Spoiler
Show
v5.1.0303, 1 Sep 2022:
-Bug-fix: Old Search And Destroy targets and their last-known positions weren't getting removed properly.
Reputations and professions https://www.nexusmods.com/x4foundations/mods/636
Spoiler
Show
v5.1.0303, 1 Sep 2022:
-Bug-fix: Player Information menu error that would prevent its use.
-Bug-fix: German localisations for the Bounty Hunter and Bounty Hunter Guild names were missing.
Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
Spoiler
Show
v5.1.0303, 1 Sep 2022:
-Bug-fix: Better handling of your stations that are destroyed.
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.

kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by kmunoz » Thu, 1. Sep 22, 18:44

That AI Tweaks changelog is nuts. Amazing work!
Let's Play Poorly! - Suboptimal X4 Playthroughs

Mycu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Mycu » Thu, 1. Sep 22, 20:18

"Missed my AUG release by about half a day."
"New feature: Refactored about 90% of my portion of the mod."
"New feature: Reprogrammed 90% of the code as ship AIs. "
This nicely sums your exceptional approach to modding and coding.
Thanks kuertee.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

magitsu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by magitsu » Thu, 1. Sep 22, 22:07

1. "Weak targets first" option is disabled by default.
Addresses this problem in this AI of the base game: The opposite default in the base game would make the attackers chase after fighters and ignore their capital ship primary target.)
This could be significant, for example I've noted before that for example Xen I could tunnel vision shooting at random laser towers instead of me in a L/XL.
If it works well it might also help more smaller ships survive, especially in VRO, instead of always just the bigs.

Kinseth
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Kinseth » Mon, 12. Sep 22, 05:59

Man, this all looks so cool. Is this a good standalone set of mods to use as a pack?

I dont know if it would be too much to ask, but as a person with limited time in life, going through the many great mods and troubleshooting compatibility just isn't available to me, so a solid pack of mods, regardless of who made them, would be so nice to have knowledge of.

kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by kmunoz » Mon, 12. Sep 22, 16:56

Kinseth wrote:
Mon, 12. Sep 22, 05:59
Man, this all looks so cool. Is this a good standalone set of mods to use as a pack?

I dont know if it would be too much to ask, but as a person with limited time in life, going through the many great mods and troubleshooting compatibility just isn't available to me, so a solid pack of mods, regardless of who made them, would be so nice to have knowledge of.
I usually recommend "Kuertee's mods" as a whole when people ask. I don't even bother naming them individually! :D
Last edited by kmunoz on Tue, 13. Sep 22, 01:09, edited 1 time in total.
Let's Play Poorly! - Suboptimal X4 Playthroughs

IgorDolvich
Posts: 16
Joined: Tue, 5. Jul 22, 17:55

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by IgorDolvich » Mon, 12. Sep 22, 17:27

Kinseth wrote:
Mon, 12. Sep 22, 05:59
Man, this all looks so cool. Is this a good standalone set of mods to use as a pack?

I dont know if it would be too much to ask, but as a person with limited time in life, going through the many great mods and troubleshooting compatibility just isn't available to me, so a solid pack of mods, regardless of who made them, would be so nice to have knowledge of.
Honestly, all of their mods are very compatible with pretty much everything else out there. Most of their changes affect only UI based stuff, like your "Reputations and Professions" which doesn't affect anything outside of the mod itself (besides interacting with other Kuertee mods). You can use one, two, all of them, none of them, and it'll all be compatible with VRO, "vanilla", even Starwars, seems to work right out of the box. Each mod even has its own extension options window where you can further tune pretty much every mod to your liking. A lot of mods for X4 are inherently compatible with each other unless stated otherwise (or both mods touch the same exact thing) due to the way they're programmed from the start, I'm currently running like 100+ mods with very little issues (other than lag lol)

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