[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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dmk
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Re: [mods] kuertee's (gameplay, QOL, UI): 4 Jan: Reputations and Professions bug-fix for new games

Post by dmk » Thu, 6. Jan 22, 18:06

heavy stutter (only with kuertee_surface_element_targeting ), and radar flickering
https://drive.google.com/file/d/15ADlVt ... sp=sharing

this begins after first part of Terran war mission (build outpost), and clearing Family Kritt sector from Xenons (effectively splitting Xenon empire by two separate parts)...
and yep i may be planned too large station for Terran outpost > 100 defense modules (but already build much lesser), also created neutral island in xenon territory, which may influence path-finding.

game was nor restarted nor reloaded when problem appeared, still i was on station watching map, and problem is almost not noticeable in map mode,
so no exact timing or reason why, problem is not happens on pause, i.e. on pause map giving normal fps without any stutter, but when unpaused and flying on the ship and watching map stutter exist (when moving map).

problem visible in any sector personally flying any ship, makes radar unpleasant to watch (constant flickering) and feeling like very low fps, (i.e. 80% of time normal fps, and 20% of time no change of frames at all).

p.s. initially was posted viewtopic.php?f=180&t=444065 , but there would be probably deleted.
probably large partially build station is responsible, but I don't understand why same problems for other sectors.

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 4 Jan: Reputations and Professions bug-fix for new games

Post by kuertee » Fri, 7. Jan 22, 01:35

dmk wrote:
Thu, 6. Jan 22, 18:06
heavy stutter (only with kuertee_surface_element_targeting ), and radar flickering
https://drive.google.com/file/d/15ADlVt ... sp=sharing

this begins after first part of Terran war mission (build outpost), and clearing Family Kritt sector from Xenons (effectively splitting Xenon empire by two separate parts)...
and yep i may be planned too large station for Terran outpost > 100 defense modules (but already build much lesser), also created neutral island in xenon territory, which may influence path-finding.

game was nor restarted nor reloaded when problem appeared, still i was on station watching map, and problem is almost not noticeable in map mode,
so no exact timing or reason why, problem is not happens on pause, i.e. on pause map giving normal fps without any stutter, but when unpaused and flying on the ship and watching map stutter exist (when moving map).

problem visible in any sector personally flying any ship, makes radar unpleasant to watch (constant flickering) and feeling like very low fps, (i.e. 80% of time normal fps, and 20% of time no change of frames at all).

p.s. initially was posted viewtopic.php?f=180&t=444065 , but there would be probably deleted.
probably large partially build station is responsible, but I don't understand why same problems for other sectors.
thanks heaps for the report and your save file. (i also skimmed the other thread.)
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 (gameplay, QOL, UI): 4 Jan: Reputations and Professions bug-fix for new games

Post by kuertee » Fri, 7. Jan 22, 07:27

dmk wrote:
Thu, 6. Jan 22, 18:06
heavy stutter (only with kuertee_surface_element_targeting ), and radar flickering
https://drive.google.com/file/d/15ADlVt ... sp=sharing

this begins after first part of Terran war mission (build outpost), and clearing Family Kritt sector from Xenons (effectively splitting Xenon empire by two separate parts)...
and yep i may be planned too large station for Terran outpost > 100 defense modules (but already build much lesser), also created neutral island in xenon territory, which may influence path-finding.

game was nor restarted nor reloaded when problem appeared, still i was on station watching map, and problem is almost not noticeable in map mode,
so no exact timing or reason why, problem is not happens on pause, i.e. on pause map giving normal fps without any stutter, but when unpaused and flying on the ship and watching map stutter exist (when moving map).

problem visible in any sector personally flying any ship, makes radar unpleasant to watch (constant flickering) and feeling like very low fps, (i.e. 80% of time normal fps, and 20% of time no change of frames at all).

p.s. initially was posted viewtopic.php?f=180&t=444065 , but there would be probably deleted.
probably large partially build station is responsible, but I don't understand why same problems for other sectors.
thanks, again for the report. and i've fixed the bug. can you try this beta version on your save game, please? https://drive.google.com/file/d/1H8EvDx ... sp=sharing
i loaded up your game both before i changed the mod and after. and i think it improved.
let me know, please. then i'll release on nexus.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (gameplay, QOL, UI): 4 Jan: Reputations and Professions bug-fix for new games

Post by dmk » Fri, 7. Jan 22, 09:38

kuertee wrote:
Fri, 7. Jan 22, 07:27
let me know, please. then i'll release on nexus.
yep that particular problem is fixed, big thank you for fast fix.
there are two less important (very rare, and may be even not linked with your mods, or already fixed by this fix)
Spoiler
Show

Code: Select all

[=ERROR=] 645141.64 kuertee_menu_interactmenu.init
[General] 645141.64 ======================================
[General] 645141.64 ======================================
[=ERROR=] 645141.64 kuertee_menu_map.init
[General] 645141.64 ======================================
[General] 645141.64 ======================================
[=ERROR=] 645141.64 C:\dev\p1_hotfix\src\X4\ui\core\xanark\anarkviewbridge.cpp(100): Warning. The current frame was already updated without processing the update event. Check for errors in addon scripts issuing too many update calls.
(version: 4.20 - Code revision: 465891)
[General] 645141.64 ======================================
[General] 645141.64 ======================================
[=ERROR=] 645141.64 FATAL ERROR (version 4.20 - Code revision: 465891): A fatal error has occurred and the game cannot recover.
Exit code: 1028

vkQueueSubmit(DeviceQueues[queue].Queue, 1, &info, fence.Handle)Failed with err -4 (C:\dev\p1_hotfix\src\X4\xgfx\be\vulkan\video_vk.cpp, 4399)

Version: 4.20 - Code revision: 465891

If a troubleshooting page opens in your web browser, please follow the instructions on that page; otherwise please inform EGOSOFT GmbH technical support.
[General] 645141.64 ======================================
[General] 645141.64 ======================================
[=ERROR=] 645141.64 FATAL ERROR (version 4.20 - Code revision: 465891): A fatal error has occurred and the game cannot recover.
Exit code: 1028

vkQueueSubmit(DeviceQueues[queue].Queue, 1, &info, 0)Failed with err -4 (C:\dev\p1_hotfix\src\X4\xgfx\be\vulkan\video_vk.cpp, 4379)

Version: 4.20 - Code revision: 465891

If a troubleshooting page opens in your web browser, please follow the instructions on that page; otherwise please inform EGOSOFT GmbH technical support.
[General] 645141.64 ======================================
and/or Image
last one can be fixed only by save/reload (i.e. you can teleport and issue map order, but can't touch anything from fps view/ or sit in chair)
again don't sure that your mods are responsible, and situation extremely rare (two crashes, and only one stuck),
or may be they already fixed by your changes.
p.s. distance is independent of teleport in message on screenshot(i.e. it is wrong, as station on screenshot is from another sector).
Last edited by dmk on Fri, 7. Jan 22, 09:45, edited 1 time in total.

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 4 Jan: Reputations and Professions bug-fix for new games

Post by kuertee » Fri, 7. Jan 22, 09:43

dmk wrote:
Fri, 7. Jan 22, 09:38
...yep that particular problem is fixed, big thank you for fast fix.
there are two less important (very rare, and may be even not linked with your mods)... and/or ... SNIPPED ... last one can be fixed only by save/reload (i.e. you can teleport and issue map order, but can't touch anything from fps view/ or sit in chair) again don't sure that your mods are responsible, and situation extremely rare (two crashes, and only one stuck), or may be they already fixed by your changes.
p.s. distance is independent of teleport in message on screenshot(i.e. it is wrong, as station on screenshot is from another sector).
yup, it's like my changes to Surface Element Targeting.
Will look now.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (gameplay, QOL, UI): 4 Jan: Reputations and Professions bug-fix for new games

Post by dmk » Fri, 7. Jan 22, 09:46

kuertee wrote:
Fri, 7. Jan 22, 09:43
dmk wrote:
Fri, 7. Jan 22, 09:38
...yep that particular problem is fixed, big thank you for fast fix.
there are two less important (very rare, and may be even not linked with your mods)... and/or ... SNIPPED ... last one can be fixed only by save/reload (i.e. you can teleport and issue map order, but can't touch anything from fps view/ or sit in chair) again don't sure that your mods are responsible, and situation extremely rare (two crashes, and only one stuck), or may be they already fixed by your changes.
p.s. distance is independent of teleport in message on screenshot(i.e. it is wrong, as station on screenshot is from another sector).
yup, it's like my changes to Surface Element Targeting.
Will look now.
take into account that all info collected before(more correctly crashes was same time, but stuck was before) i encountered bug with stuttering/fps drops, i.e. it can be already fixed by your changes,
i posted only if you get report from someone other than me, so you can use more info, to catch it(if it needs catching!)

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Re: [mods] kuertee's (gameplay, QOL, UI): 4 Jan: Reputations and Professions bug-fix for new games

Post by dmk » Fri, 7. Jan 22, 10:26

how exactly to order captain place laser turrets field (in waypoint_fields_for_deployments mod)?
(p.s. i understand how to get guidance, but even autopilot(on destroyers) aborts after some time i.e. it does not place any turrets, just trying to fly to first placement)
but i want to order captain place them offsector, and i am unable to add order.

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 4 Jan: Reputations and Professions bug-fix for new games

Post by kuertee » Fri, 7. Jan 22, 11:13

dmk wrote:
Fri, 7. Jan 22, 10:26
how exactly to order captain place laser turrets field (in waypoint_fields_for_deployments mod)?
(p.s. i understand how to get guidance, but even autopilot(on destroyers) aborts after some time i.e. it does not place any turrets, just trying to fly to first placement)
but i want to order captain place them offsector, and i am unable to add order.
1. on the map, click on the AI pilot.
2. right-click on open space or on an object.
3. click on the "Create Waypoint Field" in the list of orders.
4. choose the deployable and set the deployment's size and density.
5. before you exit, ensure that the deployment is not paused. if there's a button labeled "Allow deployments", click that.
6. you can also give the order to a different pilot by clicking on "Set new leader".

note that its best to give these orders to M or S ships - or larger ships with wingmen who will perform the deployment.
because of their size, large ships may have trouble setting each deployable near their intended waypoint.
i'm sure you can set yourself as the leader - if you have wingmen with 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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Re: [mods] kuertee's (gameplay, QOL, UI): 4 Jan: Reputations and Professions bug-fix for new games

Post by dmk » Fri, 7. Jan 22, 11:21

kuertee wrote:
Fri, 7. Jan 22, 11:13
5. before you exit, ensure that the deployment is not paused. if there's a button labeled "Allow deployments", click that.
so there is no actual order for the ship which do perform deployment?
and default order should be hold position?

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 4 Jan: Reputations and Professions bug-fix for new games

Post by kuertee » Fri, 7. Jan 22, 11:32

dmk wrote:
Fri, 7. Jan 22, 11:21
...so there is no actual order for the ship which do perform deployment?...and default order should be hold position?
yeah, there's no default/direct order that you can give to the AI.

a lot of the mod was already built with only the player in mind.
i found it easier to just add AI pilot features rather than re-engineering the mod to follow the base game's AI orders framework.

but ... the Waypoint Field guidance mission WILL give the appropriate orders (e.g. restock on deployables at yard, deploy, collect, etc.) to the AI piltos.
and you can see those orders in the AI pilot's Behaviours panel.
EDIT: so ... think of the Waypoint Field controls as the manager for the AI pilots. END EDIT.
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 (gameplay, QOL, UI): 11 Jan bug-fix: Surface Element Targeting decreasing performance over time bug

Post by kuertee » Tue, 11. Jan 22, 01:14

Updates, 11 Jan 2022
Surface element targeting https://www.nexusmods.com/x4foundations/mods/710 v4.2.074, 7 Jan 2022:
-Reprogrammed: The previous version created a stacking bug that would eventually impact performance. Just install this over the top of the old version and those stacked threads will be cleaned up.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (gameplay, QOL, UI): 11 Jan bug-fix: Surface Element Targeting decreasing performance over time bug

Post by dmk » Tue, 11. Jan 22, 04:46

one more (minor) bug with previous version: Xenon core(Dock)/main (which builds first) module turrets are not properly selected.

p.s. is any way to add in Station F menu entry for selection of all large turrets (to skip phase of manual searching last one of L turret via home/end?)

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 11 Jan bug-fix: Surface Element Targeting decreasing performance over time bug

Post by kuertee » Tue, 11. Jan 22, 05:19

dmk wrote:
Tue, 11. Jan 22, 04:46
one more (minor) bug with previous version: Xenon core(Dock)/main (which builds first) module turrets are not properly selected.
yeah, i noticed that in my tests when i first built the mod. but the code available to us simply does not detect some and so i cant add them to the list of objectives.

Code: Select all

<find_object_component groupname="$surfaceElements" object="$defensible" operational="true" surfaceelement="true" multiple="true" />
EDIT: If i set it to find non-operational surface elements, the game will simply not allow your ship to lock on to it. i've tried it. END EDIT.




p.s. is any way to add in Station F menu entry for selection of all large turrets (to skip phase of manual searching last one of L turret via home/end?)
yes, but that will require more code to first find all components, then add each one to different list by type, then build the menu that lists each type. i'm not ready to build more to the mod. i'll put it in my list of things to do and look into it in the future.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (gameplay, QOL, UI): 11 Jan CHC freeze with Segaris Eq. Dock

Post by wanderer » Tue, 11. Jan 22, 08:41

Well, CHC (4.2.071) again...

Flying in the Segaris sector, no fines. Now getting some fines and landing on the equipment dock in Segaris.
After touch down (landing) the game freezes.
Deinstalling the mod, reload, landing again - no freeze. Now, activate mod again - and freezing.

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 11 Jan CHC freeze with Segaris Eq. Dock

Post by kuertee » Tue, 11. Jan 22, 11:52

wanderer wrote:
Tue, 11. Jan 22, 08:41
Well, CHC (4.2.071) again...

Flying in the Segaris sector, no fines. Now getting some fines and landing on the equipment dock in Segaris.
After touch down (landing) the game freezes.
Deinstalling the mod, reload, landing again - no freeze. Now, activate mod again - and freezing.
do you have these other mods also? alternatives to death, high-sec rooms are locked, modifications parts trader, npc reactions, reputations and professions.
and have they all been updated?
they use the same arrive-dock-teleport-leave-stations code but, so that only one manages those events, all but the first one to get initialised on game load are terminated.
if the old version (with the infiteinly loop bug) of that code is in any of them, it could be used if it gets initialised first.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (gameplay, QOL, UI): 11 Jan CHC freeze with Segaris Eq. Dock

Post by wanderer » Tue, 11. Jan 22, 19:00

kuertee wrote:
Tue, 11. Jan 22, 11:52
wanderer wrote:
Tue, 11. Jan 22, 08:41
...Flying in the Segaris sector ...After touch down (landing) the game freezes....
do you have these other mods also? alternatives to death, high-sec rooms are locked, modifications parts trader, npc reactions, reputations and professions. and have they all been updated? ...
ATD: not installed/not used
HSRAL: v4.2.073, 5 Jan 2022 - tested first, but was not responsible. Now still using it.
MPT: v4.2.071, 3 Jan 2022
NPCR: v4.2.073, 4 Jan 2022
RAP: not installed/not used

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Re: [mods] kuertee's (gameplay, QOL, UI): 11 Jan bug-fix: Surface Element Targeting decreasing performance over time bug

Post by kmunoz » Tue, 11. Jan 22, 20:03

Kuertee: for the fines of the CHC mod, what happens when a ship with fines attached gets destroyed? Do those fines drop off the list at some point, are they transferred to the fine debt of the player, or do they stay on the list indefinitely? Is it necessary/advisable to pay the fines for ships that have since been destroyed?

Edit: I may have to check up on what happened to me just now, but here's what it SEEMS like happened:

A ship in my fleet caught a fine from a friendly fire incident.
That ship got destroyed during the same fight in which it got the fine.
I went to a defense platform and paid all my fines, including from the ship that got destroyed.
That ship came out of impound and rejoined my fleet.

So either the above happened exactly that way and there's a bug/exploit, OR that ship got impounded rather than destroyed (I saw it wasn't in my fleet but didn't check my full ship list, since I assumed that meant it was destroyed) - but I'm not sure how it could have gotten impounded, as it didn't land anywhere.
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Re: [mods] kuertee's (gameplay, QOL, UI): 11 Jan bug-fix: Surface Element Targeting decreasing performance over time bug

Post by kmunoz » Tue, 11. Jan 22, 20:15

Kuertee: I just went back over my recording and I can confirm the exploit. If a ship with a fine gets destroyed, you can resurrect it by paying its fine.
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 11 Jan bug-fix: Surface Element Targeting decreasing performance over time bug

Post by kuertee » Wed, 12. Jan 22, 01:16

wanderer wrote:
Tue, 11. Jan 22, 08:41
Well, CHC (4.2.071) again...Flying in the Segaris sector, no fines. Now getting some fines and landing on the equipment dock in Segaris. After touch down (landing) the game freezes. Deinstalling the mod, reload, landing again - no freeze. Now, activate mod again - and freezing.
wanderer wrote:
Tue, 11. Jan 22, 19:00
ATD: not installed/not used. HSRAL: v4.2.073, 5 Jan 2022 - tested first, but was not responsible. Now still using it. MPT: v4.2.071, 3 Jan 2022. NPCR: v4.2.073, 4 Jan 2022. RAP: not installed/not used
ok. thank you, i'll have a look for the bug. in the meantime can you send me a debug log, please?
1. add "-debug all -logfile debug.log" to the game's launch options
2. load a game. enable CHC-specific debug logging in its Extensions Options.
3. cause the freeze.
4. send me, at kuertee@gmail.com, the "my docs\egosoft\x4\12345678\debug.log" file




kmunoz wrote:
Tue, 11. Jan 22, 20:15
Kuertee: I just went back over my recording and I can confirm the exploit. If a ship with a fine gets destroyed, you can resurrect it by paying its fine.
with CHC, ships are never destroyed. they are confiscated.
from the docs: "...During attacks, factions will impound ships, including the player's ship, when their hull drops below 25%..."
EDIT: the ship's crew will transfer to the mod's special faction. and they will fly the ship to one of the impounding faction's defense stations. when you pay the fine, the ship will be released and fly to you. END EDIT.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (gameplay, QOL, UI): 11 Jan bug-fix: Surface Element Targeting decreasing performance over time bug

Post by kmunoz » Wed, 12. Jan 22, 03:09

kuertee wrote:
Wed, 12. Jan 22, 01:16
with CHC, ships are never destroyed. they are confiscated.
from the docs: "...During attacks, factions will impound ships, including the player's ship, when their hull drops below 25%..."
EDIT: the ship's crew will transfer to the mod's special faction. and they will fly the ship to one of the impounding faction's defense stations. when you pay the fine, the ship will be released and fly to you. END EDIT.
Oh, I missed that, I was in the middle of a Kha'ak fight so I was thinking destroyed by Kha'ak but you're right, it was an Argon ship that knocked it out, so it went to Argon impound. I'd assumed the two events were unrelated in this case (fine & removal).
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