[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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DeadAirRT
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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 DeadAirRT » Fri, 14. Jan 22, 18:05

Question for you, have you figured out or looked into removing the requirement of the workbench for installing ship mods? I was considering trying to put something together to allow installing mods to multiple ships but the MD portion of equipment mods is unreliable at best.

btw you have the wrong link for ship scanner in the list

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 » Sat, 15. Jan 22, 13:37

DeadAirRT wrote:
Fri, 14. Jan 22, 18:05
Question for you, have you figured out or looked into removing the requirement of the workbench for installing ship mods? I was considering trying to put something together to allow installing mods to multiple ships but the MD portion of equipment mods is unreliable at best.

btw you have the wrong link for ship scanner in the list
Hey, I wanted to look at that. But I never did. Can’t help you, sorry. I wanted to add an x-wing games engine-shields-weapons power transfer.
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): 16 Jan: new Emergent missions BETA: bounty hunting

Post by kuertee » Sun, 16. Jan 22, 07:56

Betas, 16 Jan 2022
Emergent missions 4.2.075 BETA: https://drive.google.com/file/d/13CSxbG ... sp=sharing
Read-me: https://drive.google.com/file/d/1ycmgeR ... sp=sharing
I would appreciate any reports of findings, bugs, etc. But it's also ok, if you don't.

New feature: Search and destroy missions:
All attacks and kills are recorded (from when the mod is installed). And all kills generate a bounty mission owned by the victim's faction. These missions are offered at the nearest station owned by the victim's faction and at the victim's faction headquarters.

To help locate the bounty, the mission contact will give you 3 Navigation Beacons of the bounty's last reported sightings. These sightings are generated from reports of their attacks and kills; and exit and entry of sectors near the faction's satellites, stations or ships. You will be updated with new reported sightings.

The target is found when they are identified with your long range scanner, move into your zone, or detected by your radar - if they are an enemy.
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 (gameplay, QOL, UI): 16 Jan: new Emergent missions BETA: bounty hunting

Post by Mycu » Sun, 16. Jan 22, 21:13

kuertee wrote:
Sun, 16. Jan 22, 07:56
Betas, 16 Jan 2022
Emergent missions 4.2.075 BETA: https://drive.google.com/file/d/13CSxbG ... sp=sharing
Read-me: https://drive.google.com/file/d/1ycmgeR ... sp=sharing
I would appreciate any reports of findings, bugs, etc. But it's also ok, if you don't.
you promised to slow down to at least 5.0!
...I'm glad you weren't being consistent ;)

Sounds great, very eager to test.
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 16 Jan: new Emergent missions BETA: bounty hunting

Post by kuertee » Mon, 17. Jan 22, 04:25

Mycu wrote:
Sun, 16. Jan 22, 21:13
...you promised to slow down to at least 5.0!....I'm glad you weren't being consistent ;) Sounds great, very eager to test.
hahaha! yeah, i did. had to break it. self-isolation is the mother of productivity. :D

there's a bug! in the BETA that prevents it from identifying the target.
here's the updated version:






Betas, 17 Jan 2022
Emergent Missions 4.2.076 BETA: New feature: Search and destroy missions - i.e. "true" bounties (i.e. generated from kills by ships in the game) and "real" hunting (via nav beacons).
THERE WAS A BUG in 4.2.075 BETA that prevented the target from getting identified, so the mission wouldn't progress to the "kill" objective.
Read-me: https://drive.google.com/file/d/1ycmgeR ... sp=sharing
Download: https://drive.google.com/file/d/1Yw_wUx ... sp=sharing
I would appreciate any reports of findings, bugs, etc. But it's also ok, if you don't. Just tag me on x4_modding channel on Discord or add a comment here in my thread on the X4 forums (viewtopic.php?f=181&t=428150). thank you.

New feature: Search and destroy missions:
All attacks and kills are recorded (from when the mod is installed). And all kills generate a bounty mission owned by the victim's faction. These missions are offered at the nearest station owned by the victim's faction and at the victim's faction headquarters.

To help locate the bounty, the mission contact will give you 3 Navigation Beacons of the bounty's last reported sightings. These sightings are generated from reports of their attacks and kills; and exit and entry of sectors near the faction's satellites, stations or ships. You will be updated with new reported sightings.

The target is found when they are identified with your long range scanner, move into your zone, or detected by your radar - if they are an enemy.
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 (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by kuertee » Mon, 17. Jan 22, 10:45

Emergent Missions 4.2.078 BETA: New feature: Search and destroy missions - i.e. "true" bounties (i.e. generated from kills by ships in the game) and "real" hunting (via nav beacons).
THERE WAS A BUG in 4.2.077 BETA that prevented the nav beacons from sticking. In this version, they'll stay as mission targets until you find your target - as intended.
Read-me: https://drive.google.com/file/d/1ycmgeR ... sp=sharing
Download: https://drive.google.com/file/d/1aaeJkE ... sp=sharing
Spoiler
Show
New feature: Search and destroy missions:
All attacks and kills are recorded (from when the mod is installed). And all kills generate a bounty mission owned by the victim's faction. These missions are offered at the nearest station owned by the victim's faction and at the victim's faction headquarters.

To help locate the bounty, the mission contact will give you 3 Navigation Beacons of the bounty's last reported sightings. These sightings are generated from reports of their attacks and kills; and exit and entry of sectors near the faction's satellites, stations or ships. You will be updated with new reported sightings.

The target is found when they are identified with your long range scanner, move into your zone, or detected by your radar - if they are an enemy.
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.

magitsu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by magitsu » Mon, 17. Jan 22, 17:37

078 seems to be working. SCA Marauder Kestrel Sentinel killed 1xM, got 77k for S&D. Found him near the closer waypoint trying to pirate another civilian.

Though the call to action (talk again to the mission giver at Pious MIsts XI Defence Platform) was a bit contradictory, since it awarded the money and +1 rep immediately after the kill.

edit: Here's Ianamus Zura situation 4 hours into a save. (2 screenshots)
Last edited by Terre on Tue, 18. Jan 22, 07:14, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by kuertee » Tue, 18. Jan 22, 02:59

magitsu wrote:
Mon, 17. Jan 22, 17:37
...Though the call to action (talk again to the mission giver at Pious MIsts XI Defence Platform) was a bit contradictory, since it awarded the money and +1 rep immediately after the kill....
ahhh yes, good point. i'll remove that last step. the first "talk to" objective is to get the nav beacons of last reported sightings. there's no use for the last "talk to" objective.
edit: Here's Ianamus Zura situation 4 hours into a save. (2 screenshots)
nice! thank you heaps! in the next version, which requires the unreleased update to UI Extensions, you'll be limited to one bounty hunting mission at a time. i.e. the Accept button will be disabled on other bounty hunting missions.
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 (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by Mycu » Tue, 18. Jan 22, 11:19

magitsu wrote:
Mon, 17. Jan 22, 17:37
078 seems to be working. SCA Marauder Kestrel Sentinel killed 1xM, got 77k for S&D. Found him near the closer waypoint trying to pirate another civilian.
Lucky you - during my last (day before yesterday) 2h session I haven't found any Search and Destroy mission offers.
I hope today will be a kinder day ;)

kuertee wrote:
Tue, 18. Jan 22, 02:59
in the next version, which requires the unreleased update to UI Extensions, you'll be limited to one bounty hunting mission at a time. i.e. the Accept button will be disabled on other bounty hunting missions.
Maybe Bounty Hunter standing could give possibility for a second active mission from certain faction at a time?
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magitsu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by magitsu » Tue, 18. Jan 22, 12:29

Mycu wrote:
Tue, 18. Jan 22, 11:19
Lucky you - during my last (day before yesterday) 2h session I haven't found any Search and Destroy mission offers.
I hope today will be a kinder day ;)
Go to the capitals and you might be rewarded. The closest station jobs are very rare. For example the closest defense platform to the Xenon gate at Ianamus only had 1 job for Xenon I. But the capital trading platform next to it contained that whole list.
I was pleasantly surprised to see even M, N and P there. Those have a tendency to not survive incursions, so maybe they got their bounties from the ships that ventured into Xenon sector instead of the other way around.

pesadelo
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by pesadelo » Tue, 18. Jan 22, 13:02

I dunno if it is intended or i did something wrong , in crime has consequences , should the negative factions/pirates give me fines ?I mean we are killing each other.

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by kuertee » Tue, 18. Jan 22, 14:13

Mycu wrote:
Tue, 18. Jan 22, 11:19
...Lucky you - during my last (day before yesterday) 2h session I haven't found any Search and Destroy mission offers. I hope today will be a kinder day ;)...
yeah, faction hqs have all the bounties from their different stations.
magitsu wrote:
Tue, 18. Jan 22, 12:29
...I was pleasantly surprised to see even M, N and P there. Those have a tendency to not survive incursions, so maybe they got their bounties from the ships that ventured into Xenon sector instead of the other way around....
there'd be more mission offers if the mod doesn't attribute kills of M-class wingmen and smaller back to their commanders - if the commanders are ships, of course. M class and S class ships with bounties would be lone privateers.
pesadelo wrote:
Tue, 18. Jan 22, 13:02
I dunno if it is intended or i did something wrong , in crime has consequences , should the negative factions/pirates give me fines ?I mean we are killing each other.
there's a setting in the Extensions Options to turn off fines from pirates (and/or enemies). i've always considered renaming "fines" to "reparations" for enemy and pirate factions - but it's a step over considering that they can be turned off.
Last edited by kuertee on Tue, 18. Jan 22, 14:56, edited 1 time in total.
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 (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by Mycu » Tue, 18. Jan 22, 14:46

magitsu wrote:
Tue, 18. Jan 22, 12:29
Go to the capitals and you might be rewarded. The closest station jobs are very rare. For example the closest defense platform to the Xenon gate at Ianamus only had 1 job for Xenon I. But the capital trading platform next to it contained that whole list.
I was pleasantly surprised to see even M, N and P there. Those have a tendency to not survive incursions, so maybe they got their bounties from the ships that ventured into Xenon sector instead of the other way around.
kuertee wrote:
Tue, 18. Jan 22, 14:13
yeah, faction hqs have all the bounties from their different stations.
Thanks, I should probably RTFM next time.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

pesadelo
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by pesadelo » Tue, 18. Jan 22, 15:04

kuertee wrote:
Tue, 18. Jan 22, 14:13
Mycu wrote:
Tue, 18. Jan 22, 11:19
...Lucky you - during my last (day before yesterday) 2h session I haven't found any Search and Destroy mission offers. I hope today will be a kinder day ;)...
yeah, faction hqs have all the bounties from their different stations.
magitsu wrote:
Tue, 18. Jan 22, 12:29
...I was pleasantly surprised to see even M, N and P there. Those have a tendency to not survive incursions, so maybe they got their bounties from the ships that ventured into Xenon sector instead of the other way around....
there'd be more mission offers if the mod doesn't attribute kills of M-class wingmen and smaller back to their commanders - if the commanders are ships, of course. M class and S class ships with bounties would be lone privateers.
pesadelo wrote:
Tue, 18. Jan 22, 13:02
I dunno if it is intended or i did something wrong , in crime has consequences , should the negative factions/pirates give me fines ?I mean we are killing each other.
there's a setting in the Extensions Options to turn off fines from pirates (and/or enemies). i've always considered renaming "fines" to "reparations" for enemy and pirate factions - but it's a step over considering that they can be turned off.
Oof i should have checked the extensions first then yakes my bad , i tougth it was off by default . Thank you.

Mycu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by Mycu » Tue, 18. Jan 22, 19:25

I was in the middle of stripping SCA Basilisk destroyer when MIN battleship came and started shooting at my prey.
I couldn't do anything to stop him (have -1 with MIN) so I flew off (crying loud) in the direction of TEL trading station to get bounty hunting mission as part of the redress.
Fortunately there was one available - to destroy SCA Basilisk destroyer (most likely the same I left).
I took the mission, happy that I maybe still have time to go back and help MIN battleship destroying it (suddenly the MIN battleship started to be my best friend in my mind ;) but first i had to talk to some representative on the station.
No problem I thought - but... while walking down the platform, the mission disappeared without any trace.
I cried even louder ;)

Most certainly the SCA destroyer was blown by MIN battleship.
Is it possible to make some notification or/and logbook entry that mission was cancelled?
X3 AP 3.1 + XRM
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Mycu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by Mycu » Tue, 18. Jan 22, 21:01

Took a Search and Destroy mission, but because ALI wharf was one sector away - decided to fly there to replace my engine first.
When this was done, I've activated SaD mission with step: talk to Hatib..something - but no guidance was shown:
https://i.imgur.com/moNh4ys.png
Went back to the sector where mission was given, but still - no guidance.
Made a save in this situation so I might enable debug log if it can help.
X3 AP 3.1 + XRM
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Mycu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by Mycu » Tue, 18. Jan 22, 21:25

Mission offers have not disappeared after changing sector.
Dunno if it is intentional, but got mission offers near PAR shipyard in Trinity Sanctum III, flew to Trinity Sanctum VII - but still the SaD missions were available:
https://i.imgur.com/7tBx1uw.png

It disappeared when I was close to PAR Defence Platform in other sector and a new SaD mission offer appeared.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Mycu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by Mycu » Tue, 18. Jan 22, 21:46

Sorry for spam, but each post is different case.

Took another mission to destroy SAC Minotaur Raider.
First step (talk to....) was ok, but after that I didn't get any nav beacons.
Anyway, after talking to Olmanckelttak mission was at step 2 (find TEL Minotaur) and I decided to fly to last known sector of this ship.
But after a few minutes, without my any action - logbook entry appeared saying: SCA Pillager Minotaur Raider is still operational and mission suddenly moved to step 4 (talk to).
https://i.imgur.com/MXOElJL.png

After talking to Olmanckelttak I was awarded base reward for this Minotaur.

Tested on v4.2.078, beta
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by kuertee » Wed, 19. Jan 22, 03:55

Mycu wrote:
Tue, 18. Jan 22, 21:46
Sorry for spam, but each post is different case...
no worries, mycu.
they're what i need as i dev the mod further. :D
thanks heaps!

but a question: have you managed to complete a mission from accepting the offer, getting the nav beacons from the npc, and killing the target? or no?
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 (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by Mycu » Wed, 19. Jan 22, 07:55

kuertee wrote:
Wed, 19. Jan 22, 03:55
but a question: have you managed to complete a mission from accepting the offer, getting the nav beacons from the npc, and killing the target? or no?
Unfortunately, on three tries never got nav beacons.
First ended suddenly when I was on my way to talk to representative.
Second try din't give me guidance to representative.
On third one mission jumped from step 1 to step 4.

But I won't stop trying ;)
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

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