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Re: [MOD] Better Kill Credit 1.2

Posted: Sun, 7. Jun 20, 21:53
by DoomedSpaceSeal
Hey there,

is there a way to customize the Rewards you are getting.

M 10000credits and L 200000 Credits etc.
Is that configurable?

Re: [MOD] Better Kill Credit 1.2

Posted: Sun, 7. Jun 20, 23:41
by Mysterial
No. It's easy to mod the general values but I don't intend to do that with this one.

Re: [MOD] Better Kill Credit 1.2

Posted: Mon, 8. Jun 20, 20:03
by DoomedSpaceSeal
Okay was just wondering if that is possible.

Thanks for the fast reply

Re: [MOD] Better Kill Credit 1.2

Posted: Mon, 8. Jun 20, 20:11
by DeadAirRT
DoomedSpaceSeal wrote:
Mon, 8. Jun 20, 20:03
Okay was just wondering if that is possible.

Thanks for the fast reply
It's a diff of defaults.xml

Re: [MOD] Better Kill Credit 1.2

Posted: Fri, 2. Oct 20, 20:05
by Reisser
I've got Better Kill Credit up and running from the start and it worked just fine too.

At some point I then played around with Ventures (the mod) - then the "Extended Conversation Menu" said goodbye. Then everything out and back in - and both went again.

Unfortunately there have been problems with "Better Kill Credit" since then (I can't say whether that is directly related). In itself the script works great - only: I get an announcement every time by video in which everyone thanks for my help. Since I have fleets at all xenon entry gates, this happens about every 10 seconds. :o

So "Better Kill Credit" thrown out - saved - without started - saved - put back in - saved - and ... the messages still come.

Why is it that I now always get these messages? It was also possible before. And other mods that suppress messages, I still have "Silence" running (no tones for incoming messages) - but that has always worked well with "Better Kill Kredits".

My nerves are already bare. I would not like to forego the income from my fleets - but the video messages are very annoying in the long run. :cry:

Re: [MOD] Better Kill Credit 1.2

Posted: Sat, 17. Oct 20, 22:25
by Gramston
No solution yet for annoying video messages? Video messages arrive constantly even when out of the sector and freeze the game constantly ... It is a shame that this mod has to be uninstalled because the author does not answer (is silent) to this question so repeatedly claimed ...

Re: [MOD] Better Kill Credit 1.2

Posted: Wed, 11. Nov 20, 03:53
by Gramston
Possible solution for annoying video messages:
Copy into file ... Notifications.xml
... the next string ...

<!-- Remove thanks messages for station defence -->
<remove sel="//cue[@name='IllegalActivityRewardConv']/actions/do_else/add_npc_line"></remove>

Extracted from mod ...
No Ranks Thanks or Tannoys
Created by z1p
https://www.nexusmods.com/x4foundations ... escription

Re: [MOD] Better Kill Credit 1.2

Posted: Wed, 18. Nov 20, 04:27
by z1ppeh
Gramston wrote:
Wed, 11. Nov 20, 03:53
Possible solution for annoying video messages:
Copy into file ... Notifications.xml
... the next string ...

<!-- Remove thanks messages for station defence -->
<remove sel="//cue[@name='IllegalActivityRewardConv']/actions/do_else/add_npc_line"></remove>

Extracted from mod ...
No Ranks Thanks or Tannoys
Created by z1p
https://www.nexusmods.com/x4foundations ... escription
DeadAirRT wrote:
Mon, 8. Jun 20, 20:11
Why is it that I now always get these messages? It was also possible before. And other mods that suppress messages, I still have "Silence" running (no tones for incoming messages) - but that has always worked well with "Better Kill Kredits".
Hi All,

Without rewriting a fair chunk of the notifications.xml there is no way to ignore the comm itself that the player gets for station defence(now opened up from this mod to include EVERY ship that provides station defence across your galaxy). You can however make it an instant closed comm if you remove the lines (as Gramston has stated from my little mod). The annoying part is that a comm must take place for the start/end_convo stuff to kick in...

Once 4.0 is out the way I will rewrite it so the comm doesn't even need to take place (the new BBS system should be enough for that rather than an annoying comm)

Re: [MOD] Better Kill Credit 1.2

Posted: Fri, 12. Mar 21, 21:26
by |K.O.S.H.
Mysterial wrote:
Mon, 1. Apr 19, 18:17
Receive kill credit rewards from owned ships you aren't piloting and receive rewards for contributing to large ship kills even if you don't get the final shot. Now you can make some decent cash by helping out a faction with a defense fleet.

Download Here
Also available on Steam Workshop

When you are not in the vicinity of the ship that was destroyed, the video message thanking you will be suppressed, but a message will be added to the log with the amount rewarded. Note that you still have to have the police license to receive the higher and sector-wide rewards.

This extension works with the invasion reward effect of my Faction Enhancer mod, so you can send in your remote ships to assist in an invasion and get paid.


Changes in v1.3:
  • Fixed some rare edge cases that could cause kill credit to not be assigned correctly
Changes in v1.2:
  • Fixed a case where sometimes when a non-player ship kills an enemy OOS near a friendly station, the station defense part of the rewards wouldn't be granted (the smaller reward that doesn't need a police license)
Changes in v1.1:
  • Fixed credit not being consistently given for OOS player owned ship kills

The first (non-steam) link does not work, because it uses http.
if you edit it to https, it works

Re: [MOD] Better Kill Credit 1.2

Posted: Thu, 18. Mar 21, 21:20
by chh2tx
Has anyone confirmed if this is working with 4.0?