[mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game

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kuertee
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[mods] kuertee's (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game

Post by kuertee » Sun, 7. Jun 20, 04:43

More details of new mods and updates are at the bottom of the thread AND in the 2nd post (below this one).

Update 14 Sep 2021
UI Extensions v4.1.0 (https://www.nexusmods.com/x4foundations/mods/552)
New mod 09 Sep 2021
UI: Trade analytics v1.0.0 (https://www.nexusmods.com/x4foundations/mods/764)
Updates 09 Sep 2021
Auto-camera and auto-pilot v1.0.4 (https://www.nexusmods.com/x4foundations/mods/734)
Crime has consequences v2.1.2 (https://www.nexusmods.com/x4foundations/mods/566)
NPC reactions v2.2.4 (https://www.nexusmods.com/x4foundations/mods/497)



My current list of mods:
Gameplay effects and changes
Alternatives to death v2.1.1, 11 Aug 2021:https://www.nexusmods.com/x4foundations/mods/551
  • Alternatives to death: clone, descendant, teleport, ransom, assimilation.
  • Other gameplay effects: ship destruction countdown, Cloning Lab, Trust Executor Office, acquire Cr to inherit property, acquire your assimilator's faction relationships.
  • Use this mod with my other mod, Teleport From Transporter Room, for a more tactile experience of abandoning ships.
Auto-camera and auto-pilot v1.0.4, 09 Sep 2021: https://www.nexusmods.com/x4foundations/mods/734
  • Automatically sets these camera views on these events: Docking: cutscene, Auto-pilot: cutscene, Player as a passenger: cutscene.
Crime has consequences v2.1.2, 09 Sep 2021: https://www.nexusmods.com/x4foundations/mods/566
  • Crime has consequences: ships are fined, then impounded, then forfeited. Pay fines at the Fines and Forfiture office.
Friendly fire tweaks v1.0.3, 19 June 2021: https://www.nexusmods.com/x4foundations/mods/708
  • Friendly fire penalties on these conditions: (1) the victim is targeted, (2) their shields are less than 25%, (3) the damage is from your main gun(s).
Hacking outcomes v2.0.1, 23 Mar 2021: https://www.nexusmods.com/x4foundations/mods/495
  • Data files from a hacking activity yield one of these types of meaningful data: a generic mission, a lockbox location, an anomaly location, a data vault location.
  • Stations with hacked security consoles cannot report you to sector security for 1 hour.
High security rooms are locked v2.0.3, 15 June 2021: https://www.nexusmods.com/x4foundations/mods/540
  • High-security rooms (Engineering Section, Security Office) are locked.
  • Get access from a black marketeer in the sector.
Modification parts trader v1.0.5, 25 July 2021:https://www.nexusmods.com/x4foundations/mods/721
  • Trade your mod parts for other mod parts.
More generic missions v1.0.3, 19 June 2021:https://www.nexusmods.com/x4foundations/mods/622
  • 25 generic missions are offered per sector. (The base game has a limit of 7.)
NPC reactions v2.2.4, 09 Sep 2021: https://www.nexusmods.com/x4foundations/mods/497
  • Conversations with NPCs may produce a rumour (mission, anomaly, lockbox, data vault, reputation increase).
  • Bar patrons: Between 1 and 4 hireable NPC of each type of profession (engineers, marines, pilots, and managers) of up to elite skills will be generated at bars.
  • Bridge crew: Helm alerts of new contacts. Tactical alerts of shield damage. Engineering alerts of engine failures.
  • NPC SOS: NPCs that request backup will hail you via comms. A Mission Guidance can be created to them when you interact with their hail.
  • [QOL] NPC Constructors will request for your available build jobs.
  • NPC Taxi: Hire a taxi from a ship console, bar patron or an NPC pilot of a ship.
  • Bank loans: Station managers offers 1,000,000 Cr loans.
Reputations and professions v1.2.3, 11 Aug 2021: https://www.nexusmods.com/x4foundations/mods/636
  • Mod effects: Reputations: Defender, Vigilante, Mercenary, Pirate. Professions and guilds: Courier, Engineer, Miner, Saboteur, Spy, Trader. Other guilds: Builder, Shipwright. Details in the 2nd post (below this one).
Teleport from transporter room v2.0.0, 11 Mar 2021: https://www.nexusmods.com/x4foundations/mods/553
  • Adds a Teleport button to your Transporter Room panels.
  • By default, this mod removes the 'Teleport to' command from the Map Menu.
  • By default, this mod also disallows teleportation to and from allied properties.
Wear and tear v2.0.2, 22 Apr 2021: https://www.nexusmods.com/x4foundations/mods/523/
  • Undocked ships will suffer wear and tear if their service crews are fewer than 50% capacity.
  • Service crews of 50% or more prevent (and repair) wear and tear. I.e. service crews cannot repair more than the amount of wear and tear.
Quality of life (QOL) / user interface mods
Loot mining v2.0.0, 11 Mar 2021: https://www.nexusmods.com/x4foundations/mods/511
  • Loot targeting AI: Target asteroids or containers with loot will highlight other containers with the same loot.
  • Loot targeting AI: After breaking up an asteroid, the nearest asteroid of the same mineral is targeted.
  • More efficient inventory loot mining: After an inventory loot is mined, every asteroid will drop the same inventory loot.
Ship scanner v2.0.1, 19 Jun 2021: https://www.nexusmods.com/x4foundations/mods/498
  • The Ship Scanner is a targetting AI that continually targets unscanned ships after the completion of a scan of a ship until all ships in your vicinity are scanned.
Signal leak hunter - increasing range v5.0.1, 03 July 2021: https://www.nexusmods.com/x4foundations/mods/498 v3 and below by loktide, v4 and above by kuertee (with permission from loktide)
  • Scans for and targets signal leaks and/or repair panels within an ever-increasing range.
Station scanner v2.0.1, 03 July 2021: https://www.nexusmods.com/x4foundations/mods/496
  • When using the spaceship scanner, modules that need the spacesuit scanner are targeted.
  • When using the spacesuit scanner, the closest module with an incomplete scan is targeted. Follow this trail of targets to scan the station.
Surface element targeting v1.0.9, 25 July 2021: https://www.nexusmods.com/x4foundations/mods/710
  • Auto targets the next surface element after destruction of the last.
  • "Find All" Interaction: finds all surface elements of the same type.
UI: Accept mission for later v2.0.2, 11 Aug 2021: https://www.nexusmods.com/x4foundations/mods/590
  • Missions accepted from the Map or Briefing menus activate only if the player doesn't have an active mission.
  • Multiple faction missions are allowed.
UI: Active mission button v2.0.0, 11 Mar 2021: https://www.nexusmods.com/x4foundations/mods/518
  • Adds an Active Mission button in the ship and station configuration menus that displays the active mission's description.
UI: Functional radar texture v1.0.0, 13 Apr 2021: https://www.nexusmods.com/x4foundations/mods/671
  • A radar texture with NSEW indicators and range markers.
UI: Reset mouse v2.0.6, 11 Aug 2021: https://www.nexusmods.com/x4foundations/mods/542
  • Resets the mouse to the center of the screen, by default, when a fullscreen menu is closed. Deactivates mouse steering on Interact/Conversation menu.
UI: Trade analytics v1.0.0 https://www.nexusmods.com/x4foundations/mods/764
  • Adds sortable analytics in the Transaction Log screen.
  • Analytics on sales, purchases, and mining activities are listed and can be viewed by total trades, by wares, or by trading ship.
  • The analytics listed are trading partners, gate distance/sector, trade counts, total amounts, total price, amount per count, amount per price.
Waypoint fields for deployments v2.0.6, 29 Apr 2021: https://www.nexusmods.com/x4foundations/mods/585
  • Creates waypoints that you and your wingmen can follow to deployment equipment and weapons.
  • AI order: Collect Deployables in Range
Modding resource
UI Extensions and HUD v4.1.0, 14 Sep 2021: https://www.nexusmods.com/x4foundations/mods/552, Code: https://github.com/kuertee/x4-mod-ui-extensions
  • Modded Lua files with callbacks that allow more than one mod to change the same UI element.
Last edited by kuertee on Mon, 13. Sep 21, 20:39, edited 66 times in total.
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

kuertee
Posts: 454
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summary of latest updates

Post by kuertee » Sun, 7. Jun 20, 04:43

Update 14 Sep 2021:
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
-New feature: compatibility with version 4.1 of the game.



New mod
UI: Trade analytics https://www.nexusmods.com/x4foundations/mods/764
Adds sortable analytics in the Transaction Log screen. Analytics on sales, purchases, and mining activities are listed and can be viewed by total trades, by wares, or by trading ship. The analytics listed are trading partners, gate distance/sector, trade counts, total amounts, total price, amount per count, amount per price.

Note that the new version of UI Extensions is required.
Image



Updates 9 Sep 2021:
Auto-camera and auto-pilot https://www.nexusmods.com/x4foundations/mods/734
-Tweak: Disengage auto-pilot earlier still when destination is in a mine field. E.g. Rescue ship missions.
-Tweak: Disengage auto-pilot sometimes failes if the destination is a short distance when auto-pilot is engaged.

Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
-Bug-fix: Clean crimes by ships list of ships that have become invalid - especially after death process of Alternatives To Death mod.

NPC reactions https://www.nexusmods.com/x4foundations/mods/497
-Bug fix: Re-acquire bridge crew if the game re-instantiates the NPCs on the ship.
Last edited by kuertee on Mon, 13. Sep 21, 20:41, edited 43 times in total.
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

kuertee
Posts: 454
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Re: kuertee's mods (QOL mods and gameplay effects and changes)

Post by kuertee » Sun, 7. Jun 20, 04:51

I've decided to put all my mods into one post for ease of management.

Anyway ... I've updated all of them. Some updates contain minor tweaks, bug-fixes, etc. But the loot mining update contains a new feature. Full details are in their Nexus pages. The summaries of their gameplay effects are in the first post of this thread, above. And I'll post details of updates in this thread, like so:

Hacking outcomes v1.0.1, 6 Jun 2020: https://www.nexusmods.com/x4foundations/mods/495
Spoiler
Show
-Tweak: get_safe_pos tweaks to ensure objects are inside the search area.
-Tweak: Remove obsolete code for finding locked data vaults.
-Tweak: Ensure Init cue is in waiting state.
-Tweak: Cleaned-up cue instantiations.
Loot mining v1.1.2, 6 Jun 2020: https://www.nexusmods.com/x4foundations/mods/511
Spoiler
Show
-New feature: Loot targeting AI: After the destruction of a targeted mineable asteroid, the nearest mineable asteroid with the same loot is auto-targeted.
-Tweak: The maximum number of targets for the Loot targeting AI is set to 25.
-Bug-fix: Updating the targeted collectable asteroids on their collection.
-Tweak: get_safe_pos tweaks for the created extra loot.
-Tweak: Ensure Init cue is in waiting state.
NPC reactions v1.1.3, 6 Jun 2020: https://www.nexusmods.com/x4foundations/mods/497
Spoiler
Show
-Tweak: get_safe_pos tweaks to ensure objects are inside the search area.
-Tweak: Ensure Init cue is in waiting state.
-Tweak: Cleaned-up cue instantiations.
Signal leak hunter - increasing range v4.2.2, 6 Jun 2020: https://www.nexusmods.com/x4foundations/mods/498
Spoiler
Show
-Bug-fix: The mission was being created and immediately removed when the scanner is activated and no station is nearby.
Station scanner v1.2.1, 6 Jun 2020: https://www.nexusmods.com/x4foundations/mods/496
Spoiler
Show
-Bug-fix: The mission was being created and immediately removed when the scanner is activated and no station is nearby.
-Tweak: Ensure Init cue is in waiting state.
-Tweak: Cleaned-up cue instantiations.
Last edited by kuertee on Mon, 8. Jun 20, 08:26, edited 1 time in total.
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

Berhg
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Re: kuertee's mods (QOL mods and gameplay effects and changes)

Post by Berhg » Mon, 8. Jun 20, 05:27

These look very interesting. Will give them a shot.

Hi Kuertee! Played you Skyrim mods, too. Good stuff!
Save the bunnies! RTFM

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kuertee
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Re: kuertee's mods (QOL mods and gameplay effects and changes)

Post by kuertee » Mon, 8. Jun 20, 08:49

Berhg wrote:
Mon, 8. Jun 20, 05:27
These look very interesting. Will give them a shot. Hi Kuertee! Played you Skyrim mods, too. Good stuff!
Thanks, Berhg! Admittedly, I gave up on Skyrim modding after many years of modding it. Kudos to its old-time but ongoing gameplay modders. Those guys push its engine to the limit.

I've got an update for Station Scanner in the works. The current version only tracks modules that are operational. When all of them are scanned, most stations will report completion. But some do not. I think it's because some modules have been destroyed or some are in construction. I first noticed this bug on a station I was scanning that was under attack. I've got a solution to test from this post: viewtopic.php?f=181&t=428152
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay effects and changes)

Post by kuertee » Tue, 16. Jun 20, 06:39

New mod:
UI Active mission button: https://www.nexusmods.com/x4foundations/mods/518
  • Adds an Active Mission button in the ship and station configuration menus that displays the active mission's description.
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

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Orageon
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Re: [mods] kuertee's (QOL, UI, gameplay)

Post by Orageon » Mon, 22. Jun 20, 12:19

great mods all around, spices up the gameplay loops, well done.
"At the end of the game, pawns and kings alike end up in the same box."
--
X4 - Pep Talk - Motivate your crew to boost their morale

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Re: [mods] kuertee's (QOL, UI, gameplay)

Post by TSM » Mon, 22. Jun 20, 15:49

Orageon wrote:
Mon, 22. Jun 20, 12:19
great mods all around, spices up the gameplay loops, well done.
Aye totally agree :D
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay)

Post by kuertee » Wed, 24. Jun 20, 07:11

Thanks, guys. Knowing people use and appreciate mods, helps authors keep modding.

I've got an update:

NPC reactions v1.2.0, 24 Jun 2020: https://www.nexusmods.com/x4foundations/mods/497
-New feature: Available NPC construction vessels (your employees first, then from friendly or neutral factions) will request jobs from you.
-New feature: Conversing while in a bar adds a 2.5% bonus to the chance a conversion produces a meaningful rumour.

How NPC construction vessels find your build projects:
======================================================
-After the Station Configuration Menu is closed all the way to the HUD, available NPC construction vessels will ask "Need a constructor?" via Comm.
-Awarding them the job will cost the standard fee for hiring construction vessels.
-Your available NPC construction vessels will request for the jobs first before NPCs from friendly or neutral factions.
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay)

Post by kuertee » Fri, 26. Jun 20, 15:48

I've got a new mod release:

Wear and tear https://www.nexusmods.com/x4foundations/mods/523
  • Undocked ships will suffer wear and tear if their service crews are fewer than 50% capacity.
  • Service crews of 50% or more prevent (and repair) wear and tear. I.e. service crews cannot repair more than the amount of wear and tear.
It's based off Falcrack's suggestion: viewtopic.php?f=181&t=427909

It's very configurable.
E.g. The repair rates can be removed so that ships only suffer wear and tear. If set so, only actual repairs at shipyards and wharves would repair the ships.

Summary below. Full details in the mod's Nexus page.

Wear and tear:
==============
Wear and tear is hull, engine, and shield percentage damage. It cannot damage the hull or component less than 25%.
Undocked ships suffer wear and tear at the rate of:
2% every hour when fewer than 25% service crew
1% every hour when between 25% and 49% service crew

Preventing and repairing wear and tear:
======================================
Service crews of 50% or more than capacity prevent wear and tear and repair any wear and tear suffered.
The rate of repair is while undocked:
1% every 10s when between 50% and 74% service crew
2% every 10s when more than or equal to 75% service crew

Configuring the mod
===================
These mod options are configurable/togglable when SirNuke's Mod Support APIs mod is installed:
-affect hulls
-affect engines
-affect shields
-wear and tear rates with service crew at fewer than 25%, between 25% and 49%, between 50% and 74%, more than or equal to 75%
-repair rates with service crew at fewer than 25%, between 25% and 49%, between 50% and 74%, more than or equal to 75%
-account for crew skill less than 50%
-account for crew skill more than 50%
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Falcrack » Fri, 10. Jul 20, 04:58

Hey, thanks so much for making the wear and tear mod! I've finally started to get around to trying it, I've been playing vanilla for the past while, but have decided to go back to a modded game. I just have a question about the options. There are two checkboxes under "Account for crew skill" one that says "Less than 50%" and the other that says "More than 50%". I am not sure what exactly this is supposed to mean. Can both boxes be checked at the same time?

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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by tomchk » Fri, 10. Jul 20, 13:28

Wow, very cool stuff here. Glad to see Falcrack ideas becoming mods! Did you come up with the NPC conversations yourself or base it on a suggestion? 😁

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee » Fri, 10. Jul 20, 14:56

Falcrack wrote:
Fri, 10. Jul 20, 04:58
...There are two checkboxes under "Account for crew skill" one that says "Less than 50%" and the other that says "More than 50%". I am not sure what exactly this is supposed to mean. Can both boxes be checked at the same time?...
Yup. Both can be enabled at the same time. This is a way to further increase/decrease the effects of "wear and tear".

Initially, I built the mod (the beta version I released) to only use crew numbers to apply/repair wear and tear. When I was saw and was comfortable with how everything was working, I added the use of crew skill levels.

Basically, you can choose which skill levels affect "wear and tear".
E.g. If you don't want high level crew to affect "wear and tear" values (i.e.: the numbers you choose for wear and tear will be what the mod will apply/repair), then disable "More than 50%".

Let me know if that didn't explain these options at all.
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee » Fri, 10. Jul 20, 15:05

tomchk wrote:
Fri, 10. Jul 20, 13:28
Wow, very cool stuff here. Glad to see Falcrack ideas becoming mods! Did you come up with the NPC conversations yourself or base it on a suggestion? 😁
Thanks.

NPC Reactions is very loosely based-off an idea I've been developing since The Elder Scrolls Oblivion.
I have a mod for Oblivion called "Clothing Matters" that change the NPC's Disposition to the player dependant on their attire and how often they converse with the NPC.
Then I made a mod called "NPC Reactions" for Skyrim that has a similar intent.
And, now, it's in X4.
Mods: Gmply:Alternatives to death,Crimes has consequences,Friendly fire tweaks,Hacking outcomes,High-sec rooms are locked,Mod parts traders,More generic missions,NPC reactions,Reputations and professions,Teleport from transporter room,Wear and tear;QOL:Loot mining,Ship scanner,Signal leak hunter - increasing range,Station scanner,Surface element targeting,Reset mouse on menu and controller,Waypoint fields for deployments;UI:Accept mission for later,Active mission,Functional radar texture.

Falcrack
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Falcrack » Fri, 10. Jul 20, 16:17

I've been testing it, and I find that one problem is ships below 10% health are going to get themselves docked automatically when they have wear and tear, without requesting or receiving any permission to do so. This interrupts their normal activities, I thought the default action was to contact the player in cases of wear and tear? In one case, I had a freighter I had stripped of all crew for testing purposes (AT-18 in the provided save). I had given it an order to go to an equipment dock when I was done testing it in order to get repaired and get new crew. I come back after letting the game run overnight, and found that this freighter had never made it to the equipment dock, it had decided to dock for repairs at some random nearby station. Cancelling all the existing order and giving it a new order to go get new crew still resulted in the same issue. So I couldn't get it to go to the dock to get crew because of it automatically deciding to dock for repairs.

Another issue is one of the ships showing up in the wear and tear menu that was at 100% hull health, but it had 7% wear and tear. It is AT-16 in the provided save game. I think it's because it had prior damage unrelated to wear and tear before I fixed it up manually. It is intended that ships can be at full health, but have wear and tear damage?

The mods I am running right now are the following:
Autotrader & Autominer Skill Tweaks
Crystal Finder
Escape Teleport
Faction Enhancer - War Module
Getting Payed
kuertee: Wear and tear
Legacy Music - Full
NoSuperHighway
No Battle Music
SectorSatellites
Asteroid Fade-in
SirNukes Mod Supports APIs
Variety and Rebalance Overhaul
X4 Fire and Smoke
XR ShipPack
XR ShipPack VRO

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