[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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kmunoz
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Re: [mods] kuertee's (QOL, UI, gameplay). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kmunoz » Fri, 23. Apr 21, 15:54

kuertee wrote:
Fri, 23. Apr 21, 05:22
Do you have EMC installed?
I don't have it installed, but I do have a few mods that affect conversations, so I'll check it out.
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kuertee » Fri, 23. Apr 21, 16:28

kmunoz wrote:
Fri, 23. Apr 21, 15:54
I don't have it installed, but I do have a few mods that affect conversations, so I'll check it out.
Don't worry about it. I've amended the code. Unreleased yet.

With the currently released version AND without ECM installed, and when you speak to a guild that you can join, the conversation UI should flow as normal.

The bug only occurs when you cannot join. This is because my mod doesn't add any new dialogue options. And my implementation of ECM doesn't take into account that there are no dialogue options to be added.

I've gone back and fixed all my mods that I added ECM. I'm just playing with my changes. I'll release them this weekend.
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). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by Mycu » Fri, 23. Apr 21, 18:01

The new bridge crew is awesome. After a few alerts I finally don't feel alone in my ship :)

Also started to appreciate the help that Waypoint Fields for Deployments gives, especially when resource probes are much more important in 4.0 and location of resources is random so you have to end up spamming it with probes.
Is the deployable restock logic from vanilla? Because my Kestrel goes half of the map to restock - even though it has Equipement Dock around the corner.
Or maybe it chooses cheapest source?
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kuertee » Fri, 23. Apr 21, 18:14

Mycu wrote:
Fri, 23. Apr 21, 18:01
The new bridge crew is awesome. After a few alerts I finally don't feel alone in my ship :)
:thumb_up:
... Is the deployable restock logic from vanilla? Because my Kestrel goes half of the map to restock - even though it has Equipement Dock around the corner. ... Or maybe it chooses cheapest source? ...
It's my own. The AI finds the nearest station to the ship that have a supply of the deployable needed. In my version of it (i.e. not the one I released), I found my AI pilots stuck in stations. When I went there to check on why, by buying the deployable myself, I found that the station was lacking resources to build the deployable. In my game, it was a lack of Weapon Components.
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). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by Mycu » Fri, 23. Apr 21, 18:40

kuertee wrote:
Fri, 23. Apr 21, 18:14
I found that the station was lacking resources to build the deployable. In my game, it was a lack of Weapon Components.
Hmmm.. just checked this Equipement Dock and was able to instantly buy twice the resource probes the Kestrel can.
Also take a look at this map:
https://i.imgur.com/abJNLVc.png

Kestrel chosen Silent Wintness XI -> Segaris route (yellow) instead of Silent Wintness XI -> Hatikvahs Choice III (green).
Even if he decided to avoid Hatikvahs Choice III ED for some reason (sectors are not blacklisted) - there are many more closer places on the way where he could restock.

Oh, forgot to mention that thanks to a bridge crew's shield alerts I no longer have to make a constant quick look at my shield's level :)
And having a possibility to see ship's interior in cutscenes is very nice, but sometimes game loads it so slow (on SSD) that cutscene ends before it loads.
X3 AP 3.1 + XRM
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kuertee » Fri, 23. Apr 21, 19:08

Mycu wrote:
Fri, 23. Apr 21, 18:40
... Hmmm.. just checked this Equipement Dock and was able to instantly buy twice the resource probes the Kestrel can. Also take a look at this map:
https://i.imgur.com/abJNLVc.png... Kestrel chosen Silent Wintness XI -> Segaris route (yellow) instead of Silent Wintness XI -> Hatikvahs Choice III (green). Even if he decided to avoid Hatikvahs Choice III ED for some reason (sectors are not blacklisted) - there are many more closer places on the way where he could restock.
Ahhh! I found the bug. There should be a break in the do_all loop in the code below.
Spoiler
Show

Code: Select all

<find_station name="$stations" space="player.galaxy" sortbydistanceto="$ship" multiple="true">
	<match knownto="$ship.owner"/>
	<match checkoperational="true"/>
	<match cansupplyclass="$ship.class"/>
	<match mayattack="$ship" negate="true"/>
	<match_relation_to faction="$ship.owner" comparison="ge" relation="neutral" />
	<match_any_wares wares="$deployMacro" />
</find_station>
<set_value name="$station" exact="null" />
<do_if value="not @WaypointFieldMission.$ignoredStations">
	<create_group groupname="WaypointFieldMission.$ignoredStations" />
</do_if>
<do_all counter="$i" exact="$stations.count">
	<do_if value="not WaypointFieldMission.$ignoredStations.indexof.{$stations.{$i}}">
		<set_value name="$station" exact="$stations.{$i}" />
		<BREAK /> <!-- NEEDED HERE SO THAT THE LOOP ENDS AS SOON AS A NON-IGNORED STATION IS FOUND -->
	</do_if>
</do_all>
Note that $ignoredStations are stations that the ships get stuck at because previous sales may make the stock unavailable. I have a timeout at how long the ships are docked at a station while restocking. Its not what determines if a station has stock. This timeout is a fail-safe. The code that determines which station to go to is the find_station node in the code above.
... And having a possibility to see ship's interior in cutscenes is very nice, but sometimes game loads it so slow (on SSD) that cutscene ends before it loads.
You, too, eh? I thought only low-spec'ed computers would have that problem - like my laptop. I use Egosoft's new default of using the ShowNPCFace cutscene for actors in walkable rooms. I'll add an option to use the older but still usable ShowPilot cutscene that shows a generic backdrop for the talking heads.
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). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by Mycu » Fri, 23. Apr 21, 20:30

kuertee wrote:
Fri, 23. Apr 21, 19:08
Ahhh! I found the bug. There should be a break in the do_all loop in the code below.
Great, that it sould be resolved.
Your'e fast at this :)

kuertee wrote:
Fri, 23. Apr 21, 19:08
I'll add an option to use the older but still usable ShowPilot cutscene that shows a generic backdrop for the talking heads.
Thanks, Ego should make some fallback mechanism for this cutscenes so if after two seconds real interiors won't manage to load - it should show the older/simpler background.
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI). 29 Apr: New: Surface element targeting: auto-target next after destruction of

Post by kuertee » Thu, 29. Apr 21, 08:08

New mod:
Surface element targeting https://www.nexusmods.com/x4foundations/mods/710
Mod effects: Auto targets the next surface element after destruction of the last.
Note that you need to first target a ship or station then target a surface element by using the next or previous surface element buttons. I have those buttons mapped to G and H.
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), 1 May: Surface element targeting: auto-target nearest mission target

Post by kuertee » Sat, 1. May 21, 04:26

As usual, days after releasing a mod, I find new stuff to add to it. :roll:

Surface element targeting
https://www.nexusmods.com/x4foundations/mods/710
by kuertee

Updates:
v1.0.2, 1 May 2021:
-New feature: After destruction of a surface element that is a mission target, the next nearest mission target will be auto-targeted. This only works for missions that use the "rml_destroy_components" MD - which is most, if not all, of these types of mission from the base game. Missions that don't use this MD (e.g. a custom mission from a mod) is not supported.
-New feature: "Find All" Interaction: When a surface element is targeted, use the Interact Menu (F key) to create mission targets of all surface elements of the same type. After destruction of a mission target, the next nearest mission target will be auto-targeted.
Spoiler
Show
Mod effects:
Auto-targets the next surface element after destruction of the last. "Find All" Interaction: finds all surface elements of the same type.

Mission targets:
After destruction of a surface element that is mission target, the next nearest mission target will be auto-targeted. Note this only works for missions that use the "rml_destroy_components" MD - which the base game uses for these types of missions. Missions that don't use the "rml_destroy_components" MD (e.g. a custom mission from a mod) is not supported.

"Find All" Interaction:
When a surface element is targeted, use the Interact Menu (key F) to create mission targets of all surface elements of the same type. After destruction of a mission target, the next nearest mission target will be auto-targeted.

As with my other quality-of-life mods, the created mission is a Guidance Mission. By default, you can only have one Guidance Mission. If there are multiple (e.g. from mods), they will be listed in the Guidance Mission tab but you won't be able to switch between them. To make the Guidance Missions tab work like normal missions (i.e. "Set to active", "Set to inactive", etc.), install my other mod, UI Extensions (https://www.nexusmods.com/x4foundations/mods/552).

Base game vs this mod:
As per the base game, you target surface elements by using the Next/Previous Surface Element keys. I have those mapped to G and H. Without this mod, after a surface element is destroyed, the target is lost, requiring the ship or station to be retargeted. And the surface elements to be retargeted from the start of the internal list of the ship's or station's surface elements. With this mod, the next surface element is automatically targeted after the destruction of the last, allowing easier location of surface elements.

Recommended companion mods:
Here are all my quality-of-life mods. All these mods' missions are listed in the Guidance Missions tab. Use my mod, UI extensions (https://www.nexusmods.com/x4foundations/mods/552), to enable the Set Active and Set Inactive buttons in Guidance Missions. Otherwise, you won't be able to switch between them manually.
-Loot mining (https://www.nexusmods.com/x4foundations/mods/511): During a player mining session, manually targeting loot activates the targeting AI to target all others of the same loot. After the destruction of a targeted mineable asteroid, the nearest mineable asteroid with the same loot is auto-targeted.
-Ship scanner (https://www.nexusmods.com/x4foundations/mods/591): The Ship Scanner is a targeting AI that continually targets unscanned ships after the completion of a ship scan until all ships in your vicinity are scanned.
-Signal leak hunter - increasing range (https://www.nexusmods.com/x4foundations/mods/498): Scans for and targets signal leaks and/or repair panels within an ever-increasing range.
-Station scanner (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 (https://www.nexusmods.com/x4foundations/mods/710): Auto-targets the next surface element after destruction of the last. Find All surface elements of the same type.
-Waypoint field for deployments (https://www.nexusmods.com/x4foundations/mods/585): Creates waypoints that you and your wingmen can follow to deployment equipment and weapons.

Install:
-Unzip to 'X4 Foundations/extensions/kuertee_surface_element_targeting/'.
-Make sure the sub-folders and files are in 'X4 Foundations/extensions/kuertee_surface_element_targeting/' and not in 'X4 Foundations/extensions/kuertee_surface_element_targeting/kuertee_surface_element_targeting/'.

Uninstall:
-Delete the mod folder.

Credits
By kuertee.

History:
v1.0.1, 30 Apr 2021:
-Tweak: Now works if you directly target a mission target that is a surface element.
-Bug fix: Previously, you needed to actively deselect a target then select a new target for the mod to work.

v1.0.0, 29 Apr 2021:
-Initial release.
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), 1 May: Surface element targeting: auto-target nearest mission target

Post by Mycu » Sat, 8. May 21, 22:14

One small (but important! ;) ) thing is bothering me and I was wondering whether it would be possible not to show "Create Waypoint Field" menu option when openig menu on object (station / ship / lockbox)?
X3 AP 3.1 + XRM
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI), 1 May: Surface element targeting: auto-target nearest mission target

Post by kuertee » Sun, 9. May 21, 02:26

Mycu wrote:
Sat, 8. May 21, 22:14
One small (but important! ;) ) thing is bothering me and I was wondering whether it would be possible not to show "Create Waypoint Field" menu option when openig menu on object (station / ship / lockbox)?
it's a "feature" :D I intentionally allow waypoint fields to surround objects. The waypoints created won't collide with the object with the function get_safe_pos. The field will fill the negative space of the object.
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), 1 May: Surface element targeting: auto-target nearest mission target

Post by Mycu » Sun, 9. May 21, 07:00

kuertee wrote:
Sun, 9. May 21, 02:26
Mycu wrote:
Sat, 8. May 21, 22:14
One small (but important! ;) ) thing is bothering me and I was wondering whether it would be possible not to show "Create Waypoint Field" menu option when openig menu on object (station / ship / lockbox)?
it's a "feature" :D I intentionally allow waypoint fields to surround objects. The waypoints created won't collide with the object with the function get_safe_pos. The field will fill the negative space of the object.
Ah, alright - I didn't know it could have any purpose :)
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): New mods: (1) Friendly fire tweaks, (2) Mod parts trader

Post by kuertee » Fri, 14. May 21, 17:06

Friendly fire tweaks
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).

Toggle any of these in the Extensions Options.





Modification parts trader
https://www.nexusmods.com/x4foundations/mods/721

Trade your mod parts for other mod parts.

Traders are found (in their offices) at equipment docks, shipyards and wharves.
They have between 5 and 10 different modification parts.
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): New mods: (1) Friendly fire tweaks, (2) Mod parts trader

Post by Mycu » Fri, 14. May 21, 20:33

I must warn you that I'll stop playing X4 if you ever stop modding it ;)
Thanks a million for your work.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): New mods: (1) Friendly fire tweaks, (2) Mod parts trader

Post by kuertee » Sat, 15. May 21, 11:47

Mycu wrote:
Fri, 14. May 21, 20:33
I must warn you that I'll stop playing X4 if you ever stop modding it ;)
Thanks a million for your work.
Hahaha! the game keeps stalling my progress!
I was in a good groove of clearing both Tharka's Cascades of Xenons. The Split family NE of TC have established themselves in the southern TC.
Then I hit the Argon Mission to deliver 3 corvettes with Piercer Damage mods.
For what seems like an hour (or two) of killing Xenons, the required weapon mod part for Piercer mod never dropped.
And because mod parts are not sold anywhere, I couldn't complete the mission.
I'm sure if I spent 5 hours hunting down xenons the mod part would have dropped.
Instead, I spent 5 days :lol: building Modification Parts Trader.
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): New mods: (1) Friendly fire tweaks, (2) Mod parts trader

Post by Mycu » Sat, 15. May 21, 18:09

Nice story - I guess that need is the mother of invention.
Selfish part of me is quite content that you haven't spent 5 hours hunting down Xenons ;)

On my previous playhrough I used a mod which increased drops - but after X hours I ended with way too many items.
So Modification Parts Trader should be nice middleground on the mod parts level, maybe I'll even start making deliver fleet type missions.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

R-TEAM
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Re: [mods] kuertee's (gameplay, QOL, UI): New mods: (1) Friendly fire tweaks, (2) Mod parts trader

Post by R-TEAM » Tue, 18. May 21, 00:56

Immersion Mod suggestion .....
Bring back AI where worry over Intel on his from here Enemy - aka - sats will be destroyed if found and un-welcome ....

Regards

Mycu
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Re: [mods] kuertee's (gameplay, QOL, UI): New mods: (1) Friendly fire tweaks, (2) Mod parts trader

Post by Mycu » Wed, 19. May 21, 20:05

Is it just me or there is no reward if I help NPC in "Request for backup" distress call from NPC reactions mod?
No reputation gain, nor credits or at last high-five from pilot?!? Outrageous!

I'm gonna shot down next NPC that will ask me for help ;)
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): New mods: (1) Friendly fire tweaks, (2) Mod parts trader

Post by kuertee » Thu, 20. May 21, 01:03

Mycu wrote:
Wed, 19. May 21, 20:05
Is it just me or there is no reward if I help NPC in "Request for backup" distress call from NPC reactions mod?
No reputation gain, nor credits or at last high-five from pilot?!? Outrageous!

I'm gonna shot down next NPC that will ask me for help ;)
Yah, that NPCR feature doesn’t do anything but convert NPC requests for backup into video comm hails. 🙂

Sector owner/security should give rewards, however - if the attacker is their 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
Posts: 408
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Re: [mods] kuertee's (gameplay, QOL, UI): New mods: (1) Friendly fire tweaks, (2) Mod parts trader

Post by Mycu » Thu, 20. May 21, 09:15

kuertee wrote:
Thu, 20. May 21, 01:03
Yah, that NPCR feature doesn’t do anything but convert NPC requests for backup into video comm hails. 🙂
Apart from my expectation of at last "thank you" words from NPC - the fact that this NPC backup request appears as comm hail is great - even more that player can also press key (I have it binded to joystick button which is even more convinient) to accept that request and mission is generated.
Same wonderful feature exists for bridge crew feature:
  • my TEL crew member: "enemy ssssssssssspoted"
  • me: pressing button
  • targeting system: enemy targeted
I can no longer imagine playing without a bridge crew - it such a great mechanism - helping on multiple levels at once including immersion level.
And I love hearing "Captain?!" when taking my pilot's seat :)
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

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