[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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kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 20 Jan updates: Autocam, Emergent Missions, Crimes, Reputations, Citizens

Post by kuertee » Sat, 22. Jan 22, 11:50

wanderer wrote:
Tue, 11. Jan 22, 19:00
wanderer wrote:
Tue, 11. Jan 22, 08:41
...Flying in the Segaris sector ...After touch down (landing) the game freezes....
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
kuertee wrote:ok. it've narrowed it down to an incompatibility with one of the mods. it's not the docking process that freezes the game. it's the actual impound process...i've already spent all of today (12 hrs on and off?) loading a game and forcing the bug to freeze the computer, checking the logs, changing the code, repeat...and decided just now to check CHC on its own. and it worked...i'm on to adding my mods back in batches. so, i'm not done yet. :D
Found the incompatibility. It is the Crimes mod and the Waypoint Fields (WFFD) mod. When your ship is impounded (whether during combat or when you dock) and you have an open WFFD mission, the game will freeze unrecoverably. Will release a fix for WFFD in the next day or so. EDIT: The workaround is to abort the Waypoint Fields mission in the Guidance tab. I leave custom-placed WFFD active even if all deployments have been place so that the retrieve deployable button is available after. END EDIT.


Newinger wrote:
Sat, 22. Jan 22, 11:16
Hi, just curious: Did you try if your mods work in 5.0 beta? (Of course I won't expect that, or if they load, any stability, but really just curious.)
No, I've not yet updated the game to 5.0. I probably won't until near 5.0's release version.
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 (RPG, gameplay, QOL, UI): 20 Jan updates: Autocam, Emergent Missions, Crimes, Reputations, Citizens

Post by Newinger » Sat, 22. Jan 22, 20:16

kuertee wrote:
Sat, 22. Jan 22, 11:50
Newinger wrote:
Sat, 22. Jan 22, 11:16
Hi, just curious: Did you try if your mods work in 5.0 beta? (Of course I won't expect that, or if they load, any stability, but really just curious.)
No, I've not yet updated the game to 5.0. I probably won't until near 5.0's release version.
Thanks :)

I tried them and I think mostly they work as before. Though I am not sure about the cloning lab - no dialogue choice is shown there when talking to the employee. And when I go to some guild member from the reputations and professions mod and select his topic, he says nothing. But that's no problem, was just trying ^^

Edit: Ah I think the cloning lab dialogue option only shows when I have enough money to buy one.

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 20 Jan updates: Autocam, Emergent Missions, Crimes, Reputations, Citizens

Post by kuertee » Mon, 24. Jan 22, 14:04

Newinger wrote:
Sat, 22. Jan 22, 20:16
...I tried them and I think mostly they work as before. Though I am not sure about the cloning lab - no dialogue choice is shown there when talking to the employee. And when I go to some guild member from the reputations and professions mod and select his topic, he says nothing. But that's no problem, was just trying ^^...Edit: Ah I think the cloning lab dialogue option only shows when I have enough money to buy one.
cool. sounds like it's working. the guild officers in RAP only offer memberships. so unless you are eligible, they have nothing to say to 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 (RPG, gameplay, QOL, UI): 24 Jan: Emergent Missions: release version of Search and Destroy missions

Post by kuertee » Mon, 24. Jan 22, 14:12

Updates, 24 Jan 2022
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
v4.2.0801, 24 Jan 2022:
-New feature: new callbacks in the MapMenu to disable mission offer buttons to support the Emergent Missions' download data from mission feature of its Search And Destroy mission types.

Emergent missions https://www.nexusmods.com/x4foundations/mods/780
v4.2.0801, 24 Jan 2022:
-New feature: Release version of Search And Destroy (SAD) missions: "real" bounties (from kills that occur in the game) and "true" hunting (via nav beacons of recent sightings). Read the section "Search and Destroy" below.
-New feature from SAD beta: Search And Destroy missions: "Update reports from mission offer" - update recent sightings from mission offers of the same bounty but owned by a different faction and from offers with newer reports.
-New feature from SAD beta: Search And Destroy missions: You have to confirm target identities of ships with suspicious transponders by scanning them.
-Tweak from SAD beta: You're allowed only 3 Search And Destroy missions at a time. Previously, you were allowed only one.
-New feature: Patrol/Raid missions: Mission guides cycles between the stations within the sector as patrol destinations.
-Bug-fix: Patrol/Raid/Defend Pirate missions: the reward for your kills in these missions was disabled in the last two versions.
-Bug-fix: Patrol/Raid missions: ships that attack you and ships that you attack are added to your tally for that mission - if they are of the target factios for the lead ship.
-Tweak: Patrol/Raid missions: Ships of the target faction that attack ships and stations outside the radar range of the lead ship's fleet are added as targets for the mission. This was made possible by the underlying system that manages SAD missions.
-Tweak: Patrol/Raid missions: The 2nd mission guide always points to the lead/mission giver ship.
-Tweak: Mayday!/Escort/Patrol/Raid/Defend Pirate missions: better target selection.

Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
v4.2.0801, 24 Jan 2022:
-Tweak: The ship's "true owner" charges you with the illegal scan crime - in case the ship was disguised. i.e. pirates.
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 (RPG, gameplay, QOL, UI): 24 Jan: Emergent Missions: release version of Search and Destroy missions

Post by kmunoz » Mon, 24. Jan 22, 21:32

The teleport from teleporter room bug of popping up the "A" menu with "Transfer crewmember" showing but inactive is back. Unable to break out of that menu, which means no ability to use my trigger and no ability to use the Escape key. Fixes on re-load.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 24 Jan: Emergent Missions: release version of Search and Destroy missions

Post by kuertee » Tue, 25. Jan 22, 00:25

Weird. Base game 4.2?
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 (RPG, gameplay, QOL, UI): 24 Jan: Emergent Missions: release version of Search and Destroy missions

Post by kmunoz » Tue, 25. Jan 22, 01:02

kuertee wrote:
Tue, 25. Jan 22, 00:25
Weird. Base game 4.2?
Yes, 4.20.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 24 Jan: Emergent Missions: release version of Search and Destroy missions

Post by Mycu » Tue, 25. Jan 22, 08:35

kuertee wrote:
Mon, 24. Jan 22, 14:12
Updates, 24 Jan 2022
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
v4.2.0801, 24 Jan 2022:

Emergent missions https://www.nexusmods.com/x4foundations/mods/780
v4.2.0801, 24 Jan 2022:

Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
v4.2.0801, 24 Jan 2022:
Great to see Emergent missions released. Perfect for today's session. Hunting time!
I'm also curious to check "update reports" and "confirm target identities" new features.
Thanks kuertee.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 24 Jan: Emergent Missions: release version of Search and Destroy missions

Post by kuertee » Tue, 25. Jan 22, 13:42

Mycu wrote:
Tue, 25. Jan 22, 08:35
Great to see Emergent missions released. Perfect for today's session. Hunting time! ... I'm also curious to check "update reports" and "confirm target identities" new features. ... Thanks kuertee.
The update feature is a button on the mission offer description UI on bounties on a target that you already have.
But the mission offer is from another faction and has more up-to-date sightings.
The faction of your current mission will update you (via a mission update notification) when THEY receive new reports.
I was gonna add conversation rumours as another method to find your target - but it felt like a double-up of the "update data from mission offer" feature.
I hope they help find stubborn targets.
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 (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kuertee » Tue, 25. Jan 22, 13:43

bug-fixes!!! hopefully, no more for a while after these ones (except for the Teleport From Transporter Room bug, kmunoz).

Updates, 25 Jan 2022
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
v4.2.0803, 25 Jan 2022:
-Bug-fix: Raid/Patrol/Defend Pirate missions: clean-up the npc mission contact properly to allow the mission to be re-taken again. In previous version, these actors would become invalid preventing you from taking missions with the same ship AFTER some time. This version cleans them up properly at the end of the missions.
-Bug-fix: Raid/Patrol missions: update the stations to patrol when the lead ship's orders are changed to a different sector.
-Tweak: Search And Destroy missions: Do not offer bounties on player-owned NPC pilots.

Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
v4.2.0803, 25 Jan 2022:
-Bug-fix: After losing a status (e.g. from a crime), then regain it (e.g. by paying the fine), some "ceremony" licences are not restored because the mod had missed saving that it was previously attained. This version ensures that these ceremony licences are saved at the install of this version.
-Bug-fix: Losing some reputation that causes the loss of ceremony licences THEN reattaing it will skip the mod's requirement checks. E.g. You have a +20 Relationship but only a Resident status. You lose that relationship (and the status) because of a temporary loss of Relationship Points. When you reattain those Relatinoship points that make you eligible for +20 "ceremony ally" again, the mod will skip that checks that "ceremony ally" requirest Citzenship status.
-Tweak: Renamed the "Bounty Hunter" social standing label to "Ranger". I need the Bounty Hunter label for a planned Bounty Hunter Profession in my Relationship And Professions.
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 (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kmunoz » Tue, 25. Jan 22, 18:09

What determines whether a particular faction shows up in the reputation/social standing/citizenship panel? Is there a threshold of activity needed to make one appear? Currently ANT is not showing up on my panel even though I have done a couple missions for them and I have a station in one of their sectors. At the same time, I have the Yaki showing up there and I haven't done anything for or to them as far as I'm aware.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Tue, 25. Jan 22, 22:59

Little feedback.

Played Emergent Missions 4.2.0803 Search and Destroy mission and oh boy - it was FUN, real fun :)
Took one to hunt SCA Plunderer, and everything went smoothly. Got navigation sightings from some TEL Yagogoaogogogog and started to look for my prey.
Haven't found him in a place where latest sightings (30 min ago) were placed, so I set up an alert. Four minutes later one of my satellites found and reported his presence.
I tracked him down, but his enabled travel drive made it difficult for me to scan for a while. But I finally made it.
When he was revealed, near station started to shoot at him and two minutes later TEL destroyer passing nearby joined the party.
Then it was a matter of time to destroy it. My share in destruction was small (9/100) but I was very pleased with the party.

This mission felt very immersive and alive. I like the fact that there is scanning step, it makes whole operation more varied.
Also a timer, although it gives a lot of time - is a nice addition.

There's small typo in reward text - "upto" instead of "up to"

It would be cool to have a variant of this mission without given ship ID (but e.g. to compensate it with bigger reward).
Thing is that mid game+, when satellite network is pretty extensive - it's easier to find target by setting a global alert on ship's ID.

The Search and Destroy mission is just great.

----

I also tried the Patrol mission, that didn't appear in previous versions.
Found a few little things.
First - mission offer wasn't cleared after time and changing multiple sectors. Once it showed up - it stayed.
Also, which surprised me a little bit - got Patrol mission from ARG when i was quite far in TEL territory: https://i.imgur.com/NvXgzZt.png

Finally I took one Patrol mission and found that after the conversation (step 1 of mission) mission correctly proceeds to step 2 (support phase) but dialog option doesn't disappear https://i.imgur.com/HkNVs1g.jpg - so I could activate it again and then mission ends and I got the reward.
So loaded this mission again and used the conversation option only once.
But then in the support phase the ship I was suppose to support was slowly (148 m/s) flying down the ecliptic:
https://i.imgur.com/RJu6gDx.jpg
https://i.imgur.com/yEg1Pzd.png
Waited about 5-8 min but escort time has not changed and ship was flying down all the time.
So I wasn't able to finish this mission.

One thing I was missing is the "mission/phase complete" sound (or whatever it is called) when missions change phase/completes.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kuertee » Wed, 26. Jan 22, 02:49

kmunoz wrote:
Tue, 25. Jan 22, 18:09
What determines whether a particular faction shows up in the reputation/social standing/citizenship panel? Is there a threshold of activity needed to make one appear? Currently ANT is not showing up on my panel even though I have done a couple missions for them and I have a station in one of their sectors. At the same time, I have the Yaki showing up there and I haven't done anything for or to them as far as I'm aware.
Reputations need combat missions or attacks against enemies in sectors owned by the faction.
Explorer Social Standing need that you enter one of their own sectors. You can look at your Social Standing/Citizenship status in the game's Factions panel.
Do you have a Criminal status with Yaki. That moves your Social Standing status from Alien.




Mycu wrote:
Tue, 25. Jan 22, 22:59
...Played Emergent Missions 4.2.0803 Search and Destroy mission and oh boy - it was FUN, real fun :)
Took one to hunt SCA Plunderer, and everything went smoothly. Got navigation sightings from some TEL Yagogoaogogogog and started to look for my prey.
Haven't found him in a place where latest sightings (30 min ago) were placed, so I set up an alert. Four minutes later one of my satellites found and reported his presence.
I tracked him down, but his enabled travel drive made it difficult for me to scan for a while. But I finally made it.
When he was revealed, near station started to shoot at him and two minutes later TEL destroyer passing nearby joined the party.
Then it was a matter of time to destroy it. My share in destruction was small (9/100) but I was very pleased with the party.
Can I add this to the mod's read-me?
...It would be cool to have a variant of this mission without given ship ID (but e.g. to compensate it with bigger reward).
Thing is that mid game+, when satellite network is pretty extensive - it's easier to find target by setting a global alert on ship's ID....
I'll give a fake ID for these types of missions. It will render satellite reports by ID useless. But I think satellite reports by ship class (and faction also, I think is available) will still work.
...First - mission offer wasn't cleared after time and changing multiple sectors. Once it showed up - it stayed...Also, which surprised me a little bit - got Patrol mission from ARG when i was quite far in TEL territory: https://i.imgur.com/NvXgzZt.png
Indended. Patrol/Raid/Defend Pirate missions are offered within 3 jumps of you from either the ship or their target sector.
...Finally I took one Patrol mission and found that after the conversation (step 1 of mission) mission correctly proceeds to step 2 (support phase) but dialog option doesn't disappear https://i.imgur.com/HkNVs1g.jpg - so I could activate it again and then mission ends and I got the reward.
Mission reward at that point is a bug. :D. But I do leave the conversation topic open. Even if I try to prevent it, there's a chance that a different mission is given for the same ship and mission contact.
...So loaded this mission again and used the conversation option only once... But then in the support phase the ship I was suppose to support was slowly (148 m/s) flying down the ecliptic: https://i.imgur.com/RJu6gDx.jpg
https://i.imgur.com/yEg1Pzd.png Waited about 5-8 min but escort time has not changed and ship was flying down all the time. So I wasn't able to finish this mission....
The objective at the time of your screenshots show "Patrol: ....... Ianamus Zura IV" :D I'll check the mission description and make changes if needed to make that obvious.
Don't worry about the lead ship, it'll do whatever its AI asks of it.

After receiving the briefing, the mission guidance will point to 2 targets: (1) your patrol target, (2) the lead ship. When your 20 minutes is up, or when you request a release from the mission, the mission guidance will point to only the lead ship. When your mission notification is updated (e.g. after you receive the briefing), your autopilot will always take you to the first item in its list of mission guidance. Then work itself through the list. You may autopilot back to the lead ship if you autopilot BEFORE the mission guidance list is updated. I suggest that you autopilot only AFTER a mission noficiation update.

EDIT: The objective listed in the notification is the priority. Only targets that are given to you (or that you find - as long as they are a target faction of the lead ship) supersedes the mission guidance. Combat targets are never added to the mission guidance. END EDIT.
...One thing I was missing is the "mission/phase complete" sound (or whatever it is called) when missions change phase/completes.
The mission notifications occur every minute WHILE you're in the patrol sector. It also pings when: (1) the ship's faction goal manager changes their target sector, (2) the lead ship/faction gets a new faction target, (3) when the lead ship changes (e.g. the first got destroyed) and there's another capital ship in its fleet.
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 (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Wed, 26. Jan 22, 09:31

kuertee wrote:
Wed, 26. Jan 22, 02:49
Can I add this to the mod's read-me?
Sure!
I'll give a fake ID for these types of missions. It will render satellite reports by ID useless. But I think satellite reports by ship class (and faction also, I think is available) will still work.
You're right - it's possible to set class + faction alert (that's how I'm tracking SCA ships) - but it shouldn't be as direct find as by ship's ID.
Indended. Patrol/Raid/Defend Pirate missions are offered within 3 jumps of you from either the ship or their target sector.
That's a pretty big area. Won't it result in too many Patrol missions available at once?
Maybe this range could be configured?
The objective at the time of your screenshots show "Patrol: ....... Ianamus Zura IV" :D I'll check the mission description and make changes if needed to make that obvious.
Oops :D
Yeah, I have somehow processed "support XXX on their patrol of Ianamus Zura IV for at last 20 min" as "assist him on his way to patrol Ianamus Zura IV".
But it also stated that failure condition is leaving lead ship with no escort for more than 5 min. So if it was diving down in Memory of Profit IX - how could I fly to Ianamus Zura IV to patrol without risking failure?
The mission notifications occur every minute WHILE you're in the patrol sector.
Oh, actually I haven't heard this kind of sounds after changing phases in Search and Destroy mission - but I was so sucked in so it's possible I didn't pay enough attention :)
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kuertee » Wed, 26. Jan 22, 10:05

Mycu wrote:
Wed, 26. Jan 22, 09:31
That's a pretty big area. Won't it result in too many Patrol missions available at once?
Maybe this range could be configured?
This topic was one of the discussions I had during beta of Emergent Missions many months ago. And ... the result is its configurable option in the Extension Options. LOL!

EDIT: also, the missions emerge from the faction goals AI which limits one fleet per one sector. Result is Patrol/Raid sectors are also limited to one faction fleet per sector.
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 (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Wed, 26. Jan 22, 10:15

kuertee wrote:
Wed, 26. Jan 22, 10:05
This topic was one of the discussions I had during beta of Emergent Missions many months ago. And ... the result is its configurable option in the Extension Options. LOL!
Gosh.. I feel like my hat has slipped too far down over my eyes.
I've seen this option about 10 times but still haven't noticed it :D
Thanks, that perfectly solves it.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kuertee » Wed, 26. Jan 22, 14:09

Mycu wrote:
Wed, 26. Jan 22, 10:15
...Gosh.. I feel like my hat has slipped too far down over my eyes....I've seen this option about 10 times but still haven't noticed it :D...Thanks, that perfectly solves it.
:thumbs-up!!!

with these new missions, i'm definitely enjoying the game more than i did 6 months. back then I thought I had nothing more to mod.

I remember getting stuck with Waypoint Fields and Deployment this time last year. (gawd, the math for x4 zone and sector coordinates were maddening!) looking back to a year ago, it looks like my original ideas for Reputations and Professions was just starting to develop: viewtopic.php?f=181&t=432264&p=4999198& ... s#p4999198. and you had some input in that (and in most if not all of my mods). so thanks heaps for all your support and critiques.

and thanks to metame (i can't remember his other names, he's got a few :D) for suggesting that i create missions with more npc interactions - like Tie Fighter. i put the suggestion aside for many months (a year?) because i didn't know how to build them without faking them - which I didn't want to do. but without his promotion, i wouldn't have found a way to create Emergent 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
Posts: 410
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Wed, 26. Jan 22, 15:48

So I took your advice with Patrol mission and headed to Ianamus Zura IV and yeah, it was a real Parol Mission.
I enjoyed the fact that i was given dynamically changing waypoints (stations) so felt like a real patrolman.
What I also enjoyed was a sightseeing part of it :) This mission gave me opportunity to admire really nice views while making waypoints.
This patrol was quite peaceful - besides few criminal vessels and a few small Xenon ships at the mission's end - my guns stayed cold.

My observations:
  • guidance to leading ship was quite unnecessary during a patrol - it added second mission marker confusing sometimes when looking for next mission station's marker
  • after completing the mission and receiving reward - part of UI dissapeared. I couldn't use transporter room nor talk to anybody. Dunno if it was vanilla or not. Reloaded the game and took reward once again and the problem has not returned.
  • operation results in mission briefing's screen - https://i.imgur.com/XRD7Mma.png - this part was not quite clear on glance to me. Needed a minute or two to parse it.
  • mission log entry was disappointingly non-verbal ;) https://i.imgur.com/AEtXkd2.png
  • the same mission offer appeared soon after mission was completed: https://imgur.com/a/bXSPZ6r
Overal my experience was very positive.

---
kuertee wrote:
Wed, 26. Jan 22, 14:09
with these new missions, i'm definitely enjoying the game more than i did 6 months. back then I thought I had nothing more to mod.
You have quite a gem mod here :)
This feeling of "naturalness" of the missions is amazing.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kuertee » Wed, 26. Jan 22, 16:41

Mycu wrote:
Wed, 26. Jan 22, 15:48
...My observations:
cool! i'm on the computer now and just about to look at updating Emergent Missions re: mission descriptions and hooking the missions to the acceptance and completion stats.
uidance to leading ship was quite unnecessary during a patrol - it added second mission marker confusing sometimes when looking for next mission station's marker
the guidance to lead ship is required because the mission is allowed to extend past 20min. e.g. if you need to request a release from the mission before the 20 min is up, the lead ship may not be anywhere in your radar range. without that guidance, you won't know where the lead ship is until after 20 min. sometimes they'll be in another sector - like in your screenshot.
after completing the mission and receiving reward - part of UI dissapeared. I couldn't use transporter room nor talk to anybody. Dunno if it was vanilla or not. Reloaded the game and took reward once again and the problem has not returned.
weird that the UI broke. i'll investigate.
mission log entry was disappointingly non-verbal ;) https://i.imgur.com/AEtXkd2.png
mission log entry that only shows that escort reward and not the kill statistics and kill reward is a bug. :gruebel:
the same mission offer appeared soon after mission was completed: https://imgur.com/a/bXSPZ6r
the mission offer being in a loop is intended. i'll check the read-me and other texts. i might have mentioned it in a changelog but didn't move it to the description section.

the faction AI goal manager that these missions emerge from is still in operation even if YOUR mission is complete. your mission is allowed to extend past 20 min, if there are still targets in the sector. (but the mission notification won't show past 20/20 min.) when playing past 20/20 min, the lead ship will keep assigning you targets. and if you continue long enough, you may experience when the faction ai goal manager changes the lead ship's mission target. you'll get notified of it. you're allowed to keep playing - accumulating escort and kill rewards. basically, the underlying mission in patrol and raid (and maybe even defend pirate) are ongoing missions that only really end when the faction ai goal manager stops using the lead ship in the invade sector, defend sector and pirate sector goals.

if there are no more enemy targets in the sector at the 20/20 min mark, the mission will move to the debriefing phase without the need to request an early release.

escort and kill rewards stop accumulating at the debriefing phase.
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: 410
Joined: Fri, 28. Sep 12, 08:30
x4

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Wed, 26. Jan 22, 17:41

Do you anyhow modify lead ship's orders or just attach to existing?
I'm asking because one thing that wasn't quite consistent for me was the mission description and the lead ship behavior.
Description stated: Support XXXX ship on their patrol of XXX sector. But the ship was two sectors away from XXX sector when I took the mission and still there when completed the patrol.

kuertee wrote:
Wed, 26. Jan 22, 16:41
the guidance to lead ship is required because the mission is allowed to extend past 20min. e.g. if you need to request a release from the mission before the 20 min is up, the lead ship may not be anywhere in your radar range. without that guidance, you won't know where the lead ship is until after 20 min. sometimes they'll be in another sector - like in your screenshot.
Ah, ok - that explains it.
Perhaps the release could be to simply leave the sector? Ideally preceded by a timer to return.

the faction AI goal manager that these missions emerge from is still in operation even if YOUR mission is complete. your mission is allowed to extend past 20 min, if there are still targets in the sector. (but the mission notification won't show past 20/20 min.) when playing past 20/20 min, the lead ship will keep assigning you targets. and if you continue long enough, you may experience when the faction ai goal manager changes the lead ship's mission target. you'll get notified of it. you're allowed to keep playing - accumulating escort and kill rewards. basically, the underlying mission in patrol and raid (and maybe even defend pirate) are ongoing missions that only really end when the faction ai goal manager stops using the lead ship in the invade sector, defend sector and pirate sector goals.
if there are no more enemy targets in the sector at the 20/20 min mark, the mission will move to the debriefing phase without the need to request an early release.
I'm amazed at how much thought went into your mods.
Thanks for clarification.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

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