[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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Timoruz
Posts: 6
Joined: Thu, 31. Aug 23, 16:30

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by Timoruz » Wed, 13. Sep 23, 17:07

Just thought I would share this here:

One of my biggest gripes with X4 is how expendable individual pilots feel/are. Random citizens see no problem with dying for a measly 3000 credits. Salary mods somewhat deal with this issue but after a certain point in economy it's negligible at best. I would love for a mod that adds extra functionality to things like morale and crew management. I.E what if a pilot could just say "Screw this, I'm not getting paid enough for this s***" and quits on the spot. because currently, I feel like my pilots are either slaves or robots (not forgetting the fact that they constantly work and never require a break).

Ideas I've had for possible mods or features (may update over time):

X. Severance Pay
X. Fee for when a pilot dies (goes to their families)
X. Morale overhaul
X. escape pod rescue missions

Realspace
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by Realspace » Thu, 14. Sep 23, 14:22

About Professions Mod, which is so good and I also use the option "military ships require Defender status". Would it be possible to exclude certain factions from this option?
I mean those not having a reputation you can acquire(SCA). For those custom games where you are friend with SCA (and enemy to everybody :twisted: ).
Otherwise their L ships are inaccessible (I've added sca shipyards). I know I can disable the option, buy the ship, re-enable it.
But... if it is not a big effort to add, an included exclusion would be more immersion-friendly :mrgreen:

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by kuertee » Thu, 14. Sep 23, 16:08

Timoruz wrote:
Wed, 13. Sep 23, 17:07
... One of my biggest gripes with X4 is how expendable individual pilots feel/are. Random citizens see no problem with dying for a measly 3000 credits. ... I would love for a mod that adds extra functionality to things like morale and crew management. I.E what if a pilot could just say "Screw this, I'm not getting paid enough for this s***" and quits on the spot. ...
Good ideas! So ... similar to other company/faction games like Battle Brothers or Mount and Blade. You lose followers when morale gets too low - or more specifically when too much of the player's ships are destroyed in short amount of times.
And either you increase some of their pay or they quit.
Or some just quits.
Realspace wrote:
Thu, 14. Sep 23, 14:22
About Professions Mod, which is so good and I also use the option "military ships require Defender status". Would it be possible to exclude certain factions from this option?
I mean those not having a reputation you can acquire(SCA). For those custom games where you are friend with SCA (and enemy to everybody :twisted: ).
Otherwise their L ships are inaccessible (I've added sca shipyards). I know I can disable the option, buy the ship, re-enable it.
But... if it is not a big effort to add, an included exclusion would be more immersion-friendly :mrgreen:
Hey, Realspace!
Yes, you can configure the mod for each faction.
The file you want is: kuertee_profession_requirements_by_faction.xml
My Citizenship mod has a similar method.
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.

Realspace
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by Realspace » Thu, 14. Sep 23, 19:26

Thank you!
Sorry to bother again, say I want to exclude Player, Scalepate and Hatikvah alltogether, is this the correct code? It does not seem to work... :oops:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<mdscript name="kuertee_profession_requirements_by_faction" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="md.xsd">
	<cues>
		<cue name="Requirements" namespace="this">
			<conditions>
				<check_any>
					<event_cue_signalled />
					<event_cue_signalled cue="md.Setup.GameStart" />
					<event_game_loaded />
				</check_any>
			</conditions>
			<actions>
				<debug_text text="'event.name: ' + @event.name" />
			</actions>
		</cue>
		<cue name="Requirements_Init">
			<conditions>
				<event_cue_signalled />
			</conditions>
			<actions>
				<debug_text text="'event.name: ' + @event.name" />
				<do_if value="not @Requirements.$ByFaction">
					<set_value name="Requirements.$ByFaction" exact="table[]" />
					<set_value name="Requirements.$ByFaction.{faction.player}" exact="table[
						$isDisabled                        = true,
						$is_military_ships_req_defender    = true
					]" />
				</do_if>
				<!-- initial Defaults:-->
				<set_value name="Requirements.$ByFaction.{faction.scaleplate}" exact="table[
					$isDisabled                        = true,
					$is_military_ships_req_defender    = false
				]" /> 
				<set_value name="Requirements.$ByFaction.{faction.hatikvah}" exact="table[
					$isDisabled                        = true,
					$is_military_ships_req_defender    = false
				]" /> 
		
				<reset_cue cue="this" />
			</actions>
		</cue>
	</cues>
</mdscript>

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by kuertee » Fri, 15. Sep 23, 06:43

Realspace wrote:
Thu, 14. Sep 23, 19:26
Thank you! Sorry to bother again, say I want to exclude Player, Scalepate and Hatikvah alltogether, is this the correct code? It does not seem to work... :oops:
All good! Note that my timezone is GMT +10 so my replies are more often out of step by at least half a day.

There're somethings that file doesn't explain, sorry.

Any faction that is not listed in the file will default to faction.player.
Setting $isDisabled on the faction.player would make factions that are not listed in the file allow their military licences without the Defender Reputation.

If you want all factions but Hatikva and Scale Plate to require Defender Reputation for their military ship licences, then ...
1. set $isDisabled to false on all three factions that you listed: player, hatikva, scaleplate
2. set $is_military_ships_req_defender to false on hatikva and scaleplate.

I assume that you don't have my other mod, Social Standings and Citizenships mod, installed.
If it is, then that mod's limitation to military ship licences could also be affecting your game.
If it is not installed, and you don't get the licences that you should have on loading the game, can you:
1. enable debuglog in the Extensions Options for the Professions Mod
2. every time the Extension Options is closed all the way back to the game, the mod will recalculate its vars and either remove or add the appropriate licences
3. send me at kuertee@gmail.com that debug log
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by kuertee » Sat, 16. Sep 23, 11:44

Realspace wrote:
Thu, 14. Sep 23, 19:26
Thank you!
Sorry to bother again, say I want to exclude Player, Scalepate and Hatikvah alltogether, is this the correct code? It does not seem to work... :oops:
I just remembered one more thing.
You'll need to disable "useFullMod" in the Extension Options.
With it on, it'll ignore the custom requirements file.
It's on by default.

The setting is hidden in the mod's Extension Options.
You'll need to go to the mod's Extension Options,
Enable Debug Log.
Exit the mod's Extension Options.
Go back into the mod's Extension Options.
The setting for "Use Full Mod" will then be listed as a check box option.
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.


Trokhon
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by Trokhon » Thu, 21. Sep 23, 08:04

I have now Miltita Status with Segaris Pioneers. But how do I get the Pioneers Military Ship License?

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by kuertee » Thu, 21. Sep 23, 10:49

Trokhon wrote:
Thu, 21. Sep 23, 08:04
I have now Miltita Status with Segaris Pioneers. But how do I get the Pioneers Military Ship License?
If you also have the Reputations and Professions mod installed, you need to have Defender Reputation also, which can only be acquired by doing combat missions for the faction. You’ll be limited to S ships at this stage, of course, because you don’t have the military ships licence. I suggest do the mine clearing missions, and easy escort 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.

Trokhon
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by Trokhon » Thu, 21. Sep 23, 16:48

kuertee wrote:
Thu, 21. Sep 23, 10:49
Trokhon wrote:
Thu, 21. Sep 23, 08:04
I have now Miltita Status with Segaris Pioneers. But how do I get the Pioneers Military Ship License?
If you also have the Reputations and Professions mod installed, you need to have Defender Reputation also, which can only be acquired by doing combat missions for the faction. You’ll be limited to S ships at this stage, of course, because you don’t have the military ships licence. I suggest do the mine clearing missions, and easy escort missions.
many thanks for your information !!

builder680
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by builder680 » Sat, 23. Sep 23, 15:59

I recently did some reading about Kuda AI tweaks because I'd like to change carrier logic to where they'll close in like destroyers on their targets. Current behavior doesn't allow this which leads to situations where a Split Raptor will just stare down the target is supposedly attacking, but never get into range to fire on it.

I see kuda has exactly this option included. Would anyone know which portion or snippet of the mod can be extracted to a new file in order to gain ONLY that functionality? I'm not sure I want to try the rest of the mod yet, just that specific part.

I'm well aware it could cause issues for other carriers without L turrets getting too close to targets, but that doesn't bother me.

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by kuertee » Sun, 24. Sep 23, 14:18

builder680 wrote:
Sat, 23. Sep 23, 15:59
I recently did some reading about Kuda AI tweaks because I'd like to change carrier logic to where they'll close in like destroyers on their targets. Current behavior doesn't allow this which leads to situations where a Split Raptor will just stare down the target is supposedly attacking, but never get into range to fire on it.

I see kuda has exactly this option included. Would anyone know which portion or snippet of the mod can be extracted to a new file in order to gain ONLY that functionality? I'm not sure I want to try the rest of the mod yet, just that specific part.

I'm well aware it could cause issues for other carriers without L turrets getting too close to targets, but that doesn't bother me.
Hey builder!
I found (mind you, I could be wrong, because this is from when I modded that portion of the AI) ...
I found that the two operative variables that control this are: "$maintaindistance" and "$iscarrier" in "move.attack.object.capital.xml".

You'll find that if the ship is a carrier and maintaindistance is true, the operation range of the ship is from 60% to 90% of its max radar range - NOT its max weapon range.
I.e. search for "<do_if value="$iscarrier and $maintaindistance">".
Note: Investigate when iscarrier is set to false (due to other conditions) EVEN if the ship is a carrier.

And although maintaindistance is, by default, false in "move.attack.object.capital.xml",
true is passed to it from the script, "order.fight.attack.object.xml".

I hope that helps your investigations.
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.

builder680
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by builder680 » Sun, 24. Sep 23, 14:51

kuertee wrote:
Sun, 24. Sep 23, 14:18
builder680 wrote:
Sat, 23. Sep 23, 15:59
I recently did some reading about Kuda AI tweaks because I'd like to change carrier logic to where they'll close in like destroyers on their targets. Current behavior doesn't allow this which leads to situations where a Split Raptor will just stare down the target is supposedly attacking, but never get into range to fire on it.

I see kuda has exactly this option included. Would anyone know which portion or snippet of the mod can be extracted to a new file in order to gain ONLY that functionality? I'm not sure I want to try the rest of the mod yet, just that specific part.

I'm well aware it could cause issues for other carriers without L turrets getting too close to targets, but that doesn't bother me.
Hey builder!
I found (mind you, I could be wrong, because this is from when I modded that portion of the AI) ...
I found that the two operative variables that control this are: "$maintaindistance" and "$iscarrier" in "move.attack.object.capital.xml".

You'll find that if the ship is a carrier and maintaindistance is true, the operation range of the ship is from 60% to 90% of its max radar range - NOT its max weapon range.
I.e. search for "<do_if value="$iscarrier and $maintaindistance">".
Note: Investigate when iscarrier is set to false (due to other conditions) EVEN if the ship is a carrier.

And although maintaindistance is, by default, false in "move.attack.object.capital.xml",
true is passed to it from the script, "order.fight.attack.object.xml".

I hope that helps your investigations.
Thank you so much! So, if I'm reading this right, if I want to make this the only change, I should find my vanilla version of these files (both "move.attack.object.capital.xml" and "order.fight.attack.object.xml" and simply change the $maintaindistance for any carriers to false. I'll dig around a bit later.

Very strangely, just now I watched a Split Raptor actually attack and destroy a Teladi Defense station (I use dynamic wars as well, and the Teladi need enemies). I.e., it didn't maintain its distance this time. Which is odd because I haven't changed anything and I've been watching Raptors for the last several days just stare at their targets because, as carriers, they would always maintain distance. Quite odd.

Anyway, thanks again, I'll check it out soon!

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 10 Sep 2023: 6.2 compatibility, Professions mod, Citizenships mod, etc.

Post by kuertee » Sun, 24. Sep 23, 15:42

builder680 wrote:
Sun, 24. Sep 23, 14:51
Thank you so much! So, if I'm reading this right, if I want to make this the only change, I should find my vanilla version of these files (both "move.attack.object.capital.xml" and "order.fight.attack.object.xml" and simply change the $maintaindistance for any carriers to false. I'll dig around a bit later.
Well, you'll need to apply those changes with a mod. i.e. you'll need to create a mod with those changes.
Very strangely, just now I watched a Split Raptor actually attack and destroy a Teladi Defense station (I use dynamic wars as well, and the Teladi need enemies). I.e., it didn't maintain its distance this time. Which is odd because I haven't changed anything and I've been watching Raptors for the last several days just stare at their targets because, as carriers, they would always maintain distance. Quite odd.
And, yes, there are conditions that change the variable "$iscarrier" to false - EVEN if the ship is a carrier.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 4 Dec 2023: autocam: autopilot uses blacklist, friendly-fire: bug-fix, et

Post by kuertee » Sat, 2. Dec 23, 19:23

Updates v6.2.007, 4 Dec 2023:

UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
Spoiler
Show
-Tweak: The Custom Actions/Orders are now listed after the trade orders.
-New features: Ship Configuration menu and Encyclopedia menu callbacks for a new unreleased mod.
Auto-camera, autopilot, and auto-pause https://www.nexusmods.com/x4foundations/mods/734
This update is what took most of my free time away from my other mods (e.g. Kuda). This was developed over several months. But I'm happy that: (1) My autopilot doesn't hit the station generally (but sometimes only) when activated immediately after undocking, (2), My autopilot doesn't go through the Matrix sectors anymore when using the autopilot between the Split and Teladi sectors. I like playing as a trader in the slow L trade ships. And autopilot is now my best friend (as I read a book). :D
Spoiler
Show
-Tweak: The mod's custom cutscene overlay is auto-disabled in this update. If you want it, re-enable it in the Extension Options. There is an unfixable bug with the cutscene overlay. Any changes to the layout of the overlay will affect (and break, with no way to fix it until a game load) the base-game's Live Stream overlay.
-Bug-fix: Autopilot cutscenes when the ship is in a highway or going through superhighways will sometimes not target the ship.
-New features/tweaks/bug-fixers: Autopilot extras. Disabling the "Extra features" in the Extension Options will disable all features listed below:
-(old feature, listed here for completeness) Autopilot immediately after undocking is now possible - even in docking bays inside a station's structure. In the base game, the autopilot, would more often than not, collide with the dock area immediately after undocking.
-(tweaked) Move away from nearby stations, if required, before continuing its flight to its destination.
-(tweaked) Fly toward the most appropriate docking bay for your ship. This also ensures that the ship faces the station when the autopilot disengages.
-(tweaked) Enter gates from the front. This prevents the ship from trying to get through the sides of an accelerator.
-(new feature) Disengage when the next waypoint is unknown. This prevents the ship from flying forever on autopilot when the next waypoint becomes unknown.
-(new feature) Move away from gates when disengaging near them.
-(tweaked) Ensure not to re-enter highways when disengaging near them.
-(tweaked) Move around obstacles that are between the ship and the autopilot target.
-New feature: Autopilot uses blacklists. Disable this in the Extension Options.
-New feature: Autopilot follows ship target indefinitely even after it docks. Disable this in the Extension Options.
-New feature: Autopilot station approach cutscene. A previous cutscene tweaked for a better view of the autopilot's approach to the statin's docking bay or pier.
Friendly fire tweaks https://www.nexusmods.com/x4foundations/mods/708
Spoiler
Show
-Bug-fix: NPCs were still aggressively reacting to player-owned NPC friendly fire.
Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
Spoiler
Show
-Bug-fix: Prevent notification spam of citizenship status when you already have promotion mission that you've not yet completed.
-Bug-fix: The "is in frontier" status of your stations are now saved and re-used if the sector they are located changes. I.e. you shouldn't lose your Militia standing just because a sector loses its frontier status.
Reputations and professions https://www.nexusmods.com/x4foundations/mods/636
Spoiler
Show
-Bug-fix/tweak: After losing the military ship and capital ship licences, they were not getting added immediately after re-passing their requirements.
-Bug-fix: Guild mission generation and mission description bug-fixes - especially for scanning missions.
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
Spoiler
Show
-Tweak: Escort missions: offers only expire once they leave the sector. Previously, they were expiring when the ship moves 40km away from where it first offered the escort mission.
-Tweak: Escort missions: reward the player even if the ship failed the trade (e.g. the station cancelled the trade), counting sectors traversed.
-Bug-fix: Search and destroy missions: targets found will not revert the objective back to find ship when that ship exits the sector.
NPC reactions https://www.nexusmods.com/x4foundations/mods/497
Spoiler
Show
-New feature: Bridge Crew: announces when your autopilot reaches its destination.
-Tweak: Bridge Crew: Detected criminal mass traffic are not logged to the logbook.
-Tweak: Bar Patrons: NPCs from pirate factions in bars.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

Mycu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 4 Dec 2023: autocam: autopilot uses blacklist, friendly-fire: bug-fix, et

Post by Mycu » Mon, 4. Dec 23, 20:17

Thank you, that's a great set of tweaks and fixes! :boron:
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Dec 2023: Kuda: bug-fixes, Autocam: bug-fix: stations in cutscenes

Post by kuertee » Sat, 9. Dec 23, 11:44

Mycu wrote:
Mon, 4. Dec 23, 20:17
Thank you, that's a great set of tweaks and fixes! :boron:
Thanks, Mycu! Hopefully, those autopilot problems with the mod have been fixed.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Dec 2023: Kuda: bug-fixes, Autocam: bug-fix: stations in cutscenes

Post by kuertee » Sat, 9. Dec 23, 11:47

New update. Bug-fixes to Kuda.
There was a fairly big bug that made the ship continually perform the custom avoid behaviour when its attack is interrupted by another enemy - which is basically 99% of the time. :D Fixed in the new version.
Tested it for a few days on an attacks on a couple of stations and a couple of Ks in Xenon Sector.


Updates v6.2.008, 9 Dec 2023:

UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
Spoiler
Show
-New feature: New call back to the Ship Configuration menu for another unreleased mod.
KUDA AI tweaks https://www.nexusmods.com/x4foundations/mods/839
Spoiler
Show
-Bug-fix: Avoid behaviour: do not recalculate avoid vector when the ship's movement is interrupted by an attack.
-Tweak: Cleaner method of refreshing the order on new mod updates without relying on the base-game's versioning numbers. (Using the base game's versioning number method to refreshing the order may conflict with Egosoft's updates.)
-Tweak: Avoid determination: when avoidance due to low shields (instead of the enemy ship being simply high-risk) is determined to be the best behaviour, perform the withdraw behaviour instead.
-New feature: "Surround" toggle in the Coordinate Attack order. When enabled, engage position of all ships will encircle the target.
Auto-camera, autopilot, and auto-pause https://www.nexusmods.com/x4foundations/mods/734
Spoiler
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-Tweak: Do not immediately switch to a combat cutscene immediately (1s after usually) after a non-combat cutscene.
-Bug-fix: Cutscenes with stations would more often than not put the camera very far away from the station.
-Tweak: Cleaner method of refreshing the autopilot AI on new mod updates without relying on the base-game's versioning numbers. (Using the base game's versioning number method to refreshing the order may conflict with Egosoft's updates.)
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
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Dec 2023: Kuda: bug-fixes, Autocam: bug-fix: stations in cutscenes

Post by kuertee » Fri, 15. Dec 23, 04:47

Urschleim wrote:
Thu, 14. Dec 23, 00:14
Wow, Kuertee, that´s awesome work!
Hey thanks, Urschleim!

Have dropped the ball with Kuda for 6.2 though - so almost a year. :(
Although I released fixes to the custom behaviours (e.g. avoid and withdraw) last week in regards, I have since discovered that the escape vector determination (e.g. avoid vector should be between the object the ship is avoiding towards the ship's final destination is buggy). Hoping to release a new kuda version 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.

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