[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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Mycu
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Mycu » Fri, 9. Apr 21, 10:34

kuertee wrote:
Fri, 9. Apr 21, 10:25
did you try clicking on it?
yes - I clicked it in situation presented on the above image and it loaded 20 missions from two guilds.
It didn't disappear when I flew away.
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kmunoz
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kmunoz » Fri, 9. Apr 21, 16:19

kuertee wrote:
Fri, 9. Apr 21, 10:22
alternatives to death
high-sec rooms are locked
teleport from transporter room

do you have any of those installed?
I don't have any of those installed, but I do have the escape teleport mod installed that dumps the player out into a pod. I don't know if it hooks into the same stuff - probably not? - but just in case, I will test without that to see if it has an interaction.
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Fri, 9. Apr 21, 16:26

kmunoz wrote:
Fri, 9. Apr 21, 16:19
I don't have any of those installed, but I do have the escape teleport mod installed that dumps the player out into a pod. I don't know if it hooks into the same stuff - probably not? - but just in case, I will test without that to see if it has an interaction.
yeah, i don't think that uses UIX.

you can check the log.
if "kuertee_ui_extensions.lua" is loaded, it should show up as something like this: "74980.85 kuertee_menu_transporter.init".
EDIT: IF "kuertee_menu_transporter" is loded ...

another test is to remove the "kuertee_ui_extensions\ui\kuertee_menu_transporter.lua" file.
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 (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kmunoz » Sun, 11. Apr 21, 06:37

kuertee wrote:
Fri, 9. Apr 21, 16:26
you can check the log.
Sorry for the basic question, is the log always created or do I need to flip a switch? And either way, where do I find it? Will it be in the X4 install directory?
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kmunoz » Sun, 11. Apr 21, 06:48

Kuertee, now that you have the more generic missions mod (which I love - for me X4 is all about the missions!), do you think it would be possible to mod in mission sorting? I'd love to be able to sort by faction, difficulty, credit reward, and time limit.
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Sun, 11. Apr 21, 07:51

kmunoz wrote:
Sun, 11. Apr 21, 06:37
Sorry for the basic question, is the log always created or do I need to flip a switch? And either way, where do I find it? Will it be in the X4 install directory
yeah, it's a switch. here's what i have in Steam's launch options for X4: "-debug all -logfile debug.log -skipintro"
and the log can be found next to your saved game in "Documents\Egosoft\X4\XXXXXXXX" where "XXXXXXXX" is your user number that Steam (I think) generated for 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 (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Sun, 11. Apr 21, 08:01

kmunoz wrote:
Sun, 11. Apr 21, 06:48
Kuertee, now that you have the more generic missions mod (which I love - for me X4 is all about the missions!), do you think it would be possible to mod in mission sorting? I'd love to be able to sort by faction, difficulty, credit reward, and time limit.
it's pretty awful how Egosoft just dumps those mission lists.

Unfortunately, i don't know enough Lua functions in regards to mission data.
It would require me to research them so that I can then add sorting functions - like how Egosoft have for objects and properties.
I'll put this in the back-burner.

Have you tried Reputations and professions (RAP)? That has more varied missions than what's available from Generic Missions. And they don't have the flavour text - which (I feel anyway) detracts from the mission's believability (especially after receiving the same situation 25 times). The missions in RAP only list their specs (who, where, what, how much) - which is more like how merc missions should be.
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 (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kmunoz » Mon, 12. Apr 21, 05:07

kuertee wrote:
Sun, 11. Apr 21, 08:01
Have you tried Reputations and professions (RAP)? That has more varied missions than what's available from Generic Missions. And they don't have the flavour text - which (I feel anyway) detracts from the mission's believability (especially after receiving the same situation 25 times). The missions in RAP only list their specs (who, where, what, how much) - which is more like how merc missions should be.
I have it installed, but haven't gotten to the point of finding guild missions yet. I ended up accidentally resetting it (forgot to save the data before turning off the extension to see if that impacted the teleporter mod) so it started over. I am looking forward to getting farther along in it!
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Chapi22
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Chapi22 » Mon, 12. Apr 21, 12:48

Reputations and Professions German Translation.

99% done. The last 1% are things, i don't understand.

https://www.dropbox.com/s/imlk37yqsunp2 ... 9.xml?dl=0

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Mon, 12. Apr 21, 14:33

Chapi22 wrote:
Mon, 12. Apr 21, 12:48
Reputations and Professions German Translation.

99% done. The last 1% are things, i don't understand.

https://www.dropbox.com/s/imlk37yqsunp2 ... 9.xml?dl=0
hey thanks, chappi!
to clarify ... here's a better description to some of the lines that could be confusing to others:

lines with "Number of %s minute-blocks ...:"
explanation: every action Is counted but not all of them count towards your reputation or profession score. this is to balance out each profession.

for example, clearing one mine is one action that can be performed many times over a short period of time. 40 mines can be destroyed/cleared within 5 minutes. but a buy and sell action cannot be performed at the same rate.

to balance the rate of progression between each profession/reputation, the mod only counts 5 minute blocks of an action performed. if an any number of action is performed with a 5 minute block, then it counts as one point to your score.

does that make sense?





hmmm... that's the only one that needs clarification it looks like.
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 (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Cyres » Mon, 12. Apr 21, 15:19

Chapi22 wrote:
Mon, 12. Apr 21, 12:48
...
lines with "Number of %s minute-blocks ...:"
...
I'd translate it with "Anzahl von %s-Minuten-Blöcken mit [...]", e.g. "Anzahl von %s-Minutenblöcken mit erworbenen Lizensen".

Code: Select all

		<t id="150">Schiffsbausyndikat</t>
		<t id="151">Kurierkonsortium</t>
		<t id="152"></t>
		<t id="153">Bergbaukoalition</t>
		<t id="154">Föderation der Ingenieure</t>
		<t id="155">Saboteurspakt</t
		<t id="156">Schiffsbauerliga</t>
		<t id="157">Union der Spione</t>
		<t id="158">Händlerbund</t>

		<t id="1101">Anzahl der erfüllten Missionsziele</t>
		<t id="1102">Anzahl der gescheiterten Missionsziele</t>

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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Mycu » Mon, 12. Apr 21, 21:42

I'm always surprissed that aborting missions has no consequences.
It would be nice to lose 1 reputation with giving faction for every failed/aborted mission.

This way taking and aborting new missions would require more consideration.
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Chapi22
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Chapi22 » Tue, 13. Apr 21, 00:30

kuertee wrote:
Mon, 12. Apr 21, 14:33
Spoiler
Show
Chapi22 wrote:
Mon, 12. Apr 21, 12:48
Reputations and Professions German Translation.

99% done. The last 1% are things, i don't understand.

https://www.dropbox.com/s/imlk37yqsunp2 ... 9.xml?dl=0
hey thanks, chappi!
to clarify ... here's a better description to some of the lines that could be confusing to others:

lines with "Number of %s minute-blocks ...:"
explanation: every action Is counted but not all of them count towards your reputation or profession score. this is to balance out each profession.

for example, clearing one mine is one action that can be performed many times over a short period of time. 40 mines can be destroyed/cleared within 5 minutes. but a buy and sell action cannot be performed at the same rate.

to balance the rate of progression between each profession/reputation, the mod only counts 5 minute blocks of an action performed. if an any number of action is performed with a 5 minute block, then it counts as one point to your score.

does that make sense?





hmmm... that's the only one that needs clarification it looks like.
Existence is Pain.

Maybe it's better to leave it out? Like it was never there?
Cyres wrote:
Mon, 12. Apr 21, 15:19

I'd translate it with "Anzahl von %s-Minuten-Blöcken mit [...]", e.g. "Anzahl von %s-Minutenblöcken mit erworbenen Lizensen".

Code: Select all

		<t id="150">Schiffsbausyndikat</t>
		<t id="151">Kurierkonsortium</t>
		<t id="152"></t>
		<t id="153">Bergbaukoalition</t>
		<t id="154">Föderation der Ingenieure</t>
		<t id="155">Saboteurspakt</t
		<t id="156">Schiffsbauerliga</t>
		<t id="157">Union der Spione</t>
		<t id="158">Händlerbund</t>

		<t id="1101">Anzahl der erfüllten Missionsziele</t>
		<t id="1102">Anzahl der gescheiterten Missionsziele</t>
I changed the "id=" parts with yours.

I think "any" stands for "beliebig" so i think it's "Anzahl von %s-Minutenblöcken mit beliebigen erworbenen Lizenzen" or "Anzahl von %s-Minutenblöcken mit beliebiger erworbener Lizenz".

Cyres
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by Cyres » Tue, 13. Apr 21, 01:28

Chapi22 wrote:
Tue, 13. Apr 21, 00:30
I think "any" stands for "beliebig" so i think it's "Anzahl von %s-Minutenblöcken mit beliebigen erworbenen Lizenzen" or "Anzahl von %s-Minutenblöcken mit beliebiger erworbener Lizenz".
I think both would work, either with "beliebig" or without. Anyway, it's just a tooltip and not really important. I'd leave out the minute-blocks altogether, but that's up to kuertee. :wink:

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 26 Mar 2021: New mod: Reputations and Professions.

Post by kuertee » Tue, 13. Apr 21, 19:00

Chapi22 wrote:
Tue, 13. Apr 21, 00:30
... snip ... Maybe it's better to leave it out? Like it was never there?
Cyres wrote:
Tue, 13. Apr 21, 01:28
... snip ... I think both would work, either with "beliebig" or without. Anyway, it's just a tooltip and not really important. I'd leave out the minute-blocks altogether, but that's up to kuertee. :wink:
yeah, I'm happy to remove those tooltips from the german translations.
I'll grab the translation file and release it soon.
I'm planning to release the "bonus reward fix" for Reputations and Professions in the next couple of days.

Thanks again, Chappi!
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 (QOL, UI, gameplay). 18 Apr: Updates and New: Reset Mouse on Controller (for flightstick players)

Post by kuertee » Sun, 18. Apr 21, 07:22

I've just finished a 2 or so week RL work-grind. And have sparingly played/modded during that time. But here are updates I just released.

A major update is for players who use a flight stick (or any controller, really). With the update to Reset Mouse On Menu And Controller, the mouse now hides to the bottom-left corner when the flight stick is moved, and re-shows (at the center) when the mouse is moved AFTER the flight stick is moved. Thanks to Mycu for the code.

New mod or major feature Apr 2021
UI Extensions and HUD v2.0.6, 16 Apr 2021: https://www.nexusmods.com/x4foundations/mods/552: New feature: Compatibility for Allectus' Subsystem Targeting, Runekn's Reactive Docking. Compatibility code by Forleyor.
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 on menu and controller v2.0.1, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/542: New feature: Hide mouse on controller use. Show mouse after controller use. Controller code By Mycu.
Waypoint fields for deployments v2.0.2, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/585: New feature: NPCs restock themselves.

Updates Apr 2021
Reputations and professions v1.1.0: https://www.nexusmods.com/x4foundations/mods/636: Bug-fix: Bonus reward now correctly given by all guilds that you're a member. (v1.0.9: Tweak: Specialist progression requires Primary Profession. v1.0.6: Bug-fix: Impossible Shipwrights League missions. v1.0.5: Bug-fix: Military restrictions toggle in Extensions Options doesn't wait for your Relationship points to change.)
Alternatives to death v2.0.3, 18 Apr 2021:https://www.nexusmods.com/x4foundations/mods/551: Bug-fix: Assimilation to factions with locked Relationship scores.
Crime has consequences v2.0.3, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/566: Bug-fix: Marines getting fines after claiming an abandoned ship.
NPC reactions v2.0.3, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/497: Big-fix: Unused taxis were not getting removed properly.
High security rooms are locked v2.0.1, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/540: Bug-fix: Was using a CHC text.
Wear and tear v2.0.1, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/523: Bug-fix: Was using a CHC text referenece.
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 (QOL, UI, gameplay). 18 Apr: Updates and New: Reset Mouse on Controller (for flight stick players)

Post by Mycu » Wed, 21. Apr 21, 23:44

There is some nasty bug with Waypoint Fields for Deployments command: "Collect Deployables in Range".
If a ship has max deployables onboard and tries to collect another one - game hangs.
https://i.imgur.com/66JGEms.png
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 18 Apr: Updates and New: Reset Mouse on Controller (for flight stick players)

Post by kuertee » Thu, 22. Apr 21, 02:52

I found the bug, I think.

Did that ship have any wingmen?

The bug that I found is AI ships with no wingmen, and have no room left for deployables, loop through the code that distributes the collect tasks to wingmen instead of simply finishing the order.

I have several releases scheduled later today or tomorrow. I can release the fix with those.
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 (QOL, UI, gameplay). 18 Apr: Updates and New: Reset Mouse on Controller (for flight stick players)

Post by Mycu » Thu, 22. Apr 21, 08:22

kuertee wrote:
Thu, 22. Apr 21, 02:52
Did that ship have any wingmen?
No, it was a single ship placing/collecting resource probes.
It placed some of them, restocked and then tried to collect few placed ones.
kuertee wrote:
Thu, 22. Apr 21, 02:52
I have several releases scheduled later today or tomorrow. I can release the fix with those.
Great, thanks!.
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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 » Thu, 22. Apr 21, 12:16

NPC reactions
https://www.nexusmods.com/x4foundations/mods/497

New feature: Bridge crew:
=======================
Your bridge crew will alert you of the following events.
Spoiler
Show
Helm will raise the alarm, "Enemy spotted.", when:
a new enemy ship is detected by your radar when:
- the enemy ship is sized L or XL,
- or the enemy is the first enemy contact in the engagement,
- or a minute has passed since the last alert,
- or the enemy is larger than your ship AND 30 seconds have passed since the last alert. (Configurable in the Extensions Options.)

Tactical will raise these alarms:
- "Shields hit." when shields fall below 75%,
- "Taking shield damage." at 50%,
- "Shields are down." at 25%.

Engineering will raise the alarm, "Engine needs fixing.", when:
- an engine fails.

Helm, Tactical and Engineer are randomly chosen from NPCs on the bridge. If there are no NPCs on the bridge, the crew is randomly chosen from the service crew. Because NPCs move quite often, these personnel will change during engagements. (I've actually not been able to stop NPCs from walking off. I've been trying ever since the "Bar patrons" feature was released.)

Without service crew, alerts will not be raised.
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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