[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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Kinseth
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Kinseth » Mon, 12. Sep 22, 17:37

IgorDolvich wrote:
Mon, 12. Sep 22, 17:27
Honestly, all of their mods are very compatible with pretty much everything else out there. Most of their changes affect only UI based stuff, like your "Reputations and Professions" which doesn't affect anything outside of the mod itself (besides interacting with other Kuertee mods). You can use one, two, all of them, none of them, and it'll all be compatible with VRO, "vanilla", even Starwars, seems to work right out of the box. Each mod even has its own extension options window where you can further tune pretty much every mod to your liking. A lot of mods for X4 are inherently compatible with each other unless stated otherwise (or both mods touch the same exact thing) due to the way they're programmed from the start, I'm currently running like 100+ mods with very little issues (other than lag lol)
That makes sense. There are a lot of really seemingly random mods, and it's spread across like... 3 platforms? This, Nexus, and workshop. It makes it hard to see what I actually want. Running that many mods, you must have your game very finely tuned. Would you be able to point me at a few of your favorites? I like treating X4 as a bit of a 4X game. My favorite in X3 was easily LU, and the later Mayhem 2. I doubt anything of that overall depth is here yet, but if you could give me some tips on things that can bring it closer, I'd appreciate it! :D

IgorDolvich
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by IgorDolvich » Mon, 12. Sep 22, 17:54

Kinseth wrote:
Mon, 12. Sep 22, 17:37
That makes sense. There are a lot of really seemingly random mods, and it's spread across like... 3 platforms? This, Nexus, and workshop. It makes it hard to see what I actually want. Running that many mods, you must have your game very finely tuned. Would you be able to point me at a few of your favorites? I like treating X4 as a bit of a 4X game. My favorite in X3 was easily LU, and the later Mayhem 2. I doubt anything of that overall depth is here yet, but if you could give me some tips on things that can bring it closer, I'd appreciate it! :D
Yeah it does take awhile to look for everything you'd want on 3 platforms. Personally, I'd recommend starting off vanilla if you haven't already, then if you get bored with that you can always install some mods like VRO (Overhaul of pretty much everything in the game), all of Kuertee's mods, all of Deadair's stuff (link here), various "fixes" and patches over on Nexus, there's quite a lot of small QoL mods on Nexus and I pretty much have all of them lol.

FOCW (requires some tweaking of a single text file, a few lines adding a 1 for low, 2 medium, 3 high, 0 off) will add additional jobs (more ships basically) based on how low/high you want for each faction, ie. triple Xenon population should you want that. Deadair's Dynamic War if you want more conflicts in the area, as factions will more rapidly want to fight each other and start taking territory based on that faction's strengths. You can also "buy" reputation for 10s of millions of credits, you can even pay other factions to fight your enemies with enough cash. FOCW Corporations if you want ~20 new factions (corporations that act like you, build fleets, stations, etc to meet the demand for areas they patrol), and pretty much anything else you find on Nexus and Steam.

Dynamic War and "Reactive Factions Retribution" combined together will pretty much make a 4X game, as factions will fight each other and once you grow into a large faction yourself other factions will begin to dislike you and will invade your territory. (I recommend tweaking Reactive Factions settings in the mod menu to like half of the original values / increase the "net worth" portions by +25% or more based on your playstyle, because with Dynamic War installed you can very quickly go to Hated with multiple factions once you're around mid-game, at least half settings will slow down the process a bit).

More Ship Rooms (use Nexus, steam is pretty outdated) if you want more ship/station interiors, etc.

One tip, just make sure you're reading what you're installing as some mods require some manual config changes for a text file like FOCW or have already been implemented into the game (some older mods on Nexus have somewhat been incorporated into the base game by the devs, double check on the mod page).

Also, do note that some very large mods (VRO for example) do require a new game, due to the amount of stuff that is changed to the base game. So keep that in mind, most mods do not require a new game unless specifically stated.

Edit: changed a bunch of things for clarification lol

Kinseth
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Kinseth » Mon, 12. Sep 22, 19:07

IgorDolvich wrote:
Mon, 12. Sep 22, 17:54
Yeah it does take awhile to look for everything you'd want on 3 platforms. Personally, I'd recommend starting off vanilla if you haven't already, then if you get bored with that you can always install some mods like VRO (Overhaul of pretty much everything in the game), all of Kuertee's mods, all of Deadair's stuff (link here), various "fixes" and patches over on Nexus, there's quite a lot of small QoL mods on Nexus and I pretty much have all of them lol.

FOCW (requires some tweaking of a single text file, a few lines adding a 1 for low, 2 medium, 3 high, 0 off) will add additional jobs (more ships basically) based on how low/high you want for each faction, ie. triple Xenon population should you want that. Deadair's Dynamic War if you want more conflicts in the area, as factions will more rapidly want to fight each other and start taking territory based on that faction's strengths. You can also "buy" reputation for 10s of millions of credits, you can even pay other factions to fight your enemies with enough cash. FOCW Corporations if you want ~20 new factions (corporations that act like you, build fleets, stations, etc to meet the demand for areas they patrol), and pretty much anything else you find on Nexus and Steam.

Dynamic War and "Reactive Factions Retribution" combined together will pretty much make a 4X game, as factions will fight each other and once you grow into a large faction yourself other factions will begin to dislike you and will invade your territory. (I recommend tweaking Reactive Factions settings in the mod menu to like half of the original values / increase the "net worth" portions by +25% or more based on your playstyle, because with Dynamic War installed you can very quickly go to Hated with multiple factions once you're around mid-game, at least half settings will slow down the process a bit).

More Ship Rooms (use Nexus, steam is pretty outdated) if you want more ship/station interiors, etc.

One tip, just make sure you're reading what you're installing as some mods require some manual config changes for a text file like FOCW or have already been implemented into the game (some older mods on Nexus have somewhat been incorporated into the base game by the devs, double check on the mod page).

Also, do note that some very large mods (VRO for example) do require a new game, due to the amount of stuff that is changed to the base game. So keep that in mind, most mods do not require a new game unless specifically stated.

Edit: changed a bunch of things for clarification lol
This is perfect. I appreciate this. FOCW will likely be another playthrough as I dont think Im familiar enough with the game for the Litcube timer to be ticking. xD

IgorDolvich
Posts: 16
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by IgorDolvich » Mon, 12. Sep 22, 20:24

Kinseth wrote:
Mon, 12. Sep 22, 19:07
This is perfect. I appreciate this. FOCW will likely be another playthrough as I dont think Im familiar enough with the game for the Litcube timer to be ticking. xD
No problem bro, this game is pretty amazing overall and is definitely one of my favorites. I'm surprised the game engine itself can hold it together simulating everything along with adding dozens of mods on top without crashing or any loading screens lol.

There's also quite a few additional ship mods too you can find, SVE, XR Shippack, VRO all include new ships and are all compatible with each other as well, along with all of the mods I linked above. ArgonMatt and a few others on Nexus/Workshop uploaded pretty nice ones as well.

Kinseth
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Kinseth » Mon, 12. Sep 22, 22:08

IgorDolvich wrote:
Mon, 12. Sep 22, 20:24
No problem bro, this game is pretty amazing overall and is definitely one of my favorites. I'm surprised the game engine itself can hold it together simulating everything along with adding dozens of mods on top without crashing or any loading screens lol.

There's also quite a few additional ship mods too you can find, SVE, XR Shippack, VRO all include new ships and are all compatible with each other as well, along with all of the mods I linked above. ArgonMatt and a few others on Nexus/Workshop uploaded pretty nice ones as well.
As an Eve player, its nice to see it in this game. Would you mind letting me know what you consider the essential QOL mods?

Mystershow
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Mystershow » Tue, 13. Sep 22, 20:23

Hello everyone !


I've encountered an issue iwth NPC Reactions

After a few hours (~15), multiple loans and a few station, I can't access the "Account Management" tab

When I click on it, nothing can be seen but it opens something since I have to use escape to "close it"


Furthermore, when I uninstall the mod, I can again access the "Account Management" tab but when I close it, the game freeze for 5 to 10 seconds


I use other mods but I think that's the only one that could cause an issue

Endellur
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Endellur » Tue, 13. Sep 22, 20:45

I've noticed some freezing as well with the right information window in the map view. I believe it is related to mods that change the UI but I haven't tracked it down yet. Sometimes when it happens you can get functionality again by closing and opening the map, sometimes when you do that the map and right information window won't display, only the left one. I've noticed all of this while sitting in the personal office, maybe that is related?

Mystershow
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Mystershow » Tue, 13. Sep 22, 21:13

I've tried an older save and now, it's the entire player tab that I can't access

Maybe it's related to an another mod like G around and Right click API ?


Edit: It was G around and Right click API, I don't know why I had it in extensions... :gruebel:

Sorry for the issue, the mod is working fine now and by solving the issue, I have erased a some loans
Last edited by Mystershow on Tue, 13. Sep 22, 21:16, edited 1 time in total.

Endellur
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Endellur » Tue, 13. Sep 22, 21:15

I don't think the G workaround is compatible with the Mod Support API that most mods use now. That could be your issue if you have both loaded.

Mystershow
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Mystershow » Tue, 13. Sep 22, 21:18

Yes it was...


I don't even know why I had it, propably copy/past from an older modlist

kuertee
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EGOSOFT
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by kuertee » Wed, 14. Sep 22, 06:36

Mycu wrote:
Thu, 1. Sep 22, 20:18
...This nicely sums your exceptional approach to modding and coding....Thanks kuertee.
I get a little obssessed with things that could be fixed. :D
IgorDolvich wrote:
Mon, 12. Sep 22, 20:24
...I'm surprised the game engine itself can hold it together simulating everything along with adding dozens of mods on top without crashing or any loading screens lol...
Yah, the game engine is very impressive. You could be in one end of the galaxy and stuff at the other end is ALL happening. You can see this if you have ships at the other end, of course. But the galaxy is definitely working as expected even in the unknown and non-player-visible spaces. The engine is actually mind-blowing! :-o
Mystershow wrote:
Tue, 13. Sep 22, 21:13
...Edit: It was G around and Right click API, I don't know why I had it in extensions... :gruebel: ...Sorry for the issue, the mod is working fine now and by solving the issue, I have erased a some loans
CodeMonkey128 wrote:
Tue, 13. Sep 22, 21:15
...I don't think the G workaround is compatible with the Mod Support API that most mods use now. That could be your issue if you have both loaded.
And yes, I have since found that mods that use G-workaround/Righ-click API (GW/RCAPI) are not compatible with UI Extensions (UIX).
When I first built UIX, SirNukes had just released his Mod Support APIs with its own Interact Menu (i.e. the right-click menu) API.
(And GW/RCAPI didn't seem to have been maintained.)
So, I built UIX off SirNukes stuff rather than GW/RCAPI.
But the development of GW/RCAPI has since been taken up by a new modder.
I just gotta find a way (some time, really :D) to make UIX compatible with mods that use GW/RCAPI.

A clarification: GW/RCAPI is incompatible only with UIX when a mod loads UIX's changes to the Interact Menu.
Mods that don't load UIX's changes to the Interact Menu should* be compatible with GW/RCAPI.
The only two mods that load UIX's changes the Interact Menu are: Trade Analytics mod and Waypoint Field for Deployments mod.
All my other mods "should" be compatible with GW/RCAPI.










I have updates incoming sometime today or tomorrow.
It includes my updates to Kuda. The last update was really a rewrite of it. This update, apart from squashing bugs, adds more to the mod.

I've been busy, but still play and mod in my spare time. It's a "good" (in quotes on purpose :gruebel:) way to relax.
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.

Mystershow
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by Mystershow » Wed, 14. Sep 22, 19:40

kuertee wrote:
Wed, 14. Sep 22, 06:36
I've been busy, but still play and mod in my spare time. It's a "good" (in quotes on purpose :gruebel:) way to relax.
Ah so true, I totally understand the quotation :D

I do modify mods for my playthrough and I spen more time opening .cat and modifying xml than playing but it's still great !

kuertee
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EGOSOFT
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Sep: Kuda, Emergent missions, Hacking outcomes (works now :)), etc.

Post by kuertee » Thu, 15. Sep 22, 16:50

KUDA AI tweaks https://www.nexusmods.com/x4foundations/mods/839
v5.1.0305, 15 Sep 2022: (many changes, again.)
Spoiler
Show
-Note: I added notes about my ideas behind this mod. Read them as a starter for this mod - if you wish. But I always suggest to "just" use the mod after skimming through the read-me. If you have question about the mod AFTER experiencing it, THEN read the read-me. (The notes are in the read-me.)
-Bug-fix: Ships were moving WAY out of sector. This occured only once during my tests/modding. But there was definitely a bug-fix required in my avoidance code. This bug shouldn't happen again.
-Bug-fix: Escorting non-fighters (e.g. supply ships and carriers) were still drifting towards high-risk enemies. They now stay a certain distance behind their commander during attacks.
-New feature: Small-sized and medium-sized ships harass their high-risk ship targets. With full shields, they attack. With shields at their skill-based withdrawal percentage or more, they avoid their target at half their avoidance distance. With less shields, they avoid them at their full avoidance distance - as they did in previous versions.
-New feature: The recall subordinates feature of the generic move order defaults to false unless the destination is more than 2 gates away. Note that this is the Recall Subordinates order that is initiated automatically from the general move order. Ships will still recall subordinates at other times.
-New feature: Fleets can now disengage from their small attack targets to prioritise new high-risk targets. This occurs when one in the fleet first engages a new high-risk target. Addresses the problem with large ships continuing to engage with smaller ships when there's higher-risk enemy.
-Tweak: A lot of the tests for avoidance and withdraw are now in event conditions. This allows for smoother operation of the AIs.
-Tweak: Added tests to engine's capabilities to capital ship's withdraw tests. If less than 25%, they stop to withdraw and just fight.
-Tweak: Avoid AI now knows whether to either (1) move around a high-risk enemy while keeping it as a target (i.e. combat-appropriate avoid distance) or (2) actually avoid a high-risk enemy during general flights (i.e. longer avoid distances).
-Tweak: Made small craft with missiles/torpedoes to follow fighter avoidance rules. Now that fighters harass their targets, limiting these ships' attack runs will increase their surviviability, especially against station targets. Previous versions made these ships ignore the rules until their missiles/torpedoes are expended.
-Many Coordinated Attack fixes. I think this order was meant to be: (1) used from a short distance to the target and (2) managed manually. My changes (from the last update and this update) is to allow it to be used like other orders - fire and forget.
The Coordinated Attack changes from this update are:
1. Bug-fix of original order: subordinate orders getting initialised twice.
2. New feature: Allow the leader to receive my custom avoid behaviour. E.g. if there's a big enemy station between it and Coordinated Attack target.
3. New feature: Subordinates respond properly to attacks on them while they wait at their rally point. I.e. small harassing enemies will not release them but high-risk enemies will.
4. New feature: Coordinated Attacks start to attack once their target attacks or is attacked by another ship of the same faction as the attackers. Note that Coordinated Attacks are only applied by the player to their ships. But if ever it is applied by another faction, this will work.
5. New feature: Rally points are now in an organised arc. Ships with the Attack order are the front. Ships with the Protect Ship order are at the back.
6. Bug-fix of Kuda's addition: Rally point of subordinates were at the original distances - instead of my intended longer distance, which the lead ship had. I.e. the lead ship's rally point was well behind its subordinate's rally points.
7. Bug-fix of Kuda's addition: Lead ship wasn't showing its rally point.
8. Bug-fix of Kuda's addition: Ships engage properly if the target attacks them or moves closer to the rally points.
9. Bug-fix of Kuda's addition: Rally point now gets reset properly if the target moves elsewhere.
Read all the changes to this order in the Coordinated Attack section below.
-Bug-fix of Protect Ship AI: Add event listeners so that ships in low-attention function like in visible attention.
-Tweaks (many): Cleaned up more of the code. Moved testing of avoidance and withdrawl determination into event conditions. Added vars to clearly define intent of code - e.g. instead of repeating test conditions. Removed unnecessary blocks of code, unnecessary debug outputs, variables. Etc.
Auto-camera, auto-pilot, and auto-pause https://www.nexusmods.com/x4foundations/mods/734
v5.1.0305, 15 Sep 2022:
-Bug-fix: Having a menu open doesn't auto-pause the game anymore.

Emergent missions https://www.nexusmods.com/x4foundations/mods/780
v5.1.0305, 15 Sep 2022:
-Bug-fix: When loading a game near stations, any Search And Destroy missions on offer at those stations will automatically be activated.
-Bug-fix: Uncontactable mission NPCs because they've not been added to a walkable room.

Hacking outcomes https://www.nexusmods.com/x4foundations/mods/495
v5.1.0305, 15 Sep 2022:
-Bug-fix: Long-time bug that prevented you from logging off the hacked panel - which basically locked you out of the game.

NPC reactions https://www.nexusmods.com/x4foundations/mods/497
v5.1.0305, 15 Sep 2022:
-Tweak: Compatibility with Kuda v5.1.0305's changes to Escort AI.

Surface element targeting https://www.nexusmods.com/x4foundations/mods/710
v5.1.0305, 15 Sep 2022:
-Bug-fix: Reprogrammed 90% of this mod. Hopefully, the bug that causes the mod to stop working after some time (then start working again later) is fixed.

Waypoint fields for deployments https://www.nexusmods.com/x4foundations/mods/585
v5.1.0305, 15 Sep 2022:
-Bug-fix: Finding stations for resupply that obey the ship's activity and travel blacklist rules. In previous versions, the resupply simply fails causing the ship to loop between finding the same station and failing to travel to it immediately.
-Bug-fix: Finding stations with resources to build the deployable. In previous versions, stations that can supply the deployable but don't have the necessary resources were used.

Wear and tear https://www.nexusmods.com/x4foundations/mods/523
v5.1.0305, 15 Sep 2022:
-Bug-fix: Support for salvage ship missions that require you to rescue then deliver the ship.
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.

kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Sep: Kuda, Emergent missions, Hacking outcomes (works now :)), etc.

Post by kmunoz » Thu, 15. Sep 22, 20:57

I can't wait to get back to the game to try out the updates!
Let's Play Poorly! - Suboptimal X4 Playthroughs

IgorDolvich
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by IgorDolvich » Fri, 16. Sep 22, 00:41

Kinseth wrote:
Mon, 12. Sep 22, 22:08
As an Eve player, its nice to see it in this game. Would you mind letting me know what you consider the essential QOL mods?
Sure, sorry for the late response. I also don't want to spam too many semi-unrelated comments in this thread lol. For QoL mods, Kuertee has actually created many of the ones I've found essential and have used for quite awhile. Personally, I love the High Security Rooms are Locked mod. I never understood why every station left their security offices wide open and allowed you to just hack every station lol, at least now you have to do some work for it. You can also "buy" black markets from other black markets (within 1 sector hop away), this will give you the location of another black market which is extremely lucrative once you unlock a few shady guys. The other RPG mechanics introduced in their other mods allow for me to "RP" my character, such as being a bounty hunter or whatever profession I want. This isn't necessarily a QoL feature, but it does change core gameplay loops / mechanics and allows for me to try very different playstyles than I otherwise wouldn't do in vanilla. Locking combat / L-XL ships / production blueprints behind actually "proving" your allegiance to a faction helps curb the overall pace of the game and makes it slower to amass a lot of ships and stations, for the better (in my opinion). Plus, all of their mods are very configurable in-game, so you can change it to suit however your playstyle is which is very good.

Some other mods include "Immediate Orders", which has solved many minor inconveniences I've had when commanding large amounts of ships, especially during Combat. You can tell a ship to "Dock Immediately", "Move to immediately", "Attack immediately", etc. and it'll force an order to the top of your order queues, which is very useful for telling a ship to "Move now" when in combat and they're slowly moving to a very bad position (ie. a small fighter moving towards a capital ship with no other ships assisting, or telling your entire fleet to "Attack this target immediately" for when a very dangerous XEN I shows up through the gate).

SirNukes has quite a few small QoL mods on Steam Workshop (and their Github page), you can pick which ones you might like.

Mycu on Nexus has a lot of QoL mods as well.

Better Piracy is pretty much a must have mod, as it'll make piracy and general "harassing" (a new feature from the mod with boarding/force bailing ships) a more fun thing to do (and there's a little computer voice that tells the enemy crew to abandon ship and overall harassing them over comms, which is a cool feature for me. Enemy crews also respond in kind to the computer voice, such as saying "No way!" when the computer tells them to bail. It's very immersive from a pirating perspective, it's also an indicator of the enemy morale as they'll start saying other lines when their morale falls very low and will actually begin bailing due to the computer's continuous harassment lol). This also takes away the ability to "fly by" board ships, which is a pretty cheesy way to board enemy capital ships with 0 reputation hits. Anytime you intentionally board / harass a ship, you take a relatively sizeable hit to reputation. I've had factions go from +10 to -10 with a single boarding operation, it seems to scale depending on what kind of ship you're harassing (you might get away with forcing S/M ships to bail, but anything larger will come with huge rep hits). Think of this mod more like a Pirate Overhaul than anything else, really. It's incredibly fun to harass enemies into giving you free stuff lol.

Event Driven News is a rather simple mod that essentially just announces various news that you might find interesting/important, such as a certain commodity crashing / gaining in overall value in a specific sector, "wanted" criminals in your current or surrounding sector (tells you the ship ID, ie. ABC-123) which tends to be an undercover SCA/BUC/YAK/whatever ship and makes it a little easter egg hunt to look for these ships. These are all printed into your logbook and you can search for it easily, such as searching "GNN" for news of sectors being liberated/falling to other factions and market commodity price increases or decreases in various sectors. Do note, if you are using EDN on a new game, after about 5 minutes or so it'll say that every faction HQ has been destroyed. This is just a bug and it didn't actually happen, it has to do with the way the galaxy "generates" all of the factions, as all factions will begin trading/building/doing whatever in the first couple of minutes of a new game. When installing on an older save, it won't print this bug into your logbook (stations already exist).

Sector Satellites adds a few extra consumables that you might find useful, such as the Interdiction Probe which forces all L/XL ships engines to stop within around 8km range of the probe. Useful for blockades on gates, but do note that this will cause negative reputation hits when you force factions to stop. This is more useful for Xenon gates, but it can be very useful if you want to pirate (Better Piracy also has a Corsair default order, which allows you to harass all ships in a specific area and automatically harass/force bail ships that come in contact with you, with negative reputation hits). Plus, you get new Resource Probes that will automatically pinpoint resource rich areas for you. Advanced Satellites will give you price updates for all stations in the sector, so you don't have to spam satellites everywhere to ensure you get the best prices, only 1 is truly needed. All settings are configurable in a single text file in the mod folder, although the default settings are good for most people. I personally disabled the "Find all stations" portion of Advanced Satellites, as I still like the exploration side of everything and it's cool to find stations located very far away from the sector center.

The above mention mods can be added at any time as well, so you can give them a try whenever and if you don't like them, they're very easy to uninstall and remove without any issues (Sector Satellites might require you to change a config file in the mod folder to enable "Uninstall Mode" to make sure that any new satellites, probes, etc are properly deleted next time you load the save).

There's many other small mods that you can find on Nexus and Workshop you might like. Could take awhile, but there's not a huge amount of mods on Nexus (around like ~700, compared to other games which might have like 1000s/10000s), so spend some time and look around. Just make sure that they're working on the latest patch. Not all mods need to be updated with every major X4 iteration. Better Piracy and Event Driven News haven't been updated for at least a year or two, but they still work great in the current 5.10 X4 patch.

kuertee wrote:
Thu, 15. Sep 22, 16:50
... -New feature: The recall subordinates feature of the generic move order defaults to false unless the destination is more than 2 gates away. Note that this is the Recall Subordinates order that is initiated automatically from the general move order. Ships will still recall subordinates at other times.
Quite literally the best change yet lol. I'll have to give it a try soon, this was one of the biggest annoyances I've had with carriers due to them forcing a recall even when moving only like 50km away to get out of the middle of a huge XEN swarm.
Last edited by IgorDolvich on Sat, 17. Sep 22, 13:36, edited 1 time in total.

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by kuertee » Fri, 16. Sep 22, 20:09

IgorDolvich wrote:
Fri, 16. Sep 22, 00:41
Quite literally the best change yet lol. I'll have to give it a try soon, this was one of the biggest annoyances I've had with carriers due to them forcing a recall even when moving only like 50km away to get out of the middle of a huge XEN swarm.
so ... i sat down to actually play the game this afternoon.
and i noticed that the "don't Recall Subordinates unless destination is 2 or more gates away" wasn't actually working. :evil:
(was frustrating. hahah! i was looking to just playing the game.)
will upload the fix tomorrow.
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): 15 Sep: Kuda, Emergent missions, Hacking outcomes (works now :)), etc.

Post by Mycu » Fri, 16. Sep 22, 20:16

kuertee wrote: so ... i sat down to actually play the game this afternoon.
kuertee, whenever in some distant and far future you'll mod the game (no hurry!) - please take a look at the 'activate the autocam' hotkey - it stopped working.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Sep: Kuda, Emergent missions, Hacking outcomes (works now :)), etc.

Post by kuertee » Sat, 17. Sep 22, 04:44

Mycu wrote:
Fri, 16. Sep 22, 20:16
kuertee wrote: so ... i sat down to actually play the game this afternoon.
kuertee, whenever in some distant and far future you'll mod the game (no hurry!) - please take a look at the 'activate the autocam' hotkey - it stopped working.
Will do. I also noticed that the “stop autopilot early” wasn’t working also, so I’ll look at that mod today.
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.

IgorDolvich
Posts: 16
Joined: Tue, 5. Jul 22, 17:55

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by IgorDolvich » Sat, 17. Sep 22, 13:38

kuertee wrote:
Fri, 16. Sep 22, 20:09
so ... i sat down to actually play the game this afternoon.
and i noticed that the "don't Recall Subordinates unless destination is 2 or more gates away" wasn't actually working. :evil:
(was frustrating. hahah! i was looking to just playing the game.)
will upload the fix tomorrow.
Lol no problem, I'm sure you're quite busy somehow maintaining a dozen mods :mrgreen:

So far though, the only issue I've noticed with the newest updates is that the Surface Element Targeting mod will continuously (randomly) spam "No surface elements detected", particularly when I'm targeting S/M ships. It's not every time, but when it does happen it'll state the message like 5-6 times with the notification sound. I'm able to replicate it when the ship I'm fighting moves far out of range and goes beyond the LOD range (disappears from sight) if I'm still having it selected as a target. Just a minor issue. Maybe just exclude S/M ships entirely from the script? Not sure lol.

Everything else is working great though!

kuertee
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Joined: Sun, 14. Dec 03, 13:05
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 1 Sep: New features (KUDA, UIX, NPC Reactions, etc.), updates and bug-fix

Post by kuertee » Sun, 18. Sep 22, 17:20

IgorDolvich wrote:
Sat, 17. Sep 22, 13:38
...So far though, the only issue I've noticed with the newest updates is that the Surface Element Targeting mod will continuously (randomly) spam "No surface elements detected"...
Dang! I forgot to fix this. Will do it tomorrow or the next day.
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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