[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 (gameplay, QOL, UI): 14 Sep: UI Extensions compatibility with 4.1 of the base game

Post by Mycu » Thu, 14. Oct 21, 09:48

kmunoz wrote:
Wed, 13. Oct 21, 16:28
Mycu wrote:
Wed, 13. Oct 21, 14:39
Hmmm.. so how this pirate relationship "locking" works? Is it locked in vanilla and unlocked by some mod?
Do you have Reactive Factions running? I believe that mod unlocks fixed faction relationships.
Yes, Reactive Factions Retribution version. If so, that would explain what happened.
kuertee wrote:
Wed, 13. Oct 21, 17:59
i can change the text to read "reparations" instead of "crimes" for factions with a negative value, to change its "optics".
Now that I know what's going on, it's not a problem. The text can be changed, but I don't know if the word "reparations" will be clear to others.
Maybe some tooltip on this option: "Works with pirate factions that a player has locked relationships". Or smth like that.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 06 Nov: New: Emergent Missions, Updates: 15 x updated mods

Post by kuertee » Sat, 6. Nov 21, 17:49

New mod: Emergent missions
https://www.nexusmods.com/x4foundations/mods/780
by kuertee

Mod effects:
Four new missions that eventuate from events in the game: (1) Mayday! Mayday!, (2) Escort, (3) Patrol sector, (4) Raid sector.
Spoiler
Show
Mission: Mayday! Mayday!:
A mission offer will be created when a ship requests back-up.

To complete the mission, ensure that the ship docks at any station or ship, exits the sector, or detects no enemies within radar range.

Note that the Request For Back-up feature of my other mod, NPC Reactions, is disabled when this Emergent Missions is installed. Also, in this version, the ship doesn't hail you with a video communication.

Mission: Escort:
A trade or mining ship will create a mission offer when they start a trading run.

To complete the mission, ensure that the ship completes all their trade orders. New trade orders that they receive during the mission will extend the mission duration.

Mission: Patrol/raid sector:
Factions will request support for patrols and raids. These missions emerge from functions within the faction's defend and invade sub-goals. You will directly help the faction with their operations in the mission sector when accepting these missions.

Get a briefing from your mission handler to receive the patrol/raid objective. The mission completes when the ship completes their orders or when they dock. New combat orders that they receive during the mission will extend the mission duration. Get a debriefing to get your reward and to complete the mission.

The the mission handler starts on the ship assigned to you but may be replaced if the ship is destroyed or may be moved if the ship is under attack.

Developer notes: This mission runs off the faction's defend area sub-goal AI (factionsubgoal_defendarea.xml). Several ships are attached to this AI. And the mission may change your assignment to a different ship, change your target sector or change your mission handler depending on situations that occur during the mission. You will be notified of these changes with the updates listed in the mission briefing screen.

Other features:
The ship will notify you of damage reports.

The escort distance is 100km. And any of your ships within that 100km are considered escorts when determining if you've left the escort.

You can request from the pilot to terminate any escort/support duties early.

When you don't have an active target, the ship will give you attack orders that best suits your ship size and current mission situation. Targets are assigned to you in this order of priority: best suited to your ship's size, the largest target, a station target, the ship's target, a non-combat target, a target from an enemy faction that is not the primary target faction of the mission, extra small ships or drone targets. They will not override your current target.

You can send your AI pilots to protect your mission ship, effectively letting them complete the mission. Note that you still need to attend the briefings and debriefings of the patrol/raid missions.




And 15 x mods updated
Spoiler
Show
UI Extensions and HUD (https://www.nexusmods.com/x4foundations/mods/552) v4.1.03, 06 Nov 2021:
  • Tweak: PlayerInfo menu: Allow custom panels to be shown next to default panels.
Alternatives to death (https://www.nexusmods.com/x4foundations/mods/551) v4.1.0, 06 Nov 2021:
  • Bug-fix: Inheritance text DB in the GERMAN LANGUAGE FILE had incorrect variables breaking the text in-game.
Auto-camera and auto-pilot (https://www.nexusmods.com/x4foundations/mods/734) v4.1.0, 6 Nov 2021:
  • New feature: Hotkeys: Enable this feature in the Extensions Options. Set the hotkey in the control settings. Requires SirNuke's Pipe Server. Install the exe in the same folder as the X4 executable. Run it before you run the game. Download: https://github.com/bvbohnen/x4-projects/releases
  • New feature: Custom camera targets: Set and watch the primary and secondary camera target using the Interact Menu.
  • Bug-fix: The Passenger Auto-cam was getting shown even if their Extensions Options are unset *in some cases*.
Crime has consequences (https://www.nexusmods.com/x4foundations/mods/566) v4.1.0, 06 Nov 2021:
  • New feature: Custom crimes: 3rd-party mods can add new crimes to this mod. Read the section, 3rd-party mod API: Custom crimes, below.
  • New feature: Support for NPC Reactions: Unpaid Loans crimes.
High-security rooms are locked (https://www.nexusmods.com/x4foundations/mods/540) v4.1.0, 6 Nov 2011:
  • Bug-fix: Initiate locking of rooms, moving mission actors away from locked rooms, etc. on docked event instead of docking started event.
NPC reactions (https://www.nexusmods.com/x4foundations/mods/497) v4.1.0, 06 Nov 2021:
  • New feature: Unpaid Loans is a crime if you have my other mod, Crime Has Consequences mod, installed.
  • Tweak: The bank loans UI is now shown beside the Accounts UI.
  • Tweak: The NPCs Request Backup feature is disabled if my other mod, Emergent Missions, is installed.
  • Bug-fix: Bridge crew: Stop the video comm when you acquire a new target.
Reputations and professions (https://www.nexusmods.com/x4foundations/mods/636) v4.1.0, 06 Nov 2021:
  • New feature: Missions from guilds are limited to 3 per hour. Previously, even if 3 were listed, a new one is immediately offered when you accept one. In this verion, no new mission is offered when you accept one. Only 3 are offered per hour; or after you complete a mission, if you enable this feature in the Extensions Options.
  • Tweak: Wider UIs: The Profession and Reputation UIs use more of blank spaces of the screen.
  • Bug-fixes: Better integration of several missions from the base game. I.e. added integration to new RMLs introduced in the base game's 4.1 update.
Signal leak hunter - increasing range (https://www.nexusmods.com/x4foundations/mods/498) v5.0.3, 06 Nov 2021:
  • Tweak: Mission notifications from this mod is displayed in the left-side console window only if you have this mission active.
Station scanner (https://www.nexusmods.com/x4foundations/mods/496) v4.1.0, 06 Nov 2021:
  • Tweak: Mission notifications from this mod is displayed in the left-side console window only if you have this mission active.
Surface element targeting (https://www.nexusmods.com/x4foundations/mods/710) v4.1.0, 06 Nov 2021:
  • Bug-fix: Many. Also, the code is cleaned-up a bit more.
Teleport from transporter room (https://www.nexusmods.com/x4foundations/mods/553) v4.1.0, 06 Nov 2021:
  • Tweak: Limit list of destinations to player-owned ships and stations. Previously, all visible MIGHT have been shown.
UI: Accept mission for later (https://www.nexusmods.com/x4foundations/mods/590) v4.1.02, 06 Nov 2021:
  • Bug-fix: I broke the previous version. This version fixes this mod.
UI: Reset mouse (https://www.nexusmods.com/x4foundations/mods/542) v4.1.0, 06 Nov 2021:
  • Bug-fix: Mouse steering was getting re-enabled if you move from the map screen to a conversation. In this version, it should get re-enabled only AFTER the conversation.
  • Bug-fix: Mouse steering is disabled during conversinos ONLY if you initiate it. Previously, some video comms from NPCs would disable mouse steering.
UI: Trade analytics (https://www.nexusmods.com/x4foundations/mods/764) v4.1.0, 06 Nov 2021:
  • New feature: Better sorting of Trade Analytics data. I.e. 3 levels of column sorts is possible. E.g. sort amount in decreasing order, sort distance by increasing order, sort price by increasing order.
  • New feature: Better category selections with pull-down menus. E.g. Sales to other factions, sales to player faction, sales to any faction.
  • Tweak: More accurate data generated from Egosoft's transaction logs. You should be able to link data in the Trade Analytics panel with totals in the Transaction Logs. For examples, look at the screenshots (on the NexusMods page).
  • Bug-fixes: Many. I.e. The Trade Analytics panel would break if you open a ship's Transaction Log directly from the ship's Information panel (instead of clicking on the ship from the Trade Analytics panel of a station).
  • Note: Because Egosoft's transaction logs don't record which station a trading ship is attached WHEN it traded, all the transactions of a trading ship will be attributed to its CURRENT station manager regardless of whether the trading ship was attached to another in the past. I.e. if you attach a trading ship to a station, all its transaction records from before it was attached will be listed under its new station manager.
  • Note: Because Egosoft's transaction logs don't record trades between player-owned properties (because no monies are transfered), transactions between player-owned properties are listed from when the mod is installed.
Waypoint fields for deployments (https://www.nexusmods.com/x4foundations/mods/585) v4.1.0, 06 Nov 2021:
  • Bug fix: Minimised (i.e. removed, but it may still happen) the double-up of deployments on one waypoint.
  • Tweak: Resource probe sizes and densities based on the 4.1 resource probe range UI. Note that I think no one really knows for sure the range of resource probes. As from one of my forum posts, this is what the range is as I understand it: "when deployed, the radius around a resource probe when you mouse-over one looks to be about 40km - the typical comm range. but the docs state that "currentyield" value is '... The current yield detected by the resource probe (volume is a cube of space with a side length of 32km) ...'. which means that the range (or radius) is 16km. but in the encyclopedia, its range is 3km." Here is a discussino about the range: viewtopic.php?f=146&t=442026&p=5079853& ... s#p5079851
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

Mycu
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Re: [mods] kuertee's (gameplay, QOL, UI): 06 Nov: New: Emergent Missions, Updates: 15 x updated mods

Post by Mycu » Sat, 6. Nov 21, 19:23

Wow, impressive list of tweaks and bug fixes.
Also, congratulations on Emergent Missions release.

I made a short break to play Phoenix Point (have to say that with Assorted Adjustments mod its IMO superior to XCOM/XCOM2) and planned to get back after 4.1 is patched by Ego, but what you deliver makes me change my plans.

Have you applied yet? :)
https://twitter.com/EGOSOFT/status/1455497799806689281

Thanks kuertee.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

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Re: [mods] kuertee's (gameplay, QOL, UI): 06 Nov: New: Emergent Missions, Updates: 15 x updated mods

Post by RedEyedRaven » Thu, 11. Nov 21, 17:05

kuertee wrote:
Sat, 6. Nov 21, 17:49
Alternatives to death (https://www.nexusmods.com/x4foundations/mods/551) v4.1.0, 06 Nov 2021:
  • Bug-fix: Inheritance text DB in the GERMAN LANGUAGE FILE had incorrect variables breaking the text in-game.

NPC reactions (https://www.nexusmods.com/x4foundations/mods/497) v4.1.0, 06 Nov 2021:
  • New feature: Unpaid Loans is a crime if you have my other mod, Crime Has Consequences mod, installed.
  • Tweak: The bank loans UI is now shown beside the Accounts UI.
  • Tweak: The NPCs Request Backup feature is disabled if my other mod, Emergent Missions, is installed.
  • Bug-fix: Bridge crew: Stop the video comm when you acquire a new target.

Surface element targeting (https://www.nexusmods.com/x4foundations/mods/710) v4.1.0, 06 Nov 2021:
  • Bug-fix: Many. Also, the code is cleaned-up a bit more.
[/spoiler]
Heya @kuertee

I'm having a ton of fun with AtD and NPCR, also tried out EM.

However, after updating your plugins I've had an issue with AtD. Whenever I get the timer to avert destruction in a ship, it loses its assigned captain, permanently.

I didn't see any setting or note that hints at this being intentional.

With NPCR the captain will still show up as a helmsman as long as I don't leave the ship, but is ultimately missing from the crewlist and also doesn't "respawn" in a lifepod and is also not in personell-tab of empire-management.
2023: X4: Seafood-restaurant 'Split' opens in ZYA-space. Reservations limited, get yours today!

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 06 Nov: New: Emergent Missions, Updates: 15 x updated mods

Post by kuertee » Thu, 11. Nov 21, 17:21

RedEyedRaven wrote:
Thu, 11. Nov 21, 17:05
...However, after updating your plugins I've had an issue with AtD. Whenever I get the timer to avert destruction in a ship, it loses its assigned captain, permanently. ...
ohhh! (of course!)

when the timer starts, i dismiss the captain so that you don't see him take the controls when you leave them. (with my other mod, Teleport From Transporter Room, installed, teleportation is only available from the Transporter Room - forcing you to jump out of the controls to abandon ship.)

and ... dismissing the captain removes them entirely from the ship :gruebel: instead of just demoting them.

let me look for how to demote the captain to crewman. i'll upload the fix this weekend (along with fixes to EM, and others).
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.

RedEyedRaven
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Re: [mods] kuertee's (gameplay, QOL, UI): 06 Nov: New: Emergent Missions, Updates: 15 x updated mods

Post by RedEyedRaven » Thu, 11. Nov 21, 17:29

kuertee wrote:
Thu, 11. Nov 21, 17:21

let me look for how to demote the captain to crewman. i'll upload the fix this weekend (along with fixes to EM, and others).

Well I've had issues doing this manually when the ship is already fully crewed but that was on an occasion where I managed to have a ship over crew capacity by one.

IMO, the coolest thing ever would be to actually have all of the crew actively evactuate the ship with escape-pods. Might be scripting-hell tho, and big ships always get bodyblocked by that kind of stuff so it might hamper the whole 'avert' thing.

Actually, Emergent Missions opens up a possibility here: Search-and-rescue-missions. Ship got destroyed but you get a mission to retrieve survivors that can then (re-)join you.

I'm not using teleport from transporter room, but Escape Pod.
2023: X4: Seafood-restaurant 'Split' opens in ZYA-space. Reservations limited, get yours today!

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 06 Nov: New: Emergent Missions, Updates: 15 x updated mods

Post by kuertee » Fri, 12. Nov 21, 06:23

Mycu wrote:
Sat, 6. Nov 21, 19:23
... Have you applied yet? :) ...
Interesting!
RedEyedRaven wrote:
Thu, 11. Nov 21, 17:29
...Well I've had issues doing this manually when the ship is already fully crewed but that was on an occasion where I managed to have a ship over crew capacity by one...
Yeah, I found that I couldn't reassign the pilot if the ship is full. Had to do a diff of the NPC state machines to prevent the pilot from returning to the controls if the destruction countdown is active. The NPC is re-allowed if the countdown is stopped and destruction is averted.
...IMO, the coolest thing ever would be to actually have all of the crew actively evactuate the ship with escape-pods. Might be scripting-hell tho, and big ships always get bodyblocked by that kind of stuff so it might hamper the whole 'avert' thing. ... Actually, Emergent Missions opens up a possibility here: Search-and-rescue-missions. Ship got destroyed but you get a mission to retrieve survivors that can then (re-)join you. ...
Yeah, that would be cool. I have other plans with EM (e.g. faction ai requests scouting missions from their ships which I can intercept, etc.). I will also look if I can intercept when NPCs abandon ships. I've seen them do it in the base game. Of course, I'll need to find a way to fit them in a full ship as passengers. After looking for a solution for the bug fixed in the recent release of ATD, I think it is possible to fit NPCs in full ships. I.e. skipping the use of the assigned_hired_actor command but by setting the NPC's entity traits directly.





anyway, i've released updates:
Emergent missions
https://www.nexusmods.com/x4foundations/mods/780
v4.1.01, 12 Nov 2021:
Spoiler
Show
-New feature: Patrol/raid mission: Option to spawn mission handler NPCs at stations always.
-New feature: NPC-ordered defenders of mission ships will now get assigned attack orders. Previously, their behaviour was based only on the Protect Ship order.
-New feature: Mission failure conditions in briefings.
-New feature: Mission failures are logged.
-New feature: When a mission ship is more than 2 zones away from any of your ships, their travel engines are disabled for 3s - giving your ships time to catch up to them.
-Bug-fix: User reward multiplier were not shown in briefings or in mission logs - even if they were applied when they are given to you.
-Bug-fix: Patrol/raid mission: sometimes getting cancelled silently when you dock then undock at the mission handler npc location (e.g. while the mission was in progress or the mission wasn't completed internally).
-Bug-fix: Patrol/raid mission: When the mission leaves the sector, your support mission is only cancelled if their mission faction is cancelled. Previously, your mission is cancelled even if their patrol/raid mission is still ongoing only because they left their sector of operation.
-Bug-fix: Patrol/raid mission: When the mission ship's orders are updated by their faction, your mission wasn't updated appropriately - causing your mission to be cancelled prematurely.
-Bug-fix: Patrol/raid mission: Mission handler NPC will not spawn at a bar anymore.
-Tweak: Target assignment now takes distance of all best ships (based on size) into consideration.
-Tweak: Better handling of damage and kills data.
-Tweak: Reputations and Professions (RAP) mod compatibility: shorter mission names are used in RAP mission logs.
-Tweak: Patrol/raid mission: new mission offer trigger: faction relation change. Previously, triggers were only: sector change, controls taken/left, docked/undocked, conversation end.
-Tweak: Patrol/raid mission: Debriefing now shows the escort reward bonus.
Updates to Alternatives to death, Crime has consequences, and Reputations and professions:
Spoiler
Show
Alternatives to death
https://www.nexusmods.com/x4foundations/mods/551
v4.1.01, 12 Nov 2021:
-Bug-fix: NPC pilot disappearing from ship when countdown destruction starts.

Crime has consequences
https://www.nexusmods.com/x4foundations/mods/566
v4.1.01, 12 Nov 2021:
-Bug-fix: Impounded ships with no crimes (e.g. when your ship is impounded when you dock while your other ships have crimes) are now listed in the menu.
-Bug-fix: "Pay this fine" button now unavailable if payment will lock an impounded ship.

Reputations and professions
https://www.nexusmods.com/x4foundations/mods/636
v4.1.01, 12 Nov 2021:
-Bug-fix: Guilds your not a member were getting stuck as "nearby" even after you've left the vicinity of the station.
-Bug-fix: the timer for the 3-mission offer limit was broken, limiting the offers to only 1.
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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Shuulo
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Re: [mods] kuertee's (gameplay, QOL, UI): 12 Nov: Updates to Emergent Missions, Alts to death, Crimes, Reputations and P

Post by Shuulo » Fri, 12. Nov 21, 12:59

So happy with the latest version of emergent missions, dont have any issues with it so far, thank you for the updates!
And im patiently waiting for the future of the council mod, it would be such a great addition to the game.

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 12 Nov: Updates to Emergent Missions, Alts to death, Crimes, Reputations and P

Post by kuertee » Fri, 12. Nov 21, 16:51

Shuulo wrote:
Fri, 12. Nov 21, 12:59
So happy with the latest version of emergent missions, dont have any issues with it so far, thank you for the updates!
And im patiently waiting for the future of the council mod, it would be such a great addition to the game.
Hey Shuulo, yes, I need to return to my Galactic Council mod. It's progressed a little bit more since my last update on it - but not by much and not with any new playable features.










Anyway, I found a major bug with the last release of Emergent Missions that prevent the player from getting the briefing for patrol and raid missions.
Here's the fix:
Emergent missions
https://www.nexusmods.com/x4foundations/mods/780
v4.1.02, 12 Nov 2021:
-Major bug-fix: Patrol/raid mission: getting cancelled when you near the mission handler npc's location.
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 (gameplay, QOL, UI): 06 Nov: New: Emergent Missions, Updates: 15 x updated mods

Post by RedEyedRaven » Fri, 12. Nov 21, 18:40

kuertee wrote:
Fri, 12. Nov 21, 06:23
...I will also look if I can intercept when NPCs abandon ships. I've seen them do it in the base game. Of course, I'll need to find a way to fit them in a full ship as passengers. After looking for a solution for the bug fixed in the recent release of ATD, I think it is possible to fit NPCs in full ships. I.e. skipping the use of the assigned_hired_actor command but by setting the NPC's entity traits directly.
...
anyway, i've released updates:


Thanks for the updates! That solution with NPC-states seems to be the best workaround for certain... specifics of the game.

And yeah, NPC-crews will sometimes use escape-pods even in vanilla, but it's inconsistent and tied to the "morale"-system. Sometimes pilots will also eject when their ship is destroyed and if they dock with a station they'll automatically man another ship that needs a captain.

I'd just like to have the actual crew of a ship to actively evacuate insteead - but I think Egosoft should first make sure escape-pods, repair-drones and small wrecks don't "block" big ships like they do now (it's just dumb).
2023: X4: Seafood-restaurant 'Split' opens in ZYA-space. Reservations limited, get yours today!

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 12 Nov: Updates to Emergent Missions, Alts to death, Crimes, Reputations and P

Post by kuertee » Fri, 12. Nov 21, 20:42

another update to Emergent Missions.
it seems that my play-test yesterday after before I released 4.1.01 didn't capture all the bugs - because I found serious bugs since.
hopefully, this is the last hot-fix update for now:

Emergent missions
https://www.nexusmods.com/x4foundations/mods/780
v4.1.03, 13 Nov 2021:
-Major bug-fix: Assigning targets to player ships was broken.
-Major bug-fix: Patrol/raid mission: after the debrief, the same mission may be re-offered but using the now obsolete mission instance.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 12 Nov: Updates to Emergent Missions, Alts to death, Crimes, Reputations and P

Post by kuertee » Sun, 14. Nov 21, 14:25

Here's another major bug-fix update for Emergent Missions:

Emergent missions
https://www.nexusmods.com/x4foundations/mods/780
v4.1.04, 15 Nov 2021:
-Bug-fix: Patrol/raid missions: Invalid faction goal AI references were persisting in these missions. This version will remove any mission that have these invalid references.
-Bug-fix: Patrol/raid missions: Invalid mission handler NPCs. This version will remove any mission that have these invalid references.
-New feature: Patrol/raid missions: Continuous mission completion to mission offer loops - if the ship's faction goal AI is still active.
-Tweak: Create offers only when the map is opened in the mission offers screen.
-Bug-fix: Enemy target assignment was inconsistent - sometimes not assigning your an available enemy target.
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 (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by kmunoz » Sun, 14. Nov 21, 17:54

Wow, you're fast.
Let's Play Poorly! - Suboptimal X4 Playthroughs

kmunoz
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by kmunoz » Mon, 6. Dec 21, 23:38

I would love to see an Extensions Option for the mod trader that prevents him from giving you credits in exchange for items - i.e., any credit remainder after the trade gets discarded. The reason I suggest this is that you can easily make millions upon millions of credits just flying around battlefields, *very* quickly, just by grabbing the mod materials and then trading them for credits.

I don't think the base mod should NOT have this as an option (people should be able to play how they want), but I would like to see an option to turn it off. Or possibly change the credit values of those items so that they're not so ludicrously valuable in sales.
Let's Play Poorly! - Suboptimal X4 Playthroughs

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by kuertee » Tue, 7. Dec 21, 04:59

kmunoz wrote:
Mon, 6. Dec 21, 23:38
I would love to see an Extensions Option for the mod trader that prevents him from giving you credits in exchange for items - i.e., any credit remainder after the trade gets discarded. The reason I suggest this is that you can easily make millions upon millions of credits just flying around battlefields, *very* quickly, just by grabbing the mod materials and then trading them for credits.

I don't think the base mod should NOT have this as an option (people should be able to play how they want), but I would like to see an option to turn it off. Or possibly change the credit values of those items so that they're not so ludicrously valuable in sales.
yup, was the original intent. i added the selling feature in an update from a suggestion.
i've now added Extension Options to re-enable the selling of mod parts, by default false, and a multiplier on how much the barter value converts to cash, by default 10%).
And the barter menu will now show a new line: Money Value which reflects how much the player will get as credits.

i'll upload it before the weekend.
i actually have a few mods to update and a new mod to upload: Citizenships and Social Standings.





Citizenships and Social Standings is a companion mod to my Reputations and Professions mod.
It adds 3 immigration status: resident, citizen, militia.
And several social standings: traitor, outlaw, criminal, scoundrel, explorer, entrepreneur, bounty hunter.

Immigration stauts restricts the friendship (10+ points) and alliance (20+ points) relationships by requiring stations built in the faction's territory.
By default, the friendship relationship requires 1 station with 1M transactions (sale and purchases) with the faction - along with the base game's requirement of 10+ points, of course. This is the "resident" immigration status.
The alliance relations requires 2 additional stations with 2M transactions with the faction - along with the base game's requirement of 20+ points, of course. This is the "citizen" immigration status.
The capital ship licence will require a defense station in one of the faction's frontiers (i.e. contested sector). This is the "militia" immigration status. If Reputations and Professions is also installed, it will require the Defender Reputation as well.

Traitors are residents or higher that become pirates.
Outlaws are players with the base game's Pirate relationship.
Criminals are players with a criminal fine. This requires my other mod, Crime has Consequences (CHC).
Traitors, outlaws and criminals are stripped of their immigration status.

The rest of the Social Standings are simply "tags" and have no impact in the game - except for Bounty Hunter.
Scoundrels are players who are not traitors, outlaws, criminals but have Social Standing Pirate points. E.g. if you have a high relationship with a faction, but your relationship points dropped for a reason (e.g. commit a crime but paid off the fine), and you're not a Pirate in regards to the base game's Relationship Points, then you are a Scoundrel.
Explorer: the player has not made an impact with the faction - i.e you're activities with the faction are too few.
Entrepreneur: the player performs more economic-type activities with the faction.
Bounty hunter: the player performs more combat-type activities with the faction. Also, only Bounty Hunter activities can remove the Traitor, Outlaw and Scoundrel tags. I.e. if you have any of those tags, you'll need to do Bounty hunter activities to get your immigration status back (if Traitor or Outlaw, that is). The Scoundrel tag is simply removed - i.e. you become a Bounty Hunter. But the Criminal tag is only removed when you pay the CHC fine.

Social Standing activities are better tracked when my other mod, Reputations and Professions mod, is installed.
Otherwise, only player trading add to the Entrepreneur Social Standing.
And only kills in the faction's space add to the Bounty Hunter Social Standing.
Reputations and Professions mod add tracking to missions for those activities.

Basically, it's a harder game with this mod installed.
But it forces the player to actually form true alliances with the faction.
Also, it forces the player to play the empire building portion of the game.
And ... when the faction awards you with the friendship or alliance relationship, they actually mean it.
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 (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by kmunoz » Tue, 7. Dec 21, 08:01

That sounds incredible. I'm about to start a new save so I will wait until you've got the new stuff on the Nexus!
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Mycu
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by Mycu » Tue, 7. Dec 21, 19:36

As kmunoz said - sounds great. Looks like something that should greatly fit into my playstyle.
I like the idea of more meaningful relationship.

So until certain criteria are met - player will not gain reputation with a faction above the immigration status level?
Eg. resident can't get more than 10rep until he builds station and makes 1M transactions?

Does main social standings (traitors, outlaws and criminals) impact gameplay other than being stripped of immigration status?
How can a player retrieve lost immigration status?
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by kuertee » Wed, 8. Dec 21, 01:06

Mycu wrote:
Tue, 7. Dec 21, 19:36
...So until certain criteria are met - player will not gain reputation with a faction above the immigration status level?
Eg. resident can't get more than 10rep until he builds station and makes 1M transactions?
The relationship points continue to accrue as normal. The mod will just prevent you from acquiring the "friend" and "ally" licences nor licences that require them until you get the "resident" and "citizen" immigration status.

I'm just balancing out the requirements. The factions require actual output from those stations as well. At the moment, residency requires 1 station in the faction's space AND 500k transactions (sales and purchases with the faction) from that station. The energy station I built was supplying other faction's stations - so it was slow going. I had to add a trade rule to restrict its trades. The mod is definitely not for beginners.
Does main social standings (traitors, outlaws, and criminals) impact gameplay other than being stripped of immigration status?
None - apart from the effects from the base game. Traitors and outlaws will have the base game's Pirate Relationship, so trades and docking with factions will be limited. Of course, there'll be a time when all these relationships will be mixed - but it will still make sense, of course. It's intentional. E.g. You don't have the Pirate Relationship (from the base game) anymore but still have the Traitor Social Standing. I.e. the judicial body of the faction has accepted that you're no longer a pirate (so trade and docking is possible), but for the general populace, you are still a traitor (you're not allowed the friendly nor ally licenses yet).

And just to be clear, when I refer to Pirate, I mean the base game's Pirate Relationship. And "Relationship" is the base game's Relationship system. "Reputation" is from my mod's Reputations and Professions (RAP). And "Social Standing" is from this new mod, Citizenships and Social Standings (CASS). It can get quite confusing, but you'll see a more nuanced description of your character. E.g. a Defender (from RAP) but a Scoundrel (from CaSS).
How can a player retrieves lost immigration status?
Bounty Hunter's actions are the only activities that remove those negative social standing points.

i hope all that makes sense.
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.

dantebelmondo
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by dantebelmondo » Wed, 8. Dec 21, 01:09

kuertee wrote:
Tue, 7. Dec 21, 04:59

Citizenships and Social Standings is a companion mod to my Reputations and Professions mod.
It adds 3 immigration status: resident, citizen, militia.
And several social standings: traitor, outlaw, criminal, scoundrel, explorer, entrepreneur, bounty hunter.
OMG. That's exactly what I am looking for.
I removed auto-trading giving reputation in favor of missions (especially RAP's) in my personal mods. Just throw some trading ships in the universe and you will be an alliance with everyone in no time seems "too good". Requiring serious combat efforts to obtaining military license is an effective, simple yet huge improvement in the RAP. I personally enjoy more meaningful faction relationships. Tyty.

Mycu
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Re: [mods] kuertee's (gameplay, QOL, UI): 15 Nov: Bug-fix update for Emergent Missions

Post by Mycu » Wed, 8. Dec 21, 11:40

Yeah, now makes much sense.
Thanks for a clarification.

kuertee wrote:
Wed, 8. Dec 21, 01:06
The mod is definitely not for beginners.
Beginners usually start with vanilla playthrough ;)

I look forward to trying out CaSS.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

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