[mods] kuertee's (RPG, QOL, UI): 18 Feb 2024: Kuda: many bug-fixes; UIX: New callbacks for new mods; ATD: Ironman mode

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kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by kuertee » Wed, 19. Jan 22, 08:12

Mycu wrote:
Wed, 19. Jan 22, 07:55
...Unfortunately, on three tries never got nav beacons....First ended suddenly when I was on my way to talk to representative. Second try din't give me guidance to representative. On third one mission jumped from step 1 to step 4. But I won't stop trying ;)
were the most recent sightings beyond 30min or less? not getting the nav beacon is not because there were no reported sightings, it's because the actual mission creation (after acceptance) failed to create the nav beacons. you would see MD errors in the log (even without the mod-specific debugging enabled).

EDIT: the mission is removed with no mission log, unfortunately, ONLY when the target is destroyed AND before you get the nav beacons.
my version now logs that circumstance.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by Mycu » Wed, 19. Jan 22, 09:14

kuertee wrote:
Wed, 19. Jan 22, 08:12
were the most recent sightings beyond 30min or less?
IIRC it was saying: "several minutes ago" when taking mission.
kuertee wrote:
Wed, 19. Jan 22, 08:12
EDIT: the mission is removed with no mission log, unfortunately, ONLY when the target is destroyed AND before you get the nav beacons.
my version now logs that circumstance.
Great!

Small request - could there be a reward text info added, e.g. "Reward: 117 848 Cr + inflicted damage bonus (up to 268 975 Cr)"?
https://i.imgur.com/AKjd4Vd.png
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by kuertee » Wed, 19. Jan 22, 11:51

Mycu wrote:
Wed, 19. Jan 22, 09:14
IIRC it was saying: "several minutes ago" when taking mission.
kk. try a target that was not reported recently. e.g. that is more than 10 min. "several minutes ago" is less than 10 min ago.
Small request - could there be a reward text info added, e.g. "Reward: 117 848 Cr + inflicted damage bonus (up to 268 975 Cr)"? https://i.imgur.com/AKjd4Vd.png
yah. it uses the sector raid/patrol mission text library which displays damage and/or kill.
the reason why bounty hunting missions display only kills is that most of the damage was already attributed to the kill.
if it wasn't, then it'll show damage dealt and kill 0.
but i'll probably make all the texts display both damage dealt and kills.

by the way, there's a bug in the sector raid and patrol missions that prevents them from being offered.
there's an errant reset_cue :D that stops the mission instances as soon as they are created. :?

EDIT: re: reward text ... you meant it for the mission offer. will do.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by Mycu » Wed, 19. Jan 22, 15:00

kuertee wrote:
Wed, 19. Jan 22, 11:51
by the way, there's a bug in the sector raid and patrol missions that prevents them from being offered.
there's an errant reset_cue :D that stops the mission instances as soon as they are created. :?
Nice find! Fun fact - I was wondering why those missions doesn't show up but end up thinking that I must be doing something wrong cause otherwise somebody would report it already...
I even removed relationship and reputation requirements to have a better chance for this type of missions to show :D

kuertee wrote:
Wed, 19. Jan 22, 11:51
Mycu wrote:
Wed, 19. Jan 22, 09:14
IIRC it was saying: "several minutes ago" when taking mission.
kk. try a target that was not reported recently. e.g. that is more than 10 min. "several minutes ago" is less than 10 min ago.
I'll test it on next gaming session.
With support patrols/raid/pirates missions.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 17 Jan: new Emergent missions 4.2.078beta: bounty hunting

Post by kuertee » Wed, 19. Jan 22, 16:43

Mycu wrote:
Wed, 19. Jan 22, 15:00
Nice find! Fun fact - I was wondering why those missions doesn't show up but end up thinking that I must be doing something wrong cause otherwise somebody would report it already... I even removed relationship and reputation requirements to have a better chance for this type of missions to show :D ...I'll test it on next gaming session. With support patrols/raid/pirates missions.
yeah, was reported by trantrex about a week or two ago.

note that the new version of Emergent Missions on Nexus doesn't have the Search And Destroy Missions.

if you want to keep playing with the 4.2.078 beta version, you can fix it by:
removing line 3328 that contains the code "<reset_cue cue='this' />".
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 20 Jan: Updates: Autocam, Crimes, Reputations, Citizenships

Post by kuertee » Thu, 20. Jan 22, 02:44

Updates, 20 Jan 2022
Auto-camera and auto-pilot https://www.nexusmods.com/x4foundations/mods/734
Spoiler
Show
v4.2.08, 20 Jan 2022:
-New feature: Pause when entering enemy sector while on autopilot. Default off.
-Tweak: The camera doesn't drop down to the floor anymore with the NPC cam while docking/undocking.
-Tweak: The "Autopilot Then Pause" button is unavailable while autopilot is engaged.
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
Note that this release version doesn't include the Search And Destroy missions in the 4.2.078 beta version described in my recent post and in the 2nd post of this thread.
Spoiler
Show
v4.2.05 release version, 19 Jan 2022:
-Bug-fix: Missions to support patrols/raid/pirates were not getting offered. There was an errant "reset_cue" which disabled the mission instances as soon as they are created.
-Tweaks: "Support pirates" missions now use the correct mission name instead of using "support raid" mission name.
Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
Spoiler
Show
v4.2.08, 20 Jan 2022:
-Bug-fix: Paying the fine of individual ships now updates your criminal record. Previously, your criminal record was only updated whenever you pay your fines with the faction all at once at the Fines and Forfeiture Office. Updating to this version will set any unpaid fines in your criminal record as being paid - WITHOUT removing the fine. You'll still need to pay the fine.
-Tweak: Scanning ships is not illegal in unowned sectors, player-owned sectors, or the player has a police licence with the sector's owner. Previously, it was illegal when the ship complains to the player.
Reputations and professions https://www.nexusmods.com/x4foundations/mods/636
Spoiler
Show
v4.2.08, 20 Jan 2022:
-New feature: The Builder and Shipwright professions are now enabled along with their guild membership. These professions don't have "hands-on" activities and so don't have Proficiency Levels. Points accumulated in these two professions don't affect any other professions nor each other. Their points are simply a percentage score to 100%, with one activity at 5%. Guild Membership becomes available at 100%.
-Bug-fix: Mission reward texts from station and ship builds now follow the base game's reward text for this mission. E.g. value + 50% upto. With the added bonus of accepting a mission from this mod's guilds and not counting their bonuses, of course. I.e. it's likely that you'll always get the maximum reward + mission completion bonus.
-Bug-fix: When you have a police licence with a faction, Vigilante actions for the faction are now Defender actions, as it should have been.
-Tweaks: Profession points shown on the menu could be confusing. E.g.: fractional points were getting converted to percentage incorrectly. E.g.: the Profession points are now shown along with your Specialist points (if that profession has achieved the Specialist lvel).
Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
Spoiler
Show
v4.2.8, 20 Jan 2022:
-Tweak: Detect Builder and Shipwright activities from Reputations and Professions mod - now that they've been enabled.
-Tweak: UI: exapanded Immigration status: Stations in frontier space are now marked.
-Bug-fix: UI: Listing destroyed stations would prevent the menu from getting opened.
-Bug-fix: UI: If you were a criminal and had no other points to any other Social Standings, and you paid, your status reverted back to Undocumented Immigration status Alien Social Standing. In this version it'll retain the Migrant Immigration Status and revert your Social Standing to Explorer.
-Bug-fix: UI: Social Standing percentages were reverting back to points at 29.99. Once they total to 30 (i.e. 10 for each Social Standing), they should always be percentages.
Surface element targeting https://www.nexusmods.com/x4foundations/mods/710
Spoiler
Show
v4.2.08, 20 Jan 2022:
-Bug-fix: Prevent autotargeting untargetable surface elements. This bug caused the mod to target invalid objects that the UI interpreted as being many kms away on an unknown object.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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

Post by kmunoz » Thu, 20. Jan 22, 07:45

One of these most recent updates is causing hard crashes to desktop on launch of the game (not load of save - launch of game), with Exit Code 1109 or Exit Code 1028. The crashes can be so hard that it hard stops my computer and I have to reboot (no blue screen, just totally non-responsive to anything other than mouse movement).

I can't easily test to determine which one it is, but the game launches fine with no Kuertee mods installed, and crashes when they are installed. I haven't done any additional A/B testing, as I don't have time tonight and probably won't until next Monday.

It has to be one of the most recently updated mods - from the post immediately preceding this one. I played for 30 minutes no trouble, then updated the mods above, then launched the game again and got the hard crashing.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 20 Jan updates: Autocam, Emergent Missions, Crimes, Reputations, Citizens

Post by kuertee » Thu, 20. Jan 22, 09:03

kmunoz wrote:
Thu, 20. Jan 22, 07:45
One of these most recent updates is causing hard crashes to desktop on launch of the game (not load of save - launch of game), with Exit Code 1109 or Exit Code 1028. The crashes can be so hard that it hard stops my computer and I have to reboot (no blue screen, just totally non-responsive to anything other than mouse movement).

I can't easily test to determine which one it is, but the game launches fine with no Kuertee mods installed, and crashes when they are installed. I haven't done any additional A/B testing, as I don't have time tonight and probably won't until next Monday.

It has to be one of the most recently updated mods - from the post immediately preceding this one. I played for 30 minutes no trouble, then updated the mods above, then launched the game again and got the hard crashing.
Ewwww ... will check. Likely Emergent ‘coz that’s the only file that I don’t have. I have the beta installed as I work on the bounty hunting feature.

Will be able to check in an hour or two.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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

Post by kuertee » Thu, 20. Jan 22, 11:33

kuertee wrote:
Thu, 20. Jan 22, 09:03
kmunoz wrote:
Thu, 20. Jan 22, 07:45
One of these most recent updates is causing hard crashes to desktop on launch of the game (not load of save - launch of game), with Exit Code 1109 or Exit Code 1028. The crashes can be so hard that it hard stops my computer and I have to reboot (no blue screen, just totally non-responsive to anything other than mouse movement)....I can't easily test to determine which one it is, but the game launches fine with no Kuertee mods installed, and crashes when they are installed. I haven't done any additional A/B testing, as I don't have time tonight and probably won't until next Monday....It has to be one of the most recently updated mods - from the post immediately preceding this one. I played for 30 minutes no trouble, then updated the mods above, then launched the game again and got the hard crashing.
Ewwww ... will check. Likely Emergent ‘coz that’s the only file that I don’t have. I have the beta installed as I work on the bounty hunting feature. Will be able to check in an hour or two.
the 6 mods with UIX run fine on their own: youtube
all my mods with the 6 mods also run fine: youtube

EDIT: those two tests are from files downloaded from nexus. i moved my local files off to another folder. END EDIT.

your downloads might have experienced a hiccup.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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

Post by kmunoz » Thu, 20. Jan 22, 16:30

kuertee wrote:
Thu, 20. Jan 22, 11:33
your downloads might have experienced a hiccup.
I'll do more diagnostics when I can, but this morning I couldn't reproduce the issue with all mods installed, and had the same issue with none of them, so there is probably some other thing going on that happened to coincide with the updates.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 20 Jan updates: Autocam, Emergent Missions, Crimes, Reputations, Citizens

Post by Mycu » Fri, 21. Jan 22, 12:25

I finally managed to play the SaD mission. According to the "recommendations" - I chose a mission where the final sightings were a little later - 13min.
https://i.imgur.com/k4Yvu1z.png

I also chose SCA Minotaur Raider, because I wanted to check if forcing it to bail will also count to finish the mission ;)

Everything went smoothly - after talk I received directions to the beacon. Upon arrival I found the information that SCA Minotaur Raider was last seen 24 minutes ago.
So I set the global alert on its ID and after two minutes I received info that the ship I'm looking for is in next sector - at the gates.
I flew there, managed to force the captain to abandon ship, but as expected it did not completed the mission.
So I destroyed the ship and received the promised reward.

I really like how these missions adds sense that the target is the actual villain for my employer and that it does not spawn any ships.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 20 Jan updates: Autocam, Emergent Missions, Crimes, Reputations, Citizens

Post by kuertee » Fri, 21. Jan 22, 19:13

wanderer wrote:
Tue, 11. Jan 22, 19:00
wanderer wrote:
Tue, 11. Jan 22, 08:41
...Flying in the Segaris sector ...After touch down (landing) the game freezes....
ATD: not installed/not used
HSRAL: v4.2.073, 5 Jan 2022 - tested first, but was not responsible. Now still using it.
MPT: v4.2.071, 3 Jan 2022
NPCR: v4.2.073, 4 Jan 2022
RAP: not installed/not used
ok. it've narrowed it down to an incompatibility with one of the mods. it's not the docking process that freezes the game. it's the actual impound process.
i've already spent all of today (12 hrs on and off?) loading a game and forcing the bug to freeze the computer, checking the logs, changing the code, repeat.
and decided just now to check CHC on its own. and it worked.
i'm on to adding my mods back in batches. so, i'm not done yet. :D




Mycu wrote:
Fri, 21. Jan 22, 12:25
I finally managed to play the SaD mission. According to the "recommendations" - I chose a mission where the final sightings were a little later - 13min.
https://i.imgur.com/k4Yvu1z.png

I also chose SCA Minotaur Raider, because I wanted to check if forcing it to bail will also count to finish the mission ;)

Everything went smoothly - after talk I received directions to the beacon. Upon arrival I found the information that SCA Minotaur Raider was last seen 24 minutes ago.
So I set the global alert on its ID and after two minutes I received info that the ship I'm looking for is in next sector - at the gates.
I flew there, managed to force the captain to abandon ship, but as expected it did not completed the mission.
So I destroyed the ship and received the promised reward.

I really like how these missions adds sense that the target is the actual villain for my employer and that it does not spawn any ships.
nice! thanks heaps for the report. ships that's survived past their attacks tend to live long enough for you to hunt them down. :D

weird that the npc abandoning the ship didn't move the mission forward.
the condition is there: "event_object_abandoned". mind searching for it in the kuertee_emergent_missions.XML?
i may be using it incorrectly, so i'll check. i've not been able to coerce them to jump ship, so couldn't check properly.

re: sense that the target is the actual villain ...
yah, i find the same in my play-tests.
i think the underlying system of reporting all attacks back to the faction, generating bounties from all kills, and then tracking the perpetrator's history of new attacks and sector movements lend heaps to the illusion. :D
also, because the targets are real-world entities, they have a much-integrated effect in the game and your actions than, say, the bounty generic missions.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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

Post by shovelmonkey » Fri, 21. Jan 22, 19:22

I find your emergent missions to be quite impressive. How difficult would it be to implement something like this? Seems pretty advanced, but I'm amazed at what you've pulled off here so far! I immediately thought of your mods when reading that thread.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 20 Jan updates: Autocam, Emergent Missions, Crimes, Reputations, Citizens

Post by kuertee » Sat, 22. Jan 22, 03:35

shovelmonkey wrote:
Fri, 21. Jan 22, 19:22
I find your emergent missions to be quite impressive. How difficult would it be to implement something like this? Seems pretty advanced, but I'm amazed at what you've pulled off here so far! I immediately thought of your mods when reading that thread.
oh, thank you! that topic looks interesting. thanks for the link.

i wanted to re-do the old game sundog (an old amiga game where you help a struggling colony get established) in x4 and with a custom faction instead. my old thread about it. but then i saw that the corporations mod had a similar enough gameplay. from its description: "...Corporations all start from scratch....You can help them grow by delivering construction materials to help build their stations faster..."

BlackRain is probably the better modder for that help rebuild a faction mod. i don't know enough of the economic side of the faction AIs. :?
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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

Post by Newinger » Sat, 22. Jan 22, 11:16

Hi, just curious: Did you try if your mods work in 5.0 beta? (Of course I won't expect that, or if they load, any stability, but really just curious.)

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

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

wanderer wrote:
Tue, 11. Jan 22, 19:00
wanderer wrote:
Tue, 11. Jan 22, 08:41
...Flying in the Segaris sector ...After touch down (landing) the game freezes....
ATD: not installed/not used
HSRAL: v4.2.073, 5 Jan 2022 - tested first, but was not responsible. Now still using it.
MPT: v4.2.071, 3 Jan 2022
NPCR: v4.2.073, 4 Jan 2022
RAP: not installed/not used
kuertee wrote:ok. it've narrowed it down to an incompatibility with one of the mods. it's not the docking process that freezes the game. it's the actual impound process...i've already spent all of today (12 hrs on and off?) loading a game and forcing the bug to freeze the computer, checking the logs, changing the code, repeat...and decided just now to check CHC on its own. and it worked...i'm on to adding my mods back in batches. so, i'm not done yet. :D
Found the incompatibility. It is the Crimes mod and the Waypoint Fields (WFFD) mod. When your ship is impounded (whether during combat or when you dock) and you have an open WFFD mission, the game will freeze unrecoverably. Will release a fix for WFFD in the next day or so. EDIT: The workaround is to abort the Waypoint Fields mission in the Guidance tab. I leave custom-placed WFFD active even if all deployments have been place so that the retrieve deployable button is available after. END EDIT.


Newinger wrote:
Sat, 22. Jan 22, 11:16
Hi, just curious: Did you try if your mods work in 5.0 beta? (Of course I won't expect that, or if they load, any stability, but really just curious.)
No, I've not yet updated the game to 5.0. I probably won't until near 5.0's release version.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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

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

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

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

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

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

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

Newinger wrote:
Sat, 22. Jan 22, 20:16
...I tried them and I think mostly they work as before. Though I am not sure about the cloning lab - no dialogue choice is shown there when talking to the employee. And when I go to some guild member from the reputations and professions mod and select his topic, he says nothing. But that's no problem, was just trying ^^...Edit: Ah I think the cloning lab dialogue option only shows when I have enough money to buy one.
cool. sounds like it's working. the guild officers in RAP only offer memberships. so unless you are eligible, they have nothing to say to you.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 24 Jan: Emergent Missions: release version of Search and Destroy missions

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

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

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

Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
v4.2.0801, 24 Jan 2022:
-Tweak: The ship's "true owner" charges you with the illegal scan crime - in case the ship was disguised. i.e. pirates.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

kmunoz
Posts: 444
Joined: Sun, 25. Feb 07, 19:59
x4

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 24 Jan: Emergent Missions: release version of Search and Destroy missions

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

The teleport from teleporter room bug of popping up the "A" menu with "Transfer crewmember" showing but inactive is back. Unable to break out of that menu, which means no ability to use my trigger and no ability to use the Escape key. Fixes on re-load.
Let's Play Poorly! - Suboptimal X4 Playthroughs

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