[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 (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Wed, 26. Jan 22, 10:15

kuertee wrote:
Wed, 26. Jan 22, 10:05
This topic was one of the discussions I had during beta of Emergent Missions many months ago. And ... the result is its configurable option in the Extension Options. LOL!
Gosh.. I feel like my hat has slipped too far down over my eyes.
I've seen this option about 10 times but still haven't noticed it :D
Thanks, that perfectly solves it.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kuertee » Wed, 26. Jan 22, 14:09

Mycu wrote:
Wed, 26. Jan 22, 10:15
...Gosh.. I feel like my hat has slipped too far down over my eyes....I've seen this option about 10 times but still haven't noticed it :D...Thanks, that perfectly solves it.
:thumbs-up!!!

with these new missions, i'm definitely enjoying the game more than i did 6 months. back then I thought I had nothing more to mod.

I remember getting stuck with Waypoint Fields and Deployment this time last year. (gawd, the math for x4 zone and sector coordinates were maddening!) looking back to a year ago, it looks like my original ideas for Reputations and Professions was just starting to develop: viewtopic.php?f=181&t=432264&p=4999198& ... s#p4999198. and you had some input in that (and in most if not all of my mods). so thanks heaps for all your support and critiques.

and thanks to metame (i can't remember his other names, he's got a few :D) for suggesting that i create missions with more npc interactions - like Tie Fighter. i put the suggestion aside for many months (a year?) because i didn't know how to build them without faking them - which I didn't want to do. but without his promotion, i wouldn't have found a way to create Emergent 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): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Wed, 26. Jan 22, 15:48

So I took your advice with Patrol mission and headed to Ianamus Zura IV and yeah, it was a real Parol Mission.
I enjoyed the fact that i was given dynamically changing waypoints (stations) so felt like a real patrolman.
What I also enjoyed was a sightseeing part of it :) This mission gave me opportunity to admire really nice views while making waypoints.
This patrol was quite peaceful - besides few criminal vessels and a few small Xenon ships at the mission's end - my guns stayed cold.

My observations:
  • guidance to leading ship was quite unnecessary during a patrol - it added second mission marker confusing sometimes when looking for next mission station's marker
  • after completing the mission and receiving reward - part of UI dissapeared. I couldn't use transporter room nor talk to anybody. Dunno if it was vanilla or not. Reloaded the game and took reward once again and the problem has not returned.
  • operation results in mission briefing's screen - https://i.imgur.com/XRD7Mma.png - this part was not quite clear on glance to me. Needed a minute or two to parse it.
  • mission log entry was disappointingly non-verbal ;) https://i.imgur.com/AEtXkd2.png
  • the same mission offer appeared soon after mission was completed: https://imgur.com/a/bXSPZ6r
Overal my experience was very positive.

---
kuertee wrote:
Wed, 26. Jan 22, 14:09
with these new missions, i'm definitely enjoying the game more than i did 6 months. back then I thought I had nothing more to mod.
You have quite a gem mod here :)
This feeling of "naturalness" of the missions is amazing.
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kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kuertee » Wed, 26. Jan 22, 16:41

Mycu wrote:
Wed, 26. Jan 22, 15:48
...My observations:
cool! i'm on the computer now and just about to look at updating Emergent Missions re: mission descriptions and hooking the missions to the acceptance and completion stats.
uidance to leading ship was quite unnecessary during a patrol - it added second mission marker confusing sometimes when looking for next mission station's marker
the guidance to lead ship is required because the mission is allowed to extend past 20min. e.g. if you need to request a release from the mission before the 20 min is up, the lead ship may not be anywhere in your radar range. without that guidance, you won't know where the lead ship is until after 20 min. sometimes they'll be in another sector - like in your screenshot.
after completing the mission and receiving reward - part of UI dissapeared. I couldn't use transporter room nor talk to anybody. Dunno if it was vanilla or not. Reloaded the game and took reward once again and the problem has not returned.
weird that the UI broke. i'll investigate.
mission log entry was disappointingly non-verbal ;) https://i.imgur.com/AEtXkd2.png
mission log entry that only shows that escort reward and not the kill statistics and kill reward is a bug. :gruebel:
the same mission offer appeared soon after mission was completed: https://imgur.com/a/bXSPZ6r
the mission offer being in a loop is intended. i'll check the read-me and other texts. i might have mentioned it in a changelog but didn't move it to the description section.

the faction AI goal manager that these missions emerge from is still in operation even if YOUR mission is complete. your mission is allowed to extend past 20 min, if there are still targets in the sector. (but the mission notification won't show past 20/20 min.) when playing past 20/20 min, the lead ship will keep assigning you targets. and if you continue long enough, you may experience when the faction ai goal manager changes the lead ship's mission target. you'll get notified of it. you're allowed to keep playing - accumulating escort and kill rewards. basically, the underlying mission in patrol and raid (and maybe even defend pirate) are ongoing missions that only really end when the faction ai goal manager stops using the lead ship in the invade sector, defend sector and pirate sector goals.

if there are no more enemy targets in the sector at the 20/20 min mark, the mission will move to the debriefing phase without the need to request an early release.

escort and kill rewards stop accumulating at the debriefing phase.
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): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Wed, 26. Jan 22, 17:41

Do you anyhow modify lead ship's orders or just attach to existing?
I'm asking because one thing that wasn't quite consistent for me was the mission description and the lead ship behavior.
Description stated: Support XXXX ship on their patrol of XXX sector. But the ship was two sectors away from XXX sector when I took the mission and still there when completed the patrol.

kuertee wrote:
Wed, 26. Jan 22, 16:41
the guidance to lead ship is required because the mission is allowed to extend past 20min. e.g. if you need to request a release from the mission before the 20 min is up, the lead ship may not be anywhere in your radar range. without that guidance, you won't know where the lead ship is until after 20 min. sometimes they'll be in another sector - like in your screenshot.
Ah, ok - that explains it.
Perhaps the release could be to simply leave the sector? Ideally preceded by a timer to return.

the faction AI goal manager that these missions emerge from is still in operation even if YOUR mission is complete. your mission is allowed to extend past 20 min, if there are still targets in the sector. (but the mission notification won't show past 20/20 min.) when playing past 20/20 min, the lead ship will keep assigning you targets. and if you continue long enough, you may experience when the faction ai goal manager changes the lead ship's mission target. you'll get notified of it. you're allowed to keep playing - accumulating escort and kill rewards. basically, the underlying mission in patrol and raid (and maybe even defend pirate) are ongoing missions that only really end when the faction ai goal manager stops using the lead ship in the invade sector, defend sector and pirate sector goals.
if there are no more enemy targets in the sector at the 20/20 min mark, the mission will move to the debriefing phase without the need to request an early release.
I'm amazed at how much thought went into your mods.
Thanks for clarification.
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kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kuertee » Wed, 26. Jan 22, 18:32

Mycu wrote:
Wed, 26. Jan 22, 17:41
Do you anyhow modify lead ship's orders or just attach to existing? I'm asking because one thing that wasn't quite consistent for me was the mission description and the lead ship behavior. Description stated: Support XXXX ship on their patrol of XXX sector. But the ship was two sectors away from XXX sector when I took the mission and still there when completed the patrol...
nah, i have no control of what the lead ship does.

the lead ship has two levels of AI: (level 1) the faction ai goal, and (level 2) its orders.

the faction ai goal manager can be: (1) the invade sector goal OR (2) the defend sector goal OR (3) the pillage sector goal. my mod doesn't do any of those assignments. the base game's faction ai goal manager does those things itself.

THEN that goal manager can assign any order to any of the ships assigned to it. the order can be patrol the target sector (which is given to you as your target sector), restock at another sector (which you don't get), attack a ship IN or OUT of the target sector (which you don't get unless its one of the targets assigned to you), go to position X,Y,Z (that you also don't get), etc. basically, you don't get any of their mission objectives.

you only get the patrol objectives and the enemy targets assigned to you. and this is what my mod does. i.e. cycle through all the bases, if any, and assign you targets of the target faction when found by your lead ship, their stations or you.

ALSO your lead ship MAY be reassigned into another fleet with a different goal (i.e. invade, defend, pillage) at a different sector. IF your mission timer is under 20 minutes, you'll get notified of this and your mission continues with these new parameters. otherwise, your mission goes into the debriefing phase.

the behaviour of the faction ai goal manager dictated the format of my Patrol/Raid/Defend Pirate mission. :slave to the machine: hahaha!
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): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Thu, 27. Jan 22, 09:33

kuertee wrote:
Wed, 26. Jan 22, 18:32
the lead ship has two levels of AI: (level 1) the faction ai goal, and (level 2) its orders.

the faction ai goal manager can be: (1) the invade sector goal OR (2) the defend sector goal OR (3) the pillage sector goal. my mod doesn't do any of those assignments. the base game's faction ai goal manager does those things itself.

THEN that goal manager can assign any order to any of the ships assigned to it. the order can be patrol the target sector (which is given to you as your target sector), restock at another sector (which you don't get), attack a ship IN or OUT of the target sector (which you don't get unless its one of the targets assigned to you), go to position X,Y,Z (that you also don't get), etc. basically, you don't get any of their mission objectives.

you only get the patrol objectives and the enemy targets assigned to you. and this is what my mod does. i.e. cycle through all the bases, if any, and assign you targets of the target faction when found by your lead ship, their stations or you.

ALSO your lead ship MAY be reassigned into another fleet with a different goal (i.e. invade, defend, pillage) at a different sector. IF your mission timer is under 20 minutes, you'll get notified of this and your mission continues with these new parameters. otherwise, your mission goes into the debriefing phase.

the behaviour of the faction ai goal manager dictated the format of my Patrol/Raid/Defend Pirate mission. :slave to the machine: hahaha!
Today I learned something new :)
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Thu, 27. Jan 22, 19:08

Got some problem with UI Extensions and HUD (4.2.0801) and ChC (4.2.0801).

I have some fines to pay: https://i.imgur.com/ABPq689.png - but somehow Total fines shows wrong sum.
But when clicking on Pay This fine button - money is taken from my account, but fine is not cancelled and Total fines shows negative value.
Clicking the same button for another ship ends with the same behaviour: https://i.imgur.com/XiTfzoO.png

Downgrading UI Extensions to previous version didn't help. Same as downgrading ChC.
Let me know if a debug log would be helpful.

-----------

Recorded two vids to easier show the issue.

In first (https://www.dropbox.com/s/n4650lhi6s64w ... 1.mp4?dl=0) I've pressed Pay This fine buttons in such a way that Total fines was negative and it finally couldn't zero out.
In second (https://www.dropbox.com/s/tzhvwmvj5msfq ... 8.mp4?dl=0) made it propoerly, so finally all was cleared.
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kuertee » Sat, 29. Jan 22, 15:38

Mycu wrote:
Thu, 27. Jan 22, 19:08
Got some problem with UI Extensions and HUD (4.2.0801) and ChC (4.2.0801). I have some fines to pay: https://i.imgur.com/ABPq689.png - but somehow Total fines shows wrong sum.
But when clicking on Pay This fine button - money is taken from my account, but fine is not cancelled and Total fines shows negative value. Clicking the same button for another ship ends with the same behaviour: https://i.imgur.com/XiTfzoO.png ... Recorded two vids to easier show the issue. In first (https://www.dropbox.com/s/n4650lhi6s64w ... 1.mp4?dl=0) I've pressed Pay This fine buttons in such a way that Total fines was negative and it finally couldn't zero out. In second (https://www.dropbox.com/s/tzhvwmvj5msfq ... 8.mp4?dl=0) made it propoerly, so finally all was cleared.
hey! thanks for the bug report, images and videos.
watching both videos, it looks like the bug occurs when you click on the same "pay fine" button.
i.e. i should remove the fine immediately after the pay fine button is clicked. i.e. i need to force a refresh of the UI instead of waiting for it to refresh in its own interval.
i'll have a look at it.
(sorry, been busy with updates to several of my mods.)
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): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by Mycu » Sun, 30. Jan 22, 10:16

kuertee wrote:
Sat, 29. Jan 22, 15:38
watching both videos, it looks like the bug occurs when you click on the same "pay fine" button.
yes, but also clicking "pay fine" once doesn't hide the buttun.

kuertee wrote:
Sat, 29. Jan 22, 15:38
(sorry, been busy with updates to several of my mods.)
no worries and no hurry! :)
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 25 Jan: bug-fixes: Emergent Missions, Social Standings and Citzenships

Post by kmunoz » Mon, 31. Jan 22, 20:11

Amusing oversight(?) in CHC: if you're doing the HAT mission where you have to destroy the rogue drones, you'll catch a fine from HAT for destroying the rogue drones.
Let's Play Poorly! - Suboptimal X4 Playthroughs

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 02 Feb: Emergent missions (major upd), other 12 mods (bug-fixes, tweaks)

Post by kuertee » Thu, 3. Feb 22, 05:11

Updates, 02 Feb 2022
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
Alternatives to death https://www.nexusmods.com/x4foundations/mods/551
Auto-camera, auto-pilot, and auto-pause https://www.nexusmods.com/x4foundations/mods/734
Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
NPC reactions https://www.nexusmods.com/x4foundations/mods/497
Reputations and professions https://www.nexusmods.com/x4foundations/mods/636
Ship scanner https://www.nexusmods.com/x4foundations/mods/591
Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
Surface element targetinghttps://www.nexusmods.com/x4foundations/mods/710
Teleport from transporter room https://www.nexusmods.com/x4foundations/mods/553
UI: Accept mission for later https://www.nexusmods.com/x4foundations/mods/590
Waypoint fields for deployments https://www.nexusmods.com/x4foundations/mods/585
Spoiler
Show
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
v4.2.0804, 02 Feb 2022:
-New feature: Mayday, Escort, Support Rair/Patrol missions: Assign a ship to the mission by clicking on a new button "Assign A Ship" in the mission description. You need the new version of UI Extensions for this. Previously, you had to select your ship then give them the order to protect the mission ship. In this version you can use either method.
-New feature: Mission accepted and completed stats are incremented.
-Tweak: Better target assignment based on ship size and distance.
-Tweak: Better kill and damage calculator. E.g. when a ship is killed with one shot, the mod will add 100% damage to the counter instead of only incremeting the kill count.
-Tweak: Raid/Patrol missions: Updated text for mission description. Updated mission update notifications. E.g. "Container the patrol or request a release" after the mission duration of 20 minutes.
-New feature: Raid/Patrol missions: AI ships assigned to this will follow the patrol targets that are given to the player. Previously, they only followed the lead ship.
-New feature: Raid/Patrol missions: attacks on criminals are now counted as part of the mission operation.
-Bug-fixes: Raid/Patrol missions: many. E.g. sometimes, after completing a mission, you won't be able to accept the same mission because its npc mission contact has been cleaned up when they shouldn't have.
-Tweak: Search and destroy missions: offers are created when you open the mission offers list on the map instead of when you approach a station.
-Bug-fix: Search and destroy missions: 3-active-mission per hour limit is set after accepting a mission. Previously it was when a mission was offered - which was just plain wrong. :D
-Tweak: Search and destroy missions: Finding the target requires you to first get the nav beacons. I.e. your radar won't pick up the target when you run into them by chance.
-New feature: Ship Scanner mod support. After scanning the correct ship, the mission will revert back to the Search and Destroy mission instead of the Ship Scanner mission staying active.
-Bug-fix: Search and destroy missions: The mission description was listing the oldest of the 3 last known sightings instead of the last reported sighting.
-Tweak: Search and destroy missions: Pirate targets will be listed in the mission description with a "fake" id. I.e. ships that your alerts detect may be the wrong ships. Your radar and then your deep scan would confirm their idenities.

UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
v4.2.0804, 2 Feb 2022:
-New feature: new callback in the MapMenu that allows new buttons to be added to accepted mission descriptions to support the mod Emergent Missions' "Add A Ship Or Fleet" to that mod's missions.

Alternatives to death https://www.nexusmods.com/x4foundations/mods/551
v4.2.0804, 2 Feb 2022:
-Bug-fix: Respawning as a clone would break the death process if you had no clones left.
-New feature: Separated the ownership options after death. By default: clones and those assimilated retain their properties, descendants lose then can inherit their properties. Check the Extension Options. Previously, the ONE ownership options after death was applied to all three alternatives.
-Bug-fix: Crime has Consequences support: ships with no assigned ai pilot cannot be impounded and are destroyed at the end of the countdown. Previously, the countdown would restart and the ship will never explode until you exit it.

Auto-camera, auto-pilot, and auto-pause https://www.nexusmods.com/x4foundations/mods/734
v4.2.0804, 2 Feb 2022:
-Tweak: The "Autopilot Then Pause" button is unavailable while docked.
-Auto-pause options: on load, on save, on entry to enemy sector.
-Tweak: The auto-pilot and passenger cutscenes are disabled when in 3rd-person view.

Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
v4.2.0804, 2 Feb 2022:
-Bug-fix: Prevent you from paying the fine twice in the map menu by removing the button immediately after you click it. Previously, it would stay on until the menu refreshed (which is whenever the game decides to refresh it), which allowed you to click it again causing the fines to be incorrectly calculated.
-Bug-fix: Attacks on drones attached to the Hatikva mission do not generate crimes. The mod was previously targeting the wrong variable for those drones.

NPC reactions https://www.nexusmods.com/x4foundations/mods/497
v4.2.0804, 2 Feb 2022:
-Tweak: SETA support: prevent all comms from this mod while SETA is active.
-Tweak: Bridge crew selection: will select anyone on the bridge or cockpit when an alert is required. Previously, the mod "tried" (but wasn't totally successful) in assigning NPCs on the ship to a dedicated crew position (helm, tactical, engineer).

Reputations and professions https://www.nexusmods.com/x4foundations/mods/636
v4.2.0804, 2 Feb 2022:
-Tweak: The label for Bounty Hunter for the Social Standing and Citizenship (SSaC) is now relabeled as "Ranger" to follow SSaC's newer version. (Planning on building a Bounty Hunter profession in a future version of Reputations and Professions.)
-Bug-fix: The nofication and log for the multiplier for the bonus reward for missions was sometimes the wrong multiplier (even if the correct multiplier was applied to the reward).
-Tweak: Attacks on Khaak and Xenon are now Defender actions instead of Vigilante actions BUT ONLY IF the sector's faction owner DOESN'T HAVE war missions (i.e. war subscriptions) against them.

Ship scanner https://www.nexusmods.com/x4foundations/mods/591
v4.2.0804, 2 Feb 2022:
-Bug-fix: Ship scanner doesn't activate after scanning a station. Thanks to TheLich for the bug-fix.
-Tweak: Tweaks to mission creation and selecting the next unscanned ship.
-Tweak: Find radius for the next ship to be scanned is increased to half the player ship's max range. Previously, it was at 10km.
-Tweak: If your next scanning target is destroyed, leaves the sector, or leaves your vicinity, the scanning mission will find a new target.

Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
v4.2.0804, 27 Jan 2022:
-New feature: Visitor Immigration Status: Applied when you're have the Explorer Social Standing and you're not yet a Migrant.
-Bug-fix: Regaining relationship points after loss of relationship points was still not reassigning some licences.
-Tweak: How to force a recalculation of your licences - if you think that they are not correct. Read the Troubleshooting section below.
-Tweak: Terran's Outer Core and Inner Core licences are not dependent on the Friend and the Ally licences. You gain the Outer Core and Inner Core licences purely based on your relationship points. I.e. Losing the Friend or Ally licences will not remove your Outer Core or Inner Core licences.
-Bug-fix: Stations that you previously owned but not anymore are not counted to the Immigration status.

Surface element targetinghttps://www.nexusmods.com/x4foundations/mods/710
v4.2.0804, 02 Feb 2022:
-Tweak: Notification if no operational surface elements is detected. Note that you can still select these disabled surface elements. They will not show any data on the target monitor. But it can be confusing if you choose to set find them as mission targets.
-Tweak: Notification if any surface elements are detected to come online.
-Bug-fix: "Find all" will now set the surface elements as mission targets. This was broken in the last 2 versions.

Teleport from transporter room https://www.nexusmods.com/x4foundations/mods/553
v4.2.0804, 2 Feb 2022:
-Tweak: Teleport selection now performed purely in Lua instead of from a conversation menu with the "player.computer". This should prevent the bug that locks the conversation menu open from some mods that add conversation topics without any restrictions (e.g. not actor-specific or topic-specific).

UI: Accept mission for later https://www.nexusmods.com/x4foundations/mods/590
v4.2.0804, 2 Feb 2022:
-Tweak: After accepting a mission, the mission description will now show in the correct mission category. Previously, it was shown as if it was a "Plot" mission every time, e.g. even if it was an "Upkeep" mission.
-Bug-fix: The accept signal to the client was occuring twice resulting in a non-game-breaking error.

Waypoint fields for deployments https://www.nexusmods.com/x4foundations/mods/585
v4.2.0804, 2 Feb 2022:
-Bug-fix: Support for the impounding ship feature of the mod, Crime has Consequence. The previous version would cause the game to freeze unrecoverably when there is an active Waypoint Field mission and the player ship is impounded.
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): 02 Feb: Emergent missions (major upd), other 12 mods (bug-fixes, tweaks)

Post by Mycu » Thu, 3. Feb 22, 08:19

That's an impressive changelog. This time it took me more than half my coffee time to read.
Are you competing with Ego on the size of the changelog? ;)

Thank you.

kuertee wrote: -Tweak: Search and destroy missions: offers are created when you open the mission offers list on the map instead of when you approach a station.
Is there any particular reason for this?
I'm asking because IIUC after this change X4 External App might have little trouble picking this mission with:

Code: Select all

  Helper.ffiVLA(missionOfferList, "uint64_t", C.GetNumCurrentMissionOffers, C.GetCurrentMissionOffers, true) 
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 02 Feb: Emergent missions (major upd), other 12 mods (bug-fixes, tweaks)

Post by kuertee » Thu, 3. Feb 22, 10:18

Mycu wrote:
Thu, 3. Feb 22, 08:19
...Are you competing with Ego on the size of the changelog? ;)...
hahah! been wanting to release some of those for a while - especially the updated mission texts for emergent missions. the old texts were from when i first built it and they didn't suit the changes to the mission flow.
kuertee wrote:-Tweak: Search and destroy missions: offers are created when you open the mission offers list on the map instead of when you approach a station.
Is there any particular reason for this? I'm asking because IIUC after this change X4 External App might have little trouble picking this mission with:

Code: Select all

  Helper.ffiVLA(missionOfferList, "uint64_t", C.GetNumCurrentMissionOffers, C.GetCurrentMissionOffers, true) 
ahhh, yeah, you're external app would not pick them up. nor would they have picked up the raid and patrol missions from a couple of versions ago (when i changed when their offers are created).

search and destroy mission offers, because of their number, were causing a split-second hiccup when approaching faction headquarters. It's the same hiccup experienced when entering a new sector and my other mod, More Generic Missions, is installed. and the same again in older versions of Reputations and Profession (RAP). That's why in RAP, the guild missions are not created until the user clicks on "Connect to Guild Network".

i think we can address these issues by:
  • for RAP, add this listener to the your LUA. this is triggered after all available guild missions offers are created AFTER the player clicks on the "Connect to the Guild Network" button:

    Code: Select all

    RegisterEvent ("kProfs.guildNetwork_onLoaded", external.getOutput)
  • for EM, try this version: google drive
    in this version, when "md.ExternalApp.EA_Main.exists", EM (1) will create any available Raid/Patrol/Defend Pirate when the player changes sectors and (2) will create any available Search And Destroy (SAD) missions when the player arrives at a station, defense station, or faction hq with SAD missions. Mayday! and Escort missions are always created when those events are triggered, so we don't need special cases for them.
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): 02 Feb: Emergent missions (major upd), other 12 mods (bug-fixes, tweaks)

Post by Mycu » Thu, 3. Feb 22, 11:44

kuertee wrote:
Thu, 3. Feb 22, 10:18
i think we can address these issues by:
  • for RAP, add this listener to the your LUA. this is triggered after all available guild missions offers are created AFTER the player clicks on the "Connect to the Guild Network" button:

    Code: Select all

    RegisterEvent ("kProfs.guildNetwork_onLoaded", external.getOutput)
  • for EM, try this version: google drive
    in this version, when "md.ExternalApp.EA_Main.exists", EM (1) will create any available Raid/Patrol/Defend Pirate when the player changes sectors and (2) will create any available Search And Destroy (SAD) missions when the player arrives at a station, defense station, or faction hq with SAD missions. Mayday! and Escort missions are always created when those events are triggered, so we don't need special cases for them.
oh, nice - I should be able to test it this evening.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 02 Feb: Emergent missions (major upd), other 12 mods (bug-fixes, tweaks)

Post by kuertee » Thu, 3. Feb 22, 12:42

Mycu wrote:
Thu, 3. Feb 22, 11:44
...oh, nice - I should be able to test it this evening.
Ooops! There's a bug in my quick code.
change "G"lobal to "g"lobal in the emergent missions XML file.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

Mycu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 02 Feb: Emergent missions (major upd), other 12 mods (bug-fixes, tweaks)

Post by Mycu » Thu, 3. Feb 22, 13:41

kuertee wrote:
Thu, 3. Feb 22, 12:42
Mycu wrote:
Thu, 3. Feb 22, 11:44
...oh, nice - I should be able to test it this evening.
Ooops! There's a bug in my quick code.
change "G"lobal to "g"lobal in the emergent missions XML file.
No problem.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Mycu
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 02 Feb: Emergent missions (major upd), other 12 mods (bug-fixes, tweaks)

Post by Mycu » Thu, 3. Feb 22, 22:57

Ok, so your LUA for RAP and MD for EM changes work very well. :thumb_up:

Only small issue spotted was when flying through a superhighway - Patrol/Raid missions showed for a short while and disappeared when exiting superhighway: https://i.imgur.com/5GqTdfo.png

Tested few other things and Teleport from transporter room 4.2.0804 stopped working - selecting ship's context menu option "Select" has no effect.
Also Crime has consequences (same version) button "Pay this fine" behaves same as before. Menu is collapsed, money is taken from account - but fine and button does not disappear.
Created a debuglog with enabled debug options of TfTR and ChC if you find it useful: https://www.dropbox.com/s/jligd39m7a3m0 ... g.log?dl=0

Had a great experience with SnD mission. I took one to destroy the SCA Plunderer Razorbill with the ID number CIG-536.
After speaking with the officer I received nav beacons and flew out to find my prey in Trinity Sanctum III.
As I flew to the first nav beacon, I spotted a PAR Plunderer Razorbill with a different ID hanging around the gate.
"Here I have you!" thought happy to have found my target (probably with a fake ID).
I flew up to it and scanned it, but it turned out to be the wrong one.
I apologized nicely and returned to the nav beacon, but to no avail. Same with the other beacon.

So I decided to poke around the factories in the sector, hoping that my target would be in the process of pirating.
I wasn't too wrong. I found him near one of the factories and proceeded to attack.
What was my surprise when, after successfully removing the shields and destroying its hull to 44%, suddenly the first Razorbill showed from nowhere and started attacking me.
Hidden behind CIG-536 engines I couldn't do anything but try to run away - but unfortunately shots from both Razorbills reached me effectively ending my game.
It was great :)
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 02 Feb: Emergent missions (major upd), other 12 mods (bug-fixes, tweaks)

Post by kuertee » Fri, 4. Feb 22, 05:56

Mycu wrote:
Thu, 3. Feb 22, 22:57
Ok, so your LUA for RAP and MD for EM changes work very well. :thumb_up:
coool!
Only small issue spotted was when flying through a superhighway - Patrol/Raid missions showed for a short while and disappeared when exiting superhighway: https://i.imgur.com/5GqTdfo.png
doh! will have a look at when the mission offers are removed. i have another update to EM coming up in the next day or two: raid/patrol: better mission flow after the lead ship is destroyed, patrol reward not dependent on lead ship staying alive, etc.
Tested few other things and Teleport from transporter room 4.2.0804 stopped working - selecting ship's context menu option "Select" has no effect.
doh! found my error. i had it working only while on debug mode. here's a beta, in case you get back in the game before my next release session: Crime has consequences 4.2.0805 beta
Also Crime has consequences (same version) button "Pay this fine" behaves same as before. Menu is collapsed, money is taken from account - but fine and button does not disappear.
I also had a look at this. I was setting the incorrect refresh variables in the lua. refresh method is different between the different egosoft menu luas. :D here's a beta, if you get back into the game before i release these fixes: Teleport from Transporter Room 4.2.0805 beta
Had a great experience with SnD mission. I took one to destroy the SCA Plunderer Razorbill with the ID number CIG-536.
After speaking with the officer I received nav beacons and flew out to find my prey in Trinity Sanctum III.
As I flew to the first nav beacon, I spotted a PAR Plunderer Razorbill with a different ID hanging around the gate.
"Here I have you!" thought happy to have found my target (probably with a fake ID).
I flew up to it and scanned it, but it turned out to be the wrong one.
I apologized nicely and returned to the nav beacon, but to no avail. Same with the other beacon.

So I decided to poke around the factories in the sector, hoping that my target would be in the process of pirating.
I wasn't too wrong. I found him near one of the factories and proceeded to attack.
What was my surprise when, after successfully removing the shields and destroying its hull to 44%, suddenly the first Razorbill showed from nowhere and started attacking me.
Hidden behind CIG-536 engines I couldn't do anything but try to run away - but unfortunately shots from both Razorbills reached me effectively ending my game.
It was great :)
thanks! i love these AARs.

i took a sector patrol in ianamus zura JUST before the xenon started invading the sector.
killed a few fighters and 3 xenon ks with a rattlesnake - my only capital ship.
it took a few reloads. the guns on the rattlesnake (6km) don't have the same range as the guns on the odysseus (10km).
the ks' graviton guns were shredding the rattlesnake quite easily.
i had to approach each k from above and behind.
and once the graviton guns on one side were destroyed, i had to close the distance to prevent the k from bringing their other graviton guns to bear.
more ps then appeared which my turrets destroyed easily - luckily after i destroyed the last k.
while all of this was happening, the xenon i that i ignored managed to destroy all of the min and tel phoenixes - 4 cap ships in total. :o
it was still pretty strong but was busy with the smaller min and tel fighters.
it was well pass the mission's 20 min mark, so i decided to just get my pay and let the tel deal with the i.
total patrol + kill reward: 7-odd M. :D
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
Posts: 410
Joined: Fri, 28. Sep 12, 08:30
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 02 Feb: Emergent missions (major upd), other 12 mods (bug-fixes, tweaks)

Post by Mycu » Fri, 4. Feb 22, 11:45

kuertee wrote:
Fri, 4. Feb 22, 05:56
doh! found my error. i had it working only while on debug mode. here's a beta, in case you get back in the game before my next release session: Crime has consequences 4.2.0805 beta
...
I also had a look at this. I was setting the incorrect refresh variables in the lua. refresh method is different between the different egosoft menu luas.
Had a quick check - and TfTR 4.2.0805 beta now works great, but ChC 4.2.0805 beta still has the same issue.

kuertee wrote:
Fri, 4. Feb 22, 05:56
i took a sector patrol in ianamus zura
Really nice! My next goal is some Partol missions - last time had a good time with it.
I find those rewards nicely fitting to mid game - it's a decent incentive to active search for those missions.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

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