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

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

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

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

New mod or major feature Apr 2021
UI Extensions and HUD v2.0.6, 16 Apr 2021: https://www.nexusmods.com/x4foundations/mods/552: New feature: Compatibility for Allectus' Subsystem Targeting, Runekn's Reactive Docking. Compatibility code by Forleyor.
UI: Functional radar texture v1.0.0, 13 Apr 2021: https://www.nexusmods.com/x4foundations/mods/671: A radar texture with NSEW indicators and range markers.
UI: Reset mouse on menu and controller v2.0.1, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/542: New feature: Hide mouse on controller use. Show mouse after controller use. Controller code By Mycu.
Waypoint fields for deployments v2.0.2, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/585: New feature: NPCs restock themselves.

Updates Apr 2021
Reputations and professions v1.1.0: https://www.nexusmods.com/x4foundations/mods/636: Bug-fix: Bonus reward now correctly given by all guilds that you're a member. (v1.0.9: Tweak: Specialist progression requires Primary Profession. v1.0.6: Bug-fix: Impossible Shipwrights League missions. v1.0.5: Bug-fix: Military restrictions toggle in Extensions Options doesn't wait for your Relationship points to change.)
Alternatives to death v2.0.3, 18 Apr 2021:https://www.nexusmods.com/x4foundations/mods/551: Bug-fix: Assimilation to factions with locked Relationship scores.
Crime has consequences v2.0.3, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/566: Bug-fix: Marines getting fines after claiming an abandoned ship.
NPC reactions v2.0.3, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/497: Big-fix: Unused taxis were not getting removed properly.
High security rooms are locked v2.0.1, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/540: Bug-fix: Was using a CHC text.
Wear and tear v2.0.1, 18 Apr 2021: https://www.nexusmods.com/x4foundations/mods/523: Bug-fix: Was using a CHC text referenece.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (QOL, UI, gameplay). 18 Apr: Updates and New: Reset Mouse on Controller (for flight stick players)

Post by Mycu » Wed, 21. Apr 21, 23:44

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

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

I found the bug, I think.

Did that ship have any wingmen?

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

I have several releases scheduled later today or tomorrow. I can release the fix with those.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (QOL, UI, gameplay). 18 Apr: Updates and New: Reset Mouse on Controller (for flight stick players)

Post by Mycu » Thu, 22. Apr 21, 08:22

kuertee wrote:
Thu, 22. Apr 21, 02:52
Did that ship have any wingmen?
No, it was a single ship placing/collecting resource probes.
It placed some of them, restocked and then tried to collect few placed ones.
kuertee wrote:
Thu, 22. Apr 21, 02:52
I have several releases scheduled later today or tomorrow. I can release the fix with those.
Great, thanks!.
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kuertee » Thu, 22. Apr 21, 12:16

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

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

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

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

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

Without service crew, alerts will not be raised.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (QOL, UI, gameplay). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by Mycu » Thu, 22. Apr 21, 15:01

Thanks for a constant updates and fixes kuertee.

I'm curious how new bridge crew alerts will play.
It should add some immersion.
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kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kuertee » Thu, 22. Apr 21, 15:42

Mycu wrote:
Thu, 22. Apr 21, 15:01
Thanks for a constant updates and fixes kuertee....
yeah, I wanted to get it out before the weekend.
also, now that I'm playing the game properly, rather than use-case-testing the mods, I can refine and tweak them properly.

re: bridge crew alerts ... i was constantly annoyed at Ks sneaking through the confusion that is the radar blips.
and, so ... i thought of bridge crew alerts. 8)

EDIT: luckily, the voice files are stoic. otherwise, they would just be annoying.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (QOL, UI, gameplay). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by tomchk » Thu, 22. Apr 21, 17:24

Once again, truly amazing. Some XR mods (like capital bridge) had similar warnings, I recall, and they were awesome. Thanks for doing this!
Care to see what I've been creating? https://www.youtube.com/user/ytubrute

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Re: [mods] kuertee's (QOL, UI, gameplay). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kmunoz » Fri, 23. Apr 21, 04:12

I *think* I'm having an issue with the guild representatives from the Rep mod...? If I talk to one and cannot join, there's no option to exit the conversation, you have to escape out to the menu and get back in to be able to move again.
Let's Play Poorly! - Suboptimal X4 Playthroughs

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kuertee » Fri, 23. Apr 21, 05:22

kmunoz wrote:
Fri, 23. Apr 21, 04:12
I *think* I'm having an issue with the guild representatives from the Rep mod...? If I talk to one and cannot join, there's no option to exit the conversation, you have to escape out to the menu and get back in to be able to move again.
It could be my implementation of Extended Conversation Menu (ECM). I'll have a look.

Do you have EMC installed? It's not required. But it ensures that conversation topics are not lost if mods add more than the 6 topics allowable.
Not too critical because we don't have a lot of mods that add topics to conversations. But it will be when more mods do.
E.g. the black marketeer topics with all my mods installed gets full with convo topics from (NPC Reatcions:Taxis, High-sec rooms are locked, and Egosoft's default black marketeer convo topcis) without EMC.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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Re: [mods] kuertee's (QOL, UI, gameplay). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kmunoz » Fri, 23. Apr 21, 15:54

kuertee wrote:
Fri, 23. Apr 21, 05:22
Do you have EMC installed?
I don't have it installed, but I do have a few mods that affect conversations, so I'll check it out.
Let's Play Poorly! - Suboptimal X4 Playthroughs

kuertee
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Re: [mods] kuertee's (QOL, UI, gameplay). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kuertee » Fri, 23. Apr 21, 16:28

kmunoz wrote:
Fri, 23. Apr 21, 15:54
I don't have it installed, but I do have a few mods that affect conversations, so I'll check it out.
Don't worry about it. I've amended the code. Unreleased yet.

With the currently released version AND without ECM installed, and when you speak to a guild that you can join, the conversation UI should flow as normal.

The bug only occurs when you cannot join. This is because my mod doesn't add any new dialogue options. And my implementation of ECM doesn't take into account that there are no dialogue options to be added.

I've gone back and fixed all my mods that I added ECM. I'm just playing with my changes. I'll release them this weekend.
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). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by Mycu » Fri, 23. Apr 21, 18:01

The new bridge crew is awesome. After a few alerts I finally don't feel alone in my ship :)

Also started to appreciate the help that Waypoint Fields for Deployments gives, especially when resource probes are much more important in 4.0 and location of resources is random so you have to end up spamming it with probes.
Is the deployable restock logic from vanilla? Because my Kestrel goes half of the map to restock - even though it has Equipement Dock around the corner.
Or maybe it chooses cheapest source?
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kuertee » Fri, 23. Apr 21, 18:14

Mycu wrote:
Fri, 23. Apr 21, 18:01
The new bridge crew is awesome. After a few alerts I finally don't feel alone in my ship :)
:thumb_up:
... Is the deployable restock logic from vanilla? Because my Kestrel goes half of the map to restock - even though it has Equipement Dock around the corner. ... Or maybe it chooses cheapest source? ...
It's my own. The AI finds the nearest station to the ship that have a supply of the deployable needed. In my version of it (i.e. not the one I released), I found my AI pilots stuck in stations. When I went there to check on why, by buying the deployable myself, I found that the station was lacking resources to build the deployable. In my game, it was a lack of Weapon Components.
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). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by Mycu » Fri, 23. Apr 21, 18:40

kuertee wrote:
Fri, 23. Apr 21, 18:14
I found that the station was lacking resources to build the deployable. In my game, it was a lack of Weapon Components.
Hmmm.. just checked this Equipement Dock and was able to instantly buy twice the resource probes the Kestrel can.
Also take a look at this map:
https://i.imgur.com/abJNLVc.png

Kestrel chosen Silent Wintness XI -> Segaris route (yellow) instead of Silent Wintness XI -> Hatikvahs Choice III (green).
Even if he decided to avoid Hatikvahs Choice III ED for some reason (sectors are not blacklisted) - there are many more closer places on the way where he could restock.

Oh, forgot to mention that thanks to a bridge crew's shield alerts I no longer have to make a constant quick look at my shield's level :)
And having a possibility to see ship's interior in cutscenes is very nice, but sometimes game loads it so slow (on SSD) that cutscene ends before it loads.
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by kuertee » Fri, 23. Apr 21, 19:08

Mycu wrote:
Fri, 23. Apr 21, 18:40
... Hmmm.. just checked this Equipement Dock and was able to instantly buy twice the resource probes the Kestrel can. Also take a look at this map:
https://i.imgur.com/abJNLVc.png... Kestrel chosen Silent Wintness XI -> Segaris route (yellow) instead of Silent Wintness XI -> Hatikvahs Choice III (green). Even if he decided to avoid Hatikvahs Choice III ED for some reason (sectors are not blacklisted) - there are many more closer places on the way where he could restock.
Ahhh! I found the bug. There should be a break in the do_all loop in the code below.
Spoiler
Show

Code: Select all

<find_station name="$stations" space="player.galaxy" sortbydistanceto="$ship" multiple="true">
	<match knownto="$ship.owner"/>
	<match checkoperational="true"/>
	<match cansupplyclass="$ship.class"/>
	<match mayattack="$ship" negate="true"/>
	<match_relation_to faction="$ship.owner" comparison="ge" relation="neutral" />
	<match_any_wares wares="$deployMacro" />
</find_station>
<set_value name="$station" exact="null" />
<do_if value="not @WaypointFieldMission.$ignoredStations">
	<create_group groupname="WaypointFieldMission.$ignoredStations" />
</do_if>
<do_all counter="$i" exact="$stations.count">
	<do_if value="not WaypointFieldMission.$ignoredStations.indexof.{$stations.{$i}}">
		<set_value name="$station" exact="$stations.{$i}" />
		<BREAK /> <!-- NEEDED HERE SO THAT THE LOOP ENDS AS SOON AS A NON-IGNORED STATION IS FOUND -->
	</do_if>
</do_all>
Note that $ignoredStations are stations that the ships get stuck at because previous sales may make the stock unavailable. I have a timeout at how long the ships are docked at a station while restocking. Its not what determines if a station has stock. This timeout is a fail-safe. The code that determines which station to go to is the find_station node in the code above.
... And having a possibility to see ship's interior in cutscenes is very nice, but sometimes game loads it so slow (on SSD) that cutscene ends before it loads.
You, too, eh? I thought only low-spec'ed computers would have that problem - like my laptop. I use Egosoft's new default of using the ShowNPCFace cutscene for actors in walkable rooms. I'll add an option to use the older but still usable ShowPilot cutscene that shows a generic backdrop for the talking heads.
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). 22 Apr: Updates and New: Bridge Crew alerts of enemies, shield and engine dama

Post by Mycu » Fri, 23. Apr 21, 20:30

kuertee wrote:
Fri, 23. Apr 21, 19:08
Ahhh! I found the bug. There should be a break in the do_all loop in the code below.
Great, that it sould be resolved.
Your'e fast at this :)

kuertee wrote:
Fri, 23. Apr 21, 19:08
I'll add an option to use the older but still usable ShowPilot cutscene that shows a generic backdrop for the talking heads.
Thanks, Ego should make some fallback mechanism for this cutscenes so if after two seconds real interiors won't manage to load - it should show the older/simpler background.
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI). 29 Apr: New: Surface element targeting: auto-target next after destruction of

Post by kuertee » Thu, 29. Apr 21, 08:08

New mod:
Surface element targeting https://www.nexusmods.com/x4foundations/mods/710
Mod effects: Auto targets the next surface element after destruction of the last.
Note that you need to first target a ship or station then target a surface element by using the next or previous surface element buttons. I have those buttons mapped to G and H.
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), 1 May: Surface element targeting: auto-target nearest mission target

Post by kuertee » Sat, 1. May 21, 04:26

As usual, days after releasing a mod, I find new stuff to add to it. :roll:

Surface element targeting
https://www.nexusmods.com/x4foundations/mods/710
by kuertee

Updates:
v1.0.2, 1 May 2021:
-New feature: After destruction of a surface element that is a mission target, the next nearest mission target will be auto-targeted. This only works for missions that use the "rml_destroy_components" MD - which is most, if not all, of these types of mission from the base game. Missions that don't use this MD (e.g. a custom mission from a mod) is not supported.
-New feature: "Find All" Interaction: When a surface element is targeted, use the Interact Menu (F key) to create mission targets of all surface elements of the same type. After destruction of a mission target, the next nearest mission target will be auto-targeted.
Spoiler
Show
Mod effects:
Auto-targets the next surface element after destruction of the last. "Find All" Interaction: finds all surface elements of the same type.

Mission targets:
After destruction of a surface element that is mission target, the next nearest mission target will be auto-targeted. Note this only works for missions that use the "rml_destroy_components" MD - which the base game uses for these types of missions. Missions that don't use the "rml_destroy_components" MD (e.g. a custom mission from a mod) is not supported.

"Find All" Interaction:
When a surface element is targeted, use the Interact Menu (key F) to create mission targets of all surface elements of the same type. After destruction of a mission target, the next nearest mission target will be auto-targeted.

As with my other quality-of-life mods, the created mission is a Guidance Mission. By default, you can only have one Guidance Mission. If there are multiple (e.g. from mods), they will be listed in the Guidance Mission tab but you won't be able to switch between them. To make the Guidance Missions tab work like normal missions (i.e. "Set to active", "Set to inactive", etc.), install my other mod, UI Extensions (https://www.nexusmods.com/x4foundations/mods/552).

Base game vs this mod:
As per the base game, you target surface elements by using the Next/Previous Surface Element keys. I have those mapped to G and H. Without this mod, after a surface element is destroyed, the target is lost, requiring the ship or station to be retargeted. And the surface elements to be retargeted from the start of the internal list of the ship's or station's surface elements. With this mod, the next surface element is automatically targeted after the destruction of the last, allowing easier location of surface elements.

Recommended companion mods:
Here are all my quality-of-life mods. All these mods' missions are listed in the Guidance Missions tab. Use my mod, UI extensions (https://www.nexusmods.com/x4foundations/mods/552), to enable the Set Active and Set Inactive buttons in Guidance Missions. Otherwise, you won't be able to switch between them manually.
-Loot mining (https://www.nexusmods.com/x4foundations/mods/511): During a player mining session, manually targeting loot activates the targeting AI to target all others of the same loot. After the destruction of a targeted mineable asteroid, the nearest mineable asteroid with the same loot is auto-targeted.
-Ship scanner (https://www.nexusmods.com/x4foundations/mods/591): The Ship Scanner is a targeting AI that continually targets unscanned ships after the completion of a ship scan until all ships in your vicinity are scanned.
-Signal leak hunter - increasing range (https://www.nexusmods.com/x4foundations/mods/498): Scans for and targets signal leaks and/or repair panels within an ever-increasing range.
-Station scanner (https://www.nexusmods.com/x4foundations/mods/496): When using the spaceship scanner, modules that need the spacesuit scanner are targeted. When using the spacesuit scanner, the closest module with an incomplete scan is targeted. Follow this trail of targets to scan the station.
-Surface element targeting (https://www.nexusmods.com/x4foundations/mods/710): Auto-targets the next surface element after destruction of the last. Find All surface elements of the same type.
-Waypoint field for deployments (https://www.nexusmods.com/x4foundations/mods/585): Creates waypoints that you and your wingmen can follow to deployment equipment and weapons.

Install:
-Unzip to 'X4 Foundations/extensions/kuertee_surface_element_targeting/'.
-Make sure the sub-folders and files are in 'X4 Foundations/extensions/kuertee_surface_element_targeting/' and not in 'X4 Foundations/extensions/kuertee_surface_element_targeting/kuertee_surface_element_targeting/'.

Uninstall:
-Delete the mod folder.

Credits
By kuertee.

History:
v1.0.1, 30 Apr 2021:
-Tweak: Now works if you directly target a mission target that is a surface element.
-Bug fix: Previously, you needed to actively deselect a target then select a new target for the mod to work.

v1.0.0, 29 Apr 2021:
-Initial release.
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: 408
Joined: Fri, 28. Sep 12, 08:30
x4

Re: [mods] kuertee's (gameplay, QOL, UI), 1 May: Surface element targeting: auto-target nearest mission target

Post by Mycu » Sat, 8. May 21, 22:14

One small (but important! ;) ) thing is bothering me and I was wondering whether it would be possible not to show "Create Waypoint Field" menu option when openig menu on object (station / ship / lockbox)?
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

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