[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 (gameplay, QOL, UI): Updates 19 Jun: updates to unify versions to work both in 4.0 and 4.1beta1

Post by kuertee » Sat, 19. Jun 21, 07:52

UI Extensions and HUD (https://www.nexusmods.com/x4foundations/mods/552): v2.2.1, 19 Jun 2021 and v2.2.0, 15 Jun 2021
Spoiler
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For v4.0 of the game:
v2.2.1, 19 Jun 2021:
-Compatibility: Update so the previous changes for v4.1beta1 of the game work in v4.0 of the game.

For v4.1beta1 of the game:
This version may or may not work in other v4.1betaX versions.

v2.2.0, 15 Jun 2021:
-New feature: compatibility with 4.1beta1 of the game.
-New feature: playerinfo menu new callback: onRowChanged.
Friendly fire tweaks (https://www.nexusmods.com/x4foundations/mods/708): v1.0.3, 19 Jun 2021
Spoiler
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For both v4.0 and v4.1beta1 of the game.
This version may or may not work in other v4.1betaX versions.

v1.0.3, 19 Jun 2021:
-Bug-fix: Targeting/attacking a surface element of an object wasn't triggering the friendly fire response.
Modification parts trader (https://www.nexusmods.com/x4foundations/mods/721): v1.0.3, 19 Jun 2021
Spoiler
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For both v4.0 and v4.1beta1 of the game.
This version may or may not work in other v4.1betaX versions.

v1.0.3, 19 Jun 2021:
-Compatibility: Update so the previous changes for v4.1beta1 of the game work in v4.0 of the game.
More generic missions (https://www.nexusmods.com/x4foundations/mods/622): v1.0.3, 19 Jun 2021
Spoiler
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For both v4.0 and v4.1beta1 of the game.
This version may or may not work in other v4.1betaX versions.

v1.0.3, 19 Jun 2021:
-New feature: Extensions Options to modify number of missions to generate and toggles for regeneration of missions events.
NPC reactions (https://www.nexusmods.com/x4foundations/mods/497): v2.1.8, 19 Jun 2021
Spoiler
Show
For both v4.0 and v4.1beta1 of the game.
This version may or may not work in other v4.1betaX versions.

v2.1.8, 19 Jun 2021:
-Compatibility: Update so the previous changes for v4.1beta1 of the game work in v4.0 of the game.
-Bug-fix: The handling of the possibility of a bridge crew getting re-assigned elsewhere by the player was running when in your spacesuit.
Reputations and professions (https://www.nexusmods.com/x4foundations/mods/636): v1.1.7, 19 Jun 2021
Spoiler
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For both v4.0 and v4.1beta1 of the game.
This version may or may not work in other v4.1betaX versions.

v1.1.7, 19 Jun 2021:
-Compatibility: Update so the previous changes for v4.1beta1 of the game work in v4.0 of the game.
-Note: This update requires either v2.2.1 or v2.2.0 of UI Extensions (UIX) - depending on which version of the game you need. For v4.0 of the game, use UIX v2.2.1. For v4.1beta1, use UIX v2.2.0.
-New feature: Added a reset data option to the save and restore options in the Extensions Options.
-Bug-fix: Tours of Duties weren't getting rendered.
-Bug-fix: The Player Info menu was breaking when clicking on Reputations or Professions rows that are not their faction headings or Profession name headings.
Ship scanner (https://www.nexusmods.com/x4foundations/mods/591): v2.0.1, 19 June 2021:
Spoiler
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For both v4.0 and v4.1beta1 of the game.
This version may or may not work in other v4.1betaX versions.

v2.0.1, 19 Jun 2021:
- Tweak: Compatibility with the uncover pirate portion of the patrol mission. During that stage, after the first ship scan, the mod will point you to the next nearest unscanned ship. When that stage of the mission reverts back to the patrol objective, the Ship Scanner mission is completed and the original Egosoft mission is re-activated.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

Mycu
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Re: [mods] kuertee's (gameplay, QOL, UI): Updates 19 Jun: updates to unify versions to work both in 4.0 and 4.1beta1

Post by Mycu » Tue, 22. Jun 21, 08:19

kuertee wrote:
Sat, 19. Jun 21, 07:52
UI Extensions and HUD (https://www.nexusmods.com/x4foundations/mods/552): v2.2.1, 19 Jun 2021 and v2.2.0, 15 Jun 2021
Friendly fire tweaks (https://www.nexusmods.com/x4foundations/mods/708): v1.0.3, 19 Jun 2021
Modification parts trader (https://www.nexusmods.com/x4foundations/mods/721): v1.0.3, 19 Jun 2021
More generic missions (https://www.nexusmods.com/x4foundations/mods/622): v1.0.3, 19 Jun 2021
NPC reactions (https://www.nexusmods.com/x4foundations/mods/497): v2.1.8, 19 Jun 2021
Reputations and professions (https://www.nexusmods.com/x4foundations/mods/636): v1.1.7, 19 Jun 2021
Ship scanner (https://www.nexusmods.com/x4foundations/mods/591): v2.0.1, 19 June 2021:
Finally managed to play ~2h yesterday and tried new versions.

Great to see new configuration settings for More Generic Missions mod.
Wanted them from some time but I didn't dare to ask ;)

Also sold few unnecessary modification parts to trader thanks to this new feature.
From balance perspective I like the fact that you can't buy from him.

Checked new RaP counters menu - but it still doesn't show: https://i.imgur.com/VbSmu3V.png on Reputations and professions v 1.1.7 + UI Extensions + HUD v2.2.1 with X4 v4.0.
Did I miss something?
Another small thing is video comms background for NPC reactions.
Despite being disabled for generic backgrounds: https://i.imgur.com/s20jsC4.png (which as I assume should show ship's interior) - it shows just generic bkg: https://i.imgur.com/cJ5rLNr.png.
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kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): Updates 19 Jun: updates to unify versions to work both in 4.0 and 4.1beta1

Post by kuertee » Tue, 22. Jun 21, 08:36

Mycu wrote:
Tue, 22. Jun 21, 08:19
Checked new RaP counters menu - but it still doesn't show: https://i.imgur.com/VbSmu3V.png on Reputations and professions v 1.1.7 + UI Extensions + HUD v2.2.1 with X4 v4.0. Did I miss something?
Re: Reputations and professions
Oh, weird. Any errors in the log? It could be an error in converting old data format to the new data format.
1. Check the logs and send any UI/lua-type errors. Or send me the logs at kuertee@gmail.com.
2. To test if its a bug with the conversion of the old data format, can you reset your reputations data from the Extensions Options, then check if the new counters UI show up. It should open with "0" in the counters.
Another small thing is video comms background for NPC reactions. Despite being disabled for generic backgrounds: https://i.imgur.com/s20jsC4.png (which as I assume should show ship's interior) - it shows just generic bkg: https://i.imgur.com/cJ5rLNr.png.
Re: NPC reactions: Bridge crew.
Yeah, that checkbox is to force generic backgrounds. But if the NPC is hidden inside the ship (i.e. when they move back to their cabin), the cutscene will play the cutscene with a generic background. Only NPCs that exists in the 3d world will use the new "npc face" cutscene.

I tried to debug more of the NPC state machines in the weekend to force bridge crew to move to the bridge.
But it's a hell of a thing. The NPC state machine break easily.
E.g. I can't simply force an NPC assigned as a pilot to move into an npc slot (terminals in the bridge that is not the pilot seat) designed for service crew members.
Also, when I updated my mod for 4.1beta1, Egosoft changed a lot of the NPC state machine code - rendering my DIFFs to them to be invalid (which I have since kind-of fixed).
After a day of getting the assigned pilot to use a terminal immediately after they get up from the pilot's seat (and you can see him before you take the seat which locks your view), and retake the pilot seat from the terminal (which are both quite "immersive"), I decided to hold off any more work on NPC state machines until 4.1 final is released.
For now (in my game, not in the released version), I removed all of my diffs to the NPC state machine.
The released version forces service crew to stay on the bridge while the AI pilot will move about the ship.
But I don't like the performance of the released version. I think my code causes the AI pilot's state machine to check itself too often.
It's not game-breaking. I just don't like it, so I'll release another version this weekend without any of my diffs to the NPC state machine - which will make the NPCs roam the ship.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 03 Jul: New mod: Auto-cam, Updates to: ATD, CHC, RAP, etc.

Post by kuertee » Sat, 3. Jul 21, 13:42

New mod
Auto-camera
https://www.nexusmods.com/x4foundations/mods/734
by kuertee

Videos: https://www.youtube.com/watch?v=M-zRbH1dyZU, https://www.youtube.com/watch?v=w-bpXsiotFU

Mod effects:
Sets these camera views on these events:
(1) Docking: cutscene
(2) Auto-pilot: cutscene
(3) Station approach on small and medium ships: 3rd-person follow-cam

The cutscenes can be stopped by pressing the ESC key, as usual. If the autopilot is still active after 10 seconds or 10 seconds after you close a menu, a new cutscene will play. You can disable this looping behaviour so that no new cutscenes will play after you stop it with the ESC key in the Extensions Options.

Note that your ship will be invisible during the cutscenes if you have the cockpit turned off. (I didn't find a way to toggle the cockpit's visibility from the Mission Director (MD) or from Lua.)





Updates
Alternatives to death (https://www.nexusmods.com/x4foundations/mods/551)
Spoiler
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v2.0.8, 3 Jul 2021:
-New feature: Terran re-starts, if available.
-Tweak: Better compatibility with Crime has consequences (CHC). Previously, if you were being attack by a faction who can impound your ship, ATD's countdown to destruction is disabled. In this version, ATD's countdown will show as normal, but destruction will not occur if the ship can be impounded, as usual when both ATD and CHC are installed. Instead, the ship will be impounded, as usual when both ATD and CHC are installed. With this tweak, ATD's countdown and "take evasive manouvers" HUD notification will be active.
-Tweak: If you are assimilated and have no other ships (except the one that was destroyed), you will restart with one of the available restart options. Assimiliation is suppose to not give you any new properties. This tweak activates only if you have no other ship.
-New feature (beta): Dead is dead. Loading another game with this set, after death to cheat the mod, will cause the death alternative to start. Disable this in the Extensions Options.
-Bug-fix: When assimilated, you will restart at a station neutral or friendly to the assimilating faction. Previously, you could restart at a station aggressive against the assimilating faction.
-Bug-fix: The Trust Executor was getting created even if the death alternative chosen randomly doesn't need them.
Crime has consequences (https://www.nexusmods.com/x4foundations/mods/566)
Spoiler
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v2.0.9, 03 Jul 2021:
-Tweak: Better compatibility with Alternative to death (ATD). Previously, if you were being attack by a faction who can impound your ship, ATD's countdown to destruction is disabled. In this version, ATD's countdown will show as normal, but destruction will not occur if the ship can be impounded, as usual when both ATD and CHC are installed. Instead, the ship will be impounded, as usual when both ATD and CHC are installed. With this tweak, ATD's countdown and "take evasive manouvers" HUD notification will be active.
-Compatibility: 3rd-party mods can disable/re-enable crime-types.
NPC reactions (https://www.nexusmods.com/x4foundations/mods/497)
Spoiler
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v2.1.9, 03 Jul 2021:
-Tweak: Bridge Crew: I removed my changes (i.e. diffs) to Egosoft's code that forced bridge crew members to stay on the bridge. 4.1beta1 showed that they were changing that portion of the code significantly enough that I decided to remove it and re-visit when 4.1 is released. With this tweak, bridge crew will move around the ship as normal. You'll sometimes see them at the ship's docking bays, for example.
Reputations and professions (https://www.nexusmods.com/x4foundations/mods/636)
Spoiler
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v1.1.8, 03 Jul 2021:
-Bug-fix: The kill and mission counter UI was disabled when the UI is scaled. Fixed in this version.
-Tweak: The mission counter UI is enabled for Professions. Previously, it was only enabled for Reputations.
-Bug-fix: Trader's discounts and commissions weren't getting applied when trading with an L or XL ship.
Signal leak hunter - increasing range (https://www.nexusmods.com/x4foundations/mods/498)
Spoiler
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v5.0.1, 03 Jul 2021:
-Compatibility: 3rd-party mods can disable this mod's mission automatically become active when enabling scan mode. See the "3rd-party mod compatibility" section below.
Station scanner (https://www.nexusmods.com/x4foundations/mods/496)
Spoiler
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v2.0.1, 03 Jul 2021:
-Compatibility: 3rd-party mods can disable this mod's mission automatically become active when enabling scan mode. See the "3rd-party mod compatibility" section below.
UI: Reset mouse on autopilot, menu and controller (https://www.nexusmods.com/x4foundations/mods/542)
Spoiler
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v2.0.3, 03 Jul2021:
-New feature: Reset mouse when auto-pilot disengages.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

Mycu
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Re: [mods] kuertee's (gameplay, QOL, UI): 03 Jul: New mod: Auto-cam, Updates to: ATD, CHC, RAP, etc.

Post by Mycu » Mon, 5. Jul 21, 08:21

kuertee wrote:
Sat, 3. Jul 21, 13:42
New mod
Auto-camera
https://www.nexusmods.com/x4foundations/mods/734
Space dust is disabled during cutscenes. Is it by design or engine renders it this way?
Is it possible to toggle it via some config option?
It does quite a good job of showing speed/momentum - even if I have them toned down because IMO vanilla particles are too strong/too numerous.


kuertee wrote:
Sat, 3. Jul 21, 13:42
Reputations and professions (https://www.nexusmods.com/x4foundations/mods/636)
-Bug-fix: The kill and mission counter UI was disabled when the UI is scaled. Fixed in this version.
Mission counter is finally here. Thanks :)
Didn't tested it properly yet but found a bug while scrolling a counter:
Before using scroll: https://i.imgur.com/AcytmOz.png
After: https://i.imgur.com/qXrs4dD.png
Vanilla scrolling also have wired behaviour sometimes while it's in process but after the scrolling is complete everything goes back to normal.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 03 Jul: New mod: Auto-cam, Updates to: ATD, CHC, RAP, etc.

Post by kuertee » Tue, 6. Jul 21, 07:24

Mycu wrote:
Mon, 5. Jul 21, 08:21
Space dust is disabled during cutscenes. Is it by design or engine renders it this way?
Is it possible to toggle it via some config option?
It does quite a good job of showing speed/momentum - even if I have them toned down because IMO vanilla particles are too strong/too numerous.
Yeah, unfortunately, the cutscenes don't show those streaks that you see when in travel mode and when in both first-person and third-person views.
But space dust itself (e.g. mining dust) and other objects in the 3d world are all visible.
i'm limited within what the cutscene engine can show. i'll have a quick look in its xsd.
Mission counter is finally here. Thanks :)
Didn't tested it properly yet but found a bug while scrolling a counter:
Before using scroll: https://i.imgur.com/AcytmOz.png
After: https://i.imgur.com/qXrs4dD.png
Vanilla scrolling also have wired behaviour sometimes while it's in process but after the scrolling is complete everything goes back to normal.
it was the combined Reputations and Professions UI, when the UI is scaled up, that prevented the counters from displaying.
but the scroll bug is new. fixed now. will upload a fix in a few hours.
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): 03 Jul: New mod: Auto-cam, Updates to: ATD, CHC, RAP, etc.

Post by kuertee » Tue, 6. Jul 21, 10:26

kuertee wrote:
Tue, 6. Jul 21, 07:24
Mycu wrote:
Mon, 5. Jul 21, 08:21
Space dust is disabled during cutscenes. Is it by design or engine renders it this way?
Is it possible to toggle it via some config option?
It does quite a good job of showing speed/momentum - even if I have them toned down because IMO vanilla particles are too strong/too numerous.
Yeah, unfortunately, the cutscenes don't show those streaks that you see when in travel mode and when in both first-person and third-person views.
But space dust itself (e.g. mining dust) and other objects in the 3d world are all visible.
i'm limited within what the cutscene engine can show. i'll have a quick look in its xsd.
addendum: I added these animated engine sfx during auto-pilot cutscenes when your ship is in travel mode
https://i.imgur.com/Kfz6bIt.jpg
Last edited by Terre on Tue, 6. Jul 21, 18:55, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
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
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Re: [mods] kuertee's (gameplay, QOL, UI): 03 Jul: New mod: Auto-cam, Updates to: ATD, CHC, RAP, etc.

Post by Mycu » Tue, 6. Jul 21, 11:49

kuertee wrote:
Tue, 6. Jul 21, 07:24
but the scroll bug is new. fixed now. will upload a fix in a few hours.
Just checked it and the bug is squashed.
kuertee wrote:
Tue, 6. Jul 21, 10:26
addendum: I added these animated engine sfx during auto-pilot cutscenes when your ship is in travel mode
Really nice!
Thanks.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Mycu
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Re: [mods] kuertee's (gameplay, QOL, UI): 03 Jul: New mod: Auto-cam, Updates to: ATD, CHC, RAP, etc.

Post by Mycu » Wed, 14. Jul 21, 22:54

Found an interesting bug with Auto-cam mod.

Official bug report:

1. Steps to reproduce:
- turn autopilot on
- cross jumpgate
- press ESC to stop cutscene

2. Expected behaviour: cutscene stops
3. Actual behaviour: game... pauses :)
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 03 Jul: New mod: Auto-cam, Updates to: ATD, CHC, RAP, etc.

Post by kuertee » Thu, 15. Jul 21, 01:32

Oh, hahaha!

That’s likely a quirk with the cutscenes. I don’t know if it’s solvable.

The long explanation:
The cutscene before the cross over to the next sector is stopped because the camera glitches. A new cutscene is played immediately on entering the new sector.

With mouse and keyboard controls, the mouse cursor is actually visible on the cutscene. This tells me that the new cutscene has not taken control of the game’s inputs.

The game pauses because behind that new cutscene is the Options menu. 😝

The mouse cursor disappears when the next cutscene after that second one is played - when the camera switches to a new position. This tells me that the cutscene receives (is in control of) the game’s inputs.

This only happens on the cutscene immediately after entering the new sector.

The autopilot cutscene is actually multiple cutscenes played after each other.

Edit: I can add an option to delay the cutscene played in entering a new sector for 10 seconds. That should give the game enough time for menu use.
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
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Re: [mods] kuertee's (gameplay, QOL, UI): 03 Jul: New mod: Auto-cam, Updates to: ATD, CHC, RAP, etc.

Post by Mycu » Thu, 15. Jul 21, 10:02

kuertee wrote:
Thu, 15. Jul 21, 01:32
Oh, hahaha!

That’s likely a quirk with the cutscenes. I don’t know if it’s solvable.

The long explanation:
The cutscene before the cross over to the next sector is stopped because the camera glitches. A new cutscene is played immediately on entering the new sector.

With mouse and keyboard controls, the mouse cursor is actually visible on the cutscene. This tells me that the new cutscene has not taken control of the game’s inputs.

The game pauses because behind that new cutscene is the Options menu. 😝

The mouse cursor disappears when the next cutscene after that second one is played - when the camera switches to a new position. This tells me that the cutscene receives (is in control of) the game’s inputs.

This only happens on the cutscene immediately after entering the new sector.

The autopilot cutscene is actually multiple cutscenes played after each other.

Edit: I can add an option to delay the cutscene played in entering a new sector for 10 seconds. That should give the game enough time for menu use.

:D :D that's a great quirk! It shows how much thinking it takes to create a mod.
I thought of another one nice story, when Bethesda used to reboot Xbox without user notice during Morrowind playing, to recover some memory :)
https://kotaku.com/morrowind-completely ... 1845158550

Maybe improved asset loading that should come with 4.1 will also help in this scenario (faster recovery after changing sector).
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Re: [mods] kuertee's (gameplay, QOL, UI): 25 Jul: Updates: Alts to death, Auto-cam, Crimes, Mod-parts trader, etc.

Post by kuertee » Sun, 25. Jul 21, 06:52

Alternatives to death (https://www.nexusmods.com/x4foundations/mods/551) v2.0.9, 25 Jul 2021:
Spoiler
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-New feature: When you avert destruction, by flying evasively, you get a shield boost to help you escape. This shield boost has a cool-down timer of 10 minutes.
-New feature: Dead is dead. Optional feature. With this feature enabled, after you respawn after death with the death alternative, the game will detect if you load a different game to cheat the death alternative outcome. When this cheat is detected, the new game will load but you will spawn with another death alternative.
-Bug-fix: The ship would be invulnerable after the countdown to destruction - preventing other countdowns and preventing the impound feature of Crime has consequences from working.
-Bug-fix: The base-game's auto-eject feature is disabled with this mod - regardless of whether it is enabled in the game's settings. It disrupts this mod's countdown to destruction feature. For this override to not "stick" to all your games (i.e. in case you uninstall the mod in the future), save the game from the Options Menu. When opening the Options Menu, this override is removed - preventing it from being saved in your game. Auto-save and quick-save unfortunately saves it in your game - locking it in to your game even after this mod is uninstalled.
Auto-camera (https://www.nexusmods.com/x4foundations/mods/734) v1.0.2, 25 Jul 2021:
Spoiler
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-New feature: Fly-by camera. Incoming missile camera.
-New feature: Optionally disengage auto-pilot earlier. This feature disengages the auto-pilot earlier depending on your destination. E.g. this helps when your auto-pilot target is a ship trapped in a mine field. Enable this in the mod's Extensions Options.
-New feature: Optional visual auto-pilot cutscene special effects (sfx): (1) venting engine or (2) multi-coloured star streaks. These sfx can be shown continuously or intermittently. Set these in the mod's Extensions Options.
-New feature: Optional camera when departing a station.
-New feature: Optional camera when attacked.
-Tweaks: Better cutscene camera angles.
Crime has consequences (https://www.nexusmods.com/x4foundations/mods/566) v2.1.0, 25 Jul 2021:
Spoiler
Show
-Bug-fix: The base-game's auto-eject feature is disabled with this mod - regardless of whether it is enabled in the game's settings. It disrupts this mod's mod's impound ship feature. For this override to not "stick" to all your games (i.e. in case you uninstall the mod in the future), save the game from the Options Menu. When opening the Options Menu, this override is removed - preventing it from being saved in your game. Auto-save and quick-save unfortunately saves it in your game - locking it in to your game even after this mod is uninstalled.
-Bug-fix: Several compatibility problems with my other mod, Alternatives to death, were fixed.
Modification parts trader (https://www.nexusmods.com/x4foundations/mods/721) v1.0.5, 25 Jul 2021:
Spoiler
Show
-Bug-fix: Trading with player's employees is disabled.
NPC reactions (https://www.nexusmods.com/x4foundations/mods/497) v2.2.1, 25 Jul 2021:
Spoiler
Show
-New feature: Accepting a request for back-up now creates an actual mission. Your reward is based on how many enemies you destroy. This reward is additional to the general bounty given to you by the sector's faction authority. Previously, accepting a request for back-up only added a Guidance Mission to the ship.
-Tweak: Manager's bank loans are only available if your relationship with the faction is 10 or more.
Reputations and professions (https://www.nexusmods.com/x4foundations/mods/636) v1.2.1, 25 Jul 2021:
Spoiler
Show
-Tweak: Mission rewards - particularly rescuing ships from mine fields. E.g. Rescue mission rewards are lessened in this feature.
-Bug-fix: Some missions were terminating (with no error or outcome) after you accept them.
-New festure: Added "bonusRewardMultiplier" to user-tweaked mission rewards. Read the "User tweaks to mission cash rewards" section below.
Surface element targeting (https://www.nexusmods.com/x4foundations/mods/710) v1.0.9, 25 Jul 2021:
Spoiler
Show
-Bug-fix: The mod's mission, after using the "Find All" interaction, was sometimes identifying itself as the last mission active - which prevented the "reactivate last mission active" feature from working properly.
UI: Reset mouse (https://www.nexusmods.com/x4foundations/mods/542) v2.0.5, 25 Jul 2021:
Spoiler
Show
-New feature: Mouse steering is disabled when the Interact Menu or the Conversation Menu is opened.
Waypoint fields for deployments (https://www.nexusmods.com/x4foundations/mods/585) v2.0.7, 25 Jul 2021:
Spoiler
Show
-New option: Auto-restock. Enabled by default. Disable it in the mod's Extension Options.
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): 25 Jul: Updates: Alts to death, Auto-cam, Crimes, Mod-parts trader, etc.

Post by Mycu » Sun, 25. Jul 21, 11:00

kuertee wrote:
Sun, 25. Jul 21, 06:52
Auto-camera (https://www.nexusmods.com/x4foundations/mods/734) v1.0.2, 25 Jul 2021:
Spoiler
Show
-New feature: Fly-by camera. Incoming missile camera.
-New feature: Optionally disengage auto-pilot earlier. This feature disengages the auto-pilot earlier depending on your destination. E.g. this helps when your auto-pilot target is a ship trapped in a mine field. Enable this in the mod's Extensions Options.
-New feature: Optional visual auto-pilot cutscene special effects (sfx): (1) venting engine or (2) multi-coloured star streaks. These sfx can be shown continuously or intermittently. Set these in the mod's Extensions Options.
-New feature: Optional camera when departing a station.
-New feature: Optional camera when attacked.
-Tweaks: Better cutscene camera angles.
NPC reactions (https://www.nexusmods.com/x4foundations/mods/497) v2.2.1, 25 Jul 2021:
Spoiler
Show
-New feature: Accepting a request for back-up now creates an actual mission. Your reward is based on how many enemies you destroy. This reward is additional to the general bounty given to you by the sector's faction authority. Previously, accepting a request for back-up only added a Guidance Mission to the ship.
-Tweak: Manager's bank loans are only available if your relationship with the faction is 10 or more.
Reputations and professions (https://www.nexusmods.com/x4foundations/mods/636) v1.2.1, 25 Jul 2021:
Spoiler
Show
-Tweak: Mission rewards - particularly rescuing ships from mine fields. E.g. Rescue mission rewards are lessened in this feature.
-New festure: Added "bonusRewardMultiplier" to user-tweaked mission rewards. Read the "User tweaks to mission cash rewards" section below.
UI: Reset mouse (https://www.nexusmods.com/x4foundations/mods/542) v2.0.5, 25 Jul 2021:
Spoiler
Show
-New feature: Mouse steering is disabled when the Interact Menu or the Conversation Menu is opened.
Waypoint fields for deployments (https://www.nexusmods.com/x4foundations/mods/585) v2.0.7, 25 Jul 2021:
Spoiler
Show
-New option: Auto-restock. Enabled by default. Disable it in the mod's Extension Options.

Despite of bug-fixes, Some very cool new features spotted. Can't wait to try them out.
I am especially pleased to see autocam enhancements and better back-up requests for NPC reactions. This should greatly encourage me to help NPC pilots having trouble.
"Unfortunately" in the middle of a baltic vacation now. So I'm starting to count down the days until the end of the holiday ;)

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

kuertee
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Re: [mods] kuertee's (gameplay, QOL, UI): 25 Jul: Updates: Alts to death, Auto-cam, Crimes, Mod-parts trader, etc.

Post by kuertee » Sun, 25. Jul 21, 19:54

Mycu wrote:
Sun, 25. Jul 21, 11:00
...
I am especially pleased to see autocam enhancements and better back-up requests for NPC reactions. This should greatly encourage me to help NPC pilots having trouble.
"Unfortunately" in the middle of a baltic vacation now. So I'm starting to count down the days until the end of the holiday ;)
...
i keep thinking of new things for auto-cam. :D I'm thinking of adding an Interact command that the player can use to watch another ship (and a 2ndary target). this will keep the player's ship safe for combat video captures, for example.

but i'm making headway on my galactic council mod as well - albeit slowly.

sydney's all lockdown for a few more weeks. we had a good run of luck for a very long time. that run is now over. :(
enjoy the northern summer!
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): 25 Jul: Updates: Alts to death, Auto-cam, Crimes, Mod-parts trader, etc.

Post by Mycu » Tue, 27. Jul 21, 08:50

kuertee wrote:
Sun, 25. Jul 21, 19:54
but i'm making headway on my galactic council mod as well - albeit slowly.
Great to see it accelerating. I need to get back to this.

kuertee wrote:
Sun, 25. Jul 21, 06:52
Reputations and professions (https://www.nexusmods.com/x4foundations/mods/636) v1.2.1, 25 Jul 2021:
-Tweak: Mission rewards - particularly rescuing ships from mine fields. E.g. Rescue mission rewards are lessened in this feature.

I'm glad that the rewards for rescuing ships from minefields have been reduced - with a high level of trust with a particular faction (and mission reward bonuses plus ones for a fast completion), it was quite easy to get missions all the time for which the total gave more than 1.5 million Cr.


Some idea - it would be nice if default guild mission number is strongly reduced and guilds (by their representatives) would give an opportunity to buy one of few subscription levels giving access to different number of missions, where payment would be cyclic (for example charged once per hour).
Each of the subscriptions for the appropriate price would give access to a greater number of missions (e.g. 2, 5, 7, 10).
Thanks to that, player to increase chances for access to missions from trusted factions (and in the end more lucrative thanks to additional bonuses) would have to invest in higher "subscription" level.

Or another possiblity with an expiring subscriptions - payment would be one-time, but for example subscription for access to chosen number of missions would last e.g. only 2 hours.
After expiration, player would see "standard" 2-3 missions with a possibility to buy a new subscription.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

Mycu
Posts: 408
Joined: Fri, 28. Sep 12, 08:30
x4

Re: [mods] kuertee's (gameplay, QOL, UI): 25 Jul: Updates: Alts to death, Auto-cam, Crimes, Mod-parts trader, etc.

Post by Mycu » Tue, 27. Jul 21, 11:37

Few words of explanation to previous post - the idea of subscriptions came from the issue of practically unlimited access to lucrative missions after joining a guild.
Last time I played - on version 1.20 -I could almost constantly do missions of a given type for a specific faction, because among 10 permanently available there are always 1-2 for a particular faction.
In my case, after subscribing to Saboteurs Treaty I could do rescue missions for ARG and thanks to all bonuses I could earn 1.5 - 2 mln Cr for each one.

Subscriptions could minimize this problem, because if I wanted to have more missions available I would have to pay a correspondingly higher cost. At the same time, it wouldn't be worth it to maintain subscriptions without performing missions for a given guild.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

kuertee
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Posts: 789
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Re: [mods] kuertee's (gameplay, QOL, UI): 25 Jul: Updates: Alts to death, Auto-cam, Crimes, Mod-parts trader, etc.

Post by kuertee » Wed, 28. Jul 21, 11:54

yup, you're right.

i've now coded it so that joining the guild will only allow you 3 missions.
then you'll need to get/renew premium access every 3 hours.
(i've always played the game like 1 hour = 1 earth day. activities performed over that 1 hr feels like it's enough to fill up a day.)
silver access: 6 missions.
gold access: 10 missions.

renewal after 3 hours required due to the Guild Network's security protocols.
this means that the player needs to regularly visit the guild.

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

Mycu
Posts: 408
Joined: Fri, 28. Sep 12, 08:30
x4

Re: [mods] kuertee's (gameplay, QOL, UI): 25 Jul: Updates: Alts to death, Auto-cam, Crimes, Mod-parts trader, etc.

Post by Mycu » Wed, 28. Jul 21, 17:54

kuertee wrote:
Wed, 28. Jul 21, 11:54
i've now coded it(...)
I have to check if today isn't my birthday...
Beta 5 just introduced an option to remember the map position and now this. Sounds great.

Thanks a lot!
X3 AP 3.1 + XRM
X3 AP 3.1 + LU

cbtendo
Posts: 12
Joined: Fri, 1. Jun 12, 15:20
x4

Re: [mods] kuertee's (gameplay, QOL, UI): 25 Jul: Updates: Alts to death, Auto-cam, Crimes, Mod-parts trader, etc.

Post by cbtendo » Fri, 30. Jul 21, 08:04

Hi kuertee,
I want to ask, does the profession count only count the direct action made by player? as compared to the action of player faction (other player owned ship/captain)?
because it seems I cant increase my mining/trading profession even though I already have ~10 trader & ~ 10 miner doing autotrade/automine. my profession is stuck with spy at ~65% because I frequently dropped resource survey probe, survey probe. and hostile detection satellite (from sector satellite mod)

kuertee
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EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
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Re: [mods] kuertee's (gameplay, QOL, UI): 25 Jul: Updates: Alts to death, Auto-cam, Crimes, Mod-parts trader, etc.

Post by kuertee » Fri, 30. Jul 21, 11:34

cbtendo wrote:
Fri, 30. Jul 21, 08:04
Hi kuertee,
I want to ask, does the profession count only count the direct action made by player? as compared to the action of player faction (other player owned ship/captain)?
because it seems I cant increase my mining/trading profession even though I already have ~10 trader & ~ 10 miner doing autotrade/automine. my profession is stuck with spy at ~65% because I frequently dropped resource survey probe, survey probe. and hostile detection satellite (from sector satellite mod)
yeah, only player actions count to your profession scores.
the only exceptions are mission completions.
completing missions with your AI pilots (mining, trading, deployments (e.g. the AI pilots deploying satellites, mines, etc. in my Waypoint Fields for Deployment mod) will count to your profession scores.
i'll recheck the read-me and add it if it doesn't have it.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.

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