UI Extensions and HUD and sirnukes mod support api

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franklin1k
Posts: 10
Joined: Sat, 11. May 13, 07:16
x3ap

UI Extensions and HUD and sirnukes mod support api

Post by franklin1k » Tue, 26. Oct 21, 06:52

I an looking to add kuertee_trade_analytics to my x4 game. the dependency mods UI Extensions and HUD and sirnukes mod support api installation confuses me.
how do I install?
do I start them before the game?
Any help would be thanked

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: UI Extensions and HUD and sirnukes mod support api

Post by kuertee » Tue, 26. Oct 21, 09:10

nah, just add them to the extensions folder.

when all are installed, you should see this folder structure:

Code: Select all

x4 foundations
    |- extensions
        |- kuertee_ui_trade_analytics
        |- sn_mod_support_apis
        |- kuertee_ui_extensions
the game will load verify them.
on the game's main menu, you'll see an Extensions button.
Click on that, and you should see them listed.
when you start a new game or load a save game, you'll see the trade analytics below the graph in the transactions screen.

note: i have an update for trade analytics.
the current released version works fine. the update tweaks some of the calculations and fixed some bugs. but the current version should suffice for now.
i'm just a bit busy and don't have time to upload the update.
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.

franklin1k
Posts: 10
Joined: Sat, 11. May 13, 07:16
x3ap

Re: UI Extensions and HUD and sirnukes mod support api

Post by franklin1k » Tue, 26. Oct 21, 13:39

thanks, readme confused me with the "registering callback" and such.
Looking forward to trying out your work. Fantastic game made better by mods.

kuertee
EGOSOFT
EGOSOFT
Posts: 789
Joined: Sun, 14. Dec 03, 13:05
x4

Re: UI Extensions and HUD and sirnukes mod support api

Post by kuertee » Tue, 26. Oct 21, 16:43

franklin1k wrote:
Tue, 26. Oct 21, 13:39
thanks, readme confused me with the "registering callback" and such.
Looking forward to trying out your work. Fantastic game made better by mods.
ahhh good point. i just re-checked the read-me. most of it is for mod-developers.

i should add a section for mod-users to clarify that all they need to do is install the mod.

then change the term "modders" in the read-me to "mod developers.
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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