[MOD] AutoTrader with Options ver. 0.8 Jan. 20, 2023

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alexalsp
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by alexalsp »

euclid wrote: Mon, 10. Dec 18, 16:34 Hi alex :-)

That is very odd. I'm running the same version and never saw anything like that. Are you sure none of your "other" mods could cause that?

Cheers Euclid
There are no other mods of this type.

But I will check again without mods. Perhaps this mod affects -

https://www.nexusmods.com/x4foundations/mods/73

But not sure. Check without him.

:wink:
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These mods are not related to trade. This makes only some corrections to the files wares, macro, parametr no more.
captainradish
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by captainradish »

alexalsp wrote: Mon, 10. Dec 18, 16:20 Very strange behavior))
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{Topic split from Player Jump and merged. E.}
That looks an awful lot like a buffer overflow to me.
C04L
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by C04L »

pfft Nexusmods...

This mod is pretty good! thanks!
Last edited by C04L on Mon, 10. Dec 18, 18:07, edited 1 time in total.
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Kadatherion
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by Kadatherion »

euclid wrote: Mon, 10. Dec 18, 16:43If I did not miss any suggestion then all of these should be made optional:
  • 1# Player stations only
  • 2# Exclude Player stations
  • 3# No jump drive
  • 4# No knowledge of the galaxy
Let me know if I missed something ;-)

Cheers Euclid
For number 4 what would feel most comfortable to me would be this: the trader does not have "magical" knowledge of the galaxy, so it takes into account only stations that have been discovered, but it also doesn't need real time radar coverage of those stations to pull prices. Just having a satellite in the sector would be enough to pull all prices from there.

This would have some advantages: on one hand, you don't need to place several satellites in every sector to pull all the prices (which gets very tedious after a while), but on the other hand, by choosing where to place a single, lone satellite, you can pretty much also limit where you want the trader to go. A quick - although maybe a bit crude - way to "blacklist" sectors (that, for instance, may be too dangerous, which is something that doesn't happen now, but it's hopefully going to when the wars get fixed; it could also be a way to "starve" a faction, IE: I'm not yet at war with the HOP, but I don't want to support their economy with my traders, so I don't put satellites in their territory and my traders won't be trading with them). Pretty much like UTs worked in Litcube's Universe back in X3AP, trading only in sectors with player assets.

Clearly, a full sector blacklist feature would be more customizable and would give the player more freedom (in the example above, my idea would forbid me from using satellites to monitor the military movements of the HOP), but from my understanding that would need some UI changes that we currently can't mod.
morbideth
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by morbideth »

euclid wrote: Mon, 10. Dec 18, 16:43
Kadatherion wrote: Mon, 10. Dec 18, 07:16 ............Just one question - although I yet don't know if I would actually need it, need to play with infrastructure a bit more and part of me still thinks back at X3 - would it be possible to have an option to actually *exclude* your stations from the possible destinations chosen by the trader? ...................
Everything is possible ;-)

If I did not miss any suggestion then all of these should be made optional:
  • 1# Player stations only
  • 2# Exclude Player stations
  • 3# No jump drive
  • 4# No knowledge of the galaxy
Let me know if I missed something ;-)

Cheers Euclid
No illegal goods would be a good option.
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euclid
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by euclid »

@Kadatherion: Yes, a blacklist would require UI modding and I'm not touching the UI ever again. Wasted too much time trying to code an XML/UI interface :-(

@morbideth: Will add that, thanks.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
XTC0R
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by XTC0R »

The AT is dope. I made so much money with only 2-3 M frighters. If you use more (20) it's not much more. I guess the war economy is still not on.

Additional to the other very good feature requests I would like to see my traders renamed in a logical way. Maybe even change the color of the font.

e.g. AT 1 ship skill lvl settings*

*Settings could be jump drive on off, galaxy or satellite info, blacklist activated, only own station etc.

--> AT 1 Demeter 50 1 0 0 1
Kadatherion
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by Kadatherion »

Hey Euclid, you should add the other language ids to the content.xml.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<content id="AuT" name="AutoTrader" description="A Fire-and-Forget Trader or Miner" author="Euclid" version="0.1" date="2018-10-12" save="0" enabled="1">
  <text language="7" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="33" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="34" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="39" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="44" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="49" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="86" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="88" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
 </content>
Otherwise, as it happens for all mods, the game crashes/freezes on load for those who don't have the game installed on english Steam (not sure if the same happens to GoG users). This is from the root game dir. If you install mods withouth the dummy language ids under /documents, the game loads, but it's also been reported that while the game interface recognizes the mods as active, they often won't work / don't work as intended.

On the Nexus, on the sector satellites mod first but on other ones too, it also seems to have been confirmed that new gamecontent (not the case of this mod, but I've seen they reported something like this for your jump/anomaly mod) indeed needs to be placed into .cat files, as loose files will cause the game to crash on load for Win7 users. That's a behaviour that isn't as confirmed as the language ids one, so it might not be 100% sure yet, but as a Win7 user myself I can testify it indeed seems to work like that for me.
XTC0R
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by XTC0R »

Kadatherion wrote: Mon, 10. Dec 18, 19:15 Hey Euclid, you should add the other language ids to the content.xml.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<content id="AuT" name="AutoTrader" description="A Fire-and-Forget Trader or Miner" author="Euclid" version="0.1" date="2018-10-12" save="0" enabled="1">
  <text language="7" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="33" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="34" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="39" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="44" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="49" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="86" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
  <text language="88" name="AutoTrader" description="The Universe Trader is back with a Vengeance" author="Euclid" />
 </content>
Otherwise, as it happens for all mods, the game crashes/freezes on load for those who don't have the game installed on english Steam (not sure if the same happens to GoG users). This is from the root game dir. If you install mods withouth the dummy language ids under /documents, the game loads, but it's also been reported that while the game interface recognizes the mods as active, they often won't work / don't work as intended.

On the Nexus, on the sector satellites mod first but on other ones too, it also seems to have been confirmed that new gamecontent (not the case of this mod, but I've seen they reported something like this for your jump/anomaly mod) indeed needs to be placed into .cat files, as loose files will cause the game to crash on load for Win7 users. That's a behaviour that isn't as confirmed as the language ids one, so it might not be 100% sure yet, but as a Win7 user myself I can testify it indeed seems to work like that for me.
I have X4 on steam and german language. All mods installed in the steam X4 root folder. I never faced that issue with any mod. Have currently 14 installed.
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by Kadatherion »

XTC0R wrote: Mon, 10. Dec 18, 19:37 I have X4 on steam and german language. All mods installed in the steam X4 root folder. I never faced that issue with any mod. Have currently 14 installed.
Well, it's happening and being reported all over the place here and on the Nexus for a lot of people, for several days now. Might not be affecting *every* language, or your mods might all have full content.xmls (most already do, but if you do have this one, then that can't be the case; note: euclid's anomaly generator mod does already have the German language text id). It sure is happening to me as well, and I indeed - for this mod like for quite a few other ones - have to add those dummy ids or the game won't start, ever (it stays at ~50mb ram consumption, never firing up). In my case the game is installed on an italian account/OS even though my Steam language is set to english.
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alexalsp
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by alexalsp »

I think that if I have 1,000,000,000,000, the balance starts to jump plus / minus thousands of credits and sometimes displays a negative balance.

With such a balance without a mod, everything is fine. You can add 1 000 000 000 000 000 Cr, too, there are no problems. Check out the mod with that balance.
xtra
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by xtra »

I have the german X4 on Steam too. When there are no language entries in t files, i have only the "Read Text" issue, but no crash or freeze.
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XTC0R
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by XTC0R »

Kadatherion wrote: Mon, 10. Dec 18, 19:43
XTC0R wrote: Mon, 10. Dec 18, 19:37 I have X4 on steam and german language. All mods installed in the steam X4 root folder. I never faced that issue with any mod. Have currently 14 installed.
Well, it's happening and being reported all over the place here and on the Nexus for a lot of people, for several days now. Might not be affecting *every* language, or your mods might all have full content.xmls (most already do, but if you do have this one, then that can't be the case; note: euclid's anomaly generator mod does already have the German language text id). It sure is happening to me as well, and I indeed - for this mod like for quite a few other ones - have to add those dummy ids or the game won't start, ever (it stays at ~50mb ram consumption, never firing up). In my case the game is installed on an italian account/OS even though my Steam language is set to english.
We are getting offtopic now. Just wanted to mention I have this mod installed and played 5h today with it.
But yes, I heard about this issue and this fix. But I guess it's not the root cause.
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Baconnaise
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by Baconnaise »

Kadatherion wrote: Mon, 10. Dec 18, 19:15 Otherwise, as it happens for all mods, the game crashes/freezes on load for those who don't have the game installed on english Steam (not sure if the same happens to GoG users). This is from the root game dir. If you install mods withouth the dummy language ids under /documents, the game loads, but it's also been reported that while the game interface recognizes the mods as active, they often won't work / don't work as intended.

On the Nexus, on the sector satellites mod first but on other ones too, it also seems to have been confirmed that new gamecontent (not the case of this mod, but I've seen they reported something like this for your jump/anomaly mod) indeed needs to be placed into .cat files, as loose files will cause the game to crash on load for Win7 users. That's a behaviour that isn't as confirmed as the language ids one, so it might not be 100% sure yet, but as a Win7 user myself I can testify it indeed seems to work like that for me.
My GoG install is on one of the extra SSD's I have installed. All mods are in root>extensions folder. Zero problems with mods that do or don't have the languages. Win10 LTSB. The game runs like butta.

BTW. Do you stick with Win7 for various privacy reasons? I tried to use Win7 and ignored Win8 and Win10 for a time. I ended up going with Manjaro and running GPU passthrough. This way I could play games with Win10 in VM. It's not that bad. Hope you can stick with Win7. Win10 is so bloaty and full of bad UI design. I couldn't do it as I need the games.
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by Kadatherion »

XTC0R wrote: Mon, 10. Dec 18, 19:52
Kadatherion wrote: Mon, 10. Dec 18, 19:43
XTC0R wrote: Mon, 10. Dec 18, 19:37 I have X4 on steam and german language. All mods installed in the steam X4 root folder. I never faced that issue with any mod. Have currently 14 installed.
Well, it's happening and being reported all over the place here and on the Nexus for a lot of people, for several days now. Might not be affecting *every* language, or your mods might all have full content.xmls (most already do, but if you do have this one, then that can't be the case; note: euclid's anomaly generator mod does already have the German language text id). It sure is happening to me as well, and I indeed - for this mod like for quite a few other ones - have to add those dummy ids or the game won't start, ever (it stays at ~50mb ram consumption, never firing up). In my case the game is installed on an italian account/OS even though my Steam language is set to english.
We are getting offtopic now. Just wanted to mention I have this mod installed and played 5h today with it.
But yes, I heard about this issue and this fix. But I guess it's not the root cause.
How is it off topic? This mod doesn't work for me - and likely for many other people - if the language ids aren't specified in the startup content.xml file. It's a 10 seconds fix. Can't be more on topic than that.

By the looks of it (and dozens of reports I've read on the Nexus) it seems to consistently happen only to non-english users, and the fact the missing lines to add are the language ids indeed does reinforce the theory (the fact, from your report, this might not be affecting German players is an interesting coincidence, considering Egosoft is German, who knows if it's related though). Maybe that too is also related to the OS as the .cat thing has been reported to be and nobody made the correlation yet. But in the end it doesn't change much, mods need to have a full content.xml otherwise they won't work for a relevant chunk of the playerbase, whichever the reason might be. Your reply seemed to imply "it works for me, so it's false you need to fix that", and I simply expanded upon that.
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by StormMagi »

Sweet!, looking forward to old X3 style trading again :D
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Kadatherion
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by Kadatherion »

Baconnaise wrote: Mon, 10. Dec 18, 19:56 BTW. Do you stick with Win7 for various privacy reasons? I tried to use Win7 and ignored Win8 and Win10 for a time. I ended up going with Manjaro and running GPU passthrough. This way I could play games with Win10 in VM. It's not that bad. Hope you can stick with Win7. Win10 is so bloaty and full of bad UI design. I couldn't do it as I need the games.
Nah, I simply don't like how newer MS OS work/look. Well, 8 was crap and 10 is arguably way better, but even those privacy reasons aside, it's one hell of a resource hog for pretty pointless background tasks. And I wouldn't mind its UI too much, if - as you said - it wasn't bloated with tons of crap that looks like you were using some free but banner infested mobile app, I have it on my laptop and if I wasn't using that only for work I would have gone back to Win7 on that one too. I've also yet to encounter a game that *requires* Win10 that I want to play, so /shrug.

Note that there still are more Win7 users than Win10 ones (I believe the latest numbers were something like 45% vs 43% of Microsoft users), and Win7 is going to be abandoned in just little more than 1 year. That's going to be quite the earthquake at this rate. But now *this* really is OT so let's leave it at that :P
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alexalsp
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by alexalsp »

If monet not 1 000 000 000 000 000

all god https://imgur.com/a/Td6WVYa

bat if i hav more 1 000 000 000 000 000

no good https://imgur.com/a/YPe1l7I
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euclid
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by euclid »

Thanks all for the feedback :-)

The language is set as it is because the script uses only custom English text in contrast to the Player Jump mod which uses a reference to the text/voiceDB and will work in any language. The language entries in the content.xml should not have any effect on the use.

The limitation of the natural number representation is a general one. But hey, who really needs a quadrillion Credits? :p Anyway, I'll look into this but cannot promise any quick fix.

Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
Kadatherion
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Re: [MOD] AutoTrader ver. 0.1 Dec 10, 2018

Post by Kadatherion »

euclid wrote: Mon, 10. Dec 18, 21:03 The language is set as it is because the script uses only custom English text in contrast to the Player Jump mod which uses a reference to the text/voiceDB and will work in any language. The language entries in the content.xml should not have any effect on the use.
But it does, Euclid: the game doesn't even start for me without those dummy ids in the content.xml. Starts fine with them, and then the mod works as intended. Looks like the game wants them specified for being able to read the mod title/author to show on your extensions menu, if it doesn't find the ones it thinks it has to find for your installation then it hangs, it doesn't launch AT ALL.

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