[MOD] Better Kill Credit 1.2

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

DoomedSpaceSeal
Posts: 2
Joined: Sun, 7. Jun 20, 21:50

Re: [MOD] Better Kill Credit 1.2

Post by DoomedSpaceSeal » Sun, 7. Jun 20, 21:53

Hey there,

is there a way to customize the Rewards you are getting.

M 10000credits and L 200000 Credits etc.
Is that configurable?

Mysterial
Posts: 532
Joined: Wed, 6. Nov 02, 21:31
x4

Re: [MOD] Better Kill Credit 1.2

Post by Mysterial » Sun, 7. Jun 20, 23:41

No. It's easy to mod the general values but I don't intend to do that with this one.

DoomedSpaceSeal
Posts: 2
Joined: Sun, 7. Jun 20, 21:50

Re: [MOD] Better Kill Credit 1.2

Post by DoomedSpaceSeal » Mon, 8. Jun 20, 20:03

Okay was just wondering if that is possible.

Thanks for the fast reply

DeadAirRT
Posts: 516
Joined: Fri, 25. Jan 19, 04:26
x4

Re: [MOD] Better Kill Credit 1.2

Post by DeadAirRT » Mon, 8. Jun 20, 20:11

DoomedSpaceSeal wrote:
Mon, 8. Jun 20, 20:03
Okay was just wondering if that is possible.

Thanks for the fast reply
It's a diff of defaults.xml

User avatar
Reisser
Posts: 662
Joined: Mon, 28. Feb 05, 16:39
x4

Re: [MOD] Better Kill Credit 1.2

Post by Reisser » Fri, 2. Oct 20, 20:05

I've got Better Kill Credit up and running from the start and it worked just fine too.

At some point I then played around with Ventures (the mod) - then the "Extended Conversation Menu" said goodbye. Then everything out and back in - and both went again.

Unfortunately there have been problems with "Better Kill Credit" since then (I can't say whether that is directly related). In itself the script works great - only: I get an announcement every time by video in which everyone thanks for my help. Since I have fleets at all xenon entry gates, this happens about every 10 seconds. :o

So "Better Kill Credit" thrown out - saved - without started - saved - put back in - saved - and ... the messages still come.

Why is it that I now always get these messages? It was also possible before. And other mods that suppress messages, I still have "Silence" running (no tones for incoming messages) - but that has always worked well with "Better Kill Kredits".

My nerves are already bare. I would not like to forego the income from my fleets - but the video messages are very annoying in the long run. :cry:

Gramston
Posts: 4
Joined: Mon, 2. Mar 20, 21:48
x4

Re: [MOD] Better Kill Credit 1.2

Post by Gramston » Sat, 17. Oct 20, 22:25

No solution yet for annoying video messages? Video messages arrive constantly even when out of the sector and freeze the game constantly ... It is a shame that this mod has to be uninstalled because the author does not answer (is silent) to this question so repeatedly claimed ...

Gramston
Posts: 4
Joined: Mon, 2. Mar 20, 21:48
x4

Re: [MOD] Better Kill Credit 1.2

Post by Gramston » Wed, 11. Nov 20, 03:53

Possible solution for annoying video messages:
Copy into file ... Notifications.xml
... the next string ...

<!-- Remove thanks messages for station defence -->
<remove sel="//cue[@name='IllegalActivityRewardConv']/actions/do_else/add_npc_line"></remove>

Extracted from mod ...
No Ranks Thanks or Tannoys
Created by z1p
https://www.nexusmods.com/x4foundations ... escription

z1ppeh
Posts: 235
Joined: Sat, 8. May 04, 21:19
x4

Re: [MOD] Better Kill Credit 1.2

Post by z1ppeh » Wed, 18. Nov 20, 04:27

Gramston wrote:
Wed, 11. Nov 20, 03:53
Possible solution for annoying video messages:
Copy into file ... Notifications.xml
... the next string ...

<!-- Remove thanks messages for station defence -->
<remove sel="//cue[@name='IllegalActivityRewardConv']/actions/do_else/add_npc_line"></remove>

Extracted from mod ...
No Ranks Thanks or Tannoys
Created by z1p
https://www.nexusmods.com/x4foundations ... escription
DeadAirRT wrote:
Mon, 8. Jun 20, 20:11
Why is it that I now always get these messages? It was also possible before. And other mods that suppress messages, I still have "Silence" running (no tones for incoming messages) - but that has always worked well with "Better Kill Kredits".
Hi All,

Without rewriting a fair chunk of the notifications.xml there is no way to ignore the comm itself that the player gets for station defence(now opened up from this mod to include EVERY ship that provides station defence across your galaxy). You can however make it an instant closed comm if you remove the lines (as Gramston has stated from my little mod). The annoying part is that a comm must take place for the start/end_convo stuff to kick in...

Once 4.0 is out the way I will rewrite it so the comm doesn't even need to take place (the new BBS system should be enough for that rather than an annoying comm)

Post Reply

Return to “X4: Foundations - Scripts and Modding”