modified games and mods ( NOT FOR MODDING SECTION !! )

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

Halpog
Posts: 530
Joined: Sat, 13. Feb 21, 14:09
x4

modified games and mods ( NOT FOR MODDING SECTION !! )

Post by Halpog »

dear ego soft

why there is still no certification option for modders to let there mods be certified , so we can use them without the game gets modified ?

iam talking about mods that adds basic funktions to the game like
satelite dropper
warehouse and mules
explorer

in generell iam talking about quality of life mods the game realy desperatly needs
User avatar
euclid
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 13485
Joined: Sun, 15. Feb 04, 20:12
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by euclid »

Halpog wrote: Tue, 25. Jul 23, 23:27 ( NOT FOR MODDING SECTION !! )
Agreed ! Moved to main forum ;-)

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
Halpog
Posts: 530
Joined: Sat, 13. Feb 21, 14:09
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by Halpog »

euclid wrote: Wed, 26. Jul 23, 02:50
Halpog wrote: Tue, 25. Jul 23, 23:27 ( NOT FOR MODDING SECTION !! )
Agreed ! Moved to main forum ;-)

Cheers Euclid
hahahah thnx , but it was main forum already :P
dtpsprt
Posts: 2852
Joined: Wed, 6. Nov 02, 20:31
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by dtpsprt »

Halpog wrote: Tue, 25. Jul 23, 23:27 dear ego soft

why there is still no certification option for modders to let there mods be certified , so we can use them without the game gets modified ?

iam talking about mods that adds basic funktions to the game like
satelite dropper
warehouse and mules
explorer

in generell iam talking about quality of life mods the game realy desperatly needs
In general I agree with you. The problem IMHO lies in the "modular" structure of the game, I mean the DLCs. Egosoft is a small, comparative, company with a small roster of programmers, not to mention only one graphic designer.

Building the game modular allowed them to present it sooner but it is a double edged sword. Now a small team has to be "divided" into bug fixing and creation of the next DLC, making the workforce to do each half of when it started (or about that).

Until the game reaches it's full extend (if it ever will and not keep constantly expanding) and the bugs are fixed (not to mention the bugs introduced in the DLCs themselves), I doubt there will be anyone available to do the certification.
CBJ
EGOSOFT
EGOSOFT
Posts: 54159
Joined: Tue, 29. Apr 03, 00:56
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by CBJ »

We do still plan to sign some quality of life mods, but the process isn't trivial to set up and we still aren't in a position to do so yet. That said, most of the specific mods you have mentioned fall well outside the "quality of life" category, as they significantly effect gameplay. Such mods would be unlikely to be signed.
Halpog
Posts: 530
Joined: Sat, 13. Feb 21, 14:09
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by Halpog »

CBJ wrote: Wed, 26. Jul 23, 09:02 We do still plan to sign some quality of life mods, but the process isn't trivial to set up and we still aren't in a position to do so yet. That said, most of the specific mods you have mentioned fall well outside the "quality of life" category, as they significantly effect gameplay. Such mods would be unlikely to be signed.
how can a mod that adds basic functions like :
transport wares from a to b ....
or a mod that gives a ship a command to explore the universe fall out of quality of life and affect gameplay ?

as i can recall egosoft was forced to implement the "repead order command" to at least have a simple basic order in game after all

so i font know what ego soft calls "quality of life mods" ..
if u would have said it about ship mods or weapon mods ofc i would totaly agree with u ...

but basic functions ? forgive me but i cant accept that argument as a "out of quality" argument
Halpog
Posts: 530
Joined: Sat, 13. Feb 21, 14:09
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by Halpog »

dtpsprt wrote: Wed, 26. Jul 23, 08:51
Halpog wrote: Tue, 25. Jul 23, 23:27 dear ego soft

why there is still no certification option for modders to let there mods be certified , so we can use them without the game gets modified ?

iam talking about mods that adds basic funktions to the game like
satelite dropper
warehouse and mules
explorer

in generell iam talking about quality of life mods the game realy desperatly needs
In general I agree with you. The problem IMHO lies in the "modular" structure of the game, I mean the DLCs. Egosoft is a small, comparative, company with a small roster of programmers, not to mention only one graphic designer.

Building the game modular allowed them to present it sooner but it is a double edged sword. Now a small team has to be "divided" into bug fixing and creation of the next DLC, making the workforce to do each half of when it started (or about that).

Until the game reaches it's full extend (if it ever will and not keep constantly expanding) and the bugs are fixed (not to mention the bugs introduced in the DLCs themselves), I doubt there will be anyone available to do the certification.
a certification of mods could happen automaticly. when a mod keeps certain boundaries.
the modders could certify it self via a process at egosoft for example.
some other studios have this automatic prozess as well.

just as idea.
but as we can see it already isent even certain what ego soft calls quality of life mods....
a mod that adds basic functions like fly from a to b and deliver wares
or tell a miner to explicit only mine for ore or silicon. should be not mandatory, since such basic commands should be in game after all.
CBJ
EGOSOFT
EGOSOFT
Posts: 54159
Joined: Tue, 29. Apr 03, 00:56
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by CBJ »

The process most certainly CANNOT be automated or self-certified. Analysis of whether a mod is suitable for signing is a complex process and something that has to be done by someone who understands the implications of whatever changes the mod makes.
Raptor34
Posts: 3446
Joined: Sat, 12. Jun 10, 04:43
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by Raptor34 »

Do people really like ventures that much? I see no reason otherwise.
AlphaShark
Posts: 31
Joined: Sat, 22. Apr 23, 17:50
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by AlphaShark »

Halpog wrote: Wed, 26. Jul 23, 10:11
CBJ wrote: Wed, 26. Jul 23, 09:02 We do still plan to sign some quality of life mods, but the process isn't trivial to set up and we still aren't in a position to do so yet. That said, most of the specific mods you have mentioned fall well outside the "quality of life" category, as they significantly effect gameplay. Such mods would be unlikely to be signed.
how can a mod that adds basic functions like :
transport wares from a to b ....
or a mod that gives a ship a command to explore the universe fall out of quality of life and affect gameplay ?

as i can recall egosoft was forced to implement the "repead order command" to at least have a simple basic order in game after all

so i font know what ego soft calls "quality of life mods" ..
if u would have said it about ship mods or weapon mods ofc i would totaly agree with u ...

but basic functions ? forgive me but i cant accept that argument as a "out of quality" argument
I wouldn't really call mules and warehouses a mod with "basic" functions as it completely rewrites the trading script to apparently be more complex and sane then vanilla(I have not used it so just reading the mod page.) I don't see what the QOL of the mod would be in comparison to a trade station other then a min/max optimization for late game which I wouldn't really consider a QOL. Maybe for your 5th play through having things automated better but if you're on game 5 what's the point of sticking to vanilla unless to play a specific way.

As for sector explorer I agree this is way out of the QOL category as it is a way to very quickly train up high level pilots in my experience using it. After a few sectors you've got pilots now 3-4 star. Now I will say it is much, much faster then the original explorer command and after your 5th time exploring a sector it becomes meh and better to have it scripted. However I don't see what the rush is to have sectors immediately scanned faster then you would progress yourself unless doing a speed run to late game for some reason. The script is a more logical pattern for AI to explore in hexagon but I find it's way too gamebeaking of trade off in the sense of getting high star pilots quickly.

As for satellite dropper I go back to the previous 2 issues in the sense of "why?" Yes it can be a pain lining up ships perfectly for the drop to cover as many stations as possible with the limited satellites in early game. Late game though I find it more tedious getting rid of all the satellites other then gate vision in a few key sectors to reduce ships on screen for extra fps as you can just buy the trade subscriptions. Plus I find in watching let's play of people experiencing x4, a big part of their game play is creating a satellite network to start trade runs and during that they'll find lock boxes and data vaults progressing their game play in a more fun and engaging way. If it was automated they would probably miss the opportunities being new to the game.

I do agree with one thing in what could Egosoft consider quality of life mods when development gets to the point they could consider it.
Realspace
Posts: 1637
Joined: Wed, 15. Nov 06, 10:21
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by Realspace »

I do not care, the *modified is a medal I bring since X2 :mrgreen:
...but I'd like to see some mods as Reputation and Profession mod by Kuertee fully integrated in the game. It looks like something that was in the game but was stripped away before release, so much it makes sense and follows the concept of previous X iterations
Lord Dakier
Posts: 3258
Joined: Fri, 8. Dec 06, 13:45
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by Lord Dakier »

Subsystem Targeting Orders should already be in the game effectively. It's a little annoying that we still don't have target priorities for fleet or turret orders and cannot set custom ones.

The same can be said about apologise for attack. Saves can really spiral out of control due to a misshit and you could argue the game should have some level of diplomacy built in once you reach a certain size.
builder680
Posts: 1315
Joined: Mon, 14. Feb 11, 03:58
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by builder680 »

A satellite dropper that can cover a sector with 100% vision shouldn't even be considered QOL, it's basic. Having to do it every single game keeps me from starting new games more often.

Edit: Why I need 12 satellites to cover 200 km is another irritant.
Nanook
Moderator (English)
Moderator (English)
Posts: 28245
Joined: Thu, 15. May 03, 20:57
x4

Re: modified games and mods ( NOT FOR MODDING SECTION !! )

Post by Nanook »

builder680 wrote: Thu, 10. Aug 23, 03:40 A satellite dropper that can cover a sector with 100% vision shouldn't even be considered QOL, it's basic. Having to do it every single game keeps me from starting new games more often....
Sorry, but no, that's not "basic". In effect, it eliminates the explore part of the game. And since every game starts with a different placement of NPC stations, that idea is simply easy mode. If you want that, start a Creative Custom game and have all sectors covered with satellites from the start, which is an option.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

X4 is a journey, not a destination. Have fun on your travels.

Return to “X4: Foundations”