[MOD] Yet Another Trader v2.03c (updated 11th March '16)

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jmitchell001
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Post by jmitchell001 »

Very new to mods, subscribed to 5 mods including the Another Trader. The only one that seems to load is the NESA one even though in the extensions it says yes to all 5 mods. They are all located in the proper folder. Do I have to start a new Merchant game or one of the other selections or can I use them in a saved one? The mods I currently subscribed to are: Capt. & Defense, Faster Ships, NESA, Side Bar and Yet Another Trader. Thanks in advance for your help for this newbie.
wwdragon
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Post by wwdragon »

Mazuo wrote:Any idea why a YAT Rahanas (container/energy) placed in Omicron on either cluster or galaxy just sits searching for trades forever?

Have a bulk Gigurum making endless wheat runs at least, and that's pretty nice.
Dunno if it's related but if you are using the 2.5 beta 6 release, there is a bug where ai just stops moving ships entirely.
My Titurel assigned to the plot urv forge is on permanent 'searching for trades' too. :(
Editing posts since long before I remember.
Sparky Sparkycorp
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Post by Sparky Sparkycorp »

jmitchell001 wrote:Very new to mods, subscribed to 5 mods including the Another Trader. The only one that seems to load is the NESA one even though in the extensions it says yes to all 5 mods. They are all located in the proper folder. Do I have to start a new Merchant game or one of the other selections or can I use them in a saved one? The mods I currently subscribed to are: Capt. & Defense, Faster Ships, NESA, Side Bar and Yet Another Trader. Thanks in advance for your help for this newbie.
Hiya,

You don't need to use a specific start for this YAT mod. If it is installed, it should offer a menu withing the 2.5bRC6 beta (not sure about in v2.20 or before). [s]It sounds like the prerequisite Sidebar Extension mod mentioned on the OP hasn't installed. If you subscribe to that on Steam too, that may fix things for you.[/s]

Might be best to reconsider using the Captain & Defence Officer mod - it's probably the cause of bug whereby abandoned drones accumulate out-of-zone, leading to lag when you get to those sectors. NESA has largely been incorporated into the vanilla game so I don't use but if you want one of the remaining features, fair enough.

Regards,
Sparks


Edit: missread your post, missing the mention of the sidebar mod.
Edit 2: typo.
Last edited by Sparky Sparkycorp on Fri, 12. Sep 14, 09:31, edited 1 time in total.
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YorrickVander
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Post by YorrickVander »

jmitchell001 wrote:Very new to mods, subscribed to 5 mods including the Another Trader. The only one that seems to load is the NESA one even though in the extensions it says yes to all 5 mods. They are all located in the proper folder. Do I have to start a new Merchant game or one of the other selections or can I use them in a saved one? The mods I currently subscribed to are: Capt. & Defense, Faster Ships, NESA, Side Bar and Yet Another Trader. Thanks in advance for your help for this newbie.
NESA is one of the great mods for XR, so good that ES actually incorporated almost all of it into the main game, so you can safely uninstall it.

Cap + Def officer mod : breaks some key ai due to changes in the game since it was made. You can continue old save but you might still see some odd ai behaviour for a bit while scripts cycle to unmodded or timed tasks refresh.

Faster Ships is a nice mod, I haven't seen any issues my end.

Sidebar Extender is automatically installed with YAT as a prerequisite.

TL;DR The only reason to start a new game is to remove bad side-effects of broken ai mod CDOAI.

If you use sidebar UI YAT commands are listed under the trade menu (briefcase icon). In the YAT thread on this forum you will find instructions for use. Reading is good. If English is not your first language do pm me and I'll help with anything that's unclear.
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YorrickVander
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Post by YorrickVander »

Small update today to remove reliance on Sidebar Extender as it seems to be causing people difficulties.
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Mazuo
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Post by Mazuo »

Have a Gigurum and Lyramekron both trading fine with this, but have noticed even though the logbook confirms what the mod is setting their budget to, they will stay stuck at searching for trades until I manually give them some money.
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YorrickVander
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Post by YorrickVander »

Yeah budget is how much they will keep for purchasing before passing you the profits.
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Mazuo
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Post by Mazuo »

Ah, okay. It appeared to be the same functionality as the slider under the captain, my mistake. They do pass the proceeds over the cap back to my wallet quite nicely.
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YorrickVander
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Post by YorrickVander »

Next version will take you to the ship details after setting it up automatically, possibly straight to the slider. I'm planning a ui overhaul atm - the mod as it stands was planned out for the old radial menu only. Adding the detail monitor windows was an unexpected bonus from an afternoon spent tinkering. It's about time I redid it properly.
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g_BonE
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Post by g_BonE »

A few observasions running YAT on a couple of Lyraneas / Titurels for quite some time - at some point they start picking up silly stuff like food rations / energy cells in the tenthousands - which can only be sold in small amounts basically clogging the cargohold up. How is trading with that resolved ?
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YorrickVander
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Post by YorrickVander »

That ones tricky, it boils down to the (broken?) ware reservation system. The trader sees say 10k food trad for good profit, but the ai also see it. Then your trader, despite reserving the trade as indeed the ai does too, has to race for the actual sale. When your trader loses the race it then has to putter about clearing the holds. Sadly this is still an issue in current 2.50 beta - my last yat test bought 39 assault urvs, missed the sale and had to wait a few hours trading on the small change left over until a good price came up :(

TLDR - until egosoft fix or change this horrible mechanic we're screwed.
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Are ships with goods they want to sell unable to reserve the purchase order at the buying station?

I've not done much trading but had assumed that purchase orders would disappear as soon as we tell a ship to sell some goods to the station.
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YorrickVander
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Post by YorrickVander »

That appears to be the intention, and it seems to work ok for manual trading. YAT currently works with a custom version of the npc free trade ai but maybe with some free time to experiment (job not allowing this atm) I may be able to find what the difference is.
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Sparky Sparkycorp
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Post by Sparky Sparkycorp »

Ah, I guess the idea is to give the player additional time to beat ai free traders while they travel to the purchase order. If they had a thinking time and worked more like player ordering, I guess that could help.
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NZ-Wanderer
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Post by NZ-Wanderer »

You posted in the Capital Ship Bridge mod thread that:
YorrickVander wrote:This has definitely become one of the defacto, don't play without it mods for me.
I would like to say the same in this thread about YAT :) - it is great for giving me lots of pocket money to expand my empire.

This has definitely become one of the defacto, don't play without it mods for me.

:D
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth

NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
Endeavour79
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Post by Endeavour79 »

Did you have any time to fix the stuck menu error when trying to open the captains details? It's a bit annoying to always have to alt-tab out of the game.

Any way to avoid this error? I removed a CS from YAT (via YAT menu) but as soon as I have it trading in squad again (manually) the stuck menu is back..
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YorrickVander
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Post by YorrickVander »

The stuck captain menu has 2 causes, neither this mod. One is Galaxy Station Range (no longer on steam till fixed) and there seems to be a vanilla bug (see public beta forum).
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Inchronoth
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Post by Inchronoth »

thanks a lot for this mod,

it's perfect on v2.5.
StumblingDrunk
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Post by StumblingDrunk »

Just wanted to say thanks. This mod is the main reason I am back playing the game and enjoying it :)
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skalapunk
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Post by skalapunk »

Thanks for this great mod! Keep up the good work.

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