Kinseth wrote: ↑Mon, 12. Sep 22, 22:08
As an Eve player, its nice to see it in this game. Would you mind letting me know what you consider the essential QOL mods?
Sure, sorry for the late response. I also don't want to spam too many semi-unrelated comments in this thread lol. For QoL mods, Kuertee has actually created many of the ones I've found essential and have used for quite awhile. Personally, I love the High Security Rooms are Locked mod. I never understood why every station left their security offices wide open and allowed you to just hack every station lol, at least now you have to do some work for it. You can also "buy" black markets from other black markets (within 1 sector hop away), this will give you the location of another black market which is extremely lucrative once you unlock a few shady guys. The other RPG mechanics introduced in their other mods allow for me to "RP" my character, such as being a bounty hunter or whatever profession I want. This isn't necessarily a QoL feature, but it does change core gameplay loops / mechanics and allows for me to try very different playstyles than I otherwise wouldn't do in vanilla. Locking combat / L-XL ships / production blueprints behind actually "proving" your allegiance to a faction helps curb the overall pace of the game and makes it slower to amass a lot of ships and stations, for the better (in my opinion). Plus, all of their mods are very configurable in-game, so you can change it to suit however your playstyle is which is very good.
Some other mods include "
Immediate Orders", which has solved many minor inconveniences I've had when commanding large amounts of ships, especially during Combat. You can tell a ship to "Dock Immediately", "Move to immediately", "Attack immediately", etc. and it'll force an order to the top of your order queues, which is very useful for telling a ship to "Move now" when in combat and they're slowly moving to a very bad position (ie. a small fighter moving towards a capital ship with no other ships assisting, or telling your entire fleet to "Attack this target immediately" for when a very dangerous XEN I shows up through the gate).
SirNukes has quite a few small QoL mods on Steam Workshop (and their Github page), you can pick which ones you might like.
Mycu on Nexus has a lot of QoL mods as well.
Better Piracy is pretty much a must have mod, as it'll make piracy and general "harassing" (a new feature from the mod with boarding/force bailing ships) a more fun thing to do (and there's a little computer voice that tells the enemy crew to abandon ship and overall harassing them over comms, which is a cool feature for me. Enemy crews also respond in kind to the computer voice, such as saying "No way!" when the computer tells them to bail. It's very immersive from a pirating perspective, it's also an indicator of the enemy morale as they'll start saying other lines when their morale falls very low and will actually begin bailing due to the computer's continuous harassment lol). This also takes away the ability to "fly by" board ships, which is a pretty cheesy way to board enemy capital ships with 0 reputation hits. Anytime you intentionally board / harass a ship, you take a relatively sizeable hit to reputation. I've had factions go from +10 to -10 with a single boarding operation, it seems to scale depending on what kind of ship you're harassing (you might get away with forcing S/M ships to bail, but anything larger will come with huge rep hits). Think of this mod more like a Pirate Overhaul than anything else, really. It's incredibly fun to harass enemies into giving you free stuff lol.
Event Driven News is a rather simple mod that essentially just announces various news that you might find interesting/important, such as a certain commodity crashing / gaining in overall value in a specific sector, "wanted" criminals in your current or surrounding sector (tells you the ship ID, ie. ABC-123) which tends to be an undercover SCA/BUC/YAK/whatever ship and makes it a little easter egg hunt to look for these ships. These are all printed into your logbook and you can search for it easily, such as searching "GNN" for news of sectors being liberated/falling to other factions and market commodity price increases or decreases in various sectors. Do note, if you are using EDN on a new game, after about 5 minutes or so it'll say that every faction HQ has been destroyed. This is just a bug and it didn't actually happen, it has to do with the way the galaxy "generates" all of the factions, as all factions will begin trading/building/doing whatever in the first couple of minutes of a new game. When installing on an older save, it won't print this bug into your logbook (stations already exist).
Sector Satellites adds a few extra consumables that you might find useful, such as the Interdiction Probe which forces all L/XL ships engines to stop within around 8km range of the probe. Useful for blockades on gates, but do note that this will cause negative reputation hits when you force factions to stop. This is more useful for Xenon gates, but it can be very useful if you want to pirate (Better Piracy also has a Corsair default order, which allows you to harass all ships in a specific area and automatically harass/force bail ships that come in contact with you, with negative reputation hits). Plus, you get new Resource Probes that will automatically pinpoint resource rich areas for you. Advanced Satellites will give you price updates for all stations in the sector, so you don't have to spam satellites everywhere to ensure you get the best prices, only 1 is truly needed. All settings are configurable in a single text file in the mod folder, although the default settings are good for most people. I personally disabled the "Find all stations" portion of Advanced Satellites, as I still like the exploration side of everything and it's cool to find stations located very far away from the sector center.
The above mention mods can be added at any time as well, so you can give them a try whenever and if you don't like them, they're very easy to uninstall and remove without any issues (Sector Satellites might require you to change a config file in the mod folder to enable "Uninstall Mode" to make sure that any new satellites, probes, etc are properly deleted next time you load the save).
There's many other small mods that you can find on Nexus and Workshop you might like. Could take awhile, but there's not a huge amount of mods on Nexus (around like ~700, compared to other games which might have like 1000s/10000s), so spend some time and look around. Just make sure that they're working on the latest patch. Not all mods need to be updated with every major X4 iteration. Better Piracy and Event Driven News haven't been updated for at least a year or two, but they still work great in the current 5.10 X4 patch.
kuertee wrote: ↑Thu, 15. Sep 22, 16:50
... -New feature: The recall subordinates feature of the generic move order defaults to false unless the destination is more than 2 gates away. Note that this is the Recall Subordinates order that is initiated automatically from the general move order. Ships will still recall subordinates at other times.
Quite literally the best change yet lol. I'll have to give it a try soon, this was one of the biggest annoyances I've had with carriers due to them forcing a recall even when moving only like 50km away to get out of the middle of a huge XEN swarm.