[mods] kuertee's (RPG, QOL, UI): 27 Oct 2024: 7.x updates

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kuertee
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[mods] kuertee's (RPG, QOL, UI): 27 Oct 2024: 7.x updates

Post by kuertee »

All mods, except for Waypoint Field For Deployments, have been updated to work with the 7.x version of the base game.

These mods are not endorsed by Egosoft and are not supported by them.
They are my own personal mods developed by me (and one or two other different players and modders as detailed in each mod's credits) over several years.
More details of updates are at the bottom of the thread AND in the 2nd post (below this one).

Notable updates since 7.x, 27 Oct 2024
KUDA AI tweaks https://www.nexusmods.com/x4foundations/mods/839:
DeadAir's updates. Bug-fixes to my custom attack behaviours (avoid, withdraw, etc.) bug-fixes. I managed to "ressurect" my advanced game from 2021 with the updates. Kuda used to cause freezes on that save file.

Crime has consequences https://www.nexusmods.com/x4foundations/mods/566:
Crime has witnesses. Previously, crime was immediately reported. In the new version, crime is recorded by same-faction witnesses and then reported when they near a station. Distress drones also carry witnessed-crime and will report them when they near a station. Station witnesses immediately issue fines.

Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
These gamestarts set the player's Immigration status as Militia: Dedicated Warrior, Spear of the Patriarch, and Terran Cadet. Players can still lose them when their Social Standing status are poor.

UI: Trade analytics https://www.nexusmods.com/x4foundations/mods/764
Analytics can be listed by hour, which gives a better indication of the stations' performances over time.

Friendly fire tweaks https://www.nexusmods.com/x4foundations/mods/708
Bug-fixed NPC reactions to friendly fire. They simply didn't work in previous versions.



My current list of mods:
Required for the new UI menus in my mods
UI Extensions and HUD v7.1.11, 18 Oct 2024: https://www.nexusmods.com/x4foundations/mods/552, Code: https://github.com/kuertee/x4-mod-ui-extensions
  • Modded Lua files with callbacks that allow more than one mod to change the same UI element.


Role-playing mods
Reputations and professions v7.1.10, 17 Oct 2024: https://www.nexusmods.com/x4foundations/mods/636
  • Reputations: Defender, Vigilante, Mercenary, Pirate.
  • Professions and guilds: Courier, Engineer, Miner, Saboteur, Spy, Trader. Other guilds: Builder, Shipwright.
Social standings and citizenships v7.1.10, 17 Oct 2024: https://www.nexusmods.com/x4foundations/mods/804
  • Friendly, and alliance licences require citizenships with the faction.
  • Poor Social Standing limits citizenship status.
  • Immigration status: Undocumented, Visitor, Migrant, Resident, Citizen, and Militia.
  • Social standings: Traitor, Outlaw, Criminal, Scoundrel, Alien, Explorer, Entrepreneur, Ranger.
Crime has consequences v7.1.10, 17 Oct 2024: https://www.nexusmods.com/x4foundations/mods/566
  • Ships are fined, then impounded, then forfeited. Pay fines at the Fines and Forfiture office.
Alternatives to death v7.1.09, 10 Oct 2024: https://www.nexusmods.com/x4foundations/mods/551
  • Clone, descendant, teleport, ransom, assimilation.
  • Other gameplay effects: ship destruction countdown, Cloning Lab, Trust Executor Office, acquire Cr to inherit property, acquire your assimilator's faction relationships.
  • Use this mod with my other mod, Teleport From Transporter Room, for a more tactile experience of abandoning ships.


Missions and NPCs mods
Emergent missions v7.0.02, 29 Jun 2024: https://www.nexusmods.com/x4foundations/mods/780
  • Four new missions that eventuate from events in the game: (1) Mayday! Mayday!, (2) Escort, (3) Patrol sector, (4) Raid sector.
NPC reactions v7.1.07, 17 Sep 2024: https://www.nexusmods.com/x4foundations/mods/497
  • Conversations with NPCs may produce a rumour (mission, anomaly, lockbox, data vault, reputation increase).
  • Bar patrons: Between 1 and 4 hireable NPC of each type of profession (engineers, marines, pilots, and managers) of up to elite skills will be generated at bars.
  • Bridge crew: Helm alerts of new contacts. Tactical alerts of shield damage. Engineering alerts of engine failures.
  • [QOL] NPC Constructors will request for your available build jobs.
  • NPC Taxi: Hire a taxi from a ship console, bar patron or an NPC pilot of a ship.
  • Bank loans: Station managers offers 1,000,000 Cr loans.
Modification parts trader v7.0.02, 29 Jun 2024: https://www.nexusmods.com/x4foundations/mods/721
  • Trade your mod parts for other mod parts.
High-security rooms are locked v7.1.02, 13 Jul 2024: https://www.nexusmods.com/x4foundations/mods/540
  • High-security rooms (Engineering Section, Security Office) are locked.
  • Get access from a black marketeer in the sector.
Hacking outcomes v7.1.09, 10 Oct 2024: https://www.nexusmods.com/x4foundations/mods/495
  • Data files from a hacking activity yield one of these types of meaningful data: a generic mission, a lockbox location, an anomaly location, a data vault location.
  • Stations with hacked security consoles cannot report you to sector security for 1 hour.
More generic missions v7.0.02, 29 Jun 2024: https://www.nexusmods.com/x4foundations/mods/622
  • 25 generic missions are offered per sector. (The base game has a limit of 7.)
Waypoint fields for deployment v6.0.002, 13 Apr 2023: https://www.nexusmods.com/x4foundations/mods/585
  • Creates waypoints that you and your wingmen can follow to deployment equipment and weapons.
  • AI order: Collect Deployables in Range


Player-specific gameplay changes
KUDA AI tweaks v7.1.12, 19 Oct 2024: https://www.nexusmods.com/x4foundations/mods/839
  • All ships avoid high-risk enemies.
  • L and XL ships inch forward against stations targets.
  • L and XL ships withdraw from stations targets when their shields fall below 90%.
Auto-camera, auto-pilot, and auto-pause v7.1.10, 17 Oct 2024: https://www.nexusmods.com/x4foundations/mods/734
  • Automatically sets these camera views on these events: Docking: cutscene, Auto-pilot: cutscene, Player as a passenger: cutscene.
Friendly fire tweaks v7.1.10, 17 Oct 2024: https://www.nexusmods.com/x4foundations/mods/708
  • Friendly fire penalties on these conditions: (1) the victim is targeted, (2) their shields are less than 25%, (3) the damage is from your main gun(s).
Teleport from transporter room v7.1.09, 10 Oct 2024: https://www.nexusmods.com/x4foundations/mods/553
  • Adds a Teleport button to your Transporter Room panels.
  • By default, this mod removes the 'Teleport to' command from the Map Menu.
  • By default, this mod also disallows teleportation to and from allied properties.
Wear and tear v7.1.072, 21 Sep 2024: https://www.nexusmods.com/x4foundations/mods/523
  • Undocked ships will suffer wear and tear if their service crews are fewer than 50% capacity.
  • Service crews of 50% or more prevent (and repair) wear and tear. I.e. service crews cannot repair more than the amount of wear and tear.


Quality of life (QOL) mods
Loot mining v7.1.03, 18 Jul 2024: https://www.nexusmods.com/x4foundations/mods/511
  • Loot targeting AI: Target asteroids or containers with loot will highlight other containers with the same loot.
  • Loot targeting AI: After breaking up an asteroid, the nearest asteroid of the same mineral is targeted.
  • More efficient inventory loot mining: After an inventory loot is mined, every asteroid will drop the same inventory loot.
Ship scanner v7.0.02, 29 Jun 2024: https://www.nexusmods.com/x4foundations/mods/591
  • The Ship Scanner is a targetting AI that continually targets unscanned ships after the completion of a scan of a ship until all ships in your vicinity are scanned.
Signal leak hunter - increasing range v7.1.00, 3 Jul 2024: https://www.nexusmods.com/x4foundations/mods/498 v3 and below by loktide, v4 and above by kuertee (with permission from loktide)
  • Scans for and targets signal leaks and/or repair panels within an ever-increasing range.
Station scanner v7.1.00, 3 Jul 2024: https://www.nexusmods.com/x4foundations/mods/496
  • When using the spaceship scanner, modules that need the spacesuit scanner are targeted.
  • When using the spacesuit scanner, the closest module with an incomplete scan is targeted. Follow this trail of targets to scan the station.
Surface element targeting v7.1.01, 7 Jul 2024: https://www.nexusmods.com/x4foundations/mods/710
  • Auto targets the next surface element after destruction of the last.
  • "Find All" Interaction: finds all surface elements of the same type.
UI: Accept mission for later v7.0.02, 29 Jun 2024: https://www.nexusmods.com/x4foundations/mods/590
  • Missions accepted from the Map or Briefing menus activate only if the player doesn't have an active mission.
  • Multiple faction missions are allowed.
UI: Active mission button v7.1.07, 17 Sep 2024: https://www.nexusmods.com/x4foundations/mods/518
  • Adds an Active Mission button in the ship and station configuration menus that displays the active mission's description.
UI: Grouped save files v7.1.09, 10 Oct 2024: https://www.nexusmods.com/x4foundations/mods/1310
  • Save files of new and loaded games are tagged with unique ids. i.e. a game id manager.
    Save files from the same game are identified and are listed in a group.
UI: Functional radar texture v1.0.0, 13 Apr 2021: https://www.nexusmods.com/x4foundations/mods/671
  • A radar texture with NSEW indicators and range markers.
UI: Reset mouse v7.0.02, 29 Jun 2024: https://www.nexusmods.com/x4foundations/mods/542
  • Resets the mouse to the center of the screen, by default, when a fullscreen menu is closed. Deactivates mouse steering on Interact/Conversation menu.
UI: Trade analytics v7.1.09, 10 Oct 2024: https://www.nexusmods.com/x4foundations/mods/764
  • Adds sortable analytics in the Transaction Log screen.
  • Analytics on sales, purchases, and mining activities are listed and can be viewed by total trades, by wares, or by trading ship.
  • The analytics listed are trading partners, gate distance/sector, trade counts, total amounts, total price, amount per count, amount per price.
Last edited by kuertee on Mon, 31. Oct 22, 15:37, edited 161 times in total.
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summary of latest updates

Post by kuertee »

Notable updates since 7.x, 27 Oct 2024
KUDA AI tweaks https://www.nexusmods.com/x4foundations/mods/839:
DeadAir's updates. Bug-fixes to my custom attack behaviours (avoid, withdraw, etc.) bug-fixes. I managed to "ressurect" my advanced game from 2021 with the updates. Kuda used to cause freezes on that save file.

Crime has consequences https://www.nexusmods.com/x4foundations/mods/566:
Crime has witnesses. Previously, crime was immediately reported. In the new version, crime is recorded by same-faction witnesses and then reported when they near a station. Distress drones also carry witnessed-crime and will report them when they near a station. Station witnesses immediately issue fines.

Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
These gamestarts set the player's Immigration status as Militia: Dedicated Warrior, Spear of the Patriarch, and Terran Cadet. Players can still lose them when their Social Standing status are poor.

UI: Trade analytics https://www.nexusmods.com/x4foundations/mods/764
Analytics can be listed by hour, which gives a better indication of the stations' performances over time.

Friendly fire tweaks https://www.nexusmods.com/x4foundations/mods/708
Bug-fixed NPC reactions to friendly fire. They simply didn't work in previous versions.
Last edited by kuertee on Mon, 31. Oct 22, 15:40, edited 123 times in total.
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Re: kuertee's mods (QOL mods and gameplay effects and changes)

Post by kuertee »

I've decided to put all my mods into one post for ease of management.

Anyway ... I've updated all of them. Some updates contain minor tweaks, bug-fixes, etc. But the loot mining update contains a new feature. Full details are in their Nexus pages. The summaries of their gameplay effects are in the first post of this thread, above. And I'll post details of updates in this thread, like so:

Hacking outcomes v1.0.1, 6 Jun 2020: https://www.nexusmods.com/x4foundations/mods/495
Spoiler
Show
-Tweak: get_safe_pos tweaks to ensure objects are inside the search area.
-Tweak: Remove obsolete code for finding locked data vaults.
-Tweak: Ensure Init cue is in waiting state.
-Tweak: Cleaned-up cue instantiations.
Loot mining v1.1.2, 6 Jun 2020: https://www.nexusmods.com/x4foundations/mods/511
Spoiler
Show
-New feature: Loot targeting AI: After the destruction of a targeted mineable asteroid, the nearest mineable asteroid with the same loot is auto-targeted.
-Tweak: The maximum number of targets for the Loot targeting AI is set to 25.
-Bug-fix: Updating the targeted collectable asteroids on their collection.
-Tweak: get_safe_pos tweaks for the created extra loot.
-Tweak: Ensure Init cue is in waiting state.
NPC reactions v1.1.3, 6 Jun 2020: https://www.nexusmods.com/x4foundations/mods/497
Spoiler
Show
-Tweak: get_safe_pos tweaks to ensure objects are inside the search area.
-Tweak: Ensure Init cue is in waiting state.
-Tweak: Cleaned-up cue instantiations.
Signal leak hunter - increasing range v4.2.2, 6 Jun 2020: https://www.nexusmods.com/x4foundations/mods/498
Spoiler
Show
-Bug-fix: The mission was being created and immediately removed when the scanner is activated and no station is nearby.
Station scanner v1.2.1, 6 Jun 2020: https://www.nexusmods.com/x4foundations/mods/496
Spoiler
Show
-Bug-fix: The mission was being created and immediately removed when the scanner is activated and no station is nearby.
-Tweak: Ensure Init cue is in waiting state.
-Tweak: Cleaned-up cue instantiations.
Last edited by kuertee on Mon, 8. Jun 20, 08:26, edited 1 time in total.
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Re: kuertee's mods (QOL mods and gameplay effects and changes)

Post by Berhg »

These look very interesting. Will give them a shot.

Hi Kuertee! Played you Skyrim mods, too. Good stuff!
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Re: kuertee's mods (QOL mods and gameplay effects and changes)

Post by kuertee »

Berhg wrote: Mon, 8. Jun 20, 05:27These look very interesting. Will give them a shot. Hi Kuertee! Played you Skyrim mods, too. Good stuff!
Thanks, Berhg! Admittedly, I gave up on Skyrim modding after many years of modding it. Kudos to its old-time but ongoing gameplay modders. Those guys push its engine to the limit.

I've got an update for Station Scanner in the works. The current version only tracks modules that are operational. When all of them are scanned, most stations will report completion. But some do not. I think it's because some modules have been destroyed or some are in construction. I first noticed this bug on a station I was scanning that was under attack. I've got a solution to test from this post: viewtopic.php?f=181&t=428152
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Re: [mods] kuertee's (QOL, UI, gameplay effects and changes)

Post by kuertee »

New mod:
UI Active mission button: https://www.nexusmods.com/x4foundations/mods/518
  • Adds an Active Mission button in the ship and station configuration menus that displays the active mission's description.
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Re: [mods] kuertee's (QOL, UI, gameplay)

Post by Orageon »

great mods all around, spices up the gameplay loops, well done.
"At the end of the game, pawns and kings alike end up in the same box."
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X4 - Pep Talk - Motivate your crew to boost their morale
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Re: [mods] kuertee's (QOL, UI, gameplay)

Post by TSM »

Orageon wrote: Mon, 22. Jun 20, 12:19 great mods all around, spices up the gameplay loops, well done.
Aye totally agree :D
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Re: [mods] kuertee's (QOL, UI, gameplay)

Post by kuertee »

Thanks, guys. Knowing people use and appreciate mods, helps authors keep modding.

I've got an update:

NPC reactions v1.2.0, 24 Jun 2020: https://www.nexusmods.com/x4foundations/mods/497
-New feature: Available NPC construction vessels (your employees first, then from friendly or neutral factions) will request jobs from you.
-New feature: Conversing while in a bar adds a 2.5% bonus to the chance a conversion produces a meaningful rumour.

How NPC construction vessels find your build projects:
======================================================
-After the Station Configuration Menu is closed all the way to the HUD, available NPC construction vessels will ask "Need a constructor?" via Comm.
-Awarding them the job will cost the standard fee for hiring construction vessels.
-Your available NPC construction vessels will request for the jobs first before NPCs from friendly or neutral factions.
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Re: [mods] kuertee's (QOL, UI, gameplay)

Post by kuertee »

I've got a new mod release:

Wear and tear https://www.nexusmods.com/x4foundations/mods/523
  • Undocked ships will suffer wear and tear if their service crews are fewer than 50% capacity.
  • Service crews of 50% or more prevent (and repair) wear and tear. I.e. service crews cannot repair more than the amount of wear and tear.
It's based off Falcrack's suggestion: viewtopic.php?f=181&t=427909

It's very configurable.
E.g. The repair rates can be removed so that ships only suffer wear and tear. If set so, only actual repairs at shipyards and wharves would repair the ships.

Summary below. Full details in the mod's Nexus page.

Wear and tear:
==============
Wear and tear is hull, engine, and shield percentage damage. It cannot damage the hull or component less than 25%.
Undocked ships suffer wear and tear at the rate of:
2% every hour when fewer than 25% service crew
1% every hour when between 25% and 49% service crew

Preventing and repairing wear and tear:
======================================
Service crews of 50% or more than capacity prevent wear and tear and repair any wear and tear suffered.
The rate of repair is while undocked:
1% every 10s when between 50% and 74% service crew
2% every 10s when more than or equal to 75% service crew

Configuring the mod
===================
These mod options are configurable/togglable when SirNuke's Mod Support APIs mod is installed:
-affect hulls
-affect engines
-affect shields
-wear and tear rates with service crew at fewer than 25%, between 25% and 49%, between 50% and 74%, more than or equal to 75%
-repair rates with service crew at fewer than 25%, between 25% and 49%, between 50% and 74%, more than or equal to 75%
-account for crew skill less than 50%
-account for crew skill more than 50%
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Falcrack »

Hey, thanks so much for making the wear and tear mod! I've finally started to get around to trying it, I've been playing vanilla for the past while, but have decided to go back to a modded game. I just have a question about the options. There are two checkboxes under "Account for crew skill" one that says "Less than 50%" and the other that says "More than 50%". I am not sure what exactly this is supposed to mean. Can both boxes be checked at the same time?
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by tomchk »

Wow, very cool stuff here. Glad to see Falcrack ideas becoming mods! Did you come up with the NPC conversations yourself or base it on a suggestion? 😁
Care to see what I've been creating? https://www.youtube.com/user/ytubrute
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Falcrack wrote: Fri, 10. Jul 20, 04:58...There are two checkboxes under "Account for crew skill" one that says "Less than 50%" and the other that says "More than 50%". I am not sure what exactly this is supposed to mean. Can both boxes be checked at the same time?...
Yup. Both can be enabled at the same time. This is a way to further increase/decrease the effects of "wear and tear".

Initially, I built the mod (the beta version I released) to only use crew numbers to apply/repair wear and tear. When I was saw and was comfortable with how everything was working, I added the use of crew skill levels.

Basically, you can choose which skill levels affect "wear and tear".
E.g. If you don't want high level crew to affect "wear and tear" values (i.e.: the numbers you choose for wear and tear will be what the mod will apply/repair), then disable "More than 50%".

Let me know if that didn't explain these options at all.
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

tomchk wrote: Fri, 10. Jul 20, 13:28 Wow, very cool stuff here. Glad to see Falcrack ideas becoming mods! Did you come up with the NPC conversations yourself or base it on a suggestion? 😁
Thanks.

NPC Reactions is very loosely based-off an idea I've been developing since The Elder Scrolls Oblivion.
I have a mod for Oblivion called "Clothing Matters" that change the NPC's Disposition to the player dependant on their attire and how often they converse with the NPC.
Then I made a mod called "NPC Reactions" for Skyrim that has a similar intent.
And, now, it's in X4.
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Falcrack »

I've been testing it, and I find that one problem is ships below 10% health are going to get themselves docked automatically when they have wear and tear, without requesting or receiving any permission to do so. This interrupts their normal activities, I thought the default action was to contact the player in cases of wear and tear? In one case, I had a freighter I had stripped of all crew for testing purposes (AT-18 in the provided save). I had given it an order to go to an equipment dock when I was done testing it in order to get repaired and get new crew. I come back after letting the game run overnight, and found that this freighter had never made it to the equipment dock, it had decided to dock for repairs at some random nearby station. Cancelling all the existing order and giving it a new order to go get new crew still resulted in the same issue. So I couldn't get it to go to the dock to get crew because of it automatically deciding to dock for repairs.

Another issue is one of the ships showing up in the wear and tear menu that was at 100% hull health, but it had 7% wear and tear. It is AT-16 in the provided save game. I think it's because it had prior damage unrelated to wear and tear before I fixed it up manually. It is intended that ships can be at full health, but have wear and tear damage?

The mods I am running right now are the following:
Autotrader & Autominer Skill Tweaks
Crystal Finder
Escape Teleport
Faction Enhancer - War Module
Getting Payed
kuertee: Wear and tear
Legacy Music - Full
NoSuperHighway
No Battle Music
SectorSatellites
Asteroid Fade-in
SirNukes Mod Supports APIs
Variety and Rebalance Overhaul
X4 Fire and Smoke
XR ShipPack
XR ShipPack VRO

https://1drv.ms/u/s!AkeIryqhP6qUi0mfODY ... V?e=23qlmk
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Falcrack wrote: Fri, 10. Jul 20, 16:17...in the provided save game...
Thank for you testing this and providing a save game!

I will look into it and reply to each of your comments in a day or two.

One comment I can reply to immediately:
...It is intended that ships can be at full health, but have wear and tear damage?...
No, it is not. Wear and tear damage is health damage rather than a separate metric.
So, it's clearly a bug.
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Mycu »

Played a little bit with Wear And Tear enabled and really like another layer of "things to look at".
Also it plays nice with Getting Paid mod as I have to pay wages for service crew preventing my wear and tear.

Found a few "issues" though:
  1. I 've ordered my Kestrel Sentinel with 76% hull/23% WnT and 0/2 serive crew to dock in my HQ for running repairs.
    Kestrel docked, but after waiting 10 real time minutes nothing changed - it still had 76%/23WnT.
    I have wear and tear interval repais set to 10s and all to 5% (max): https://i.imgur.com/p7ePLVZ.jpg
    Same goes with my other ship.
  2. Found that some ships have hull + WnT > 100%:
    https://i.imgur.com/0Ry9tjD.jpg
    https://i.imgur.com/7mHpUMw.jpg
  3. Small little one - "Wear and tear" tab (https://i.imgur.com/2Q1BvIq.jpg) could be named "Wear and Tear" for consistency with base game's naming convetion.
I'm playing on a 3.30 HF1 beta.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
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Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Falcrack wrote: Fri, 10. Jul 20, 16:17...Another issue is one of the ships showing up in the wear and tear menu that was at 100% hull health, but it had 7% wear and tear...
Mycu wrote: Sun, 12. Jul 20, 09:55...Found that some ships have hull + WnT > 100%...
Would you both remember if the Wear and Tear values updated correctly when you close the map all the way to the HUD, then re-open it?
The Wear and Tear data is only pushed to the map when the player opens the map.
If the map is open, the WnT data in the game world updates as per the selected frequencies, but their data is not pushed to an already-opened map.
Hull percentages, and other native ship attributes, however, are updated on an already-opened map in real-time.

And ... I don't have the Split Vendetta DLC, so I can't test your save file, Falcrack.
But I am still looking at the code for the bugs you described.
Mycu
Posts: 412
Joined: Fri, 28. Sep 12, 08:30
x4

Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by Mycu »

kuertee wrote: Sun, 12. Jul 20, 15:51 Would you both remember if the Wear and Tear values updated correctly when you close the map all the way to the HUD, then re-open it?
Just checked it and the sum is still ~110% when re-opening the map.
Unfortunately I can't provide you a save file as it's heavy modded.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
kuertee
EGOSOFT
EGOSOFT
Posts: 817
Joined: Sun, 14. Dec 03, 13:05
x4

Re: [mods] kuertee's (QOL, UI, gameplay). new mod news: Wear And Tear

Post by kuertee »

Falcrack wrote: Fri, 10. Jul 20, 16:17...Another issue is one of the ships showing up in the wear and tear menu that was at 100% hull health, but it had 7% wear and tear...
Mycu wrote: Sun, 12. Jul 20, 09:55...Found that some ships have hull + WnT > 100%...
Mycu wrote: Sun, 12. Jul 20, 19:48Just checked it and the sum is still ~110% when re-opening the map...
I think I found the bug.
For some reason, likely my forgetfulness, line 377 is disabled:

Code: Select all

<!-- <set_value name="$shipData.{$ship}.$wearAndTearPerc" exact="(($shipData.{$ship}.$wearAndTearPerc - $hullDiff) * 100)i / 100f" /> -->
in this code block that detects the difference of a ship's hull to what it was:

Code: Select all

<do_if value="$ship.hullpercentage gt $shipData.{$ship}.$hullpercentage">
	<!-- repaired outside the wear and tear system, remove from wear and tear data -->
	<debug_text text="'$ship: ' + $ship + ' saved $hullpercentage: ' + $shipData.{$ship}.$hullpercentage" chance="$debugChanceCalculating" />
	<set_value name="$hullDiff" exact="$ship.hullpercentage - $shipData.{$ship}.$hullpercentage" />
	<debug_text text="'$ship: ' + $ship + ' $hullDiff: ' + $hullDiff" chance="$debugChanceCalculating" />
	<!-- <set_value name="$shipData.{$ship}.$wearAndTearPerc" exact="(($shipData.{$ship}.$wearAndTearPerc - $hullDiff) * 100)i / 100f" /> -->
	<do_if value="$shipData.{$ship}.$wearAndTearPerc lt 0">
		<set_value name="$shipData.{$ship}.$wearAndTearPerc" exact="0" />
	</do_if>
	<debug_text text="'$ship: ' + $ship + ' repaired outside. new $wearAndTearPerc: ' + $shipData.{$ship}.$wearAndTearPerc" chance="$debugChanceCalculating" />
</do_if>
And the disabled line adds that difference (i.e. repair that occurs outside the wear and tear system) into the wear and tear data.
I can't remember why I disabled that line. Likely for testing. Then I forgot to re-enable it.

I'll keep checking the mod for other potential bugs, including the bug with the docking process.

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