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

- Posts: 826
- Joined: Sun, 14. Dec 03, 13:05

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 11 Feb: UI Extensions (with new callbacks)
Updates, 11 Feb 2022
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
v4.2.0805, 11 Feb 2022:
-New feature: kuertee_menu_map.lua: 3 call-backs by Mycu: refreshInfoFrame2_on_start (), createInfoFrame2_on_menu_infoModeRight (menu.infoFrame2), createRightBar_on_start (config)
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
v4.2.0805, 11 Feb 2022:
-New feature: kuertee_menu_map.lua: 3 call-backs by Mycu: refreshInfoFrame2_on_start (), createInfoFrame2_on_menu_infoModeRight (menu.infoFrame2), createRightBar_on_start (config)
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kuertee
- EGOSOFT

- Posts: 826
- Joined: Sun, 14. Dec 03, 13:05

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 14 Feb: Updates to: Emergent Missions and Crime has Consequences
Updates, 14 Feb 2022
Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
v4.2.0806, 14 Feb 2022:
-Tweaks: Consider ships under cover when charging fines. Crimes against ships that are undercover and have been scanned (and so their true factions revealed) will be charged by their true owner - rather than their fake owner. The previous version only checked this on illegal scan activities. In this version, all crimes check for this.
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
v4.2.0806, 14 Feb 2022:
-Bug-fix/Tweak: Support sector raid/patrol missions: Many! E.g. rewrote the away timer routine. It used the Mayday! and Escort missions code which didn't suit the raid/patrol missions. E.g. Mission flow after 20min or after the base game's faction AI completes but then is renewed a few minutes after. E.g. One part of the "find enemy" code was broken since the last version.
-Tweak: Removed the Defend Pirate mission. The hooks to the base game's plunder goal AI always existed, but I've not managed to find this mission and so have never tested it. Removed for now.
-Tweak: Search and destroy missions: scanning objective step now exists in all missions. But it will be skipped if it's not required AFTER you find your target. Previous versions only accounted for the ship's cover status when the mission is created. But the ship's cover status can change anytime.
Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
v4.2.0806, 14 Feb 2022:
-Tweaks: Consider ships under cover when charging fines. Crimes against ships that are undercover and have been scanned (and so their true factions revealed) will be charged by their true owner - rather than their fake owner. The previous version only checked this on illegal scan activities. In this version, all crimes check for this.
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
v4.2.0806, 14 Feb 2022:
-Bug-fix/Tweak: Support sector raid/patrol missions: Many! E.g. rewrote the away timer routine. It used the Mayday! and Escort missions code which didn't suit the raid/patrol missions. E.g. Mission flow after 20min or after the base game's faction AI completes but then is renewed a few minutes after. E.g. One part of the "find enemy" code was broken since the last version.
-Tweak: Removed the Defend Pirate mission. The hooks to the base game's plunder goal AI always existed, but I've not managed to find this mission and so have never tested it. Removed for now.
-Tweak: Search and destroy missions: scanning objective step now exists in all missions. But it will be skipped if it's not required AFTER you find your target. Previous versions only accounted for the ship's cover status when the mission is created. But the ship's cover status can change anytime.
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kuertee
- EGOSOFT

- Posts: 826
- Joined: Sun, 14. Dec 03, 13:05

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 14 Feb: Updates to mods. 16 Feb: beta v of UIX for 5.0 beta 4.
Beta, 15 Feb 2022
Have played for 2 days. And all mods seem to be working with the 5.0 beta 4 version of the base game.
But mods that require UI Extensions need this beta version of it.
UI Extensions and HUD v5.0.0001: https://www.nexusmods.com/x4foundations/mods/552
Have played for 2 days. And all mods seem to be working with the 5.0 beta 4 version of the base game.
But mods that require UI Extensions need this beta version of it.
UI Extensions and HUD v5.0.0001: https://www.nexusmods.com/x4foundations/mods/552
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kmunoz
- Posts: 444
- Joined: Sun, 25. Feb 07, 19:59

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 16 Feb: beta v of UIX for 5.0 beta 4. 14 Feb: Updates to mods.
Kuertee, is it possible that one or more of your mods can interfere with the FRF mission to attach bombs to cargo drones? (Also, potentially, the earlier mission to attach the EMP to the ship sitting in the accelerator. On that one, the EMP would launch but always end up attaching to the accelerator instead.)
I tested without any of your mods installed and was able to launch the bombs onto the cargo drones, but with all of your mods installed, I cannot.
Edit: never mind, it seems I'm still having difficulty launching bombs even without your mods installed. I can get it to work maybe once out of every 20 launch attempts.
Edit 2: the "launch bombs" mechanism doesn't work reliably with a HOTAS, only with mouse control.
I tested without any of your mods installed and was able to launch the bombs onto the cargo drones, but with all of your mods installed, I cannot.
Edit: never mind, it seems I'm still having difficulty launching bombs even without your mods installed. I can get it to work maybe once out of every 20 launch attempts.
Edit 2: the "launch bombs" mechanism doesn't work reliably with a HOTAS, only with mouse control.
Last edited by kmunoz on Wed, 23. Feb 22, 03:51, edited 1 time in total.
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IXmus
- Posts: 26
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 16 Feb: beta v of UIX for 5.0 beta 4. 14 Feb: Updates to mods.
Hi Kuertee.
Found a bug in Emergent missions, took a mission to patrol a sector but changed my mind after a minute and cancelled, got 84 million for it.
I'm glad, of course, but it's not really fair
Found a bug in Emergent missions, took a mission to patrol a sector but changed my mind after a minute and cancelled, got 84 million for it.
I'm glad, of course, but it's not really fair
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Mycu
- Posts: 412
- Joined: Fri, 28. Sep 12, 08:30

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 16 Feb: beta v of UIX for 5.0 beta 4. 14 Feb: Updates to mods.
yeah, with HOTAS or not game seems to send them where the mouse cursor points. So when cursor is not visible - it looks like a bug.
That's why I always use the mouse for this, or make sure the cursor is in the middle before using stick.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
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kmunoz
- Posts: 444
- Joined: Sun, 25. Feb 07, 19:59

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 16 Feb: beta v of UIX for 5.0 beta 4. 14 Feb: Updates to mods.
Well that explains it 100%! I always keep my mouse cursor in a corner.
Let's Play Poorly! - Suboptimal X4 Playthroughs
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kuertee
- EGOSOFT

- Posts: 826
- Joined: Sun, 14. Dec 03, 13:05

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 16 Feb: beta v of UIX for 5.0 beta 4. 14 Feb: Updates to mods.
hahaha! fixed in a version i'm hoping to release today or tomorrow.
i think we can detect when a weapon becomes active. if so, i should be able to reset the mouse to the centre when the bomb launcher is activated. i'll do some tests. and i'll add it to my Reset Mouse mod if i'm successful.
Here's an update to UIX for mycu's next mod:
Updates, 24 Feb 2022
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
v4.2.0806, 24 Feb 2022:
-New feature: kuertee_menu_ship_configuration.lua: call-back by mycu: displaySlots_on_before_create_button_mouseovertext ()
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kuertee
- EGOSOFT

- Posts: 826
- Joined: Sun, 14. Dec 03, 13:05

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 24 Feb: v4.2.0806 UIX (for 4.2.x) AND v5.0.0006 (for 5.0 beta 6).
Beta, 24 Feb 2022
Have played in 5.0 beta for a week and all today in 5.0 beta 6. All mods seem to be working with it.
Mods that require UI Extensions need this beta version of it.
UI Extensions and HUD v5.0.0006: https://www.nexusmods.com/x4foundations/mods/552
v5.0.0006 BETA, 24 Feb 2022:
-Bug-fix: Updates to work in the v5.0 beta 6 of the base game. Includes updates from v4.2.00806
Have played in 5.0 beta for a week and all today in 5.0 beta 6. All mods seem to be working with it.
Mods that require UI Extensions need this beta version of it.
UI Extensions and HUD v5.0.0006: https://www.nexusmods.com/x4foundations/mods/552
v5.0.0006 BETA, 24 Feb 2022:
-Bug-fix: Updates to work in the v5.0 beta 6 of the base game. Includes updates from v4.2.00806
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kmunoz
- Posts: 444
- Joined: Sun, 25. Feb 07, 19:59

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 16 Feb: beta v of UIX for 5.0 beta 4. 14 Feb: Updates to mods.
I thought about asking for this but it seemed like such an uncommon edge case. But it would be nice to have!
Let's Play Poorly! - Suboptimal X4 Playthroughs
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kuertee
- EGOSOFT

- Posts: 826
- Joined: Sun, 14. Dec 03, 13:05

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 28 Feb updates: Emergent missions, Surface element targeting
Updates, 28 Feb 2022
Emergent missions: https://www.nexusmods.com/x4foundations/mods/780
v4.2.0807, 28 Feb 2022:
-Bug-fix: Mayday! missions: complete when no enemies found.
-Bug-fix: Raid/patrol missions: some missions were ending when the mission offer list is opened.
-Bug-fix: Raid/patrol missions: leaving target sector but allowing mission to continue with the assigned ship.
-Bug-fix: Raid/patrol missions: determining mission end when leaving/re-entering the target sector.
-Bug-fix: Raid/patrol missions: allow mission to continue if it has already started if the faction cancels its mission.
-Bug-fix: Search and destroy (SaD) missions: targets destroyed on unaccepted missions were rewarding the player. Because mission offers exists only when the mission offer list is open, this only happened at those times.
-Bug-fix: Mission logs are now logged in the Missions category.
-Bug-fix: Auto-enemy targeting: add more preferences to ships with purpose.fight tag.
-Bug-fix: Mission NPC: ensure station of mission NPC is dockable by the player.
-Bug-fix: Mission NPC: move mission NPC when the player changes to a ship that can't dock at the mission NPC's station.
-Tweaks: Assigned ships: separate and suitable targets assignments to assigned ships. Previously one target is assigned to all assigned ships.
Surface element targeting https://www.nexusmods.com/x4foundations/mods/710
v4.2.0807, 28 Feb 2022:
-Bug-fix: Set to the correct station/ship when the player's target changes. Previously, in some circumstances, the mod would keep the player's old targeted station/ship when the player's target changes.
Emergent missions: https://www.nexusmods.com/x4foundations/mods/780
v4.2.0807, 28 Feb 2022:
-Bug-fix: Mayday! missions: complete when no enemies found.
-Bug-fix: Raid/patrol missions: some missions were ending when the mission offer list is opened.
-Bug-fix: Raid/patrol missions: leaving target sector but allowing mission to continue with the assigned ship.
-Bug-fix: Raid/patrol missions: determining mission end when leaving/re-entering the target sector.
-Bug-fix: Raid/patrol missions: allow mission to continue if it has already started if the faction cancels its mission.
-Bug-fix: Search and destroy (SaD) missions: targets destroyed on unaccepted missions were rewarding the player. Because mission offers exists only when the mission offer list is open, this only happened at those times.
-Bug-fix: Mission logs are now logged in the Missions category.
-Bug-fix: Auto-enemy targeting: add more preferences to ships with purpose.fight tag.
-Bug-fix: Mission NPC: ensure station of mission NPC is dockable by the player.
-Bug-fix: Mission NPC: move mission NPC when the player changes to a ship that can't dock at the mission NPC's station.
-Tweaks: Assigned ships: separate and suitable targets assignments to assigned ships. Previously one target is assigned to all assigned ships.
Surface element targeting https://www.nexusmods.com/x4foundations/mods/710
v4.2.0807, 28 Feb 2022:
-Bug-fix: Set to the correct station/ship when the player's target changes. Previously, in some circumstances, the mod would keep the player's old targeted station/ship when the player's target changes.
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kuertee
- EGOSOFT

- Posts: 826
- Joined: Sun, 14. Dec 03, 13:05

[mods] kuertee's (RPG, gameplay, QOL, UI): 28 Feb: 5.0 beta 6: UIX, 4.2.x: Emergent missions, Surface element targeting
Beta, 28 Feb 2022
Have played in 5.0 beta for two weeks now. All mods seem to be working with it.
Mods that require UI Extensions need this beta version of it.
UI Extensions and HUD v5.0.00061: https://www.nexusmods.com/x4foundations/mods/552
-Bug-fix: Update kuertee_menu_ship_configuration.lua to include 5.0 beta 6 version of menu_ship_configuration.lua of the base game.
Have played in 5.0 beta for two weeks now. All mods seem to be working with it.
Mods that require UI Extensions need this beta version of it.
UI Extensions and HUD v5.0.00061: https://www.nexusmods.com/x4foundations/mods/552
-Bug-fix: Update kuertee_menu_ship_configuration.lua to include 5.0 beta 6 version of menu_ship_configuration.lua of the base game.
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Trokhon
- Posts: 189
- Joined: Sun, 2. Mar 03, 18:59

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 28 Feb: 5.0 beta 6: UIX, 4.2.x: Emergent missions, Surface element target
I am using deadair ai tweaks.
If I would like to use your newest beta attack AI tweaks pack.
Can I simply overwrite deadairs script files with identical filenames with your files and keep the rest of dead's files and the rest of your scripts in folders untouched for compatibility?
thanks in advance
If I would like to use your newest beta attack AI tweaks pack.
Can I simply overwrite deadairs script files with identical filenames with your files and keep the rest of dead's files and the rest of your scripts in folders untouched for compatibility?
thanks in advance
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kuertee
- EGOSOFT

- Posts: 826
- Joined: Sun, 14. Dec 03, 13:05

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 28 Feb: 5.0 beta 6: UIX, 4.2.x: Emergent missions, Surface element target
when you install both mods, they should be in their separate folders, so my files shouldn't overwrite his files.Trokhon wrote: ↑Wed, 9. Mar 22, 10:53 I am using deadair ai tweaks.
If I would like to use your newest beta attack AI tweaks pack.
Can I simply overwrite deadairs script files with identical filenames with your files and keep the rest of dead's files and the rest of your scripts in folders untouched for compatibility?
thanks in advance
and i had a look at his changes when he mentioned (on the X4 discord) that the two may be incompatible.
and ... they are not totally incompatible. i can't say 100% compatible - but i'm sure close enough.
i.e. i've not yet found two items that both his mod and my mod change.
most of his mod's changes tweak values that the AI uses to perform the base AI.
but he has some changes that add new behaviours.
most, if not all, of my mod's changes add new behaviours.
and you'll see this in the ship's orders list - something that i intended.
e.g. a move action can be "hidden" in another order. all of the base AI's move orders that are in an attack order are "hidden".
note: i've got a new version i'm hoping to release in several days.
this new version has cap ship changes. e.g. cap ships will always stop short of their target - preventing unintended kamikazes.
the current beta version only has changes to small fighters.
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Trokhon
- Posts: 189
- Joined: Sun, 2. Mar 03, 18:59

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 28 Feb: 5.0 beta 6: UIX, 4.2.x: Emergent missions, Surface element target
many thanks for your fast response so , I keep yours and dead's scripts seperated and I am good to go. very good work on your side !!kuertee wrote: ↑Wed, 9. Mar 22, 12:04when you install both mods, they should be in their separate folders, so my files shouldn't overwrite his files.Trokhon wrote: ↑Wed, 9. Mar 22, 10:53 I am using deadair ai tweaks.
If I would like to use your newest beta attack AI tweaks pack.
Can I simply overwrite deadairs script files with identical filenames with your files and keep the rest of dead's files and the rest of your scripts in folders untouched for compatibility?
thanks in advance
and i had a look at his changes when he mentioned (on the X4 discord) that the two may be incompatible.
and ... they are not totally incompatible. i can't say 100% compatible - but i'm sure close enough.
i.e. i've not yet found two items that both his mod and my mod change.
most of his mod's changes tweak values that the AI uses to perform the base AI.
but he has some changes that add new behaviours.
most, if not all, of my mod's changes add new behaviours.
and you'll see this in the ship's orders list - something that i intended.
e.g. a move action can be "hidden" in another order. all of the base AI's move orders that are in an attack order are "hidden".
note: i've got a new version i'm hoping to release in several days.
this new version has cap ship changes. e.g. cap ships will always stop short of their target - preventing unintended kamikazes.
the current beta version only has changes to small fighters.
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kuertee
- EGOSOFT

- Posts: 826
- Joined: Sun, 14. Dec 03, 13:05

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Mar: UIX 4.2.x and 5.0 RC 3: for Mycu's new Custom Tabs mod
Updates, 9 Mar 2022
UI Extensions and HUD v4.2.0808: https://www.nexusmods.com/x4foundations/mods/552
-New feature: new call-backs by Mycu for his new Custom Tabs mod.
Beta, 9 Mar 2022
Have played in 5.0 beta for several weeks now. All mods seem to be working with it.
Mods that require UI Extensions need this beta version of it.
UI Extensions and HUD v5.0.0008: https://www.nexusmods.com/x4foundations/mods/552
-New feature: new call-backs by Mycu for his new Custom Tabs mod.
UI Extensions and HUD v4.2.0808: https://www.nexusmods.com/x4foundations/mods/552
-New feature: new call-backs by Mycu for his new Custom Tabs mod.
Beta, 9 Mar 2022
Have played in 5.0 beta for several weeks now. All mods seem to be working with it.
Mods that require UI Extensions need this beta version of it.
UI Extensions and HUD v5.0.0008: https://www.nexusmods.com/x4foundations/mods/552
-New feature: new call-backs by Mycu for his new Custom Tabs mod.
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Mycu
- Posts: 412
- Joined: Fri, 28. Sep 12, 08:30

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Mar: UIX 4.2.x and 5.0 RC 3: for Mycu's new Custom Tabs mod
Currently trying 5.0 RC3 with UIX v5.0.0008 and all SnD missions have Accept and Open Briefing buttons disabled:
https://i.imgur.com/kIC98aQ.png
https://i.imgur.com/QOoUVo0.png
Tried in two different sectors for two different factions and I also don't have this type of mission in my Mission Manager.
I can still use context menu though.
https://i.imgur.com/kIC98aQ.png
https://i.imgur.com/QOoUVo0.png
Tried in two different sectors for two different factions and I also don't have this type of mission in my Mission Manager.
I can still use context menu though.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
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kuertee
- EGOSOFT

- Posts: 826
- Joined: Sun, 14. Dec 03, 13:05

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Mar: UIX 4.2.x and 5.0 RC 3: for Mycu's new Custom Tabs mod
You're only allowed 3 SnD missions (whether they are active, completed, or failed) per hour.Mycu wrote: ↑Sun, 13. Mar 22, 20:46 Currently trying 5.0 RC3 with UIX v5.0.0008 and all SnD missions have Accept and Open Briefing buttons disabled:
https://i.imgur.com/kIC98aQ.png
https://i.imgur.com/QOoUVo0.png
Tried in two different sectors for two different factions and I also don't have this type of mission in my Mission Manager.
I can still use context menu though.
It's a limit to tie-in with my planned Bounty Hunters guild for my Professions and Reputations mod.
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Mycu
- Posts: 412
- Joined: Fri, 28. Sep 12, 08:30

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Mar: UIX 4.2.x and 5.0 RC 3: for Mycu's new Custom Tabs mod
Right - something was ringing but I didn't know in which church.
I thought I could have three missions taken at once. Thanks for the information.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
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kmunoz
- Posts: 444
- Joined: Sun, 25. Feb 07, 19:59

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 9 Mar: UIX 4.2.x and 5.0 RC 3: for Mycu's new Custom Tabs mod
Kuertee, is it possible to transfer rep/prof and social standing data from one save to another? I'm planning to do a custom start to recover from a softlock on my previous game (stuck at a Split story incoming message), which is straightforward enough but it would mean losing the data from those two mods. At one point I remember seeing that there's a save/load option for the data in rep/prof but I wasn't sure if that was transferrable across saves, or if there's a similar feature (or need for one) with the social standing mod.
Let's Play Poorly! - Suboptimal X4 Playthroughs
