hey thanks, leoriq! i've updated the autocam mod so that the mod's cutscenes do not interrupt game cutscenes.
[mods] kuertee's (RPG, QOL, UI): 27 Oct 2024: 7.x updates
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kuertee
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kuertee
- EGOSOFT

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

Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 8 Apr: 5.1 Compatibility updates: UIX, RAP. Others: Autocam, EM.
re: 5.1 and Attack AI Tweaks:
It looks like there is only one issue with the 5.1 update:
XS, S and M ships don't acquire my behaviours when their target is near high-risk enemies.
Basically, the attackers will continue attacking their target even if they're near high-risk enemies.
Expect an update by the end of the weekend.
Updates, 8 Apr 2022
UI Extensions and HUD v5.1.0001: https://www.nexusmods.com/x4foundations/mods/552
It looks like there is only one issue with the 5.1 update:
XS, S and M ships don't acquire my behaviours when their target is near high-risk enemies.
Basically, the attackers will continue attacking their target even if they're near high-risk enemies.
Expect an update by the end of the weekend.
Updates, 8 Apr 2022
UI Extensions and HUD v5.1.0001: https://www.nexusmods.com/x4foundations/mods/552
- Compatibility: Updated ship configuration menu with 5.1 changes.
- Bug-fix: Game cutscenes (including pilot video comms) will now stop this mod's cutscenes - allowing game cutscenes to play. 10 seconds after game cutscenes complete, this mod's cutscenes will continue.
- Tweak: Search And Destroy missions: mission offers limiter. In previous versions, you could take a mission near the end of that 1 hour timer and then take 3 more as soon as that time completes - seemingly allowing 4 missions for that hour. In this version, you can have only 3 missions (active and/or completed/failed) in any one hour block.
- New feature: Chinese localisation file by Tiomer. Frence localisation file by Natalshadow. Thanks, guys!
- Compatibility: 5.1 compatibility for sanctioned attacks.
- Bug-fix: The Torus nor the Paranid Temple will never be a mission target/destination. (I hope my fix works. Let me know when you see either stations as mission targets/destinations.)
- New feature: Chinese localisation file. Thanks, Tiomer!
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leoriq
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 8 Apr: 5.1 Compatibility updates: UIX, RAP. Others: Autocam, EM.
Is it possible to remove black bars from autopilot view? I want to observe X4 universe in all it's glory!
Signature yes signature a GIGANTIC SIGNATURE!!
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kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 8 Apr: 5.1 Compatibility updates: UIX, RAP. Others: Autocam, EM.
Re: the DeadAir Tweaks merge. Is there any way to deactivate the crew leveling (and level requirement) changes? I strongly dislike crew leveling mods and I really don't want to end up with a fleet of 5 star pilots before I even get to the crew training part of the game. If not, would you consider putting in a toggle for Extensions Options?
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kuertee
- EGOSOFT

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 8 Apr: 5.1 Compatibility updates: UIX, RAP. Others: Autocam, EM.
actually ... i don't know. i don't think so. i've not looked into it. that's just how all cutscenes play. i'll investigate
i'll check with him. but i don't think the "Increases capabilities of 1,2,3,4 star pilots" feature is crew levelling. as far as i understand it, he's upped the base capabilities of pilots. e.g. 1-star pilots have capabilities of a 2-star pilot with the mod turned on. they'll still level up based on what they do in the game. i'll check with him. regardless, his tweaks mostly change the parameters/values of various lines of code of the base game ai - rather than add new logic (like my changes). it'll be difficult to add a setting in the Extension Options to disable them.kmunoz wrote: ↑Tue, 12. Apr 22, 16:46 Re: the DeadAir Tweaks merge. Is there any way to deactivate the crew leveling (and level requirement) changes? I strongly dislike crew leveling mods and I really don't want to end up with a fleet of 5 star pilots before I even get to the crew training part of the game. If not, would you consider putting in a toggle for Extensions Options?
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kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 8 Apr: 5.1 Compatibility updates: UIX, RAP. Others: Autocam, EM.
Slightly down the list on his readme it says that leveling speed was increased. It's unfortunate if there's no way to set a toggle for that, but everything else is so crucial that I'll live with the crew leveling speed increase just to keep the rest.kuertee wrote: ↑Tue, 12. Apr 22, 17:53i'll check with him. but i don't think the "Increases capabilities of 1,2,3,4 star pilots" feature is crew levelling. as far as i understand it, he's upped the base capabilities of pilots. e.g. 1-star pilots have capabilities of a 2-star pilot with the mod turned on. they'll still level up based on what they do in the game. i'll check with him. regardless, his tweaks mostly change the parameters/values of various lines of code of the base game ai - rather than add new logic (like my changes). it'll be difficult to add a setting in the Extension Options to disable them.kmunoz wrote: ↑Tue, 12. Apr 22, 16:46 Re: the DeadAir Tweaks merge. Is there any way to deactivate the crew leveling (and level requirement) changes? I strongly dislike crew leveling mods and I really don't want to end up with a fleet of 5 star pilots before I even get to the crew training part of the game. If not, would you consider putting in a toggle for Extensions Options?
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DeadAirRT
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 8 Apr: 5.1 Compatibility updates: UIX, RAP. Others: Autocam, EM.
My bad, didn't realize you were the luckiest person in the worldkmunoz wrote: ↑Tue, 12. Apr 22, 16:46 Re: the DeadAir Tweaks merge. Is there any way to deactivate the crew leveling (and level requirement) changes? I strongly dislike crew leveling mods and I really don't want to end up with a fleet of 5 star pilots before I even get to the crew training part of the game. If not, would you consider putting in a toggle for Extensions Options?

edit: also, you can just delete libraries/experiences.xml
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kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 8 Apr: 5.1 Compatibility updates: UIX, RAP. Others: Autocam, EM.
Not really sure what I'm looking at here; and luck hasn't anything to do with it. I'm not saying I'm already leveling fast enough; I'm saying I don't want to level any faster than I do. That's largely down to the fact that I don't play the game with an expectation of high levels of automation - so things like autotrade and automine are nice but their functional unavailability for a long stretch of the game doesn't bother me.DeadAirRT wrote: ↑Tue, 12. Apr 22, 21:52My bad, didn't realize you were the luckiest person in the worldkmunoz wrote: ↑Tue, 12. Apr 22, 16:46 Re: the DeadAir Tweaks merge. Is there any way to deactivate the crew leveling (and level requirement) changes? I strongly dislike crew leveling mods and I really don't want to end up with a fleet of 5 star pilots before I even get to the crew training part of the game. If not, would you consider putting in a toggle for Extensions Options?![]()
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kuertee
- EGOSOFT

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 8 Apr: 5.1 Compatibility updates: UIX, RAP. Others: Autocam, EM.
ahhh yeah, i missed that line.
i am the same, actually. but for spending cash on seminars - primarily as a cash-sink. also, i like the "downtime" spent in the Personnel Menu to batch-level-up staff.
thanks, deadair!
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DeadAirRT
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 8 Apr: 5.1 Compatibility updates: UIX, RAP. Others: Autocam, EM.
X4 leveling doesn't accrue experience like you would expect, it is purely chance based. The chart above describes the different "experience categories" with their chance to level and the maximum level you can attain via that event/category. Each star is actually 3 levels and goes up to 15 as you can see.kmunoz wrote: ↑Wed, 13. Apr 22, 02:47 Not really sure what I'm looking at here; and luck hasn't anything to do with it. I'm not saying I'm already leveling fast enough; I'm saying I don't want to level any faster than I do. That's largely down to the fact that I don't play the game with an expectation of high levels of automation - so things like autotrade and automine are nice but their functional unavailability for a long stretch of the game doesn't bother me.
The increased rates affect the AI and the player.
If you don't want it, delete libraries/experiences.xml but it is unlikely to become an option in the UI due to the massive amount of work it would take.
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kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 8 Apr: 5.1 Compatibility updates: UIX, RAP. Others: Autocam, EM.
Do you have a sense of how much more rapidly your tweak results in level increases, relative to the default? If it's still likely to take multiple hours for a pilot to go from 1-3 then I'd be happy keeping the tweak in. But if I walk away from my desk to get a snack and come back to all my pilots maxed out...
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kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Apr: Friendly Fire Tweaks beta: ignore player-owned NPC ship friendly
Hey all, I released an update to Friendly Fire Tweaks:
Note the new feature for player-owned NPC ships.
I released this as beta for now because I've not had time to test it properly.
Of course, it requires several hours of no reports of aggressiveness against your NPC ships - except those that you manually ordered to attack.
EDIT: And I've not received those reports against my NPC ships in my current game of about 5-days game time, to begin with.
My game is not the best test subject for this feature. END EDIT.
I'd appreciate any feedback on it.
it's safe to install over the top of its previous version. The player-friendly-fire features will work as in previous versions.
Friendly fire tweaks: https://www.nexusmods.com/x4foundations/mods/708
Beta update: v5.1.0001-beta-01, 15 Apr 2022:
-New feature: Friendly AIs will use "Victim is targeted" and the "Victim's shields are 25% or less" on player-owned NPC ships. I.e. Friendly AIs will only respond to your NPC's friendly fire against them if your NPCs have an attack order against them or if the friendly AI's shields are less than 25%. I discovered how this could be done on my work on my other mod, Attack AI Tweaks.
-Tweak: The debugging tool will show its result in the chat window. There's no need to enable the game to export debug logs. Simply open the chat window to test player-friendly-fire results. Read more in the section Debugging below.
Note the new feature for player-owned NPC ships.
I released this as beta for now because I've not had time to test it properly.
Of course, it requires several hours of no reports of aggressiveness against your NPC ships - except those that you manually ordered to attack.
EDIT: And I've not received those reports against my NPC ships in my current game of about 5-days game time, to begin with.
My game is not the best test subject for this feature. END EDIT.
I'd appreciate any feedback on it.
it's safe to install over the top of its previous version. The player-friendly-fire features will work as in previous versions.
Friendly fire tweaks: https://www.nexusmods.com/x4foundations/mods/708
Beta update: v5.1.0001-beta-01, 15 Apr 2022:
-New feature: Friendly AIs will use "Victim is targeted" and the "Victim's shields are 25% or less" on player-owned NPC ships. I.e. Friendly AIs will only respond to your NPC's friendly fire against them if your NPCs have an attack order against them or if the friendly AI's shields are less than 25%. I discovered how this could be done on my work on my other mod, Attack AI Tweaks.
-Tweak: The debugging tool will show its result in the chat window. There's no need to enable the game to export debug logs. Simply open the chat window to test player-friendly-fire results. Read more in the section Debugging below.
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kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Apr: Friendly Fire Tweaks beta: ignore player-owned NPC friendly fires
I had an issue with the Hacking Outcomes mod today - I wasn't able to "Log Out". The menu wouldn't go away. I was able to work around it by doing some things that I thought would shake it loose, like going to the map switching missions, and eventually I was able to escape the menu. (I clicked on the panel, engaged the hack, then used one of the menu options to get a mission. After that, I couldn't log out. I don't know if I would have been able to log out if I'd only hacked the panel.)
Additionally... and this may just be that I don't know what I should be doing... I wasn't sure that the thing I was trying to do (shut off station turrets) actually worked. I had a mission to sabotage three turrets on the station, which I assumed meant hacking the turret console, but when I did that, there was no change in mission state.
Additionally... and this may just be that I don't know what I should be doing... I wasn't sure that the thing I was trying to do (shut off station turrets) actually worked. I had a mission to sabotage three turrets on the station, which I assumed meant hacking the turret console, but when I did that, there was no change in mission state.
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kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Apr: Friendly Fire Tweaks beta: ignore player-owned NPC friendly fires
I’ll check Hacking Outcomes. It’s likely that it requires iforgotmysocks’s conversation mod that allows for more than 6 convo topics.
Re: the base game’s sabotage turret missions require destruction of turrets via bomb or simply shooting them.
Re: the base game’s sabotage turret missions require destruction of turrets via bomb or simply shooting them.
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kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Apr: Friendly Fire Tweaks beta: ignore player-owned NPC friendly fires
Ah! Ok. There were only two options (Log Out was assigned to 5), if that makes a difference.
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kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Apr: Friendly Fire Tweaks beta: ignore player-owned NPC friendly fires
Thank you. I'll have a look.
Hey, kmunoz, Have you accepted any Support Patrol/Raid missions of Emegent Missions mod recently? And did they reward you with cash after completion? Or did the debriefing report a cash reward value but the credits weren't transferred?
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kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Apr: Friendly Fire Tweaks beta: ignore player-owned NPC friendly fires
I haven't. Recently the only mod-based mission I've taken was via a guild I joined (Bounty Hunter), some time after the issue with the hacking.kuertee wrote: ↑Tue, 19. Apr 22, 08:44Thank you. I'll have a look.
Hey, kmunoz, Have you accepted any Support Patrol/Raid missions of Emergent Missions mod recently? And did they reward you with cash after completion? Or did the debriefing report a cash reward value but the credits weren't transferred?
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kuertee
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Apr: Friendly Fire Tweaks beta: ignore player-owned NPC friendly fires
no worries. thank you. i manged to check both Support Patrol/Raid AND Search and Destroy missions earlier tonight. and they're all working.kmunoz wrote: ↑Tue, 19. Apr 22, 17:18I haven't. Recently the only mod-based mission I've taken was via a guild I joined (Bounty Hunter), some time after the issue with the hacking.kuertee wrote: ↑Tue, 19. Apr 22, 08:44Thank you. I'll have a look.
Hey, kmunoz, Have you accepted any Support Patrol/Raid missions of Emergent Missions mod recently? And did they reward you with cash after completion? Or did the debriefing report a cash reward value but the credits weren't transferred?
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kuertee
- EGOSOFT

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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Apr: Friendly Fire Tweaks beta: ignore player-owned NPC friendly fires
Question: How much in Credits would you pay to get full immunity on attacks against bounty hunting targets? I.e. What is the value of Relationship Points in Credits?
Bounty hunting is offered in my Emergent Missions mod's Search And Destroy missions. And if you also have my other mod, Reputations and Professions, installed, you get access to the Bounty Hunter's Guild.
In the current version, the guild offers a treaty with your target's faction to prevent them from retaliating against your attacks on the target. I.e. sector security will ignore the target's distress calls. The cost for this is about 150k or so depending on your relationship with the target's faction.
In my unreleased version, you can buy full immunity for your attacks. I.e. you won't get a penalty on your Relationship Points. How much would you pay for this? 1M?
The rewards for a successful Search And Destroy mission is about 2.6M for an L-sized target, depending on your relationship with their faction) + any bonus based on how many ships that target has destroyed (e.g. 380k for an M-sized ship).
Is preventing a drop of Relationship Points with the target's faction worth half the reward?
Bounty hunting is offered in my Emergent Missions mod's Search And Destroy missions. And if you also have my other mod, Reputations and Professions, installed, you get access to the Bounty Hunter's Guild.
In the current version, the guild offers a treaty with your target's faction to prevent them from retaliating against your attacks on the target. I.e. sector security will ignore the target's distress calls. The cost for this is about 150k or so depending on your relationship with the target's faction.
In my unreleased version, you can buy full immunity for your attacks. I.e. you won't get a penalty on your Relationship Points. How much would you pay for this? 1M?
The rewards for a successful Search And Destroy mission is about 2.6M for an L-sized target, depending on your relationship with their faction) + any bonus based on how many ships that target has destroyed (e.g. 380k for an M-sized ship).
Is preventing a drop of Relationship Points with the target's faction worth half the reward?
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kmunoz
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Re: [mods] kuertee's (RPG, gameplay, QOL, UI): 15 Apr: Friendly Fire Tweaks beta: ignore player-owned NPC friendly fires
I wonder if it would be interesting to have it done as a "kickback," where the value of every reward is reduced in exchange for immunity. Maybe the percentage kickback is dependent on your rep.
Otherwise I think you'll end up in a runaway condition where the price of the immunity eventually becomes negligible with respect to the player's bank account. $1M is a lot if I've only got $10M, but if I have $100M I wouldn't even bat an eye; it's effectively free immunity. (This is a problem that happens with things like faction licenses in vanilla as well, but in those cases, those licenses are part of the bootstrap that gets you to high bank account numbers, so you're more likely to take them when you have relatively less money.)
Otherwise I think you'll end up in a runaway condition where the price of the immunity eventually becomes negligible with respect to the player's bank account. $1M is a lot if I've only got $10M, but if I have $100M I wouldn't even bat an eye; it's effectively free immunity. (This is a problem that happens with things like faction licenses in vanilla as well, but in those cases, those licenses are part of the bootstrap that gets you to high bank account numbers, so you're more likely to take them when you have relatively less money.)
Let's Play Poorly! - Suboptimal X4 Playthroughs
