Updates v6.2.011, 18 Feb 2024:
Work is from the last month and a half.
Particular highlights are:
UI Extensions: new callbacks to support two upcoming mods (one from Mycu and another one from Erixon), and Forlyeor's work that makes Unitrader's old mod, Advanced Renaming, compatible with UIX.
Kuda: many bug fixes. Especially (1) the "Unknown ship" name bug that I introduced in the last 2 updates which DeadAir fixed and (2) optimisation tweaks.
Alternatives to death: Ironman mode. This requires my new Grouped save files mod (which is fundamentally a save file game id manager).
Autocam: 75% to 90% of the code that manages the cutscene playback has been tweaked. And all of the actual cutscenes have been retweaked - allowing consolidation of 15 to 20 or so cutscene files to 5.
UI Extensions and HUD https://www.nexusmods.com/x4foundations/mods/552
KUDA AI tweaks https://www.nexusmods.com/x4foundations/mods/839
-Bug-fix: The name of ships were getting cleared. My bug. Fixed by DA. Most ships should "fix" themselves on first use of this version. The rest will eventually get fixed as they use the AI files that were affected by the bug.
-Bug-fix: The player's Interact menu settings of Avoid and Withdraw/Step forward were getting reset in previous versions.
-DeadAir updates: Updated to match vanilla class selection that previously omitted class.ship_xs.
-DeadAir updates: Added missing check that may have prevented patrol ships from assisting same owner assets in sector owned by separate faction.
-DeadAir updates: Other minor updates.
-Tweak: Coordinated attack: ships avoid untargeted high-risk enemies like they do when with normal Attack AI.
-Tweak: Strike craft (with no missiles and no torpedoes) encircling their high-risk targets will use their skill-based avoid distance instead of the much shorter distances of previous versions, which were not far enough to avoid enemy turrets when the VRO mod is used.
-Tweak: Optimisation: Fleet commanders share their big enemies list with nearby subordinates. In previous versions, all subordinates ping their radar for big enemies. Note that this is specific to Kuda behaviours. The ships' base-game radar functionality is unaffected.
-Tweak: Optimisation: Strike craft finding smaller target (while circling their high-risk target) is now based on the nearest small target and the nearest big enemy. In previous versions, this process loops through each object in both lists to identify the most appropriate smaller target.
-Tweak: Optimisation: Withdraw behaviour: Reactions to hit frequency reduced from one every 0.25 seconds to one every 1 second. This can be changed in the Extension Options but only when Debug Log is enabled. Enable Debug Log in the mod's Extension Options menu. Exit the menu. Then re-open it. Remember to disble Debug Log again after changing this setting.
-Tweak: Optimisation: Avoid behaviour: Reactions to radar contact frequency reduced from one every 0.25 seconds to one every 1 second. This can be changed in the Extension Options but only when Debug Log is enabled. Enable Debug Log in the mod's Extension Options menu. Exit the menu. Then re-open it. Remember to disble Debug Log again after changing this setting.
Auto-camera, autopilot, and auto-pause https://www.nexusmods.com/x4foundations/mods/734
-Tweak: Clean up all cutscenes, cutscene player, and cutscene event manager.
-Bug-fix: Autopilot: pingponging between entry and exit gates sometimes.
-Bug-fix: Autopilot: not entering highway entrance.
-Tweak: Follow and flyby cutscenes keep previous look at target in view
Alternatives to death https://www.nexusmods.com/x4foundations/mods/551
-New feature: Ironman mode: You can only load from one save slot. Autosaves and quicksaves are exempt. This requires my other mod, Grouped save files (
https://www.nexusmods.com/x4foundations/mods/1310), for its Game Id Manager.
-Removed feature: Dead is dead has been replaced with Ironman mode.
-Tweak: Optimisation: limited hit detection for DPS calculation to 0.25 per second instead of for every hit.
-Bug-fix: Social Standings and Citizenships ratings were not getting reset after a death alternative process.
UI: Grouped save files 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.
-The ids are stored in the mod's own list and are not embedded in the save files.
-This mod is required for the Ironman mode feature of my other mod, Alternatives to death (
https://www.nexusmods.com/x4foundations/mods/551).
Friendly fire tweaks https://www.nexusmods.com/x4foundations/mods/708
-Tweak: When in a battle area, friendly NPCs skip the shield test (i.e. less than 25%) in determining on whether to respond to friendly fire from your NPCs. i.e. In battles, friendly NPCs will not respond to friendly fire unless they are actually targeted by your NPCs. Note that this doesn't apply to player's attacks on NPCs. Player's attacks are tested as normal.
-Tweak: Prevented player-owned ships getting aggressive on friendly fire hits. From this version on, all NPCs ship do not react to friendly fire. Previously, only NPC-owned ships didn't aggro, while player-owned ships did - which can still lead to escalating aggro that is difficult to stop.
Social standings and citizenships https://www.nexusmods.com/x4foundations/mods/804
-Bug-fix: Resetting social standings and citizenships were not resetting to 0 properly. E.g. They are reset when a new character (e.g. a descendant) is created for the player after their death in my Alternatives to death mod.
Reputations and professions https://www.nexusmods.com/x4foundations/mods/636
-Bug-fix: Map menu breaks when the mod tries to refresh it after generating new mission even if the map isn't open.
-Bug-fix: Sometimes, licences were getting awarded incorrectly.
-Tweak: Defender points awarded to both policing faction and sector owner instead of just to policing faction.
Emergent missions https://www.nexusmods.com/x4foundations/mods/780
-Tweak: Support patrol/raid missions: force a min 20mins mission time.
Crime has consequences https://www.nexusmods.com/x4foundations/mods/566
-Bug-fix: fines for lasertowers were getting set at the ship-amount.
-Bug-fix: impounded ship not getting released to player after payment.
NPC reactions https://www.nexusmods.com/x4foundations/mods/497
-New feature: Support for More rooms mod. (Hopefully working.)
-Tweak: Player-ship radar contact reports obey the Report enemies settings.
-Tweak: Taxi: When hiring a taxi when in conversation with an NPC pilot, the pilot doesn't say "Wel'll be undocking soon." twice anymore. Previously, they said when you confirmed payment then again just before take off.
Mods: RPG: Reputations and Professions, Social Standings and Citizenships, Crime has Consequences, Alternatives to Death. Missions/NPCs: Emergent Missions, NPC Reactions, Mod Parts Trader, High-sec Rooms are Locked, Hacking Outcomes, More Generic Missions, Waypoint Fields for Deployment. Others: Auto-cam, Friendly Fire Tweaks, Teleport From Transporter Room, Wear and Tear. QoL: Trade Analytics, Loot Mining, Ship Scanner, Signal Leak Hunter, Station Scanner, Surface Element Targeting, etc.