X4: Foundations
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iforgotmysocks

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iforgotmysocks

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About this mod

Allows all mods using it to join their starting conversations in a browsable section, so technically infinite mods can be added by only taking up 1 conversation slot for any npc. (Feel free to add support to ur own mods aswell)

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Created / tested for game version: 3.1; 3.1 + Vendetta

v0.2 fixes a small bug that leads to $params not being send back to the calling mod, when only 1 mod was registered in the ECM's table - sorry about that.

The Extended Conversation Menu allows all mods using it to join their starting conversations in a browsable section, so technically infinite mods can be added by only taking up 1 conversation slot for any npc. 

If you are using a mod that requires or supports ECM, simply follow the installation instructions down below at the end.

I'll be step by step updating my mods to add ECM support, only a few my my mods are supported yet, which are listed below, but it doesn't hurt to already add it in case you're using more of my mods or other authors decide to use it aswell. :)

My yet supported mods:
Ventures, Recycle Ships And StationsApologize for attack, Relation Haggling, Sapphire Ships

More details if you're interested in using it for ur own mods:

It's a handy solution that allows mods to be structured in a combined menu in a very simple way: 
1. A conversation starts
2. All mods check their conditions of their default conversation, and if those are met, register a table entry with a cue path to the ECM's conversation Table, instead of just adding a <player_conversation_choice_sub/>, which will be handled later.
3. The ECM (Extended Conversation Menu) now checks if mods have registered in the table. If so, the combined ECM is displayed. If only 1 mod registered, then the conversation option for the mod is being called directly to avoid extra nesting. If no mods have registered, the ECM option won't be displayed.
4. Now the ECM builds a browsable section and lets all mods add their conversation options themselfs by signaling the previously provided cue in their table entry.
5. The user selects an entry, which was previously added by calling your mod's own cue and the now called section is back in your mod, so the ball is passed back to your mod and it continues as usual.

The modfiles contain the extendedconversationmenu.xml and a testmod as example with detailed descriptions how it works in detail.
If you have questions, suggestions for improvement or other feedback, please drop a message. Thanks!

Installation: 
Download the file, extract the extendedconversationmenu folder and move it to your extensions folder.
In case you don't have one yet, simply create it at the base directory of X4, so for a steam user it would be: Steam\steamapps\common\X4 Foundations\extensions

Deinstallation: 
Simply remove the folder, no current savegame issues.