X4: Foundations
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kuertee

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  1. kuertee
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    Locked
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    Updates
    v6.0.002, 13 Apr 2023:
    -Tweak: Version number update for consistency with my other mods. No internal changes since the last version.
  2. nodmod15
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    @kuertee,

    thank you for all the great mods you make.

    I have a suggestions. I have been thinking about a mod, that will decrease efficiency of ships if service cres is not at 100%, 75%, 50%.

    If service crew is below 75%, engine travel / thrust, shield are lowered by 30%.
    If service crew is below 50%, engine travel / thrust, shield are lowered by 45%.
    If service crew is below 30%, engine travel / thrust, shield are lowered by 65%.

    Something like that.
    How hard, do you think, it would be to do?

    Do you use a script for this mod? Or how do you change these values?

    Thank you!

    1. kuertee
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      Hey nodmod! good ideas! and yes, it is possible but it'll be somewhat of a hack.

      to effect change on properties of ships is to add ship mods to them. So any mod like that will show up as a ship mod. But when named properly, players would accept them.

      there's a bit more, of course, than creating ship mods then applying them to ships based on crew size. because they are ship mods, the UI needs to be modified to prevent their removal - or even to prevent their display.
    2. nodmod15
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      Thanks for the reply. I just recently started modding X4, I have browsed
      the files and started getting an idea of how the game structure is set
      up.
      I would really like to make some more complex mods, but I think I would need some help. I know you are probably busy, but would you mind
      giving me some guidance on the steps to achieve this? I also have some other modding related questions, if you would care to answer them, as you seem very knowledgeable.
      I would very much
      appreciate it, if you can spear some time.

      Do you mind if I drop you a message?
    3. kuertee
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      Yea, of course. Send me an e-mail.
      Or better yet, join the Egosoft Discord (https://discord.gg/RzAGhcY) and @ me on the Modding channel.
      You'll likely find others also help out. E.g. UniTrader helped me heaps with all my questions when I started modding.

      Also ... there's a sample mission mod that you can examine in my NPC Reactions mod page: https://www.nexusmods.com/x4foundations/mods/497?tab=files&topic_id=8702313
    4. nodmod15
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      Hi kuertee,

      thank you very much! I appreciate that very much.
      And thank you for all the great mods you made / make.
  3. romarus186
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    What is minimum limit for crew number when wear and tear will aplly ? I am new at game and fly only on S fighters now. But have only captains and no crew. I don't see this info in descirtion. But i read last posts here and see that it should be some minimum limit of crew number.
    1. kuertee
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      Half the max crew - if I remember correctly.
    2. romarus186
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      Yes. But for S little ships it's not working. Even if only captain is. And 0 crew.
    3. kuertee
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      When docked, ships automatically get some of their wear and tear repaired. It is assumed that when docked, simple maintenance is performed on the ship.

      Wear and tear damage will appear only when the ship doesn't dock for long periods of time.
  4. Reisser696
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    I have the following problem: when boarding, I shoot up engines & co as usual, take over the ship, fill it with enough (sometimes to the brim) service staff, and there are also a dozen repair drones. While the hull is repaired quickly as usual, nothing is happening to the engines and the weapons (I didn't check the shields). This means that the ship still does not move even after hours.
    If I switch off Wear & Tear, the ship recovers almost immediately and starts (slowly) moving. Apart from VRO and Wear&Tear, I don't knowingly have any mods that directly change ships. See my mod list: https://next.nexusmods.com/x4foundations/collections/nbdut0
    1. kuertee
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      That could be a vanilla bug. Another player reported on another mod that the ship he boarded and fixed to full would not move.

      Would you have a save file? You can use WeTransfer.com for large file transfers.
    2. Reisser696
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      The strange thing was that when Wear & Tear was switched off, it immediately continued. I could give you a save, but my mod list (especially VRO) is pretty big (see Collection) - that could cause problems. I will turn on Wear & Tear again, observe the whole thing and then get back to you.
    3. kuertee
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      oh, then it's likely wear and tear.
      that mod list should be ok to load into my game.
    4. Reisser696
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      So, news: vanilla works perfectly. Nothing happens with W&T as soon as I have it aktiv (a ship should probably be repaired after 1 hour). I then set "Disable service team repairs" (default ON) to OFF in the mod settings... and a few minutes later the ship starts moving. In case you are interested: I have saves before boarding and after boarding :D
    5. kuertee
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      Yes, a save would be nice, please. Just send me a link to where to download it. You can send it to my e-mail: [email protected]. If you're looking for a large file transfer service, try WeTransfer.com.
    6. Reisser696
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      You have mail!
    7. kuertee
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      I think this is now fixed. I had just completed the boarding mission, in which I had to destroy all engines, in the Stranded gamestart.
  5. Peanutcat
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    So for the 50% service crew threshold where ships won't take damage anymore, how exactly is it determined?

    An Okinawa for example can have 58 Crew members, that leaves room for 57 service crew or marines. Do I need 50% of the availible room for service crew or 50% of the total? -E.g. do I need 29 Service crew or 28.5 (which I assume would have to be 29 in reality but let's pretend we have a ship with a crew capacity where that isn't being rounded)
    1. kuertee
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      yup. you'll need 29 or more engineers to prevent wear and tear. the wear and tear is minimal.

      i've had destroyers with less than 50% and still fight as normal. but that's because i had an auxiliary in the fleet - which allowed the destroyer to repair after every battle. wear and tear was negligible.

      of course, any ships with very few engineers or none - and for a long time, will definitely suffer.
    2. Peanutcat
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      I see, thanks!
  6. Lamias1
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    Hello there, 

    I tried to test if this mod works for me and I had no success. I did the following:

    Assigned a captain on my main ship. Crew capacity 1/5 (only the captain). I ordered him to fly to a position and wait. I waited for one hour and a half to pass. 

    There was no wear and tear damage in the menu. 

    Did I do something wrong? Thanks!
    1. kuertee
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      Mind sending me a debug file at [email protected]. Instructions are in the Troubleshooting section of the mod description or read-me file with the download package.
    2. Lamias1
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      I haven't enabled the log txt.

      Should I enable it and then play for over an hour? Or can I just enable it and immediately send you the txt file? 

      Thanks! 

      EDIT: I sent it to you via wetransfer. I hope you received it. (Holy cow that's a lot of errors. Is this normal..? xD) 
      EDIT 2: I did it incorrectly the first time. I just sent the correct one to you, after enabling both debug logs (games and mods) and playing with SETA for 1 hour and a half. Thanks and I am sorry, it's my first time. 
    3. Lamias1
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      Hello there, 

      Did you get a chance to look at the debug file? I am sorry for asking again, I go back to work next week and I would love to play X4 over the weekend.

      Thanks! 
    4. kuertee
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      Missed that you sent the 2nd file.

      I looked at the first before and didn't find anything - apart from the usual errors and warnings the game spits out when the game has mods active- which is normal.

      I looked at the 2nd just now and also didn't find anything.

      What's the size of the ship you're testing on? If I remember correctly, there is a minimum number of crew required that the mod applies wear and tear. I.e. if the ship is small enough, wear and tear is negligible and is applied.
    5. Lamias1
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      Yep, that was the problem. I tested with a medium ship and indeed it applies wear and tear damage! Sorry for making you go through all the trouble, I didn't know the mod doesn't apply to small fighters. 

      It's working now, but I cannot find the order to dock for repairs (I have the required mods installed ofc). Where is that order? 
    6. kuertee
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      No worries.

      The limits are not actually ship size - but crew limits, I believe.

      If it's not broken, the command should be in the Interact Menu. And if it's not broken, and the ship is in your personal fleet, they'll request to dock for wear and tear repair via video comm. Otherwise, ships will simply dock themselves.
    7. Lamias1
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      Thank you very much for your help! I use many of your mods and they are all very nice and work perfectly! Take care and thanks! 
  7. kuertee
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    Updates
    v5.1.0314, 6 Dec 2022:
    -Bug-fix: The auto-restock cooldown timer is decreased from 30min to 5min.
  8. kuertee
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    Updates
    v5.1.03131, 31 Oct 2022:
    -Bug-fix: Clean-up of data of destroyed ships was sometimes not happening.

    v5.1.0313, 31 Oct 2022:
    -Bug-fix: Ships with less than 25% hull with any amount of wear and tear were constantly docking to do running repairs on the wear and tear - regardless of wear and tear amount.
  9. kuertee
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    Updates:
    v5.1.0308, 29 Sep 2022:
    -Bug-fix: The mod was repairing damage when they should only be repairing wear and tear.
  10. kuertee
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    Updates:
    v5.1.0305, 15 Sep 2022:
    -Bug-fix: Support for salvage ship missions that require you to rescue then deliver the ship.
  11. HariGul
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    I found a small hiccup with how this mod interacts with one of the vanilla missions, mainly the Fragile Extraction/Salvage Job mission type where you claim a derelict ship and carefully navigate it out of a minefield and to a station (not the mine clearing missions). The issue is that in the 1-2 minutes that it takes to fly the ship back to the station, the hull ticks down to 99.9% and that's enough to have the game reject the ship transfer because the loadout is no longer exactly the same. Even undocking > repairing with spacesuit > redocking didn't work because I wasn't quick enough. The current workaround is to either assign a crew to prevent the hull from decaying, or supposedly disable the effects of the mod for the duration of the mission, but I'm wondering if there's anything that you could do to have these types of missions accept a non-100% hull when checking the ship status.
    1. kuertee
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      Wow, thanks for the bug report! Will find a fix. Honestly, I've not done any of the mission threads past the Free Split mission of Split DLC. And getting reports of specific bugs like these are heaps welcome.
    2. kuertee
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      With my work on my AUG updates complete, I'll have time to look for a fix for this bug. Sorry for this delay.
    3. kuertee
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      fixed. will release a fix in a day or two.
    4. kuertee
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      fixed. will release a fix in a day or two.