X4: Foundations

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kuertee

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kuertee

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  1. kuertee
    kuertee
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    Updates
    =======
    Uploaded UIX v7.0.003 for 7.0.0 beta 3.
  2. kuertee
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    =======
    v6.2.014, 4 Mar 2024:
    -Bug-fix: The callback for starting new games with an intro monologue (e.g. Segaris Pioneer gamestart) was sending an invalid variable causing the game to not proceed after the intro monologue.
  3. kuertee
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    v6.2.012, 19 Feb 2024:
    -Bug-fix: UIX wasn't properly getting initialised sometimes - i.e. when no other mod requests UIX functions. UIX should get initialised regardless. Fixed in this version.
  4. kuertee
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    v6.2.011, 18 Feb 2024:
    -New feature: (by Erixon) New callbacks for smart_supply mod to be released by Erixon soon after this release.
    -New feature: (by Forleyor) New callbacks for UniTrader's Advanced Renaming mod (https://github.com/UniTrader/ut_advanced_renaming).
    -New feature: (by Mycu) New callbacks for 'Verbose transaction log' mod to be released by Erixon soon after this release.
    -New features: New callbacks for Grouped save files mod (https://www.nexusmods.com/x4foundations/mods/1310) that is required by the new Ironman mode feature of the Alternatives to death mod (https://www.nexusmods.com/x4foundations/mods/551).
  5. kuertee
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    Compatibility with mods that use G-Workaround/Right-click API:
    I have found that mods that use G-workaround/Righ-click API (GW/RCAPI) are not compatible with UI Extensions (UIX).
    When I first built UIX, SirNukes had just released his Mod Support APIs with its own Interact Menu (i.e. the right-click menu) API.
    (And GW/RCAPI didn't seem to have been maintained.)
    So, I built UIX off SirNukes stuff rather than GW/RCAPI.
    But the development of GW/RCAPI has since been taken up by a new modder.
    I just gotta find a way (some time, really ) to make UIX compatible with mods that use GW/RCAPI.

    A clarification: GW/RCAPI is incompatible only with UIX when a mod loads UIX's changes to the Interact Menu.
    Mods that don't load UIX's changes to the Interact Menu should* be compatible with GW/RCAPI.
    The only two mods that load UIX's changes the Interact Menu are: Trade Analytics mod and Waypoint Field for Deployments mod.
    All my other mods "should" be compatible with GW/RCAPI.
  6. icedesign2000
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    Using this mod with the current 7.0 beta causes a bug where the complete main menu in the start screen is missing.
    1. kuertee
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      that's normal.
      changes to the base game requires mod updates - particularly any mod that changes UI.
      am updating mods in the next week or two starting this weekend.
    2. funkfanatic
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      got the same stuff, thank you for your amazing work and pashion in modding.
    3. kuertee
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      I released beta v7.0.002 of the mod a couple of days ago.
    4. ChaosLegionE
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      Lmao, I feel silly now.

      I download the 6.2 version didn't see optional had 7.00 thought game broken was going to come bug report only to see i memed myself.

      Protip; Don't try and make modlist while sleep deprived.

      Thanks for updating this mod and keeping it updated <3
  7. GraeT
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    Hi! Beta version issue (both game version and mod 7.0.001) - missing manual orders to trade for ships in interact menu, only two mods active (UI and API, deactivating only UI fixes problem), debuglog on errors seems ok. 
    1. kuertee
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      will check, thanks for the bug report!
    2. kuertee
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      uploaded beta v7.0.002 that fixes the bug.
  8. Velerion
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    Hi, 

    I'm a little desperate. I've now already read through all of it multiple times and therfore, I really apologize if I overread something or don't understand. 

    My game is just plain crashing with this mod activated, so I'm very very sorry to ask what I'm doing wrong. Everthing is working fine until I activate this mod. I think I checked the incompatible mods and there are currently none OR I didn't fully understand the topic. Again I'm sorry, but my game just bugs and won't even start a new game. 

    What can I do about it? How do I've to troubleshoot?
    1. kuertee
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      Hey valerian, is the base-game up-to-date at 6.2? The last person that couldn’t start their game with this mod only had the base-game at 6.0.
    2. Velerion
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      Yeah, Game is 6.20. I've now even re installed everything, from game to mods. The funny part is that I can start a game in Station creator mode or I can start a whole new game from an old save --> Anyway the "old"/current save I play will freeze suddenly.

      Anyway I also have Problems with the KUDA AI tweaks 6.2.011 - My Attack ships a not moving and jumping from attack to escort constantly; the older version works without any flaws so I will keep KUDA 6.2.010 for now. As said, I really think that the problem is more on my side, but for now I could not figure it out what happens.

      I try to create a log file and send it to the email from the troubleshooting section. 

      Thanks anyway - I really appreciate your hard work on this mods and looking forward for other projects of yours. 
    3. kuertee
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      re: Kuda, make sure to update Roaming Fleets from Nexus Mods. Chillmatica, the author of RF, updated a compatibility fix on Nexus Mods. The old version of RF had a loose/non-strict diff select tag that makes it incompatible with mods and Egosoft updates that change the same base file.

      I don't really know why UIX freezes for you. Even a log file from when the game is launched to when it actually freezes will help.
    4. kuertee
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      Re:uix crashing the game …
      verify your files with steam’s verification tool in the game’s preferences before trying again

      the game wasn’t launching for me today until i did that.
  9. Velvian209
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    Hello, for those using MO2, the mod install the Sample because it is a Zip inside the Zip, to install by MO2, just delete the kuertee_uix_mod_sample.zip inside and then install the mod.
    1. kuertee
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      Ohhh … i’ll remove that zip in the next update and just offer it as a separate download.
  10. Cyron43
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    Hi, suddenly I have 20 save slots. I'm not complaining. I just like to know if this mod is the cause for it.
    1. kuertee
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      Yes, it is. I forgot to add that to the change logs.
    2. Cyron43
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      Thanks
  11. Pedophilehunter
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    When I start the game with this enabled, it shows the ships passing by on the start screen but without any buttons like new game, load game, continue, etc.
    but 6.1.004 from GitHub worked
    1. kuertee
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      make sure that the folder is "(whatever x4 game folder)\extensions\kuertee_ui_extensions".
      if that still doesn't work, enable debug logging as described in the "Troubleshooting" section of the read-me.
      note that step 3 is actually invalid as this mod doesn't have such a thing. its only for my mods that have that option.

      but send me at [email protected] the debug log text file, and i'll have a look at it.
    2. Pedophilehunter
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      Ok, I sent both working and non-working debug logs.
    3. kuertee
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      Ok ... it looks like your game is failing to find the "IsVentureSeasonSupported" function.
      "IsVentureSeasonSupported" function is a base-game function that is loaded with the base game files.
      Is you game current at version 6.2?
    4. Pedophilehunter
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      no it is V6.00 (497467)
    5. kuertee
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      nice, easy fix! :D
      let me know if UIX is still broken after your game updates.
  12. BavarianBarbarian2
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    I use all of your mods, except Accessibility Features. Everyhting is working fine. Thanks for that.
    For a new playthrough I intend to try out VRO. Do you maybe know about any compatibility problems with your mods?
    1. kuertee
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      Hey Barbarian, I have not played with VRO with my mods but know of several users that do.
      VRO has increased weapon ranges and so also increased max radar range.

      Kuda uses a ship's max radar range property to determine many factors in the mod. E.g. avoid distance.
      But I've not received recent reports on problems with it when played with VRO.
      There were some in earlier versions of Kuda, but there are no recent reports.

      Let me know how it goes, please - especially if you think adjustments are required.
    2. BavarianBarbarian2
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      That was quick. Thanks.
      I`ll try it and report back.
    3. BavarianBarbarian2
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      So far everything seems to work as it should.
      I hadn`t had that much time to play though.
      What if I wanted to add Realspace Galaxy Expansion to my modlist? I`d bet that would cause some issues with your mods?
    4. kuertee
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      That’s great re: VRO.

      The report i received re: Real Space that I remember is that the disengage autopilot early of the autocam mod disengaged to early 😂. But that was on an older version of that mod.i had since changed that feature since - but not specifically to address that concern.

      Let me know re: RS if you do decide to install it.
    5. BavarianBarbarian2
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      Ok. Thanks again. If I`ll try it I`ll let you know how it turns out.
  13. swessel87
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    Hey I just downloaded this mod to try out UI Trade Analytics but when I start the game with this enabled it never goes to the actual start screen where you can choose new game, load game, continue, etc. I tried running it with the Trade Analytics disabled and it still wouldn't load but when I disable this it starts fine, but I obviously can't use Trade Analytics without it. I'm sure I am just making a mistake somewhere and it's probably quite obvious but I can't figure it out. Does anyone have any suggestions on how to fix this?

    EDIT: I was able to get it to work by just downloading an earlier version off the github page so I don't know if some other mods I have is messing it up or what but it is working now
    1. kuertee
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      Which version did you get from girhub?
  14. kuertee
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    Updates
    =======
    v6.2.010, 28 Dec 2023:
    -New feature: New callback in the Map Menu for an upcoming mod.
  15. kuertee
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    Updates
    v6.2.0093, 24 Dec 2023:
    -Bug-fix: Trigger an init event from UIX even if no mods have custom lua files loaded in case the event is required by a mod's MD.
    -Bug-fix: The github releases were crashing the game due to github changing the line feed character in the XMLs and likely in the cat/dat files. ref: https://docs.github.com/en/get-started/getting-started-with-git/configuring-git-to-handle-line-endings