File information

Last updated

Original upload

Created by

kuertee

Uploaded by

kuertee

Virus scan

Safe to use

182 comments

  1. kuertee
    kuertee
    • premium
    • 555 kudos
    Locked
    Sticky
    Updates
    =======
    v7.6.1, 14 Jun 2025:
    - Bug-fix: Creating waypoints from deployment missions caused hard-locks.
    - Bug-fix: Creating waypoints manually caused hard-locks in some instances.
    - Tweak: Waypoint generations are simplified and more efficiently occupy the shape or volume they fill.
  2. kuertee
    kuertee
    • premium
    • 555 kudos
    Locked
    Sticky
    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.
  3. FringeDweller
    FringeDweller
    • member
    • 1 kudos
    I narrowed this mod down to a reliable crash on a new game in 7.60. It takes between 3 - 5 minutes for the crash. I'm sure it's conflicting in a weird way with one or more of these other mods.

    Modlist:

    Emergent Missions
    Friendly Fire Tweaks
    More Generic Missions
    Surface Element Targeting
    Accept Missions For Later
    Active Mission Button
    UI Extensions
    Reset Mouse
    Trade Analytics
    This Mod
    KuDa Tweaks
    DA Eco / Scripts
    Early SETA
    Fly By Looting
    Improved Repair Laser
    Reactive Docking
    Mod Support APIs
    Stronger Loot Magnet
    Tater Trader
    VRO
    Warpact
    1. kuertee
      kuertee
      • premium
      • 555 kudos
      ohhh ... sounds like a conflict.
      can you create a debug log as listed in the description of the mod page, please?
      thank you.
    2. FringeDweller
      FringeDweller
      • member
      • 1 kudos
      Sent. I also updated the OP with my full current modlist.
    3. FringeDweller
      FringeDweller
      • member
      • 1 kudos
      Now it's doing it with this mod uninstalled. I'll have to do more troubleshooting.

      Edit: It was a driver issue. I had made the fatal mistake of updating my AMD drivers to the latest available for my RX 570. I forgot that X4 requires drivers from 2023 to run stable. False alarm, sorry for any work this caused you.
  4. BlueHug
    BlueHug
    • member
    • 0 kudos
    In the Hatikva mission where you're suposed to deploy lasers around a station I klicked the 'make a  waypoint field button' in the mission manager and the game froze.  Next I tryed using the right klick method on the station and the game froze again when I klick on the waypoint field command.
    1. kuertee
      kuertee
      • premium
      • 555 kudos
      try the new version, please.
      let me know how you go.
  5. kuertee
    kuertee
    • premium
    • 555 kudos
    Updates
    =======
    v7.5.13.2, 15 May 2025:
    - Bug-fix: The deployment positions were getting calculated waaay outside of the sector.
    v7.5.13.1, 15 May 2025:
    - Bug-fix: Ships were still deploying at positions that already has a deployed object. Hopefully, this version actually fixes that bug.
    v7.5.13, 15 May 2025:
    - Bug-fix: Ships were deploying at positions that already has a deployed object.
  6. kuertee
    kuertee
    • premium
    • 555 kudos
    Updates
    =======
    v7.5.13.1, 15 May 2025:
    - Bug-fix: Ships were still deploying at positions that already has a deployed object. Hopefully, this version actually fixes that bug.
  7. kuertee
    kuertee
    • premium
    • 555 kudos
    Updates
    =======
    v7.5.13, 15 May 2025:
    - Bug-fix: Ships were deploying at positions that already has a deployed object.
  8. kuertee
    kuertee
    • premium
    • 555 kudos
    Updates
    =======
    v7.5.12, 8 May 2025:
    - Tweak: Added support for the Report Enemies and Scout Behaviour settings from the NPC Reactions mod to the deploy and collect orders.
  9. thazer
    thazer
    • supporter
    • 3 kudos
    Cool to see some of my fav mods still being updated so many years later :) I look forward to a fresh playthrough after quite a few years away from X4. I wonder if theres been any really cool new developments in the modding community?
    1. FringeDweller
      FringeDweller
      • member
      • 1 kudos
      Check out X4 Reemergence.
    2. thazer
      thazer
      • supporter
      • 3 kudos
      Cool will do thank you.
  10. kuertee
    kuertee
    • premium
    • 555 kudos
    Updates
    =======
    v7.5.11, 26 Apr 2025:
    - Bug-fix: Deployment fields created from missions were missing the number of required deployments - causing the mod to never complete the mission.
    - Tweak: The player needs to be in the deployment field area to get their waypoint mission target.
    - Bug-fix: M-class ships weren't receiving their deployment orders for Laser Tower Mk 2s.
  11. PinscherKaurus
    PinscherKaurus
    • supporter
    • 0 kudos
    I'm pretty convinced this isn't workign right for 7.6. 

    I've assigned a ship to build a walll, and he just protects the area.  
    Hints below suggest you have to assign a follower ship, and then it starts to work.  So yes, my assigned ship flies around protecting the area, meanwhile the follower ship goes around laying towers down. 

    I'll let this do it's thing, and post a picture. Okay, it stopped workinng at about tower 43. i tried to assign two followers, and the lead protection ship was assigning deploy locations for each of the subordinates, but towers were not being deployed. 

    I've tried to reload the game, but as soon as my first ship is out of towers and i try to swap leadership/subordinate, the tool breaks.  Further, aborting the missiong to start it again doesn't help. 
    1. kuertee
      kuertee
      • premium
      • 555 kudos
      i've not updated any of my mods for 7.6, sorry.
    2. PinscherKaurus
      PinscherKaurus
      • supporter
      • 0 kudos
      This does work for 5.6 Beta. 

      When you assign a ship, it will patrol the area. Any ship that is assigned to following the command (the assigned) ship should make deployments. I find being in a ship that is deploying consumables prevents it from making deployments.

      NOTE: MK2 Laser Turrets won't deploy form any ship without a S/M launch bay.
    3. kuertee
      kuertee
      • premium
      • 555 kudos
      i just tested the case where the player is the assigned ship.
      and i found no problems with it.
      my subordinates followed and deployed at the waypoints.

      just make sure that:
      1. they are in the Follow assignment and
      2. the deployments are not paused in the menu

      as for Laser Towers Mk 2 ... yes, the ships that are deploying need S or M docks for them.

      i'll release a proper update for 7.6 after egosoft release its final version.
    4. kuertee
      kuertee
      • premium
      • 555 kudos
      one more thing:
      you need to assign the ship you're on/piloting in the waypoint field menu.

      it won't look like it is assigned as it won't show the "Show Assigned Ship" button, but it will be internally.
      i'll change that in the mod's next version.
  12. kuertee
    kuertee
    • premium
    • 555 kudos
    Updates
    =======
    v7.5.07, 29 Mar 2025:
    - Bug-fix: The menu would sometimes not show after clicking on the Create Waypoint Field button from the right-click Interact Menu.
    - Bug-fix: Previously, the selected ship required at least wingmen for the deployment to start.
    - Bug-fix: The mod-specific debug logging was likely left on after the last update. This will disable it, if it wasn't already disabled manually in the mod's Extension Options.