first let me say i love your little ui mods. so much QoL. But i had a small issue today, i was able to solve it but maybe you can look into it. Im playing the game in german so i dont know the english sector or quest names but i try to describe it. In a very early ToA mission the split "Maestro" the bandit leader gives you a quest to locate a black market. he points you to a teladi station you have to scan the leak and you get the the mission to deliver the items to unlock the dealer. it worked up to the scanning part. But i was unable to accept the resulting mission. when i clicked accept just nothing happened. Reloading/restarting game didnt fix it. I then disabled your mods "accept missions for later" "more generic missions" and the base mod "ui elements" or something like that. after that i was able to accept the mission and reenabled the mods after that. since i deactived all three at once i cant tell which one exactly caused the issue. sorry for that.
do you have any other mods of mine? Accept Mission For Later mod is not compatible with Accessibility Features mod. And you need all of those mods to be at version 6.0 or newer.
Weird because I had just started that gamestart at the beginning of the week and I didn't experience that problem. I was able to accept that mission and continue forward.
Will restart that gamestart and test. But I won't be able to do it for a day or two.
I am having a similar issue, however I cannot accept any mission... if I fly to the location 'talk to' or 'do something' that is listed from the mission offers tab, it then starts.
However I am unable to accept any of them from the mission offers tab. This includes Guild/Important and Other missions.
I do not have Accessibility installed, I do have many of your other QOL mods.
-Make sure the sub-folders and files are in 'X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/' and not in 'X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/'. Sorry what? Do i miss something? They are exactly the same paths.
Yeah, sorry, it was a quick copy and paste across all my mods. The first folder is correct: "X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/'"
The second folder is supposed to be the "My Documents" folder. The whole line is supposed to read: Make sure the sub-folders and files are in 'X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/' and not in 'My Documents/Egosoft/.../X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/'
Some mods work from the "My Documents" folder. Some don't.
Thanks for this mod, made the game a LOT more interesting.
I noticed that if I had 2 similar missions (specifically Assemble Fleet missions), and if they were from the same faction, both would disappear after I fulfilled one of them.
This mod doesn't affect the missions at all. Missions code is totally separate from UI code.
This mod only adds code with the UI. Internally, the new mission actually is still activated as normal. But my code then very quickly reverts to your previously active mission - giving the illusion that the new mission was never activated.
I'm having the same issue here, can't get this mod to work properly. I tried your other mods which works just fine. I have mod support apis mod installed correctly.
@breakfastpuppy @andychuaa: this mod may also require my other mod, UI Extensions. I can't remember. Can you two try this mod with UI Extensions installed, please? UI Extensions: nexus
Ahhh... When Accessibility Features is active, the "Accept for Later" is disabled.
Here are the relevant changelogs about it:
Why do you have Accessibility Features? It's only for visually-impaired players.
EDIT: Accessibility Features has its own Mission UI integrated into its custom UI. And the "Accept for Later" feature is better disabled for visually-impaired players because they don't need to navigate to another panel only to reactivate the mission they just accepted. The Accessibility Features UI is readable by visually-impared player's screen readers. Egosoft's UI is not. END EDIT.
Ohh, thank you, I must have missed that changelogs. I found that Accessibility Features is quite useful when finding the gates and accelerators inside fog of war. Anyway thank you for all the great mods you made.
nah, i should have put that in the main read-me section. i always forget to update it when i change the mod.
also, re: finding next undiscovered gate to use ... did you know that if your destination is part of the mission and that mission is active, you can ask a passing ship where the gate is to that next sector?
So should I remove the accessibility features mod? Because I also find it useful for finding things in-game. And I _am_ somewhat visually impaired, so it helps in other areas too. But I really want that "accept missions for later" mod to also work.
If the Accessibility features mod had a configuration menu in the extensions options, that would probably make tweaking this a lot easier.
EDIT: I think the point of disconnect here is that the assumption that visually-impaired players don't want to Accept Missions for Later is not all-encompassing. I am visually-impaired, and I like grabbing a whole bunch of missions while passing through a sector on my way to another mission. The accept missions for later mod makes that possible.
"The Activate For Later function is disabled when the Accessibility Features mod is installed." I would personally love to be able to disable this optionally. I find the Accessibility mod super valuable in all other ways, having it make this decision for me seems rather forced.
EDIT2: Unfortunately you can't always stop and ask a passing ship for directions when you are in the middile of hostile sectors. Although it would be hilarious if you could ask Xenon and Yaki for directions out of their space after taking that wrong turn at Alburquerque...
Did some more testing, removed the Accessibility mod altogether from my system. Started a brand new game with the Accept Missions Later mod, and it's still not working. Automatically sets it active every time. I feel like I must be doing something wrong, but are any other mods known to interfere?
51 comments
v6.2.001, 10 Sep 2023:
-Bug-fix: Sometimes, the mod would prevent the acceptance of new missions.
1. open the console with the tilde key (~)
2. type "/reloadui", press enter.
first let me say i love your little ui mods. so much QoL. But i had a small issue today, i was able to solve it but maybe you can look into it. Im playing the game in german so i dont know the english sector or quest names but i try to describe it. In a very early ToA mission the split "Maestro" the bandit leader gives you a quest to locate a black market. he points you to a teladi station you have to scan the leak and you get the the mission to deliver the items to unlock the dealer. it worked up to the scanning part. But i was unable to accept the resulting mission. when i clicked accept just nothing happened. Reloading/restarting game didnt fix it.
I then disabled your mods "accept missions for later" "more generic missions" and the base mod "ui elements" or something like that. after that i was able to accept the mission and reenabled the mods after that. since i deactived all three at once i cant tell which one exactly caused the issue. sorry for that.
Will restart that gamestart and test. But I won't be able to do it for a day or two.
However I am unable to accept any of them from the mission offers tab. This includes Guild/Important and Other missions.
I do not have Accessibility installed, I do have many of your other QOL mods.
Note: disabling this mod fixes the issue
v6.0.002, 13 Apr 2023:
-Tweak: Version number update for consistency with my other mods. No internal changes since the last version.
Does not work for me in this scenario:
- I have an active mission
- I accept a new mission
Actual behavior:
- the new mission became active
A couple of things to check:
(1) my other mod, UI Extensions, is installed.
(2) my other mod, Accessibility Features, is NOT installed.
'X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/' and not in
'X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/'.
Sorry what? Do i miss something? They are exactly the same paths.
The first folder is correct: "X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/'"
The second folder is supposed to be the "My Documents" folder. The whole line is supposed to read:
Make sure the sub-folders and files are in
'X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/' and not in
'My Documents/Egosoft/.../X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/'
Some mods work from the "My Documents" folder. Some don't.
I noticed that if I had 2 similar missions (specifically Assemble Fleet missions), and if they were from the same faction, both would disappear after I fulfilled one of them.
This mod doesn't affect the missions at all. Missions code is totally separate from UI code.
This mod only adds code with the UI. Internally, the new mission actually is still activated as normal. But my code then very quickly reverts to your previously active mission - giving the illusion that the new mission was never activated.
Can you two try this mod with UI Extensions installed, please?
UI Extensions: nexus
Here are the relevant changelogs about it:
Why do you have Accessibility Features? It's only for visually-impaired players.
EDIT: Accessibility Features has its own Mission UI integrated into its custom UI. And the "Accept for Later" feature is better disabled for visually-impaired players because they don't need to navigate to another panel only to reactivate the mission they just accepted. The Accessibility Features UI is readable by visually-impared player's screen readers. Egosoft's UI is not. END EDIT.
also, re: finding next undiscovered gate to use ... did you know that if your destination is part of the mission and that mission is active, you can ask a passing ship where the gate is to that next sector?
If the Accessibility features mod had a configuration menu in the extensions options, that would probably make tweaking this a lot easier.
EDIT: I think the point of disconnect here is that the assumption that visually-impaired players don't want to Accept Missions for Later is not all-encompassing. I am visually-impaired, and I like grabbing a whole bunch of missions while passing through a sector on my way to another mission. The accept missions for later mod makes that possible.
"The Activate For Later function is disabled when the Accessibility Features mod is installed." I would personally love to be able to disable this optionally. I find the Accessibility mod super valuable in all other ways, having it make this decision for me seems rather forced.
EDIT2: Unfortunately you can't always stop and ask a passing ship for directions when you are in the middile of hostile sectors. Although it would be hilarious if you could ask Xenon and Yaki for directions out of their space after taking that wrong turn at Alburquerque...