X4: Foundations
0 of 0

File information

Last updated

Original upload

Created by

kuertee

Uploaded by

kuertee

Virus scan

Safe to use

Tags for this mod

75 comments

  1. kuertee
    kuertee
    • premium
    • 421 kudos
    Locked
    Sticky
    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. ageansnowfly
    ageansnowfly
    • supporter
    • 0 kudos
    solved
  3. Bisaster
    Bisaster
    • member
    • 1 kudos
    I think this has a conflict with Sector Satellites. It works perfectly fine at the start but after you plot down an advanced satellite it seems to revert back to vanilla settings.
    1. kuertee
      kuertee
      • premium
      • 421 kudos
      Why would Sector Satellites change mission offers from stations?
    2. Bisaster
      Bisaster
      • member
      • 1 kudos
      Advanced satellites:
      - uncover all non hostile stations in a sector by using "Advanced Satellite Detection Probes" which reveal the fog of
      war around stations and are being removed afterwards. They are briefly
      visible on the map until removed.
      - add 5-7 additional mission offers to random stations in the sector upon the player entering their sector

      I'm guessing this. Not sure but it feels like I barely get 2 or 3 missions after I plop one down compared to the full page when there's no sats.
    3. kuertee
      kuertee
      • premium
      • 421 kudos
      "add 5-7 additional mission offers to random stations in the sector upon the player entering their sector"

      will make the two mods incompatible with each other.
    4. Bisaster
      Bisaster
      • member
      • 1 kudos
      Damn, that sucks. Thanks for taking time to answer.
  4. Elenear
    Elenear
    • supporter
    • 31 kudos
    Thanks, looks good! Any chance for a slightly more randomised version? Say to generate between 10 and 15, instead of always exactly 25 missions? Or instructions how to modify the mod files to achieve that :)
    1. kuertee
      kuertee
      • premium
      • 421 kudos
      if you open mod folder\md\genericmissions.xml, you'll see how i calculate the number of missions to generate.
      particularly, this line:
      <set_value name="$SectorLimit" exact="($end + ($start - $end) * (10 - $gameHour) / 10 + 0.5)i" />
      if you change it to this, it'll get a random whole number between X and Y.
      <set_value name="$SectorLimit" min="X" max="Y" />
    2. Elenear
      Elenear
      • supporter
      • 31 kudos
      Thank you!
  5. dtrail
    dtrail
    • premium
    • 80 kudos
    Would you consider making a patch for XRSGE - REALSPACE GALAXY EXPANSION? Due to its sector's scale, the mission ranges would he to be increased (I mean, a LOT). Otherwise, most missions instantly fail, because they're too far away.

    Maybe it could simply be solved by adding a range multiplication setting to its extension menu?
    1. kuertee
      kuertee
      • premium
      • 421 kudos
      Do you mean the range when the missions appear on the map?

      Or do you mean the distance of the mission targets (e.g. find a station to scan at a distance much further than normal)?
    2. ethantokes
      ethantokes
      • supporter
      • 3 kudos
      I agree this would be cool.
  6. AutoGibbon
    AutoGibbon
    • supporter
    • 25 kudos
    Wow it's like the game didn't want me to see missions at all. Now with this, and "More Emergent Missions", there is something fun to go and do while my stations are building/existing/earning me money.
  7. kuertee
    kuertee
    • premium
    • 421 kudos
    Updates:
    =======
    v6.0.0007, 25 Mar 2023:
    -Tweak: 6.0 beta 7 compatibility.
    -Bug-fix: The correct number of missions in the sector is now listed in the mod's Extension Options. Previously, the number was sometimes incorrect. Note that this number is only meant for debugging purpose and do not update with the game ticks. Close then reopen the menu to update this number.
  8. thazer
    thazer
    • supporter
    • 3 kudos
    Does this conflict with DeadAir Jobs mod?

    Mod name: DeadAir Jobs
    Mod type: Job Rework
    Features:

    • Improves NPC jobs for a war heavy gamestart
    • Rebalanced economy ships to improve movement of goods
    • Rebalanced military fleets for higher amount of L/XL/M : S
    • Increased defense fleet coverage and reduced low impact jobs
    • More ships are capable of being used for invasions
    Recommended Mods:

    • Well balanced with VRO and DeadAir Mods
    Github page
    1. kuertee
      kuertee
      • premium
      • 421 kudos
      Nope. The jobs system is totally separate from the generic missions system.
    2. thazer
      thazer
      • supporter
      • 3 kudos
      Awesome! Thanks for the reply.
  9. kuertee
    kuertee
    • premium
    • 421 kudos
    Updates:
    =======
    v5.1.03131, 3 Nov 2022:
    -Bug-fix: Error in German localisation file.
  10. TorrBorr87
    TorrBorr87
    • premium
    • 1 kudos
    Might be caused by this mod, but taking upon an escort mission where you have to speak to an NPC that needs to board your ship and fly them to another station but the NPC can't be talked to. The mission target leads me to a Manda Weamond to be escorted but the dialogue popup does not show up, the NPC just flinches around when trying to interact with them. 
    1. kuertee
      kuertee
      • premium
      • 421 kudos
      Hi TorrBorr, thanks for the bug report.
      But I think you are experiencing a common X4 bug. Or something else.
      More Generic Missions mod does not change anything to do with the missions BUT the number generated.
      NPCs attached to missions are unchanged from the base code - whether their clickable state, their dialogue, their destination, their placement, etc.

      Hope that your experience with this bug was a one-off.

  11. kuertee
    kuertee
    • premium
    • 421 kudos
    Updates:
    v5.1.0313 beta, 31 Oct 2022:
    -New Extension Options setting: Stations multiplier for max missions per sector: Overriding the number of preferred missions to generate is the number of stations in the sector multiplied by this number. In the base game, this factor is 0.5. With this mod, the default is 2.