I've uploaded it to the Steam workshop. So for those that prefer that it can be found here. Since the workshop tool creates its own mod id, I suggest before subscribing you first open your game to disable the nexus version and then uninstall by deleting the reactive_docking folder.
I will of course keep the nexus version up to date should updates arrive.
Not sure if things changed in X4 6.20 but this doesn't seem to work. I have a Taipan (from SVE or XR Ship Pack) that holds 1 on the pad and 2 inside. I set both my subordinates to "launched" and "reactive" and waited... they didn't dock. I used "dock and wait" to get them to dock, then removed the command when they finished. Their status was still "launched" and "reactive" and their group was set to "attack with commander" but when I ordered my Taipan to attack a ship, neither of "reactive" subordinates undocked.
Hey thanks for this mod. It is very useful tidying the clutter in crowded systems.
Alas, I'm getting an error while installing via Vortex. It says there are redundant files in the mod and does not deploy also the folder where vortex supposedly unpacks and maintains the mod is empty. Also there doesn't seem to be any file conflicts that either Vortex or I could find.
This happens with your v2.0 and game version 5.1.
PS: Vortex says your mod is either contains no files or is being overwritten completely by another mod
Hi there Runekn, amazing mod but I don't know if this has been reported yet but it seems like reactive docking isn't working for the Tokyo Carrier, It doesn't give the option for Reactive launching
That is intentional. The way my reactive mode works is pretty simple: make subordinates think they are carrier-based. So 'Launched' in a carrier is already reactive in vanilla.
Just so I understand you correctly; you would like 'Reactive' also added to carriers, and then their 'launched' option edited to behave like non-carrier 'launched'?
Firstly love this mod. Can this (or another mod) sort out the craziness of carriers to constantly recall subs (ships) whenever they want to move more then 50 feet? I am aware of Urgent Orders mod -> https://www.nexusmods.com/x4foundations/mods/683
For this one I have disabled the reactive docking option if the leader ship has no captain atm. Since I save the custom logic to the ship's captain, it would generate error logs if there were none.
If your option for some reason is still disabled while the ship has a captain, try just closing and reopening the menu. Otherwise hit me with a bug report.
I wasn't able to get this to work - I'm using the STO version (and I have STO) but when I set a fighter to "Reactive" it immediately switches (back) to "Launched."
Hi. I'm gonna need more info. What ship is the leader? What other mods are you using? Also I take it you're not trying to set reactive on the fighter ship, but rather the fighter ship's group right? Because it should not be possible to set docking orders on something that can't be docked on :)
I'm in my ship, which has one S dock. My fleet consists of my ship (the fleet leader) and one fighter. I go into the loadout ("ship") menu at the top of the cockpit HUD, and at the bottom of the window is my fighter (below turrets and drones). I set that fighter to "reactive" instead of "launched" or "docked."
Is this the wrong procedure?
To answer your other question, I have an absurd number of mods, including STO and Go Home Drone.
Docking orders are set on subordinate groups, rather than individual ships. And you made it sort of sound like you set it on a fighter, rather than the fighter's parent group. Which should not have been possible.
Though I still cannot reproduce.
The fact that it switches back to launch just tells me that it doesn't actually save the reactive setting. If you can at least see the dropdown, then its probably not a UI mod conflict. I save the reactive setting to the pilot of the leader ship though, maybe there's something funky going on with you as a captain that makes it not able to save to you. Do you have a substitute captain assigned to your ship?
Also I would still like the exact ship your are using. Could be that it is a shiptype that I don't know need special treatment.
If you can you could also start the game with logs enabled, make the bug happen, and give the log file to me. That would probably help me the most. If you're running windows you can do this by download this file: https://gist.githubusercontent.com/MattMcFarland/4c2f5cdd4657e91239cf7285b5d3b726/raw/3d7d4d5afca21156546e8cbfb145d43df7a159fb/x4-debug.bat Download by right clicking page -> save as -> save to desktop or elsewhere you find it. Make sure the filename ends with .bat rather than .txt Then double click it where you saved it. Steam should then ask you whether you would like to start the game with a bunch of parameters. Just load right into a game where you can get the bug to happen, make it happen, and close X4 again. Once you're done, you can find the logfile in Documents/Egosoft/X4/{bunch of numbers}/x4-game-{timestamp}.log
I've just now tested by getting up and setting the behavior while my NPC pilot was seated. If I set it to reactive, it stays in that mode, but if the ship is launched it stays launched and if the ship is docked it launches - even though I'm out in space in the middle of nowhere.
If I get back in my seat the behavior immediately switches back to Launched.
Hi, Found out that I had made a condition that broke reactive mode with M ships. derp I've released a fixed version.
This should only fix subordinates acting like 'Launched' if Reactive mode stays. The bug where it doesn't stay at reactive mode at all is still a bit of a mystery to me. Based on the logs I would say that it for some reason can't find the pilot. Could it be that the ship has no pilot (neither NPC nor player) when you tried to set docking mode?
I will check again but I think the not-staying-in-reactive-mode was fixed (randomly?) with the previous update; it was showing Reactive but staying launched.
Reactive mode is now disabled on stations. It doesn't work there anyway. STO-compatible and normal versions has been merged into one by the help of the UI Extension and HUD mod. That means that version 2.0.6 and up is now a requirement for that mod.
Note for the early birds: As of this writing Allectus hasn't released his update for STO yet to also use UI Extension and HUD Its out: get latest version of STO to stay compatible! https://www.nexusmods.com/x4foundations/mods/645
39 comments
I've uploaded it to the Steam workshop. So for those that prefer that it can be found here.
Since the workshop tool creates its own mod id, I suggest before subscribing you first open your game to disable the nexus version and then uninstall by deleting the reactive_docking folder.
I will of course keep the nexus version up to date should updates arrive.
As a long time user of this Mod I want to thank you very much for this masterpiece in terms of QoL and usefulness - essential!
Having said that I wonder if it is possible to attach the function to Stations, too?
Thanks a lot and have a great time
Alas, I'm getting an error while installing via Vortex. It says there are redundant files in the mod and does not deploy also the folder where vortex supposedly unpacks and maintains the mod is empty. Also there doesn't seem to be any file conflicts that either Vortex or I could find.
This happens with your v2.0 and game version 5.1.
PS: Vortex says your mod is either contains no files or is being overwritten completely by another mod
if you need any logs let me know
That is intentional. The way my reactive mode works is pretty simple: make subordinates think they are carrier-based. So 'Launched' in a carrier is already reactive in vanilla.
Thank you very much <3
Firstly love this mod. Can this (or another mod) sort out the craziness of carriers to constantly recall subs (ships) whenever they want to move more then 50 feet? I am aware of Urgent Orders mod -> https://www.nexusmods.com/x4foundations/mods/683
Any help greatly appreciated!!
No, this mod does not affect carriers.
For this one I have disabled the reactive docking option if the leader ship has no captain atm. Since I save the custom logic to the ship's captain, it would generate error logs if there were none.
If your option for some reason is still disabled while the ship has a captain, try just closing and reopening the menu. Otherwise hit me with a bug report.
What ship is the leader? What other mods are you using?
Also I take it you're not trying to set reactive on the fighter ship, but rather the fighter ship's group right? Because it should not be possible to set docking orders on something that can't be docked on :)
I'm in my ship, which has one S dock. My fleet consists of my ship (the fleet leader) and one fighter. I go into the loadout ("ship") menu at the top of the cockpit HUD, and at the bottom of the window is my fighter (below turrets and drones). I set that fighter to "reactive" instead of "launched" or "docked."
Is this the wrong procedure?
To answer your other question, I have an absurd number of mods, including STO and Go Home Drone.
Docking orders are set on subordinate groups, rather than individual ships. And you made it sort of sound like you set it on a fighter, rather than the fighter's parent group. Which should not have been possible.
Though I still cannot reproduce.
The fact that it switches back to launch just tells me that it doesn't actually save the reactive setting. If you can at least see the dropdown, then its probably not a UI mod conflict. I save the reactive setting to the pilot of the leader ship though, maybe there's something funky going on with you as a captain that makes it not able to save to you.
Do you have a substitute captain assigned to your ship?
Also I would still like the exact ship your are using. Could be that it is a shiptype that I don't know need special treatment.
If you can you could also start the game with logs enabled, make the bug happen, and give the log file to me. That would probably help me the most.
If you're running windows you can do this by download this file: https://gist.githubusercontent.com/MattMcFarland/4c2f5cdd4657e91239cf7285b5d3b726/raw/3d7d4d5afca21156546e8cbfb145d43df7a159fb/x4-debug.bat
Download by right clicking page -> save as -> save to desktop or elsewhere you find it. Make sure the filename ends with .bat rather than .txt
Then double click it where you saved it. Steam should then ask you whether you would like to start the game with a bunch of parameters.
Just load right into a game where you can get the bug to happen, make it happen, and close X4 again.
Once you're done, you can find the logfile in Documents/Egosoft/X4/{bunch of numbers}/x4-game-{timestamp}.log
I've just now tested by getting up and setting the behavior while my NPC pilot was seated. If I set it to reactive, it stays in that mode, but if the ship is launched it stays launched and if the ship is docked it launches - even though I'm out in space in the middle of nowhere.
If I get back in my seat the behavior immediately switches back to Launched.
[=ERROR=] 109410.96 E:/Steam/steamapps/common/X4 Foundations/.../reactivedocking.lua(102): GetControlEntity(): Component 0 does not exist any more
My debug log is here:
https://app.box.com/s/erxqid7sjg6tiub4sumxgv4ytf9phsgh
The Gladius remains undocked/launched regardless of whether there is any threat.
Found out that I had made a condition that broke reactive mode with M ships. derp
I've released a fixed version.
This should only fix subordinates acting like 'Launched' if Reactive mode stays.
The bug where it doesn't stay at reactive mode at all is still a bit of a mystery to me. Based on the logs I would say that it for some reason can't find the pilot. Could it be that the ship has no pilot (neither NPC nor player) when you tried to set docking mode?
One thing I noticed - not crucial by any means - the version number on the extension still says 1.0 inside the game (with a date of 4/11/21).
Fixed: reactive mode not working if leader ship is an M ship.
Updates go brrrrt
Reactive mode is now disabled on stations. It doesn't work there anyway.
STO-compatible and normal versions has been merged into one by the help of the UI Extension and HUD mod. That means that version 2.0.6 and up is now a requirement for that mod.
Note for the early birds: As of this writing Allectus hasn't released his update for STO yet to also use UI Extension and HUD
Its out: get latest version of STO to stay compatible! https://www.nexusmods.com/x4foundations/mods/645