Reactive Factions Retribution 2.3.4 for X4:F 7.5 is here! Works well with Beta release
Hello there, First of all, I want to thanks Shul and DeadAir for the original modification .
What's behind Retribution? I've fallen in love with the idea of a galaxy that dynamically reacts to the player's actions. Sadly original mod sometimes was a frustrating and non-immersive experience, where reactions were very random - burdened with a global cooldown, which allowed one to react to a reputation gain event once every X seconds. Reactive Factions Retribution is an answer to this problem. Cooldowns are stored separately for each faction eliminating the pseudorandom factor to a minimum and preventing viral effects. Additionally, I've implemented a menu with SirNukes Mod Support APIs, thus enabling personalization of the experience to player needs and other modifications (especially those affecting the economy).
Game Loop I got an idea to make a game loop more rewarding and less frustrating. I've introduced a new bonus factor to the event. In that way, I'm eliminating the situation when your ally's reputation significantly drops even if you fight for his cause. Additionally, this feature is immersive because the more recognizable you are the more reputation you get. Bonus value can't be higher than 2 of UI reputation value at once. - It is configurable since 2.0.7. Penalty value can't be less than -2 of UI reputation value at once. It is configurable since 2.0.7.
For detailed information check the changelog and my repository on GitHub.
Notable I cannot check all of the changes manually by myself, so please report any issues on the Nexus Mods bugs page. I will try to fix them as soon as possible. Thank you for your support and contributions!
Conceptualizing New Systems for X4: Foundations Hey everyone,
I wanted to share that I've started working on two exciting new systems for X4: Foundations. These ideas are still in the early stages, and I'm considering whether to implement them as optional modules or separate mods (I haven't decided yet), but already started making mind maps and UMLs.
1. Diplomatic Delegations: The introduction of new personnel type - Diplomat, and new fleet behaviors for diplomacy convoys. Depending on the mission outcomes, these delegations could lead to various relations effects, such as Peace Delegation, Gift Delegation, Trade Delegation, Cultural Exchange, Military Alliance, and Scientific Cooperation.
2. Black Market Influence: A system to influence relations by paying Credits (Cr) or engaging in illegal trades, generating missions with RPG-like outcomes.
Those two will likely require UI Extensions and HUD, Extended Conversation Menu, and Reactive Factions Retribution as dependencies. Stay tuned for more updates as I continue to develop these concepts. I'd love to hear your thoughts and feedback! April 2025
Following the official confirmation of the diplomacy feature in X4, which had been previously leaked but is now officially acknowledged, the implementation plans are currently paused. I intend to revisit and refine my ideas to ensure they align with the official Diplomacy feature.
I've created language files and automized translation, 100% - they are a mess. If you want to help and add better support to your native or well-known language, please contribute to the RFR GitHub repository.
The mod is interesting but it needs a diplomacy option so players can work be friendly with two factions that are unfriendly with each other.
I was running missions in Argon space to get +20 so I could buy one of their XL ships. When I hit +16, I lost standing with Caldari State (DeadAIR mod) and could no longer dock at their stations, because they were unfriendly with Argon. Unfortunately I had a ship on the way to trade with them, and I was planning to buy some of their ships too. Because there is no diplomacy option where I could prove my friendship to Caldari while also remaining friendly with Argon, my only choice now is to keep working to +20, buy the XL ship and then go to Caldari space and trash my +20 Argon rep. to become friends with Caldari.
Much like Humans in the Star Trek universe were friendly to two factions that distrusted each other, this mod needs an option to allow that. Otherwise it's not much more effective than the base game where you can be friendly with everyone, it just makes it more of a grind to keep flipping reputations.
Yeah I have those in plans but currently I am busy because of the work and health related problems.
My idea was to add new action "send envoy delegation", adding new class of the personel "diplomat" and this would be official way to do this. Maybe some mission would be generated - some goal to achieve. Second way would be finding black market and new NPC who would require to give him specific assets he needs (e.g. Build a station for our outlaw faction, give the specific ship or ship mod, or a lot of credits.) let's say he would have a weeb of influence in intergalactic politics but being an outlaw in real.
Thanks for replying, I understand people get busy.
What about a "bribe" option? This might be easier to implement than a new NPC type.
1. There is a "Bribe Enemy Faction" section in the config menu 2. Bribe is toggled on / off with a selection box 3. Once enabled, a slider becomes active 4. The slider is: "Convert rep loss to $$ loss instead (values in thousands)" 5. The slider values would be 0.5x, 1x, 2x, 5x, 10x ... and so on, based on the strength of the player's empire 6. There would be a penalty of 200% rep loss for the triggering event if the player doesn't have enough $$ to cover the cost set in the slider
So with this option enabled, if I was going to lose 15 reputation and my slider was 1x, I would have to pay $15,000 Cr to avoid reputation loss, and if I didn't have $15,000 Cr then I would end up taking 30 reputation loss instead.
Obviously the numbers 15 rep loss and 30 rep loss are examples. You would actually use whatever the delta change is that your mod calculates, otherwise we'd end up being hostile with everyone really fast at -30 rep every time.
Hi, I can't seem to enable it, whenever I turn it on and restart the game, it goes back to off. I also have Mod Support APIs, but I don't see the menu.
So if i start a new game and have zero money, will this mod work? Or i need to hit 7,500,000 Cr mark to make it work? Does This mod modify reps gain for missions? Modded missions?
The mod does not change vanilla rep gains or losses. It only provides bonuses or penalties for actions that trigger those gains/losses. There are no modded missions. The mod will launch when the game starts - it doesn't need to start the new game and can be removed freely.
How the mod will work for you depends on your settings. By default the rep hits and bonuses will start while you'll get e.g. those 7,500,000 Cr and become recognizable person in the universe.
So if i complete any mission and it gives me +6 rep to faction, ur mod do what? It just takes that +6 rep and multiply it by bonus listed in settings? 6 rep + (6 * bonus)???
Is it possible to change it so that it reduces the amount of reputation received? Cause in my game if u complete 2-3 missions u can easily gain rep from 0 to +15
Bonus reputation is a small additional bonus. If you have a lot of assets and you are a recognizable entity in the universe then doing quests etc. will increase reputation gain with an analogical formula to that you've described. Penalties are a different system implemented in the mod. While e.g. making quests for an XYZ faction which is an enemy of e.g. ABC faction then ABC faction will receive the penalty for your diplomatic relations. (Literally, the relation will decrease be decreased by some amount of the reputation)
The values depend on your settings. You can adjust those using the Mod Menu.
For example, Experimental Amplitude will normalize outputs. Relative Amplitude scales the output based on the faction's relation; it will decrease the outputs as well. Decreasing the divisor will increase those outputs. Increasing the factor multiplier will increase reputation outputs. Thresholds cap the values. (https://steamcommunity.com/sharedfiles/filedetails/?id=2545236840)
Every setting is described in the Mod Menu. Point your mouse on the setting and the popup message will appear.
Hello, It's more complex, math algorithm is calculating bonus for the faction which player increases reputation and also calculating rep hits for player's relation with the enemies of this faction. More hostile enemies tend to drop rep faster.
It should, the mod reacts on the rep change event. If player's rep increases for XYZ faction, all enemies of the XYZ should react to this change.
Some factions, including the Xenon, are blacklisted so rep change events on those won't be included to the mod's calculations. It is intended. Regardless, killing the enemies of the faction XYZ, such as Xenons, near the station (I believe it's around 40km) should increase player's reputation to XYZ - so enemies of the XYZ should react to this change anyway.
70 comments
2.3.4 for X4:F 7.5 is here!
Works well with Beta release
First of all, I want to thanks Shul and DeadAir for the original modification .
What's behind Retribution?
I've fallen in love with the idea of a galaxy that dynamically reacts to the player's actions.
Sadly original mod sometimes was a frustrating and non-immersive experience, where reactions were very random - burdened with a global cooldown, which allowed one to react to a reputation gain event once every X seconds.
Reactive Factions Retribution is an answer to this problem. Cooldowns are stored separately for each faction eliminating the pseudorandom factor to a minimum and preventing viral effects.
Additionally, I've implemented a menu with SirNukes Mod Support APIs, thus enabling personalization of the experience to player needs and other modifications (especially those affecting the economy).
Game Loop
I got an idea to make a game loop more rewarding and less frustrating. I've introduced a new bonus factor to the event. In that way, I'm eliminating the situation when your ally's reputation significantly drops even if you fight for his cause. Additionally, this feature is immersive because the more recognizable you are the more reputation you get.
Bonus value can't be higher than 2 of UI reputation value at once.- It is configurable since 2.0.7.Penalty value can't be less than -2 of UI reputation value at once.It is configurable since 2.0.7.For detailed information check the changelog and my repository on GitHub.
Notable
I cannot check all of the changes manually by myself, so please report any issues on the Nexus Mods bugs page. I will try to fix them as soon as possible. Thank you for your support and contributions!
Thank you all for being here!
Kind Regards
Hey everyone,
I wanted to share that I've started working on two exciting new systems for X4: Foundations. These ideas are still in the early stages, and I'm considering whether to implement them as optional modules or separate mods (I haven't decided yet), but already started making mind maps and UMLs.
1. Diplomatic Delegations: The introduction of new personnel type - Diplomat, and new fleet behaviors for diplomacy convoys. Depending on the mission outcomes, these delegations could lead to various relations effects, such as Peace Delegation, Gift Delegation, Trade Delegation, Cultural Exchange, Military Alliance, and Scientific Cooperation.
2. Black Market Influence: A system to influence relations by paying Credits (Cr) or engaging in illegal trades, generating missions with RPG-like outcomes.
Those two will likely require UI Extensions and HUD, Extended Conversation Menu, and Reactive Factions Retribution as dependencies.
Stay tuned for more updates as I continue to develop these concepts. I'd love to hear your thoughts and feedback!
April 2025
Following the official confirmation of the diplomacy feature in X4, which had been previously leaked but is now officially acknowledged, the implementation plans are currently paused. I intend to revisit and refine my ideas to ensure they align with the official Diplomacy feature.
I was running missions in Argon space to get +20 so I could buy one of their XL ships. When I hit +16, I lost standing with Caldari State (DeadAIR mod) and could no longer dock at their stations, because they were unfriendly with Argon. Unfortunately I had a ship on the way to trade with them, and I was planning to buy some of their ships too. Because there is no diplomacy option where I could prove my friendship to Caldari while also remaining friendly with Argon, my only choice now is to keep working to +20, buy the XL ship and then go to Caldari space and trash my +20 Argon rep. to become friends with Caldari.
Much like Humans in the Star Trek universe were friendly to two factions that distrusted each other, this mod needs an option to allow that. Otherwise it's not much more effective than the base game where you can be friendly with everyone, it just makes it more of a grind to keep flipping reputations.
My idea was to add new action "send envoy delegation", adding new class of the personel "diplomat" and this would be official way to do this. Maybe some mission would be generated - some goal to achieve. Second way would be finding black market and new NPC who would require to give him specific assets he needs (e.g. Build a station for our outlaw faction, give the specific ship or ship mod, or a lot of credits.) let's say he would have a weeb of influence in intergalactic politics but being an outlaw in real.
What about a "bribe" option? This might be easier to implement than a new NPC type.
1. There is a "Bribe Enemy Faction" section in the config menu
2. Bribe is toggled on / off with a selection box
3. Once enabled, a slider becomes active
4. The slider is: "Convert rep loss to $$ loss instead (values in thousands)"
5. The slider values would be 0.5x, 1x, 2x, 5x, 10x ... and so on, based on the strength of the player's empire
6. There would be a penalty of 200% rep loss for the triggering event if the player doesn't have enough $$ to cover the cost set in the slider
So with this option enabled, if I was going to lose 15 reputation and my slider was 1x, I would have to pay $15,000 Cr to avoid reputation loss, and if I didn't have $15,000 Cr then I would end up taking 30 reputation loss instead.
Obviously the numbers 15 rep loss and 30 rep loss are examples. You would actually use whatever the delta change is that your mod calculates, otherwise we'd end up being hostile with everyone really fast at -30 rep every time.
Please assure to report any issues if occured - lastly I don’t play X4 that much to notice those on my own :<<
I made large refactoring in the last few updates. I expect that some bugs may occure. Reporting them is much, much help which I appreciate.
I also have Mod Support APIs, but I don't see the menu.
Does This mod modify reps gain for missions? Modded missions?
The mod will launch when the game starts - it doesn't need to start the new game and can be removed freely.
How the mod will work for you depends on your settings. By default the rep hits and bonuses will start while you'll get e.g. those 7,500,000 Cr and become recognizable person in the universe.
6 rep + (6 * bonus)???
Is it possible to change it so that it reduces the amount of reputation received?
Cause in my game if u complete 2-3 missions u can easily gain rep from 0 to +15
Penalties are a different system implemented in the mod. While e.g. making quests for an XYZ faction which is an enemy of e.g. ABC faction then ABC faction will receive the penalty for your diplomatic relations. (Literally, the relation will decrease be decreased by some amount of the reputation)
The values depend on your settings. You can adjust those using the Mod Menu.
Every setting is described in the Mod Menu. Point your mouse on the setting and the popup message will appear.
Does this mod makes Gain +1 at one faction, while loss -1 at another faction reputation?
It's more complex, math algorithm is calculating bonus for the faction which player increases reputation and also calculating rep hits for player's relation with the enemies of this faction. More hostile enemies tend to drop rep faster.
Some factions, including the Xenon, are blacklisted so rep change events on those won't be included to the mod's calculations. It is intended.
Regardless, killing the enemies of the faction XYZ, such as Xenons, near the station (I believe it's around 40km) should increase player's reputation to XYZ - so enemies of the XYZ should react to this change anyway.