Updates ======= v7.5.10, 14 Apr 2025: - Bug-fix: Promotion ceremonies were doubling up. This happens when the player is in transit to receive the promotion and a relationship update (e.g. from a player NPC trade) triggers another promotion. - Bug-fix: The properties list in the Immigration section of the menu would break when previously tracked stations are destroyed.
Updates ======= v7.5.09, 04 Apr 2025: - Bug-fix: Cleaned-up the management of licences for better compatibility with the Reputations and Professions mod. E.g. previously, when starting a custom game with a high relationship with a faction (e.g. PIO) will reset that relationship with that faction. v7.5.08, 30 Mar 2025: - Bug-fix: Set the player's immigiration status correctly. Previously, it was set as Militia at start of new games and was only corrected on the next game load or after closing the Options menu. v7.5.07, 29 Mar 2025: - Tweak: Refine the order of initialisation for mod compatibility with my other mods. - 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.
I'm at +20 with BOR, Militia status, 50.7 + 9.3 points, 0 towards next progress
Military Ship License and Capital Ship License are still locked, no ceremony mission pending, what do I do? I have 1 The Queen's Herald mission left to complete if that's somehow relevant
Can you take a screenshot of your Boron details in either the Reputations menu (if you have my other mod, Reputations and Professions mod - RAP) or the Factions menu (if you don't have the RAP mod), please?
If you have RAP installed, then you also need to have Defender/Trusting Reputation with Boron. You grind the Defender Reputation by performing Boron combat missions or destroying Boron enemies in sectors with a Boron Defense station.
After reading your reply I toggled "military ships require defender" off and I can buy them now, I toggled it back on and I lost the license again, it says I've got "Defender (Indifferent)" and I need 28 more points towards Trusting
So at least I know the goal to unlock them now, thanks
There is nowhere written that for Capital ship license you need a defender/trusting reputation. It's probably either a bug or if this is as intended then write it somewhere in the description. Because currently I don't have a Capital ship license with militia status with Terrans.
The Defender/Trusting requirement is from my other mod Reputations and Professions (RAP. If you don't have RAP, then you'll need only to be in the Militia citizenship status.
Yeah, I mean in that other mod there is also no description about that. There is 2 different licences - Military and Capital. There is only description and checkbox in settings only about Military, not about Capital. So I can't buy ships that is requiring Capital licence, but not Military. Some mods make use of the fact that it's 2 different licences. Like I can't buy civilian version of the Frigate because it's requiring Capital licence. And ofc I can't buy military version of the Frigate, but that's obviously already because of the Military licence.
yeah, sorry, when i first built the mod, i didn't think to separate them - primarily because i forgot that there are non-military capital ship.
unfortunately, there is no easy method to separate the dependence of military and non-military capital ship on the one capital ship licence without changing the data on each ship and then adding a new licence. and i'm not going to do that. sorry.
anyway, i uploaded a new version of Reputations and Professions with an updated description of that setting in the Extensions Options.
Wait, why do you need to change ship data? Can't you just separate the setting in your mod to 2 checkboxes separate for Military and Capital licence? So that everyone can change the setting to how they want it to be? Like if the ship is requiring only the Capital licence and not Military then I can just uncheck the "Capital licence required militia/defender status" checkbox so I can build civilian capitals, for example? Like I've said before, there is 2 frigates for Terrans (at least with my mods VRO+Reemergence), one is requiring Capital licence, and another requiring Military licence (and probably also Capital). Here is an example:
And because Military is coming before Capital ones, it probably will not be available with just Military licence (it would not make sense) even without your mod.
EDIT: I just re-read what you described. and i'll hide what's not relevant in my reply in a spoiler tag. END EDIT.
Spoiler:
Show
nope. the mod simply gives or withholds those licences.
all capital ships, regardless of whether they are military (e.g. destroyer) or not (e.g. large trade ship), are dependent on that one capital ship licence. purchasing restrictions are set at the licence-level and not at the ship or ship-type level - without modifying the ship data. e.g. to make a capital trading ship to be purchased at a lower licence requires modifying its ship data. because there is no "capital non-military ship licence", then a new licence need to be created. then all capital non-military ships need to be modified at their individual ship data.
BUT if what you want is actually: separate the military (e.g. frigate and corvettes - i.e. smaller than destroyers) and capital ships (destroyers and larger) requirements set by mod, then that simply defeats my intention of the player needing to grind for the defender reputation before the faction allows purchase of any military ship above a fighter-class.
I see what you mean. That way you get Frigate civilian ship before you will even get the first military fighter. I guess there is no other way around other than just leave it as is or make the mod more complicated.
I VERY rarely comment on here and I don't think I have EVER commented for just pure praise. All of your mods are masterful in there deceptive simplicity and depth. I play with various mods - but invariably, I always play with your mods. This mod is prime example; it makes you actually think about which faction you want to cosy with instead of being a psycopath like Dal Busta.
Your work brings life into this awesome yet often soulless game. Thank you.
I was a Resident a few hours ago in my 30 hour Boron playthrough - I should be a Militia now but am stuck at Migrant status. No fines, no crimes that I can find, 3 stations + a defense station in BOR space. 100% defender, social standing Ranger. BOR rank was stripped but I have all my licenses and titles back if I reduce requirements, is this a bug? Related to a crime? 100% defender, social standing Ranger?
https://imgur.com/a/FPmoTCp
EDIT: Also I had access to see my properties and their rev$ towards social standing before but cannot see them now?
can you send me a debug log as described in the description for the mod, please? just let the game run until it triggers a relationship change with BOR. e.g. an player NPC trade with them, or you completing a simple mission.
I've been using Social standings and citizenships for a few days now. Unfortunately, despite a little research, I have not yet fully understood why there is no progress in the professions category after I have now done some missions, station building, etc.. It says 0 points everywhere.
With reputation, the display seems to work so far, I already have +20 with two factions. at the moment I'm working on the license for military ships. At this point I realized once again that it seems quite difficult to get real combat missions at all, correct me if I'm wrong, but do they even exist? I don't remember being offered any, at least none outside of the plot missions. Placing mines, babysitting haulers or destroying mines is nice for in between, but it's not a challenge. Do these even count as combat missions to unlock the license for military ships?
I miss the possibility to farm real combat missions, like in Freelancer back then..^^ Is there no way to make this section interesting again in X4?
there was a bug in my reputations mod that disabled tracking of activites. make sure you update both this mod and my reputations mod to 7.5.09.
do you get the Connect To Guild Network button in the Missions Offer menu?
apart from the Spy and Saboteur missions, no combat missions added.
if you want combat-type missions, you'll need to install my Emergent Missions mod. that mod adds "real" Mayday, Escort, Patrol, and Search and Destroy missions. "Real" because those missions are derived from actual events in the game rather than fake-created for the sake of offering a mission. also, when Emergent Missions is installed, the Bounty Hunters guild becomes available in the Guild Network.
Thanks for the quick reply. I check for updates every day, yes it's version 7.5.09. In fact, I didn't notice the guild network button, probably because it's grayed out, so disabled. “The guild network is not available”. I must have missed something. - Emergent and more generic missions is installed edit: I have sent you a log :)
Okay. My reputation and professions were out of date. I guess I relied too much on the "Updated" or "Downloaded" status from Nexus. Now it seems to be working, thanks for the help. Now I'm going to fly some combat missions! =]
The 7.5.08 version of the Reputations and Professions mod is not tracking player activities ON NEW GAMES. If you also have the Social Standings and Citizenships mod, you'll also need to downgrade it to 7.5.07.
Hi, I'm not sure whether to post this here or on Reputations and Professions, but I'm using the current version (30th March) in a custom gamestart where I have 20 rep with all factions and the whole map discovered, as well as some existing stations in AI space, factions don't seem to be appearing in the Reputations screen at all. I've done some missions and killed some Xenon in friendly sectors, but the only faction that will show in Reputations is my own, and I haven't gained any profession points from doing missions. I have a debug log from my most recent test run where I went straight to Terran space and did the first Cadet mission, which on previous saves has led to me getting lots of rep and profession points from killing Xenon. https://drive.google.com/file/d/1-UYKptg7GYxb-1jXLnLDK4g8Wuc_ofl5/view?usp=sharing
I just downgraded to SS&C 7.5.01 and R&P 7.5.05 and on a new game start I have the full faction list and everything is working as intended (except for the bug where I have militia status with everyone that's mentioned in the changelog).
I just did some more testing and it seems that the issue is with all versions of SS&C after but not including 7.5.01. The UI never updates to show gained reputation or profession points after completing a mission, even after changing sector. The most recent combination I've confirmed is working is SS&C 7.5.01 and R&P 7.5.08.
Actually, that still isn't even working for my game, but it does work for my friend with the same versions of the mods. We're both using custom starts with the whole map discovered. I've tried with factions starting at +20 rep and also at default rep, and nothing.
v7.5.08, 30 Mar 2025: - Bug-fix: Set the player's immigiration status correctly. Previously, it was set as Militia at start of new games and was only corrected on the next game load or after closing the Options menu.
Updates ======= v7.5.07, 29 Mar 2025: - Tweak: Refine the order of initialisation for mod compatibility with my other mods. - 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.
After the latest update, the "Properties" button isn't showing up in my save. Also, I have like 10 stations in TER sectors and I'm still blocked at the Migrant state. I tried playing with the settings (transactions needed at 0), but no changes.
Don't mind me... I didn't have to required standing and was still considered a "Visitor" because I didn't have enough interactions with TER to be considered a Resident nor Militia. That was not a bug. Sorry for bothering you.
Something happened where I was notified I lost Militia rank and am now Migrant in PIO space despite having 2 stations earning over 70m each and a defence platform. I still have the properties button. I was Militia rank for a long time but something got bugged it appears.
edit: It does say I was stripped of my rank due to misconduct:
I do not have the crimes has consequences mod, at +28 rank. I will test using DeadAir dynamic war to decrease my reputation and then increase it back manually. edit 2: No I cannot re gain my rank for some reason even at +11 rank again. Will be following your instructions and emailing a log.
edit 3: Is it because those stations are in Frontier Space?
edit 4: I was able to get the promotion to appear by setting the first rank (resident to migrant) which caused the rank up mission to appear again. Then I set it back to Resident which did cause the mission to be revoked. I am still a Migrant. Sent log.
edit 5: How to fix: Remove Social Standings and Citizenship and lower the reputation below 10 and then raise it back up to previous level (+28 in my case) and gain the promotion. Add back Social Standings and Citizenships. Back to Militia!
Pretty interesting how I was not able to re-gain privileges until I removed the mod, lowered rep below 10, increased it above 20, and accepted promotions. Adding the mod back afterwards allowed me to regain militia.
I did send you the save; not really sure what the issue was :/
oh yes, i did get your save. sorry, i was working from nexus posts and bugs and my email backwards from 1 march so that i can marry them together. i missed partnering your e-mail with this post. will have a look at your save file now.
498 comments
=======
v7.5.10, 14 Apr 2025:
- Bug-fix: Promotion ceremonies were doubling up. This happens when the player is in transit to receive the promotion and a relationship update (e.g. from a player NPC trade) triggers another promotion.
- Bug-fix: The properties list in the Immigration section of the menu would break when previously tracked stations are destroyed.
=======
v7.5.09, 04 Apr 2025:
- Bug-fix: Cleaned-up the management of licences for better compatibility with the Reputations and Professions mod. E.g. previously, when starting a custom game with a high relationship with a faction (e.g. PIO) will reset that relationship with that faction.
v7.5.08, 30 Mar 2025:
- Bug-fix: Set the player's immigiration status correctly. Previously, it was set as Militia at start of new games and was only corrected on the next game load or after closing the Options menu.
v7.5.07, 29 Mar 2025:
- Tweak: Refine the order of initialisation for mod compatibility with my other mods.
- 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.
Military Ship License and Capital Ship License are still locked, no ceremony mission pending, what do I do? I have 1 The Queen's Herald mission left to complete if that's somehow relevant
If you have RAP installed, then you also need to have Defender/Trusting Reputation with Boron. You grind the Defender Reputation by performing Boron combat missions or destroying Boron enemies in sectors with a Boron Defense station.
After reading your reply I toggled "military ships require defender" off and I can buy them now, I toggled it back on and I lost the license again, it says I've got "Defender (Indifferent)" and I need 28 more points towards Trusting
So at least I know the goal to unlock them now, thanks
If you don't have RAP, then you'll need only to be in the Militia citizenship status.
unfortunately, there is no easy method to separate the dependence of military and non-military capital ship on the one capital ship licence without changing the data on each ship and then adding a new licence. and i'm not going to do that. sorry.
anyway, i uploaded a new version of Reputations and Professions with an updated description of that setting in the Extensions Options.
Like I've said before, there is 2 frigates for Terrans (at least with my mods VRO+Reemergence), one is requiring Capital licence, and another requiring Military licence (and probably also Capital). Here is an example:
And because Military is coming before Capital ones, it probably will not be available with just Military licence (it would not make sense) even without your mod.
nope. the mod simply gives or withholds those licences.
all capital ships, regardless of whether they are military (e.g. destroyer) or not (e.g. large trade ship), are dependent on that one capital ship licence. purchasing restrictions are set at the licence-level and not at the ship or ship-type level - without modifying the ship data. e.g. to make a capital trading ship to be purchased at a lower licence requires modifying its ship data. because there is no "capital non-military ship licence", then a new licence need to be created. then all capital non-military ships need to be modified at their individual ship data.
BUT if what you want is actually:
separate the military (e.g. frigate and corvettes - i.e. smaller than destroyers) and capital ships (destroyers and larger) requirements set by mod, then that simply defeats my intention of the player needing to grind for the defender reputation before the faction allows purchase of any military ship above a fighter-class.
I VERY rarely comment on here and I don't think I have EVER commented for just pure praise. All of your mods are masterful in there deceptive simplicity and depth. I play with various mods - but invariably, I always play with your mods. This mod is prime example; it makes you actually think about which faction you want to cosy with instead of being a psycopath like Dal Busta.
Your work brings life into this awesome yet often soulless game. Thank you.
https://imgur.com/a/FPmoTCp
EDIT: Also I had access to see my properties and their rev$ towards social standing before but cannot see them now?
just let the game run until it triggers a relationship change with BOR. e.g. an player NPC trade with them, or you completing a simple mission.
I've been using Social standings and citizenships for a few days now. Unfortunately, despite a little research, I have not yet fully understood why there is no progress in the professions category after I have now done some missions, station building, etc.. It says 0 points everywhere.
With reputation, the display seems to work so far, I already have +20 with two factions. at the moment I'm working on the license for military ships. At this point I realized once again that it seems quite difficult to get real combat missions at all, correct me if I'm wrong, but do they even exist? I don't remember being offered any, at least none outside of the plot missions.
Placing mines, babysitting haulers or destroying mines is nice for in between, but it's not a challenge. Do these even count as combat missions to unlock the license for military ships?
I miss the possibility to farm real combat missions, like in Freelancer back then..^^
Is there no way to make this section interesting again in X4?
make sure you update both this mod and my reputations mod to 7.5.09.
do you get the Connect To Guild Network button in the Missions Offer menu?
apart from the Spy and Saboteur missions, no combat missions added.
if you want combat-type missions, you'll need to install my Emergent Missions mod.
that mod adds "real" Mayday, Escort, Patrol, and Search and Destroy missions.
"Real" because those missions are derived from actual events in the game rather than fake-created for the sake of offering a mission.
also, when Emergent Missions is installed, the Bounty Hunters guild becomes available in the Guild Network.
- Emergent and more generic missions is installed
edit: I have sent you a log :)
Okay. My reputation and professions were out of date. I guess I relied too much on the "Updated" or "Downloaded" status from Nexus. Now it seems to be working, thanks for the help. Now I'm going to fly some combat missions! =]
it has one button that checks whether an update for a mod was released.
If you also have the Social Standings and Citizenships mod, you'll also need to downgrade it to 7.5.07.
forgot to include the comments to it. sorry.
we'll continue our conversation on there.
- Bug-fix: Set the player's immigiration status correctly. Previously, it was set as Militia at start of new games and was only corrected on the next game load or after closing the Options menu.
=======
v7.5.07, 29 Mar 2025:
- Tweak: Refine the order of initialisation for mod compatibility with my other mods.
- 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.
Also, I have like 10 stations in TER sectors and I'm still blocked at the Migrant state. I tried playing with the settings (transactions needed at 0), but no changes.
That was not a bug. Sorry for bothering you.
edit: It does say I was stripped of my rank due to misconduct:
I do not have the crimes has consequences mod, at +28 rank. I will test using DeadAir dynamic war to decrease my reputation and then increase it back manually. edit 2: No I cannot re gain my rank for some reason even at +11 rank again. Will be following your instructions and emailing a log.
edit 3: Is it because those stations are in Frontier Space?
edit 4: I was able to get the promotion to appear by setting the first rank (resident to migrant) which caused the rank up mission to appear
again. Then I set it back to Resident which did cause the mission to be revoked. I am still a Migrant. Sent log.
edit 5:
How to fix: Remove Social Standings and Citizenship and lower the reputation below 10 and then raise it back up to previous level (+28 in my case) and gain the promotion. Add back Social Standings and Citizenships. Back to Militia!
is a base-game penalty.
Neither this mod nor my Reputations mod will apply that penalty.
I did send you the save; not really sure what the issue was :/
sorry, i was working from nexus posts and bugs and my email backwards from 1 march so that i can marry them together.
i missed partnering your e-mail with this post.
will have a look at your save file now.
moving this to bugs also.