X4: Foundations

X4: Foundations

DFun Skills Increasing (DFSI) v3
76 Comments
KLS 17 Mar @ 7:28pm 
Any news?
Wanted to start a new modded game in the next days...
Pitagora 5 Mar @ 12:27am 
Can anyone pick this up and update it for 7.5 version?
mark_ulbrich 26 Feb @ 9:51am 
It is not compatible to the version 7.50 anymore
Hebrux 25 Jun, 2024 @ 1:37pm 
Getting errors in debugger logs
Hebrux 7 Mar, 2024 @ 11:28am 
does this still work? and for existing saves?
DormantHeart 25 Jan, 2024 @ 9:27am 
Good for an existing save?
Icebird_HU 24 Nov, 2023 @ 11:20am 
Yes. Is still working under 6.20
KLS 8 Sep, 2023 @ 8:08am 
Is this mod still working with 6.20?
Ioulaum 19 Apr, 2023 @ 5:56am 
Error in MD cue md.DFunSkillsIncreasing.DFSI_PropertyProcessing<inst:8a7b9>: Property lookup failed: parent.$Gauss.{-2147483647}
* Expression: parent.$Gauss.{$SkillsAbility.{$k} + 1}
* Action: <set_value>, line 344
OOZ662 9 Jan, 2023 @ 8:45pm 
My biggest request would be configuration for the various values. While I don't want the agony of vanilla training speed, I feel like everyone in each of my 120+ person crews end up with 4 stars in everything by the next time I think to look at them. I've never had a station start with a manager under 4.5 stars, and they're all pulled from service crew.
mazrados 16 Jul, 2022 @ 7:55am 
"and whether or not the player is on the ship or station" - It's long time ago, in X Rebirth, when I figured out this is missing badly in this games. Reason to go to station or ship, if things don't go well. Something like emperor Palpatine visiting Death Star construction himself :)
Caelen 18 Apr, 2022 @ 5:23pm 
I'd love to see a more simplified version of this. No crew aptitudes, no changes to leveling rates for being docked or not, basically no randomness in how likely a skill is to level up. I'd like to see the chance of a level up be based entirely on the skill's current level.

I like everything else about this mod, particularly the logbook reporting.
Icebird_HU 30 Mar, 2022 @ 9:55am 
Yes, it's working with current 5.0 HF4.
McBeer89 27 Mar, 2022 @ 8:55am 
this mod work with 5.0 also good for an existing save?
Commisar Jon Fuklaw 7 Nov, 2021 @ 8:14am 
So does this still work at all?
aliths 24 Jun, 2021 @ 5:34am 
THX>>>
FeralZ 10 Oct, 2020 @ 2:32pm 
in fps and map mod it eats fps, but in map mode eats more
FeralZ 10 Oct, 2020 @ 2:31pm 
started a new game, with some mods, it was slow, checked the fps, very low on map mode, deactivated your mode, got my 10~12 fps back in map mode. Your mod eats fps :/
VStraken 27 Jun, 2020 @ 7:01pm 
Has anyone using this mod got any problems with using the "Display skill for role" menu ever since updating to 3.30 Beta? Whenever I click on any option, not only does it fail to display the skill in question but it also seems to break all the buttons on the ship information screen, and makes the Crew tab inaccessible for the particular ship that I used the menu until I reload the game.
Athenian 11 May, 2020 @ 8:50am 
Thanks!
G.A. 11 May, 2020 @ 5:22am 
thx
HOHOL 10 May, 2020 @ 8:20am 
tnx for update
DFun  [author] 8 May, 2020 @ 11:29pm 
Hello !

Panda, I don't know. I have tested with Rise and Ossian raider mod, it works. Maybe, if you delete my script, save the game, and reinstall to reset it...

Eodred, some parameters can do that : if your crew members have a good level, if they have no moral, but it strange anyway...

I still wanted to test v3.0 to check the balance of parameters, but I will post the update.
The update will reset the entire script, and I hope you have no more problems:)
Eodred 8 May, 2020 @ 9:23pm 
Ran this for about 5 hours, saw notifications every 20 minutes in the log - however when I checked across my 7 ships, not a single crew member of my 60 or so people gained anything. Not sure if it was me or the mod.
VPanda 5 May, 2020 @ 1:38am 
@DFun
hello man!
it seems that DFSI is incompatible with Rise of the ossian raider.
After 10 hr game(actually I left my pc overnight) I see only "0 point added to 0 managers on 1ship/stations" in the log:(
DFun  [author] 4 May, 2020 @ 12:12am 
Hello everybody !
For your information, I'm working on the v3.0...
Coming soon...
Athenian 3 May, 2020 @ 7:36am 
Thank you. Considering the micromanagement needed and the time it would take, this is very helpful.
DFun  [author] 17 Apr, 2020 @ 9:22am 
btw, in the report, number of skill points added is calculated by "reading" before and after processing for each skill of each characters. So if you have a value, it's working !
DFun  [author] 17 Apr, 2020 @ 9:14am 
Morale can be raise by a lot of things : trading (station too), mining, fighting, boarding, exploration, opening lockbox, station construction, ship building or upgrading ship of station.
It can fall, very slowly, in case of bad trading (station too), if the ship flees or gets bored.
VPanda 17 Apr, 2020 @ 3:05am 
btw, how do I raise morale? thx)
VPanda 16 Apr, 2020 @ 12:49pm 
@DFun
yes, I see a bunch of a messages, working fine?
DFun  [author] 16 Apr, 2020 @ 12:36pm 
No, it's just like this :
" XX skill point(s) added for XX manager(s) and/or crew member(s) located on XX ship(s) and/or station(s).'"
With the value at the place of "XX".
The title of the message is "DFSI report".
VPanda 16 Apr, 2020 @ 12:31pm 
@DFun
so it should say "pilot skill increased" in log book?
DFun  [author] 16 Apr, 2020 @ 12:30pm 
I don't see why...
If you want, remove the Steam mod and try the non-Steam [forum.egosoft.com].
You can edit the dfunskillsincreasing.xml to have detailed logs.
Explanation is in this file.
VPanda 16 Apr, 2020 @ 1:41am 
@DFun
I see only managers skill added in logbook.
DFun  [author] 15 Apr, 2020 @ 1:58pm 
Hello Panda,
Have you watch "DFSI report" on the player logbook ?
There is the number of skill points added, number of manager and crew members, and the number of ships and stations detected.
I try the workshop mod, verify debug logs of the script, and compare result with the skill level of impacted characters in the game, but everything is ok.
Just the "total personnel skill" evolution in the empire overview does not correspond to the skill points added. Certainly due to a refresh loop.
VPanda 15 Apr, 2020 @ 11:20am 
except of maybe the guy who sits in a ship with me, but I am piloting by my self, he is just sits in chair while I am on station. His skill grows...
VPanda 15 Apr, 2020 @ 11:08am 
I couldn't see skill rise on any of my ships for ~5 hours, miners, scout, all of them are stuck on starting skills=(
DFun  [author] 11 Apr, 2020 @ 10:28am 
Just for information Cor Blimey, I found the backup :steamhappy:
... and i modified it to post the update.
DFun  [author] 9 Apr, 2020 @ 12:48pm 
I watched the code of the non-steam file, because I'm sure I did both at the same time.
But this is not the last i did....
After thinking about it, I think I do that directly in the extension folder of the game, but I had to delete it when I try the 3.0 :(
But I also think I have a copy somewhere :)
If not, I pretty much know how I did it.
I can't leave it like that !!!
Cor Blimey 9 Apr, 2020 @ 12:14pm 
oops ;p
Well, I edited the rates a bit just to check was working in 3.0 (someone below said it didn't so I wanted to double check) and can confirm like you said, for sure it does work.Not so sure about docked ships though - will put a test pilot on a ship and leave him for a day or 2 for science
DFun  [author] 8 Apr, 2020 @ 12:48pm 
I think not for docked ship....
I was sure to have modified the script and have it updated....
I have put aside and wait for the 3.0 and DLC to include others modifications... And i don't find the modified script in my files !!!
Cor Blimey 8 Apr, 2020 @ 3:36am 
hey, does this work on docked ships and ships just on standby as well?
Viridis 5 Apr, 2020 @ 4:43am 
this Mod has no effect.
DFun  [author] 4 Apr, 2020 @ 1:41am 
To be sure, i have tested the mod with the 3.0 and DLC.
And it is working well today :)
DFun  [author] 4 Apr, 2020 @ 12:24am 
Hello everybody !

I don't try the mod with the 3.0 and DLC : skill progression have been improved and virtual seminars are available. I want to try this before :)
Normally, there is no reason it should not be functional.
Monarch, for the duplication of stations, it's the same : i think it's a trouble with the savegame, but not by the mod.

To know if the mod works fine, the most simple is to verify the total skills in the player informations page (total skills are refresh when the page is displayed). Skills are increased every 20mn, so i start the SETA and switch on the page until the evolution, or not...

MONOmah_V, i have implemented a logbook :
the non-Steam mod link is avalaible here : https://forum.egosoft.com/viewtopic.php?t=417327
(https://forum.egosoft.com/viewtopic.php?t=417326 for French people :) )
You must to read explanation in the dfunskillsincreasing.xml to activate it :)
Just, you need to uninstall the Steam mod before using the non-Steam mod.

Have fun !
Monarch 3 Apr, 2020 @ 11:17pm 
i think there is a bug after use the mod and save. when you load that save some random station will be duplicate near you. and those two station working just fine but it destroy all mechanic and economy
HOHOL 1 Apr, 2020 @ 7:47pm 
Sory did this mod work with 3.0+DLC?
Crusaderkvw 25 Feb, 2020 @ 8:41am 
So is this even kept up to date at all these days? after messing a bit with the settings in the .dat file (setting leveling to 15, 100% chance just to test some stuff) I'm not getting my traders leveled?
Darkgineer 7 Jan, 2020 @ 2:17pm 
Thanks for this mod. Small suggestion — IMHO it would be great to have notification about skill improvement via notifications panel and/or via logbook.