X4: Foundations

X4: Foundations

Reactive Factions Retribution
151 Comments
Damonicus1986 14 Jul @ 1:56am 
but needed to use version 2.1 rather than 2,2 so for anyone else check your folders if they look good after installation :)))
Damonicus1986 14 Jul @ 1:53am 
i checked on my end and turned out i had api installed incorrectly. all works as intended
Zane Nightshade  [author] 13 Jul @ 10:32am 
The main repository published on Nexus has the same ID as SirNukes Mod Support APIs and it's OFFICIAL release of the CE. Please don’t change the requirement id in your mods, in the long run, it will create more chaos than help for the end-users. xp
Valador 9 Jul @ 6:05pm 
This has been checked and re-verified.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3514258146
It should provide the same compatibility as the Nexus version. Please advise otherwise.
Zane Nightshade  [author] 6 Jul @ 10:07pm 
But the community one (this hosted on Nexus) has same mod ID like SirNukes APIs to provide compatibility with all mods (older too) and for now I'm gonna keep it like this. It seems the steam version has its own mod ID and that's why something is messed up - and if so, the steam version of the community mods api should be removed. But it's to investigate and I don't have time currently.
Damonicus1986 6 Jul @ 4:14pm 
can you remove dependency from normal one and make it for community one ? the old one is broken, i got version from nexus but it still have same old SirNukes Mod Support API as dependency... from what i found out if depencency is inactive in this case old API the mod wont work..
Zane Nightshade  [author] 14 May @ 1:31pm 
7.5 issues with right clicks while using Mod APIs have been fixed at community release of Mod APIs [www.nexusmods.com]

Please read description before usage
Zane Nightshade  [author] 15 Apr @ 2:11pm 
Following the official confirmation of the diplomacy feature in X4, which had been previously leaked but is now officially acknowledged, the implementation plans of my version of the diplomacy feature are currently paused. I intend to revisit and refine my ideas to ensure they align with the official diplomacy feature. More information is available in a stuck post on Nexus [www.nexusmods.com].
Zane Nightshade  [author] 16 Mar @ 7:38am 
It seems that UI Extensions and HUD by kuertee [www.nexusmods.com] addresses some issues with SirNukes Mod Support APIs, including the right-click bug.
Zane Nightshade  [author] 12 Mar @ 12:44pm 
Sure, go ahead. The mod should run in default settings.
BlackOkamie 12 Mar @ 12:18pm 
As much as I think your mod is cool, I got to remove the dependency, SirNuke as it break right clicks on ships when they got internal inventory.
Zane Nightshade  [author] 27 Feb @ 3:11am 
Already added those features to the TODOs list - It's available within the https://github.com/iomatix/Reactive-Factions-Retribution-X4Foundations/blob/main/changelog.md on my GitHub.
<It's pretty raw tho 😆>
Also, you may preview my mind maps [github.com] of the new features -> using https://app.diagrams.net/ to open them.
tonechild 27 Feb @ 3:03am 
I actually like the idea of there being a delay. It's much more immersive that it happens over time and not instantly. I was just confused in assuming it wouldn't work that way and then I'd love to be able to kick it off manually for testing purposes. Not really to mess with the game but it would be nice to get feedback after tweaking the values in the debug menu. Overall I am a big fan of the delay!
Zane Nightshade  [author] 27 Feb @ 2:59am 
-> to call the evaluation library faster—on demand.

The idea behind delaying evaluations is to immerse the player by making the universe react to their actions after a little time has passed. It might be a bit silly, but it works for me, so I thought it might work for others too. 😆
Zane Nightshade  [author] 27 Feb @ 2:57am 
Great! After I'm finished creating basic modding tools to streamline making things for X4, I'll add at least an adjustable cooldown or a button to call the evaluation library faster.
tonechild 27 Feb @ 2:36am 
Just wanted to followup and let you know its working. I just needed to wait long enough for the evaluation to kick off.
Zane Nightshade  [author] 27 Feb @ 2:21am 
Good idea, I will add this to TODOs :moxes:
tonechild 27 Feb @ 2:17am 
Thanks! I started to think I posted the comment on a different mod lol. Yeah I haven't played 25 minutes. I assumed it would do an initial evaluation but now that I know I can wait. One thing I'd love to do is be able to manually kick an evaluation off so I can test the different values in the menu - it would help me understand how those work. Thanks for the clarification and no worries on the deletion thing.
Zane Nightshade  [author] 27 Feb @ 2:15am 
To be clear the post was reporting that the mod is not evaluating power level correctly. Please report this bug if passed at least 25 minutes and it's still not evaluating. I'll investigate it if it happens but I couldn't reproduce it. The mod was working on 7.5 correctly.
Zane Nightshade  [author] 27 Feb @ 2:12am 
Have you played at least 25 minutes on your current save? Evaluation is made once per 25 minutes (cooldown) and the actual check is one per 10 minutes and evaluation goes on if 25 minutes has passed. As for pip It can be ignored, currently the mod is not utylizing any features of the pipes API.
Please play with the mod little longer on and report if the problem still occurrs. Sorry for deleting comment but I missclicked YwY
Zane Nightshade  [author] 22 Feb @ 5:28pm 
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.

More details at the sticky post on Nexus [www.nexusmods.com].
Science 21 Feb @ 9:33am 
Updated and I'm not seeing any errors now.
Zane Nightshade  [author] 21 Feb @ 9:22am 
I decided to patch the tag. It has been changed to `smalltalkreward` for now.
Zane Nightshade  [author] 21 Feb @ 9:04am 
Could you please check the version of your mod, or clear the log and restart the game client to provide new logs? I found this error in your logfile:

Expression: $FactionsList != null and $FactionsList.count > 0
Action: <do_if>, line 987

This issue has been fixed, and this expression no longer exists.
Science 21 Feb @ 9:01am 
Fair enough, there's some other errors on their end in here as well. Good work again though, much appreciated.
Zane Nightshade  [author] 21 Feb @ 8:59am 
Yes, I am aware of this issue. I could change the tag to e.g. "smalltalkreward" to provide compatibility. However, according to the tag lookup documentation, "Tag of the given name (tag is created if it doesn't exist)," the tag should be created automatically. Unfortunately, it is not, which suggests it might be a bug that should be reported to Egosoft.
Science 21 Feb @ 8:53am 
Ah darn, correction: It is throwing a very small amount of errors that aren't enough to hurt the fps. It's not a big issue though. Logfile Here [pastebin.com]
Science 21 Feb @ 8:44am 
I can confirm this now works like a charm in 7.50. No errors and no fps issues.

Well done man.
Zane Nightshade  [author] 21 Feb @ 5:05am 
@Science, you may try the newest 2.3.2 release - it has fixed (at least it should) everything we discussed yesterday.
Zane Nightshade  [author] 21 Feb @ 4:53am 
I am working on a few minor fixes. The mod should work as intended. If you encounter any issues, please report them.
Recon 21 Feb @ 12:30am 
So is this broken now because of the SirNukes API dependency?
Science 20 Feb @ 5:52pm 
Oh thank god it's not just me lmao. Sleep well man.
Zane Nightshade  [author] 20 Feb @ 5:50pm 
Okay I've got errors on the newest vanilla build. I will check what's going on tomorrow.
Zane Nightshade  [author] 20 Feb @ 5:39pm 
I am still on BETA build I'll check it reallly quick and try it out xD
Zane Nightshade  [author] 20 Feb @ 5:39pm 
Thank you! Have a great day or good night, depending on wherever you are! xP
Science 20 Feb @ 5:38pm 
Well it's not really a beta build anymore as of today, did you select "None" from the beta participation options?
Science 20 Feb @ 5:37pm 
No worries, best of luck and all that.
Zane Nightshade  [author] 20 Feb @ 5:37pm 
Oh, I am using BETA build if it does matter. [???]
Zane Nightshade  [author] 20 Feb @ 5:36pm 
I tried it just now, and I did not encounter any errors with a new game. Unfortunately, I don't have any saves to test it on. I'm also a bit confused, but it may not be necessary to remove the 'nulled' factions from the list in the codebase. However, I won't make this change today, as it's almost 3am here. I'll take some time to test it properly tomorrow.
Science 20 Feb @ 5:24pm 
This is really confusing. I disabled all my mods in the extensions page in-game except for this one and SirNukesAPI and started a new save and all the errors are still occurring.

Do you not have these in your debug log when you run it?
Zane Nightshade  [author] 20 Feb @ 5:21pm 
What just happened here o.o
Science 20 Feb @ 5:14pm 
Steam broke the formatting of those errors: link [pastebin.com]
Science 20 Feb @ 5:12pm 
Same errors present, seemed to load slightly differently this time though. In Protected Mode Off it threw about 1.3mb worth of errors into the log and then stopped. Then once the player faction announcement happened it threw an additional 7mb of errors into the log.

idk how much this matters, but the ones at the start were:

[] 1285144.42 Error in MD cue md.ReactiveMain.ReactiveInit: Property lookup failed: $FactionsList.{119}

and the ones it repeated endlessly were:

[] 1286668.76 Error in MD cue md.ReactiveMain.ReactivePlayerPowerUpdate<inst:21f1765>: Property lookup failed: $FactionsList.{119}

The bracketed numbers go from 78-131 and then repeat.
Zane Nightshade  [author] 20 Feb @ 4:41pm 
I've applied a hot-fix. As for the $ListofCooldowns fix, I haven't touched it yet. I think it's a rare situation where the list isn't initialized, but it still tries to look it up. However, it should initialize it anyway, which is why there are no further exceptions after this one. This shouldn't happen, and the only situation where it might occur is if the save is made after initialization but before removal.
Zane Nightshade  [author] 20 Feb @ 4:24pm 
Oh welp I did typo in the code. damn x'D it tries to lookup on FactionList not FactionsList :moxes: I'll fix it really quick
Science 20 Feb @ 4:19pm 
With it on, however, the issue is immediate at launch and throws some new errors: Logfile Here [pastebin.com]

I notice that the error regarding "$ListofCooldowns" at the top of the UI Protected On log is not present anywhere in the full UI Protected Off log.

There is also just a single error at game launch, prior to loading a save:

[] 0.00 File I/O: Could not find signature file '.\extensions\reactivefactionsretribution\content.xml.sig' (there will be no more errors for missing signatures; enable debug filter 'fileio' to get all signature verification failures)

Honestly, you might end up wasting your time until SirNukesAPI is updated and some other things with the new patch are shaken out. I appreciate the effort though. I will have to make enemies the old-fashion way until then, lol.

2/2
Science 20 Feb @ 4:19pm 
Still happens i'm afraid. I confirmed that I am on your latest build and steam updates are enabled: Image link [iili.io]

Some interesting results in the log though. I normally run with Protected UI Mode On because something in SirNukesAPI was broken in 7.50 and I can't right-click on my ships. With Protection Mode Off, similar errors and framedrop as the previous version don't present themselves until after your mod recognizes my wealth-based status: Logfile Here [pastebin.com]

1/2 (damn character limit)
Zane Nightshade  [author] 20 Feb @ 3:18pm 
Okay, I've got a while and updated it and uploaded ASAP fixes to the Steam Workshop. Could you test it once again, please? Thank you for your help with the logs; it means a lot.




The changes I've made should address these issues:

- Added specific localizations for the mod. Anybody can contribute to improving the translation if you are an advanced or native speaker of any language.
- Improved exception handling for the `tag.reactivefaction` property. The tag feature may still not work as intended if the issue was not addressed by Ego.
- Fixed an issue within the FactionFilter library that caused a null pointer exception.
- Added a missing bracket that caused another exception.
Zane Nightshade  [author] 20 Feb @ 1:19pm 
It looks like a exception, I'll take a look on it tomorrow and gonna fix it ASAP
Science 20 Feb @ 10:53am 
Quick update, problem persists. Ran the debug argument at start and hoo boy is it spitting errors.

Log before save is loaded: Debuglog Start [pastebin.com]
Log after game is loaded: Debuglog Loaded [pastebin.com]

Hope this helps.