X4: Foundations

X4: Foundations

upb Bail
76 Comments
netupb  [author] 20 Jun @ 1:00am 
@Greylock, contact me on discord (#fikrethos)
Greylock 19 Jun @ 10:32pm 
Unfortunately, even if i disable SN Mod entirely and use the new lua loader, the menus still won't show up.
Yea, that would have been awesome, i'm thinking at this point SN wouldn't care much.
netupb  [author] 17 Jun @ 1:07am 
@Desert, The upb lua loader that I wrote for loading lua codes works the same as the commands in the loader in the original SN Mod Support Api. In order to avoid loading twice when both mods are used, I gave priority to the SN loader in my own loader. In this way, they can work synchronously. However, the new SN Mod published on nexus is prepared with a different packaging (it can load a single lua file) and the commands in the loading codes are left the same. Therefore, even if there is an upb loader, the loading job will try to be done by the new SN Loader.

Maybe I should have written the loader codes in the upb loader specifically for myself instead of synchronizing with SN from the beginning. This would have required making the upb lua loader mandatory for my own mods.
P.S. I saw what you meant about how they scattered LUA addon script every where it's a mess. I even tried repairing it 2 different ways and no effect.
So it's personal inventory not ship inventory got it thanks.
netupb  [author] 17 Jun @ 12:42am 
@Desert, When you play without mods, you need to manually collect the items that appear in the ship wreckage in space. However, if you use automatic collection (if the player is in a ship near the wreckage, the wreckage will accumulate in the inventory of that ship pilot) or if you use a mod that makes a ship do this, it will accumulate in the inventory of the ship pilot who collected it.
(You can empty the inventory of this type of ship pilots by teleporting to that ship and talking to the captain.) There was a bug for this type of ships in the original SN mod. The menu would not open when you right-clicked.
If there is no ship in this type of situation, the right-click menu will open without any problems.

* I tested the Community Edition alone, but it only provided 1 lua load in the job of multiple lua loads. It gave an error for subsequent lua loads.
I haven't seen that right click issue yet, but I'm playing the Hyperion dlc, and whenever I would try to right click the Hyperion I couldn't, the CE was the only fix for it.

As far as CE it appears to be completely unpacked in the one i downloaded.
netupb  [author] 17 Jun @ 12:14am 
@Desert, I have been aware of the right click event in the SN API (if the right clicked ship pilot's inventory is full) for a long time, but,
Community Edition does not provide lua loading. The error comes from here.
The team that reworked the SN mod did not make many changes to the lua loading code. The calls are made the same way. However, I think the reason why the lua loading module does not work is because the Community Edition mod was packaged incorrectly (subst_01.cat).
I just updated to 7.60 from 7.10 there is an issue with the community edition and compatibility with the UPB files. The Community Edition mod is kind of mandatory because if you are playing the new expansion SN 1.90 wont allow you to right click on the map for new ships.

But with this mod all UPB files are either partially working or not working at all.
netupb  [author] 16 Jun @ 10:30am 
@Greylock, There is no problem with X4 7.60. If you are using 'SN Mod Support Api Community Edition' Mod, use lua original 'SN Mod Support Api' Mod.
Greylock 15 Jun @ 4:52am 
The mod option menu is not working for me either, i have UI proteciton disabled, reinstalled the mod, nothing, the mod itself seems to be working since i do see npcs bailing with dynamic wars, even a few L and XL ships but that's the problem, the bigger ships only bail VERY rarely and only freighter class ship, i wanted to tweek the chance but the menu is not working, this was NOT a problem before the flight model update, any chance this can be fixed? Thx
netupb  [author] 24 May @ 7:52am 
@Zane87, If the problem persists, let's talk on Discord to solve your problem. (#fikrethos)
netupb  [author] 24 May @ 7:46am 
@Zane87, Remove the sn mod support api (also delete it manually from the extensions folder) and try with just the upb loader.
Zane87 24 May @ 5:51am 
One of my favorite mods, but for the life of me I can not get the mod option menu to work. I deleted and redownloaded (and also unsubscribed and resubscribed) the mod files, used the nexus preview version, used the Upb equipment modification and recruit service mod and the special NPC there, disabled both/all UPB mods, saved and re-enabled them and ofc UI protection is off.

Whenever I choose to open either the mod or the mod options the UI window will not load :( What have I missed or can still try? :/
netupb  [author] 21 Mar @ 6:19am 
No problem for me, I need to look at your save file to understand your problem. We can talk on Discord (#fikrethos).
[ARC]REAVER 21 Mar @ 1:59am 
Hi Netupd, I think with update 1.31 we have lost the ability to save changes to the settings. I can change, for example, the bail chance but the change doesn't stick and I can't find anyway to save.
FuryoftheStars 11 Mar @ 8:51am 
Completely understood. Thank you! 😁
netupb  [author] 11 Mar @ 5:57am 
@FuryoftheStars,
Thank you for your translation help. I added the change you mentioned. The language files need to be edited by a native speaker of that language. Since the translation I received from Google Translate is based on my own culture, what is meant to be said and what the listener understands may be different.
FuryoftheStars 10 Mar @ 7:56pm 
Thank you for clearing that up. That's what I originally thought, but the way the tool-tips are worded made me second guess myself. The use of the word "of" made it read (to me) like the setting (Player, Player Owned, NPC) was the target of the bail check instead of the trigger of the check.

If it's ok, I'd like to suggest changing the words to something like the following:
https://imgur.com/a/dkrDXJy

(I used "Toggle on/off" instead of "Enable/disable" simply because it's 1 character shorter, but honestly either is fine. I'm not sure why I did that really, sorry. :/ )
netupb  [author] 9 Mar @ 3:04am 
@FuryoftheStars,
Except for NPC ships being BAIL, there is no possibility for player-owned ships to be 'Bail'.

As for the Player, PlayerOwned and NPC options in the settings, 'Attacker' is about who can make the ships they attack (other NPC ships) abandon the ship.
If you turn off the NPC option, the ships' bail status will be prevented in NPC-NPC battles.
If you turn off the PlayerOwned option, the NPC ships your ships attack will be prevented from being Bail.
I hope you understand.
I am providing translations via Google Translate. However, the translation is not the same as what you want to say due to cultural differences. I would like to thank those who want to help with understandable translations in advance.
FuryoftheStars 8 Mar @ 9:10pm 
Quick clarification question on the settings:

"Bail permission can be arranged separately for Player, Player owned and NPC ships"

Are these settings for the ship types that can *trigger* a bail chance, or the types that a bail chance can be triggered *on*? IE, if I disable the Player & Player owned options, does this make it so my ships can never cause other ships to bail, or does it make it so my ships will never bail?

The tool-tip descriptions in-game lead me to believe that these control the latter (who can bail), but I want to be sure! :)
nemanja40 2 Mar @ 5:21am 
yes it was a ship with misson
netupb  [author] 27 Feb @ 9:08am 
In my mod, it will support your bailout when ships suitable for bailout are under attack by NPC or player owned ships. However, there is a possibility that the ship that is being bailed out will explode while this support is being made.
netupb  [author] 27 Feb @ 9:05am 
It makes sense to me that the ship you are trying to bail out would be fired upon by enemy faction ships or stations within range of that ship.
westerngunman 27 Feb @ 9:01am 
Mostly it lets you have a fleet, and all of them will harass, won't keep shooting at it once all the components have been shot off. With dialog to encourage your target to bail. NPC's will still shoot at it, but the bail is MUCH quicker, and once it has bailed, they stop shooting. Doesn't mean that any weps already fired won't kill it though.
I generally try to harass away from stations and lots of ships.
netupb  [author] 27 Feb @ 8:48am 
@westerngunman, I have not examined or used the other mod before. Does the Harass command only prevent player owned ships from attacking, or does it also include NPC ships that attack that ship?
westerngunman 27 Feb @ 8:33am 
Thanks
@netupb. I'll give that a try. I do love your mod. The other mod, I do love the Harass command, and my fleets don't blow up the ship i'm trying to capture. Any chance you would support something like that in yours? I expect the answer to be no, but asking, so so its asked. :-D
netupb  [author] 27 Feb @ 8:09am 
@westerngunman, yes, 'Better piracy' mod conflicts with my mod.
Disable both mods, save your saved game once like this. Re-enable upb Bail mod and load the last save.
After this step, check if the situation you mentioned will occur again.
westerngunman 27 Feb @ 7:43am 
Yes, that is what's happening. I thought i tracked it to this mod.

Oh, i do see one other mod installed, that's related Better piracy. Possibly they are competing, or it's causing it. Every since the patch, my pirating has suffered greatly. so many things not working.
netupb  [author] 26 Feb @ 11:23pm 
@westerngunman, If I understand correctly, you are trying to say that player ships are bailed. However, this mod does not allow player ships to bail.
westerngunman 26 Feb @ 3:52pm 
I'm not 100% sure, but i THINK this mod is causing player owned escape pods to happen, with no way to clear them from the game. I might be able to shoot them down, i haven't tried that.
The pilot is unrecoverable, 2 start.
I'm able to transfer crew off them, if there is more than just the pilot, but the pilot is a loss in all cases.
I even re-assigned the captain from another one, just to see what would happen and the "unknown" pilot is non-operational in most cases.
netupb  [author] 24 Feb @ 9:27pm 
@nemanja40, What kind of a situation did you detect? It should show for claimable ships. In a special case, maybe it could be a ship belonging to a mission, etc.)
nemanja40 24 Feb @ 3:23pm 
The mod is not working on all ship classes
netupb  [author] 23 Jan @ 2:56am 
@cbtendo. Yes. You can delete the extensions/upb_bail/libraries/shipgroups.xml file.
cbtendo 23 Jan @ 1:10am 
Can the SCA destroyer changes removed? I'm playing with X4 reemergence submod that change SCA ship usage too. I would like to just use the bailing
Thanks
netupb  [author] 2 Nov, 2024 @ 4:00am 
To make bailing more difficult, for example,
- You can set the "BaseChance1" and "BaseChance2" values ​​to the BaseChance value. Or you can set them to a larger number (which makes bailing more difficult as the ship takes damage).
- You can increase the "Next Eject Timer" duration value.
- You can decrease the "Min Eject Percentage" and "Max Eject Percentage" values.
- For S,M ships, you can set the "Full bail Chance" value to 0.
netupb  [author] 2 Nov, 2024 @ 3:53am 
Also, if the ship captain is low in experience and morale, it makes the bailout easier. I wrote the settings for SWI. As I said, you can change the values ​​in the settings according to yourself.
netupb  [author] 2 Nov, 2024 @ 3:50am 
@monkeyPatch, You can reduce the bailout situation with many options in the settings. Yes, with the current settings, ships can easily get bail. Especially in S-M ships, if there are 1-2 crew members.
✠Deser✞🅵☣⚔⚔♏✠ 31 Oct, 2024 @ 6:18pm 
Sometimes in like flash point where massive battles happen.
monkeyPatch 31 Oct, 2024 @ 4:44pm 
@netupb Is it normal to find literally fields full of bailed ships when NPC-to-NPC is enabled?
I've started a new game with the boron start and after less than 30min I had a fleet of 20 bailed ships, all from NPC-to-NPC fights. Maybe it's an interference with an other mod but I'm sure I'm not using anything that touches bailing.
If this is normal, maybe disable NPC-to-NPC at the beginning.
✠Deser✞🅵☣⚔⚔♏✠ 20 Oct, 2024 @ 4:35pm 
@Fidel Castro yea mine wouldn't bail at all by default, but like net said you can take the personnel bail rate down below default settings.

Make sure you are using the most recent version.
Fidel Castro 20 Oct, 2024 @ 9:50am 
@✠Deser✞🅵☣⚔⚔♏✠ I touched no setting at all and they do all bail up eventually
netupb  [author] 20 Oct, 2024 @ 6:43am 
@FidelCastro, On the settings screen, under the "L and XL Ships" section, you can determine the amount of ship personnel (min-max) that will leave the ship during bailout.
✠Deser✞🅵☣⚔⚔♏✠ 19 Oct, 2024 @ 1:11pm 
They don't fully bail unless you've taken the bail rate up, you can also drop the bail rate blow the default.
Fidel Castro 19 Oct, 2024 @ 12:51pm 
Any chance to make it so you can't fully bail L and XL ships, just soften them by bailing some crew but not emptying them completely.
Fidel Castro 18 Oct, 2024 @ 3:51am 
Oh ty, nice mod ^^
netupb  [author] 18 Oct, 2024 @ 3:09am 
@Fidel Castro, In the options screen, under the "Valid Bails" section, if you uncheck the NPC checkbox, NPC-to-NPC bails will be disabled.
Fidel Castro 18 Oct, 2024 @ 1:25am 
Hey there, does this enable NPC on NPC bailing? If so, can it be disabled so only the player vs npc bail changes are applied?
✠Deser✞🅵☣⚔⚔♏✠ 10 Sep, 2024 @ 3:04am 
I just got a chance to try it out, and it is awesome.