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Please give feedback if it works for you, the publish system especially the way how its documented with the x tools is really finicky.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2961895954&searchtext=Seminar
And those don't even have a specific level. For piloting and management there are 5x items each reflecting a level. I think those deprecated items are level 1 or 2 and that's it. The piloting and management were named "inv_digitalseminar_xyz" in older versions of the game and have been renamed to "inv_seminar_xyz". Was a bit of a mess. They have cleaned that but boarding and engineering looks like the old piloting / management entries. And as said, even if I bring them back into the trader stock, its not all the levels and might be removed in the future.
What do you think would be a reasonable price? Same as piloting?
The others yes. The morale not sure anymore, have to check. Morale is special because it can go down and up based on success of what the character does.
Boarding 5* might require other price range, or its not worth it considering how easy they die regardless of stars. But when its to low, it might be imbalanced for high payout missions that looks for boarding specialists, if you can "train" them cheap.
Sadly there is no *simple* way for configuration. Devs could have added a simple mod configuration feature to content.xml (main mod meta info file). There is already in game UI for each mod in the list to open an option UI, but you can't add mod custom options.
Could be something like a checkbox (boolean). Numbers (int, float) with a min and max configurable and optional a slider variant for which you can set increments. For example:
<option label="Change value A" name="mod_option_a" type="float" min="0" max="100" slider increment="0.1" />
Would provide you a slider from 0 to 100 with a label "Change value A" and the slider would step in 0.1 increments.
The benefit of implementing it in content.xml instead of scripting it is that it would be very stable across X4 updates. And would not need a lot of added or changed files (hence more compatible against changes that break the mod)
That said:
I think you should take another look at making a thousand (substantively different) variations. Sure, it may cost you your job and family. Yeah, it may infuriate everyone who checks the X4 workshop and can't see anything except variants of this mod. Heck, you may even get banned!
But, it would be a record-setting achievement. Nobody has ever even tried it. You would be famous. Maybe not in the good way, but they say there's no such thing as bad publicity.
They're wrong, but don't let that stop you. Fame awaits!
I can add a variant for now.
But mid-long term I wouldn't want to make "1000" variants for each variable someone wants to have differently. There is a mod out there that adds the seminars, but this one has a couple of details, not just one, set differently. If it was much closer to my preference, I wouldn't have created this one first-place.
I will add a link to the description when the variant is created.
For standard station traders: 1-3 basic seminars, 0-1 for higher tiers.
For pirate station traders: 1-2 basics, 0-1 for the rest.
Interessting, I was searching myself for such a mod but did not find it.
Though there is a difference in the mod that one might like or not: the seminar price in my mod is much higher, which makes it harder and evtl. more immersive. Teaching experts costs a lot of money.
The other mod also did one thing, I planed to do: rename the seminars. Though it then needs to be done in all languages, not just english. I actually did this mod just for me and thought I'd share it with others. I typically don't mod a lot in games.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2436999794
can u not make a mod please what it is also useful like switch the outfit from the employees.
I frustrated to find the crew what i like from the clothes they wearing. It would be great to find a mod where i can change this. May be this is a good think for modding ?