It sounds nice, but if it is just a music/graphics mod then naming it 'Quality of Life' might be confusing as it isn't really a QoL mod like QoL Pack (https://fractalsoftworks.com/forum/index.php?topic=23652.0).Oh snap, didn't even realize there was already a mod with this similar name. Hmmm.. I shall add some more detail in the title such as: Foxy's Quality of Life - Cosmetic Tweaks to clear the confusion :)
People might come to check this mod out looking for completely different content than it provides, and people looking for graphics/music changes might not see it because of it.
Hmm... might need more screenshots, maybe some music samples too?I'm not a very technical fox, so I'm not sure how to do that! :( Sorry.
Hmm... might need more screenshots, maybe some music samples too?Well, this is the best I can do to get a screenshot:
I am not sure how to add the music here!Hmm... might need more screenshots, maybe some music samples too?Well, this is the best I can do to get a screenshot:
Nice job :) . Some of these look familiar, never made the connection they'd fit in with the game ambianceWoow, those are some really dope ships! <3 Love them!
Oh, I forgot to mention that I added a custom cursor as well.
There is no way to disable it via a command, as I found no way to do that in the config file, but you can simply delete the folder "cursors" in mods/Foxy's Quality Of Life/graphics/ and it will revert back to the vanilla. I will do separate download versions later today for people who want the cursor as a separate addon to this mod :)Oh, I forgot to mention that I added a custom cursor as well.
That's interesting but, no offence, I prefer the normal one.... using it's optional, right?
I have separated the downloads. Hope everything works out fine now :)Oh, I forgot to mention that I added a custom cursor as well.
That's interesting but, no offence, I prefer the normal one.... using it's optional, right?
Overall a good mod (the change on zoom level is a godsend) but the replacement audio for the distress signal is really disruptive and out of place compared to the rest of the art and music change. It would be very nice if the overall change of the mod are consistent in theme and quality.
Overall a good mod (the change on zoom level is a godsend) but the replacement audio for the distress signal is really disruptive and out of place compared to the rest of the art and music change. It would be very nice if the overall change of the mod are consistent in theme and quality.
Is that where the nonsensical screaming came from?
If so then I second the motion that it's bizarre and out of place.
Yeah, I like to spice things up when it comes to DISTRESS, but I will take into account to make a more relaxing and immersive sound for distress calls. Thanks for the feedback!Overall a good mod (the change on zoom level is a godsend) but the replacement audio for the distress signal is really disruptive and out of place compared to the rest of the art and music change. It would be very nice if the overall change of the mod are consistent in theme and quality.
Is that where the nonsensical screaming came from?
If so then I second the motion that it's bizarre and out of place.
Yep. The file is in mods\fqol\sounds\sfx_abilities. Delete it and you'll have the vanilla audio effect back.
I was playing in late night and I definitely did not appreciate the jump scare out of nowhere lol.
i've removed this mod from my set as it causes some issuesI understand. I am not a coder to be honest, so I am just stumbling my way through this game and trying to make it more aesthetically pleasing. This mod is just an alternative and as time goes by I hope to improve onto many other aspects as well. Thanks for your sincere feedback ^__^
it's redundant in sense of the other QoL mod
adds just layers of overrides to keep track about
vs default settings file and other mods settings files ...
.... Yeah, I like to spice things up when it comes to DISTRESS, but I will take into account to make a more relaxing and immersive sound for distress calls. Thanks for the feedback!
Thanks, will check it out later when I get home! Cheers!.... Yeah, I like to spice things up when it comes to DISTRESS, but I will take into account to make a more relaxing and immersive sound for distress calls. Thanks for the feedback!
I don't think it should be relaxing, it's supposed to get your attention after all, but hearing random screams over the com should be reserved for Firefly Reavers. ;)
You could look up naval SOS signals for inspiration, if need any.
One thing you could look into for the future is give the ability to change your base amount of fleet Officers like you did the Administrators.Sure, I will put it on the to-do list. Most likely I will have time to work on it tomorrow. Thanks for the feedback.
Added the SOS signal..... Yeah, I like to spice things up when it comes to DISTRESS, but I will take into account to make a more relaxing and immersive sound for distress calls. Thanks for the feedback!
I don't think it should be relaxing, it's supposed to get your attention after all, but hearing random screams over the com should be reserved for Firefly Reavers. ;)
You could look up naval SOS signals for inspiration, if need any.
I've added the "baseNumOfficers", so now you can go and enable it manually there in the settings.jsonOne thing you could look into for the future is give the ability to change your base amount of fleet Officers like you did the Administrators.Sure, I will put it on the to-do list. Most likely I will have time to work on it tomorrow. Thanks for the feedback.
Excellent... if you're interested in other wacky ideas here's another two:Hehe, I will keep these in mind, although I am not a coder, so don't expect anything fancy related to gameplay mechanics ^__^
Having a sound effect to let you know when your Operatives (Nexerelin?) have finished a job. Not sure if that's possible, but missing the fast fading message of their results is annoying.Bounty Hunting Travel CreditEssentially, to mitigate the annoyance of having to travel to the outer rim of the sector to hunt down a bounty if you try to acquire one via a contact you get some extra funding. Especially annoying if you use 'Adjusted Sector' like I do and the sector is larger than normal.
The Bounty Hunting Travel Credit (BHTC) is defined by the following formula:
{(LY distance to target x 200) + (LY distance to target x 50)} x Size of Bounty Modifier = Reimbursement amount for Fuel and Supplies used to reach the target and return
The idea is if they're going to try and send me 50 LY to whack a 40000 credit bounty, they better damn well pay the travel costs (the 200 and 50 credit amounts are simply double the base cost for Supplies and Fuel, as it's round trip). This would obviously only apply to bounties specifically acquired through contacts, pickup bounties you detect while travelling don't get this bonus. The 'Size of Bounty Modifier' is just if you picked the small/medium/large bounty, probably a simple 2/4/6 but it can be adjusted as needed since the assumption is a harder bounty will need a bigger fleet which will eat more fuel/supplies.[close]
Anyway, just more of my wacky ideas for you to play around with. ;)
Excellent... if you're interested in other wacky ideas here's another two:Hehe, I will keep these in mind, although I am not a coder, so don't expect anything fancy related to gameplay mechanics ^__^
Having a sound effect to let you know when your Operatives (Nexerelin?) have finished a job. Not sure if that's possible, but missing the fast fading message of their results is annoying.Bounty Hunting Travel CreditEssentially, to mitigate the annoyance of having to travel to the outer rim of the sector to hunt down a bounty if you try to acquire one via a contact you get some extra funding. Especially annoying if you use 'Adjusted Sector' like I do and the sector is larger than normal.
The Bounty Hunting Travel Credit (BHTC) is defined by the following formula:
{(LY distance to target x 200) + (LY distance to target x 50)} x Size of Bounty Modifier = Reimbursement amount for Fuel and Supplies used to reach the target and return
The idea is if they're going to try and send me 50 LY to whack a 40000 credit bounty, they better damn well pay the travel costs (the 200 and 50 credit amounts are simply double the base cost for Supplies and Fuel, as it's round trip). This would obviously only apply to bounties specifically acquired through contacts, pickup bounties you detect while travelling don't get this bonus. The 'Size of Bounty Modifier' is just if you picked the small/medium/large bounty, probably a simple 2/4/6 but it can be adjusted as needed since the assumption is a harder bounty will need a bigger fleet which will eat more fuel/supplies.[close]
Anyway, just more of my wacky ideas for you to play around with. ;)
Question Boss, would this affect other mods that already added music or Audio Plus?
Question Boss, would this affect other mods that already added music or Audio Plus?
They will combine. If 2 mods add the same music, load order dictates which mod takes priority for that specific music situation.
Is this mod dead? Can't find the link
Is this mod dead? Can't find the linkLink has been fixed. Stay awesome <3
The link was fixed. Live ling and prosper ^_^Is this mod dead? Can't find the link
Yeah the website is down, you can find the link by quoting the OP, but it's dead.
Foxy was on the forum this year so there is hope he'll be back, but it looks like he doesn't own the domain for his website anymore so :/
Don't suppose anyone has a backup download link for this mod?Try to check the download link now. Have a super amazing day, night, eclipse or apocalypse <3
Does the sound "commander, you have leveled up" come from this mod?Hi, yes, you have to go into the sound > sfx_interface and look for the file named ui_char_level_up.ogg and remove it with your favorite hammer from your screen!
If so, is there a way to remove it? It's pretty annoying.
Excellent taste in music, great mod, thank you for adding the customization toggles :)Thank you! You are the best ^_^
Is this compatible with 0.95 ver of Starsector? still don't want to abandon it yet, since a lot of the mods aren't even up to dateYes. The scripts don't seem to have changed anything related to the additions I have implemented. From my tests it seems to work alright.
Hey, just wanted to let u know that ur mod is unfortunately causing the option for "INVADE PLANET X" from NEX not showing up.Oh, I see. you are right. I will have a look at it these days to figure out what the issue is. thanks for bringing it up. As for the NEX thing, you could try to rename my mod folder and put an x in front so it goes after it in the loading list of the launcher. It's very possible that the config file I set up is conflicting with theirs, but I will investigate and come up with updates when I can ^_^
I tested each mod of my list, and then urs, and then all my mods without urs and only with this mod enabled does it happen.
I dont see any errors but the option is just not showing up. (and yes i
Idk if its causing anything else to be wrong because i didnt have enough time but there were a couple of things wierd like pic rel and it also might be because of this mod but on that im not sure.
Hopefully u can figure out whats causing this because other than that i really like ur mod :) GL!
EDIT:
i also included the link to the log in case u wanted it(with just nex and QOL). All i see there from errors is:
31527 [Thread-3] ERROR data.scripts.plugins.MagicAutoTrails - unable to read data/trails/trail_data.csv
31531 [Thread-3] ERROR org.magiclib.plugins.MagicAutoTrails - unable to read data/trails/trail_data.csv
25354 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [flare] not found in ship_data.csv
25354 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [module_hightech_decor] not found in ship_data.csv
log(its 3.8mb so too larger to post here or on pastebin): https://easyupload.io/49fd5n (https://easyupload.io/49fd5n)
Hey, just wanted to let u know that ur mod is unfortunately causing the option for "INVADE PLANET X" from NEX not showing up.Ok, I have made a few small adjustments and it seems to be in order with the $market thing gone now, being replaced by the correct naming. I am not yet sure of NEX as I do not have it installed, but as a precaution, I have put an index of z_ in front of the mod name, and maybe that will push it behind NEX so the settings.json can avoid the conflict (hopefully). But to be honest, that option of "Invade Planet" should not be impacted by this mod as it does not handle any of those values related to text output.
I tested each mod of my list, and then urs, and then all my mods without urs and only with this mod enabled does it happen.
I dont see any errors but the option is just not showing up. (and yes i
Idk if its causing anything else to be wrong because i didnt have enough time but there were a couple of things wierd like pic rel and it also might be because of this mod but on that im not sure.
Hopefully u can figure out whats causing this because other than that i really like ur mod :) GL!
EDIT:
i also included the link to the log in case u wanted it(with just nex and QOL). All i see there from errors is:
31527 [Thread-3] ERROR data.scripts.plugins.MagicAutoTrails - unable to read data/trails/trail_data.csv
31531 [Thread-3] ERROR org.magiclib.plugins.MagicAutoTrails - unable to read data/trails/trail_data.csv
25354 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [flare] not found in ship_data.csv
25354 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [module_hightech_decor] not found in ship_data.csv
log(its 3.8mb so too larger to post here or on pastebin): https://easyupload.io/49fd5n (https://easyupload.io/49fd5n)
Hey, just wanted to let u know that ur mod is unfortunately causing the option for "INVADE PLANET X" from NEX not showing up.Ok, I have made a few small adjustments and it seems to be in order with the $market thing gone now, being replaced by the correct naming. I am not yet sure of NEX as I do not have it installed, but as a precaution, I have put an index of z_ in front of the mod name, and maybe that will push it behind NEX so the settings.json can avoid the conflict (hopefully). But to be honest, that option of "Invade Planet" should not be impacted by this mod as it does not handle any of those values related to text output.
I tested each mod of my list, and then urs, and then all my mods without urs and only with this mod enabled does it happen.
I dont see any errors but the option is just not showing up. (and yes i
Idk if its causing anything else to be wrong because i didnt have enough time but there were a couple of things wierd like pic rel and it also might be because of this mod but on that im not sure.
Hopefully u can figure out whats causing this because other than that i really like ur mod :) GL!
EDIT:
i also included the link to the log in case u wanted it(with just nex and QOL). All i see there from errors is:
31527 [Thread-3] ERROR data.scripts.plugins.MagicAutoTrails - unable to read data/trails/trail_data.csv
31531 [Thread-3] ERROR org.magiclib.plugins.MagicAutoTrails - unable to read data/trails/trail_data.csv
25354 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [flare] not found in ship_data.csv
25354 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [module_hightech_decor] not found in ship_data.csv
log(its 3.8mb so too larger to post here or on pastebin): https://easyupload.io/49fd5n (https://easyupload.io/49fd5n)
I have not noticed any visual glitches. This mod basically replaces some vanilla images and some music+sounds and tweaks a few things in the settings.json. It does not add/change the core coding of the game.
None of these files are touched by this mod:
data/trails/trail_data.csv
data/trails/trail_data.csv
ship_data.csv - this is generated in vanilla without mods atm
ship_data.csv - this is generated in vanilla without mods atm
Download it again (https://tzr.ro/mods/starsector/fqol/fqol.rar) and make sure you also have the latest version of RC9 of Starsector (https://fractalsoftworks.com/preorder/). Keep me updated if things changed for you.
Cheers!Hey, just wanted to let u know that ur mod is unfortunately causing the option for "INVADE PLANET X" from NEX not showing up.Ok, I have made a few small adjustments and it seems to be in order with the $market thing gone now, being replaced by the correct naming. I am not yet sure of NEX as I do not have it installed, but as a precaution, I have put an index of z_ in front of the mod name, and maybe that will push it behind NEX so the settings.json can avoid the conflict (hopefully). But to be honest, that option of "Invade Planet" should not be impacted by this mod as it does not handle any of those values related to text output.
I tested each mod of my list, and then urs, and then all my mods without urs and only with this mod enabled does it happen.
I dont see any errors but the option is just not showing up. (and yes i
Idk if its causing anything else to be wrong because i didnt have enough time but there were a couple of things wierd like pic rel and it also might be because of this mod but on that im not sure.
Hopefully u can figure out whats causing this because other than that i really like ur mod :) GL!
EDIT:
i also included the link to the log in case u wanted it(with just nex and QOL). All i see there from errors is:
31527 [Thread-3] ERROR data.scripts.plugins.MagicAutoTrails - unable to read data/trails/trail_data.csv
31531 [Thread-3] ERROR org.magiclib.plugins.MagicAutoTrails - unable to read data/trails/trail_data.csv
25354 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [flare] not found in ship_data.csv
25354 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [module_hightech_decor] not found in ship_data.csv
log(its 3.8mb so too larger to post here or on pastebin): https://easyupload.io/49fd5n (https://easyupload.io/49fd5n)
I have not noticed any visual glitches. This mod basically replaces some vanilla images and some music+sounds and tweaks a few things in the settings.json. It does not add/change the core coding of the game.
None of these files are touched by this mod:
data/trails/trail_data.csv
data/trails/trail_data.csv
ship_data.csv - this is generated in vanilla without mods atm
ship_data.csv - this is generated in vanilla without mods atm
Download it again (https://tzr.ro/mods/starsector/fqol/fqol.rar) and make sure you also have the latest version of RC9 of Starsector (https://fractalsoftworks.com/preorder/). Keep me updated if things changed for you.
Tried this version u provided and it works! i even changed the name back and it also works fine so i think u can just upload that as a fix.
Thanks a lot! <3
Its pretty cool i like some of those chages, the color for the league actually helps. the other features though amazing
but the themes changes is an bit ehhhgg not much
Wow dude thanks for making this mod. This is the mod I did not know I needed. I mean when I saw the name I was a bit dubious, then I watched your little showcase video and i was interested, now I have played for 6 hours with and I don't know how I managed to live without it before!!! TRUELY THANK YOU!!!You are an Epic Captain. Stay awesome!
I'm sorry if this is a dumb question but, where do I select my cursor style? I didn't found any keybinding or option to do so, please help :cHey there. You have to click on the desired cursor image/button to download it (from the original post) or from here (https://tzr.ro/mods/starsector/)and then put the content of the archive in the quality of life mod folder. Basically the cursor is an addon to the mod. Hope it helps ^_^
Love your mod so far, I just wish there was a way I could toggle things off. While I love the player faction changes, I don't like some soundtracks you've included and I dislike some very specific features while everything else is pretty much perfect.Hey, glad to hear that you are having fun ^_^
It should, the general changes done in the new release don't touch or change the basic game parameters from what I have read. But if you encounter any issues let me know and I will test in in 97 as I haven't had a chance at the moment.
Hehe, no worries. Super glad that it made the game more friendly for you. The game's notice alert is there just because the version numbers don't match, because it literally just checks that specific number alone and nothing else :DIt should, the general changes done in the new release don't touch or change the basic game parameters from what I have read. But if you encounter any issues let me know and I will test in in 97 as I haven't had a chance at the moment.
sorry for the late reply i finally had the game running though i still kept my 0.96 copy just in case, no errors so far the reason why i asked last time was because your mod changed my experience so much that now i can't play the game without it thanks for confirming