Bounty kill credits, Wanted bounties, and bounty hunters! Killing spacemans is fun.
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Changelogs
Version 2.0.1
Fix Lua file path for Steam Workshop forced Cat packing
Version 2.0
Implement new map UI option to view the bounty board. Added by Mycu. Thank you! Change: Split bounty spotted notification text to better display credit amounts.
Version 1.91
Implement reputation gain disable option and hotfix for bounty multiplier being set at 0 causing a display issue that it didn't stick.
Version 1.9
Fix for head hunter drones giving negative rep hits when killed. Changed NPC bounty claim notifications to default to disabled.
Version 1.8
v1.8 New: Add OTAS as possible hunter faction from XReemergence mod Change: Entire Hunter fleet will now go hostile immediately on engagement instead of when they get in attack range. Change: For hunter fleet sizing purposes, only offensive military ships are considered Change: Boron are no longer a hunter faction option unless the story is progressed enough for Boron to enter the universe. Fix: Added additional check so the sneaky cover using factions like Scale Plate and Yaki don't post wanted bounties.
Version 1.7
New: option for proximity notification value thresholds. Change: logbook entry for general bounty claims now have more information. Fix: wanted bounty payout effects were broken.
Version 1.6
v1.6 New: Added translation for Russian, French, Spanish, German and Chinese New: Option in Extension Options to disable the faction representative "thanks" speech for killing a bounty Change: Disabling NPC bounty claim notifications will also disable logbook entries for the same Change: Reduced reputation gain on wanted bounty claims. Note for those that don't know: Rep changes between like -10 to +10 are extremely easy to make so small changes still seem like "big" changes. After +10, it becomes logarithmic so each level becomes harder to gain. Fix: Killing Head hunter drones should not incur a reputation hit. I added code that should address this, but wasn't able to test before publishing.
Version 1.5
New: Ability to open comms the head hunter fleet and payoff 10x the bounty. Clears bounty and head hunters retreat. New: Option to allow capture of head hunter ships Change: Expanded potential Head Hunter races/ships to include DLC factions if installed Change: Remove rep hits for killing head hunters Fix: Bug with head hunters ceasing offensive and retreating when player wanted target dies Fix: Potentially fixed a report of turrets and stations not attacking head hunters. Turrets definitely work. Didn't test stations.
Version 1.4
- Implemented new option to disable faction ships from aquiring Wanted bounties (only Xenon, Khaak, Scaleplate and Buccaneers will) - Changed wanted label on map to display dynamic bounty for each ship
Version 1.3
- Performance optimization around ship tracking
Version 1.2
- Extended general multiplier range from 0.0 to 10x. - Logbook now displays base amount of bounty + any additional multiplier amount separately. - Set general bounty range same as Roaming Fleet mod values. - When capturing small and medium ships, you will now be awarded the bounty credit and the ship will no longer have a wanted status. When capturing large and extra large ships, the ship wanted status will be cleared and no wanted bounty awarded as the ship is the reward.
Version 1.1
-Implemented 'By Latest Intel' wanted board sort. Top value is either newest entry or latest spotting so very likely still in that sector. -Bug fix for null faction sometimes ending up on the board
Overview: Head Hunter is a spin-off of the bounty kill credit function of my Roaming Fleet mod https://steamcommunity.com/sharedfiles/filedetails/?id=2980971677. (This mod can be used along side Roaming Fleet. Head Hunter bounty function will automatically take precedence.) Leaving it at that would have been too easy so I took it a few steps further. This can be used as an alternative to something like Better Kill Credit. Head Hunter has three main features:
1. General Bounties Killing ships will reward you a small bounty credit paid by those that want them dead in the universe. If you destroy a ship that is the enemy of the sector you are in, you will also be rewarded a small reputation bonus with that faction for keeping their space clean of baddies.
2. Wanted Bounties When faction ships are destroyed, the owning faction may put out a bounty directly on the killer. This is where the real money is. Ships will rack up bounties and can become quite lucrative and probably dangerous to go after. This also comes with a larger reputation increase for the faction that posted the wanted bounty.
3. Head Hunters Maybe you like to kill faction ships too. They still don't like that and may put a bounty on your ships as well. This will attract bounty hunters coming for your head... It would have been easy to spawn bounty hunters on your face like a common Kha'ak and call it a jump drive, but that's boring. Head Hunters will travel and actually search for your ships, so they can be juked or hidden from. No cheating. They also won't disclose their true ship transponder code until they find you...
Mod Support API is optional, however extremely recommended. It will technically work without it, but then how are you going to view the Wanted board and choose some options? Just grab it.
Installation: Unzip to your \extensions\ folder. e.g. X4 Foundations\extensions\chillheadhunter
New in v2.0: - Big thanks to Mycu for adding a new map UI to view the bounty board without having to pause and go to options. See screenshot for location. You will need to install kuetee's UI extensions mod to view it: https://www.nexusmods.com/x4foundations/mods/552 - Double-clicking on a wanted row will center the map on the last known sector for that entry.