View Full Version : A pack of UI mods

03-23-2014, 08:31 AM
Hi, guys
I've made few UI and skill mods, which you'll probably find useful
just put the mod into "Drox Operative\Assets" without unzipping it

UI mods
First of all, i recommend you to change '\Drox Operative\User\default.cfg' file
set 'zoom' and 'zoomMax' to 3 - this will allow you to zoom further, which is much better way to play
At zoom level 3 it is necessary to use mod 'EntityViewDist' if you want see more monsters/NPCs around the ship
set 'miniMapZoom' to 32 - this will make your minimap show much more info (which actually means more planets). For some reason values 32 and 16(default) only ones which work

here is a list of mods, description, and link to download
this mods does not change game mechanic in any way

Increases the view distance of other ships
Auto-identify all items whenever you visit any shop
Auto-repair all items whenever you visit planet
Font Maiandra + reduced size of in-game texts
if you want to see more of the game instead of only huge text
[Update 04-02-2014] - Fixed issue on Galaxy Map
Font Maiandra original size
on my opinion it has a small bit better looking than the original, no readability loss
Font Amarante + reduced size of in-game texts
Font Amarante original size
!!!use Reduced or Orig font mod, not both of them!
A whole new planet menu!!!
It's smaller, has all the features in one place, when there is no time for clicking
Quests menu update changes
removed "click the stuff" tooltip from the quests - i think devs just forgot to remove this, because it's so useless
items are now highlighted on mouse hover
you can now solve the quest by right clicking on it
Using "search the enemy" button no longer closes the whole menu (in most cases you going to use this button several times with different quests)
Removes sound of rumor/propaganda/sabotage/espionage
if you found them annoying, as i did
Huge quests description update
This mod changes description of almost every quest in the game. What for? To make it easily to understand without reading whole the stuff in x500 time.
From now every quest gives you critical information about what to do and where to go.
see the picture
[Update 04-02-2014] - fixes
Quests title update
Also quite a big change - changes title of every quest (well, may be i missed something) by colouring first few words of it to let you easily understand which type this quest of - Deliver,Kill,Gather Items,Misc. Misc is everything else not covered by the first types (this quests are quite rare). It makes questing much easier on my opinion.
Not so huge but also very handy texts update
This mod changes texts also - it makes some descriptions smaller (marine decription for example), add some highlights (as for critical, direct hit) and so on, plenty of minor stuff
here is how crits looking with this mod
it also changes color of the quest-like items so they can be easily recognized
it also apply different colors for quest rewards - relation, fear, legend - in quest description
it changes '(Unexplored)' planet text to "(!)"
[Update 04-02-2014] - fixes, some new entries
No "New Quest" sound
Removes sound which plays when there is new quest appears. You know, it's a quite annoying, when there is 10 AIs, they generate 1 quest per second and you have constant beeping as result.
No "New Message" sound
Same reason as above regarding messages in the log, only it's beeping more often :D
Changes default highlight text colour from red to green
Just a matter of taste, i don't like RED, it is a bit aggressive, devs though use it everywhere
No statements from AIs
Removes messages from AI like "thank you for killing that stuff" or "i hate you because you'r bad", well, many useless stuff which still requiring you to click on and pops up every time you trying to open relations menu. Too bad you can't just ignore them at all, so here is a mod.
It does not affect any significant messages, like trading.
6 more use slots
Adds 6 more use slots to the bottom left of the screen, they have hard coded hotkeys numpad0-numpad5, so you can't change them through the options. (but you can edit mnu file) Originally i made this for auto-use script, which i'll describe later, but you can use them for other purpose.
10 max opponents
Allows you to choose 10 max opponents instead of 6 when starting new sector

Skill mods/Misc

Easier enhance
The chance to add socket to the item originally very low, you may spend all you money on one item without result. I've made it a bit easier, and reduced cost a bit.
Improved skills - HellFire, Radiation Pulse and Invulnerability Shield
I've found this skills too useless so i'm almost 100% sure no one will even try to use them after reading the description. So i fixed this.
HellFire now is a bit more significant DoT which is usefull when fighting 1-2 tough enemies
Radiation Pulse - it's an AOE DoT now which debuffs/damage enemies inside the cloud, useful for hordes of weaker enemies
Invulnerability Shield - it basically had 1000 absorb damage value at lvl 100, 30 sec duration and 1 min cooldown. Thats a bit skimpy considering monsters at lvl 85+ deal you 500-800 dmg per hit. So now it absorb 5000 dmg at lvl 100, have 3 min cooldown and drains some energy from you while active. It looks possible to escape bad situations alive now and worth the equipment slot.
Improved fighter bays
This mod makes all fighters a bit more healthy and more damaging, so now they can even kill someone accidentally. It also increase max number of bombers to 2, but reduces their max health by ~30%.
Fixed missile hacking
This mod fixes originally non-working missile hacking items, which just did not react on the missiles.
Moreover it reduces cooldown to 1.5 sec (from 10),
It removes hit chance, because most of the items you going to find will have 0% hit chance (this modifier looks broken) or too small to even try to use it.
However, it has a small chance not to be used and may miss the missile..
Also, dmg % increases with item level
And still, even with all improvements this item not looking worth of slot, but it work at least
Increased planet health
Planets are weak... they often explode accidentally and do not regenerate in any understandable way. So i've made them a bit more healthy, it make game less nervous

Auto-attack script
I've searched very hard, but could not find a way to make weapons auto-attack enemies using mods.
Looks like only thing you can do about auto-attack is to kill missiles and other projectiles. That is sad.
Why may you need auto-attack feature?

Because it's very annoying to hold left and right mouse button 90% of the game time
Because max weapons count you can use is TWO - one on LMB and one on RMB.
Sure you may always place another weapon into another slot, but then you'll need to hold three buttons instead of two, see previous reason
Because there is a nasty bug related to weapon speed modifiers.
If you have component equipped which increase attack speed on all weapons - you'll not get its benefits unless you clicking mouse buttons like a crazy
Thats it, if you keep holding mouse buttons hoping your weapon strike at the increased speed - it's not, so clear the slot for something else
This problem makes this component useless.
Because auto-attack makes you looking cool

ok, so here is what you need:
- get the "6 more use slots" mod above
- get this (http://apathysoftworks.com/files/drox/mod_6slotsFix.zip) mod
it removes "not enough energy" message and error sound when you trying to use weapon when no energy
- get this zip (http://apathysoftworks.com/files/drox/Drox_AutoAttack.zip) and unpack it wherever you want (this is not mod!)
inside you'll find two files - one .ahk and one .exe
.ahk is a source if you don't want use exe - requires autohotkey interpreter (http://ahkscript.org/download/)

This script requires game running in borderless of windowed mode, otherwise it will not work.

1. Run game
2. Run script
3. Once in game - press alt+e to enable auto-attack - it will activate those 6 new slots repeatedly
4. Press alt+x to stop script. It also stops automatically when window loose focus.

If you have skill, you may change hotkeys by modifying "6 more use slots" mod and script
Script is just sending numpad 0-5 keys to the windows everi 10ms, simple as that. So make sure you don't have anything assigned to this keys

let me know what you think :)

03-23-2014, 01:14 PM
Nice group of mods. Autorepair in a shop will be useful, though it will take months to break the habit of clicking on the repair button.

I changed the zoom a while back, very useful.

04-01-2014, 01:47 PM
This a a great group of mods. I particularly like the new planet menu; it saves a hell of a lot of time when you're spamming rumors.

Fantastic work.

Regarding adjusting the zoom, I like having it zoomed out more except that the draw distance doesn't seem to scale with the zoom. With the standard max zoom, I already was annoyed by things appearing and disappearing at the very edges of the screen. With the game zoomed out to 3, things are not drawn until they get to the middle of the screen. I tried modding the draw distance, but was unsuccessful. So until someone comes up with a solution to that issue, I'll stick with the standard zoom.

Adjusting the minimap, however, is very helpful. Thanks for that tip.

04-02-2014, 07:52 AM
Fantastic work.
thanks :) i'll publish some updates and more mods soon

I tried modding the draw distance, but was unsuccessful.
i've tried to mod everything i thought may be connected to this issue, but nothing seems working for me either, alas
it's probably hard coded or well hidden :D

04-02-2014, 12:28 PM
i've tried to mod everything i thought may be connected to this issue, but nothing seems working for me either, alas
it's probably hard coded or well hidden :D

If I remember correctly you might need to change EntitySendDistX/EntitySendDistY also in systems.gdb.

04-02-2014, 01:52 PM
If I remember correctly you might need to change EntitySendDistX/EntitySendDistY also in systems.gdb.

That did it. Thank you.

I think I overlooked that because it was under multiplayer stuff.

04-02-2014, 01:53 PM
I have added few more mods, updated the others

If I remember correctly you might need to change EntitySendDistX/EntitySendDistY also in systems.gdb.
thank you, it works :)

04-10-2014, 09:01 AM
added auto-attack script to the bottom of the first post

04-26-2014, 08:41 AM
Just wanted to take a moment and say a hearty thanks for these mods, in particular the zoom mods. Lots of convenience upgrades in these packages.


04-26-2014, 12:21 PM
May I ask what method you're using to create the font sets? I've found some tutorials online, but it all seems more involved (and with varying results) than I'd prefer to undertake without a better idea of the quality/success of my efforts.

I've found on my 1080p monitor that the smaller versions you've created, while preferable, are a bit hard to read (at least, to these old eyes). I wanted to experiment with other fonts to see if I could find one that was a good compromise between legibility and size.

Otherwise, if you take requests, I'd be happy to nominate a third font for you to work your magic against.

Your other mods are outstanding as well, by the way. The consolidated planet screen and the auto-repair are life/timesavers.

I appreciate your dedication!

04-26-2014, 03:10 PM
Deogo, there are problems with the weapon speed components, but they go away (and stay away) after you shuffle things around a bit. The real problem is that even then, and even with your script, the firing rate is limited by the mouse sampling rate.

The only way I have found to go around that limitation is to reprogram my mouse, up to and including going into the mouse driver... and when I did this, the game became a tad too easy with a Command 460 ship with five weapons speed components. This was the last time I actually played anything but a Command Zero ship - once you min-max a thirty three slot ship, even level 200 enemies simply melt away under your beams.

I think that weapons speed components need to be BOTH fixed and rebalanced, in the game itself. But until then, this script is really opening up ways to build up your ship that are unfortunately closed in the un-modded game. Thanks!


Heh, nevermind. You are actually going around the mouse sampling rate as well. I just looked at your code. I think that you are doing something very close to what I did, but by pushing mouse events through.

04-27-2014, 11:23 AM
May I ask what method you're using to create the font sets?
i was using FontGen.exe from DroxSDK, though there is hidden parameter - textureSize
and still it takes some time to create all needed fonts using this tool, so i made small python script to fasten the things. I can give you the script or make font-mods by myself. Just tell me font name (or link to download it) and size of it in game.
Standard font sizes is 12,16,20,24,32,40,48.
Reduced version use 8,10,14,20,24,32 and few modification of system.gdb
I can also just reduce standard font sizes by some points w/o .gdb modification.

The only way I have found to go around that limitation is to reprogram my mouse, up to and including going into the mouse driver
sounds easier than making the script :) May be you can describe this method for others to use.

04-27-2014, 12:15 PM
Thanks for the quick reply! I'll peruse my font collection (and the web) for something I think would be a good fit for Drox and get back with you. I appreciate the offer to make the font for me, but I may actually choose to try your script for myself.

I suppose I'll need to start by nabbing the SDK and go from there.

I appreciate the insight!

04-28-2014, 07:11 AM
I may actually choose to try your script for myself.

ok, you'll need "active python 3+" installed for this script

1. Place it in the same folder with FontGen.exe
2. Open script with text editor (like notepad or notepad++)
3. Change the following lines
assetsDir = r"D:\Steam\steamapps\common\Drox Operative\Assets"
a path to your Drox Operative\Assets dir
asstex = r'C:\ProgramData\DroxOperative\Assets'
This is probably should not be changed unless you have Windows installed not on "C:"
sizes = [ 12,16,20,24,32,40,48 ]
# sizes = [ 8,10,14,20,24,32 ]
font sizes to generate. Second is commented
4. Run the script, enter font name, reduction size (if you want)
The "FontGen" tool does not warn you if you entered non-existing font name, it just generate empty tga files (or some standard font inside, cant remember exactly), so check em after script finishes
5. Run the game, check the fonts, exit it. You'll find generated ctx files in dir
(I recommend to clean this folder every time before you run the game with new set of fonts)
You'll need to copy and replace them over tgas in Steam's "Drox Operative\Assets\Textures" folder if you want to create a mod.
6. If you use another fonts sizes, not standard [ 12,16,20,24,32,40,48 ], you'll need to mod systems.gdb - see example in my fonts mod