UI Accept mission for later

⭐ ⭐ (683 endorsements) 📥 32,711 downloads 📌 v9.0.0.6 📅 12/2/2020
🟡 Updated this year

By kuertee · User Interface

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 6/29/2026 📅 Created: 12/2/2020

🔍 Analysis

  • 👍 2.1% endorsement rate — high engagement, a strong quality signal
  • ✅ Updated 19 days after the latest game patch — actively maintained
  • 🏆 #4 of 114 User Interface mods in this game by downloads

📋 About This Mod

-Missions accepted from the Map and Briefing menus activate only if the player doesn't have an active mission.-Multiple faction missions are allowed.-Changing the active mission doesn't interrupt the autopilot.-The Guidance Marker is not

UI: Accept mission for later

https://www.nexusmods.com/x4foundations/mods/590

v9. 0. 0. 6, 29 Jun 2026:

- New feature: Deactivating the mod from the Settings > Extensions menu deactivates the mod's scripts and zeroes its data. More information is in the "Uninstall" section.

- Note: Read the "Uninstall" section for important information on deactivating the mod and creating "clean" saves.

Mod effects

===========

Missions accepted from the Map and Briefing menus activate only if the player doesn't have an active mission.

Multiple faction missions are allowed.

Changing the active mission doesn't interrupt the autopilot.

The Guidance Marker is not removed at arrival to it.

Requirements

============

SirNukes Mod Support APIs mod (https://www.nexusmods.com/x4foundations/mods/503)

Kuertee's UI Extensions mod (https://www.nexusmods.com/x4foundations/mods/552)

- Unzip to 'X4 Foundations/extensions/kuertee_ui_accept_mission_for_later_button/'.

Summary: Load the save; Deactivate from the menu; Save the game (This is the "deactivated mod" save.); Exit the game; Load the "deactivate mod" save; Save the game (This is the "clean" save).

1. Load a game that contains the running mod.

2. Move away from nearby stations where station data is no longer shown in the Information panel.

3. Deactivate the mod from the Settings > Extensions menu. This safely removes objects (missions, npcs, etc.) the scripts created and then safely cancels the scripts. Its Extension Options, if one exists, should be blank.

4. Save the game. This is the "deactivated mod" save. This still contains the deactivated scripts and zeroed data because the mod still "exists" in the game environment. They are simply deactivated and zeroed.

5. Exit the game.

6. Load the "deactivated mod" save. The game will identify then remove the invalid scripts and data because the mod doesn't "exist" in the game environment anymore.

7. Save the game. This is the "clean" save. This doesn't contain the mod's scripts and data anymore.

Troubleshooting

===============

1. Allow the game to log events to a text file by adding "-debug all -logfile debug.log" to its launch parameters.

2. If an Extension Options entry exists for the mod, enable the mod-specific Debug Log.

3. Play for long enough for the mod to log its events. Or force the error that you are experiencing.

4. Send the log found in My Documents\Egosoft\X4\(your player-specific number)\debug.log to my e-mail (kuertee@gmail.com) with the mod name in the subject line.

By kuertee.

French localisation by DanOfStarfleet.

German localisation by MeTalaman.

📊 Mod Details

Game
X4 Foundations Mods
Author
kuertee
Version
9.0.0.6
Downloads
32,711
Endorsements
683
Category
User Interface
Created
12/2/2020
Updated
6/29/2026

🔧 How to Install X4foundations Mods

Download from Nexus Mods.

📖 Full step-by-step install guide for X4foundations →

Visit the official mod page for specific installation instructions for this mod.

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