biohazard15 wrote:ANH plot is still somewhat buggy, I'm afraid. I've tried to complete it with plot manager (for free) - north gate in Unknown sector doesn't working, and there is no south gate in player sector (I've revealed it with cheat pack).
FBCat wrote:But....I install latest ver. of this mod but still have a problem with final gate in "New Home"...i just fly thru it to other side....
Both those quotes are somewhat older (November 2013 and February 2015 respectively), but I was just finishing up the New Home plot and ran into the same issue with version 2.2a of this mod when playing through normally. I am somewhat repeating the issue for visibility (since the second guy didn't appear to get help), and to suggest a slightly easier fix than offered in the first quoted post.
To re-summarize the problem: in the "2.013 New Home" script, gate creation is commented out around line 2781 for the connection between sectors 9,6 (the New Home) and 9,7. In the /maps folder, the system setup scripts include the North gate in sector 9,7, but lack a South gate for sector 9,6 and instead just have a "SS_SPECIAL_GATE_INACTIVE" (that is not present in the original TC sector file). As such, no proper south gate is created for the New Home sector.
The result in game is:
1) If you try to fly through the North gate in Unknown Sector 9,7, you will just end up flying out the back side without jumping.
2) If you try to send an AI pilot through, IS or OOS, it will give up and not go through.
3) If you try to forcefully warp (using the script command) to the New Home sector at 9,6, the game will crash.
There are a couple ways this can be fixed; the simplest appears to be:
1) Extract addon/director/2.013 New Home.xml
2) Modify it around line 2780 to uncomment the south gate creation while leaving the north gate commented. You can just move the "-->" up, so that it looks like:
Code: Select all
<!--<create_gate name="CSVNorthgateinUnknownSector" gate="north" typename="SS_WG_NORTH" race="argon">
<position x="0" y="0" z="80km"/>
<sector x="9" y="7"/>
<destination gate="south" sector="CSV_toplevel.CSV_playersector"/>
</create_gate>-->
<create_gate name="this.CSVSouthgateinPS" gate="south" typename="SS_WG_SOUTH" race="argon">
<position x="0" y="0" z="-80km"/>
<sector sector="CSV_toplevel.CSV_playersector"/>
<destination gate="north" x="9" y="7"/>
</create_gate>
You do not need to modify the addon/maps/ANH_map_X.xml files with this method. The map files will create the north gate in 9,7, while the above change will create the matching south gate.
Those fixes would be needed before selecting a sector name from the Paranid. If you already selected a sector and went on with the game and a broken gate, you can likely still fix it by creating a new script with its own cue and copying over the gate creation code.
siddham wrote:Is this mod broken or is it solid and workable?
If you were still looking for input, the mod seems to mostly work so far for me, but it is not perfect. The plots I have done include Goner, Terran, Treasure Hunt, Final Fury, New Home, along with most of the Hub and Aldrin Expansion. Of those, New Home is the only one that is outright broken (but fixable), plus I have some doubts about Shady Business mentioned earlier.
There are some odd quirks to the plots, but they mostly appear to be present in the original TC versions and just carried over. For example, the Aldrin Expansion can get seemingly stuck early on scanning a final asteroid, but you can ignore that and continue the plot okay. If you read back in the thread you might find other issues, but I know its funner to spend your game time playing than reading threads.