[MOD] NESA - Never Enter Stations Again (V0.9.2 Beta, 2nd Apr 2014)
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
I never used this "debug mod", but i'm using NESA like ... always. I wouldn't play the game without it, to be honest. xD
And it doesn't even touch traded objects.
Also using 1.22RC2 i never encountered that problem once with NESA.
Are you sure you checked your other mods?
1. New game!
2. Does it work correctly without any mods installed?
3. -> If it does, only install NESA and check if it still works.
4. -> If it does, it has to be another mod, if not, its NESA.
When you are testing mods on a save a broken mod might have screwed already it can be quite hard to find out what causes the problem.
And it doesn't even touch traded objects.
Also using 1.22RC2 i never encountered that problem once with NESA.
Are you sure you checked your other mods?
1. New game!
2. Does it work correctly without any mods installed?
3. -> If it does, only install NESA and check if it still works.
4. -> If it does, it has to be another mod, if not, its NESA.
When you are testing mods on a save a broken mod might have screwed already it can be quite hard to find out what causes the problem.
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
Nesa
Strange is that it worked under 1.21 all fine and now under 1.22 such a problem.
29.12.2013 Now NESA works again. Seems that it had a conflict with another mod but don´t aks me which it was.
29.12.2013 Now NESA works again. Seems that it had a conflict with another mod but don´t aks me which it was.
Lieben Gruß von Sabine
//^:^\\ Trakkathrin-Kilrathina
Liberte, Egalite, Variete...
//^:^\\ Trakkathrin-Kilrathina
Liberte, Egalite, Variete...
- YorrickVander
- Posts: 2702
- Joined: Tue, 29. Oct 13, 21:59
- Baconnaise
- Posts: 619
- Joined: Sat, 23. Nov 13, 15:50
Thank you for making the mod as that can't be said enough. I would've uninstalled this game right away last year if you didn't create this amazing mod (should be standard in vanilla) to address this gross oversight. I don't think anyone can fault you for your distaste of the small talk mini game along with some others.Mad_Joker wrote:Yup, I decided long ago that I wouldn't include the smalltalk bit, since a) smalltalk makes more sense face to face without cluttering communication frequencies, and b) I didn't like the smalltalk feature in the first place xD
Here's to hoping they add a more sensible approach to trade updates like a license purchase at each particular station or an expensive one off for each faction that's set it and forget it. Might help with all the easy money to be made in the game if we can blow it on useful things besides a ship or station.
YorrickVander wrote:You'll still have to enter stations for smalltalk
Thanks for confirmationMad_Joker wrote:Yup, I decided long ago that I wouldn't include the smalltalk bit, since a) smalltalk makes more sense face to face without cluttering communication frequencies, and b) I didn't like the smalltalk feature in the first place xD
Ladies and Gents,
I have just released NESA V0.9.2 which makes the mod compatible with patch 1.30 as well as bringing it to the Steam workshop. Please note that there are additional steps to be peformed for mod configuration if you download NESA through the workshop (see the first post or the README.txt for necessary steps).
Hafe vun!
I have just released NESA V0.9.2 which makes the mod compatible with patch 1.30 as well as bringing it to the Steam workshop. Please note that there are additional steps to be peformed for mod configuration if you download NESA through the workshop (see the first post or the README.txt for necessary steps).
Hafe vun!
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- Joined: Fri, 29. Nov 13, 23:14
Can you please post the errors here? There are a lot of them which are harmless, and I can't do anything about, but I will only know if that is the case if I see the messages.Endeavour79 wrote:Getting a lot of error messages related to NESA in the debug log when playing. Do I need to worry about them? Mod seems to work fine..
1.30 RC6, latest NESA version
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- Posts: 287
- Joined: Fri, 29. Nov 13, 23:14
Mad_Joker wrote:Can you please post the errors here? There are a lot of them which are harmless, and I can't do anything about, but I will only know if that is the case if I see the messages.Endeavour79 wrote:Getting a lot of error messages related to NESA in the debug log when playing. Do I need to worry about them? Mod seems to work fine..
1.30 RC6, latest NESA version
[timestamp: 1397198346]: Error: LookupKeyName::LookupName(): The key name "add" is not recognized in lookup 'ScriptXML'. Originated from: "extensions\NESA\md\NPC_Architect.xml.(pck|xml)"
[timestamp: 1397198346]: Error: LookupKeyName::LookupName(): The key name "add" is not recognized in lookup 'ScriptXML'. Originated from: "extensions\NESA\md\NPC_Architect.xml.(pck|xml)"
[timestamp: 1397198346]: Error: Error loading MD file extensions\NESA\md\NPC_Architect.xml: Invalid root node
[timestamp: 1397198346]: Error: Error loading MD file extensions\NESA\md\NPC_Staff.xml: Invalid root node
Same error repeat for all different NPC classes..
Is there a way to write out a log file so that I don't have to copy&paste each entry?
First, those messages are normal and there is nothing I can do about themEndeavour79 wrote: [timestamp: 1397198346]: Error: LookupKeyName::LookupName(): The key name "add" is not recognized in lookup 'ScriptXML'. Originated from: "extensions\NESA\md\NPC_Architect.xml.(pck|xml)"
[timestamp: 1397198346]: Error: LookupKeyName::LookupName(): The key name "add" is not recognized in lookup 'ScriptXML'. Originated from: "extensions\NESA\md\NPC_Architect.xml.(pck|xml)"
[timestamp: 1397198346]: Error: Error loading MD file extensions\NESA\md\NPC_Architect.xml: Invalid root node
[timestamp: 1397198346]: Error: Error loading MD file extensions\NESA\md\NPC_Staff.xml: Invalid root node
Same error repeat for all different NPC classes..
Is there a way to write out a log file so that I don't have to copy&paste each entry?
Secondly, there is a log file in "My Documents/Egosoft/X Rebirth" called rebirth.log.
Since they have implemented this in the game, this doesn't seem to be compatible anymore. However, the egosoft version of this does not allow you to COMM people on your own stations. Since I use the build shipyard mod, which places ship traders on my shipyards, I need to be able to comm them from space. Any way you could possibly update the mod so it will still work? Thanks.
What exactly isn't working? I did a cursory test when the patch was released, and I seemed to be able to comm people.BlackRain wrote:Since they have implemented this in the game, this doesn't seem to be compatible anymore. However, the egosoft version of this does not allow you to COMM people on your own stations. Since I use the build shipyard mod, which places ship traders on my shipyards, I need to be able to comm them from space. Any way you could possibly update the mod so it will still work? Thanks.