[MOD] Secret Stash
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Assailer
- Posts: 478
- Joined: Sun, 25. May 14, 17:45

[MOD] Secret Stash
Secret Stash: Police will never find illegal wares. You still need to stop and let them carry out scanning.
http://game.mage-online.com/public/sst.zip
Change log:
1.05 - fixed missing 'value' bug (thanks alexalsp)
1.04 - moved texts to separate file. xml patch method was changed. (thanks Alexalsp!)
This mod is really handy together with Fly-by Looting mod: viewtopic.php?f=181&t=402821
https://www.nexusmods.com/x4foundations/mods/146
http://game.mage-online.com/public/sst.zip
Change log:
1.05 - fixed missing 'value' bug (thanks alexalsp)
1.04 - moved texts to separate file. xml patch method was changed. (thanks Alexalsp!)
This mod is really handy together with Fly-by Looting mod: viewtopic.php?f=181&t=402821
https://www.nexusmods.com/x4foundations/mods/146
Last edited by Assailer on Sun, 16. Dec 18, 09:31, edited 3 times in total.
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Nibel
- Posts: 208
- Joined: Sat, 29. Apr 06, 16:53

Re: [MOD] Secret Stash
both mods not working for me.
process just hangs without any signs of life.
gog version if that makes any difference.
process just hangs without any signs of life.
gog version if that makes any difference.
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Assailer
- Posts: 478
- Joined: Sun, 25. May 14, 17:45

Re: [MOD] Secret Stash
I'm on Steam. I would imagine there are no differences, but you never know.
You mean they work separately, or there is problem when you have them both installed?
Try using only Fly-by Looting first.
You mean they work separately, or there is problem when you have them both installed?
Try using only Fly-by Looting first.
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Nibel
- Posts: 208
- Joined: Sat, 29. Apr 06, 16:53

Re: [MOD] Secret Stash
none of them work for me.
i deleted everything but content.xml and it still wont launch. wierd...guessing there is some kind of error like encoding ? which is...wat ? i've got advancedsatelliterange and learningallthethings mod that works without problems.
i'm rofling right now...IT WAS content.xml problem. i had to redo it from one of other working mod xml and it worked...what the actual f
i deleted everything but content.xml and it still wont launch. wierd...guessing there is some kind of error like encoding ? which is...wat ? i've got advancedsatelliterange and learningallthethings mod that works without problems.
i'm rofling right now...IT WAS content.xml problem. i had to redo it from one of other working mod xml and it worked...what the actual f
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SirNukes
- Posts: 549
- Joined: Sat, 31. Mar 07, 23:44

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argon_emperor
- Posts: 1225
- Joined: Mon, 12. Dec 05, 07:41

Re: [MOD] Secret Stash
Handy mod, given how... Overzealous police forces are in this game 
Does this also extend to your other ships? Or just the ship you're in currently? Cause I've had auto traders multiple times before lose me reputation because they decided to go with illegal wares, will this save my bacon because of their stupidity as well?
Does this also extend to your other ships? Or just the ship you're in currently? Cause I've had auto traders multiple times before lose me reputation because they decided to go with illegal wares, will this save my bacon because of their stupidity as well?
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
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Assailer
- Posts: 478
- Joined: Sun, 25. May 14, 17:45

Re: [MOD] Secret Stash
Inventory is player specific, so that will work for sure. Illegal cargo on large ships however will need some testing, maybe even changes, will see - EGO style 
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Assailer
- Posts: 478
- Joined: Sun, 25. May 14, 17:45

Re: [MOD] Secret Stash
This is why i like Steam Workshop. Just one click to install mods. I understand GOG customers, but it's clearly GOG's fault not providing Workshop interface.Nibel wrote: ↑Sun, 2. Dec 18, 16:06 none of them work for me.
i deleted everything but content.xml and it still wont launch. wierd...guessing there is some kind of error like encoding ? which is...wat ? i've got advancedsatelliterange and learningallthethings mod that works without problems.
i'm rofling right now...IT WAS content.xml problem. i had to redo it from one of other working mod xml and it worked...what the actual f![]()
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Baconnaise
- Posts: 766
- Joined: Sat, 23. Nov 13, 15:50

Re: [MOD] Secret Stash
Works great with the Fly By Looting mod. Nice job.
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Leithal--Weapon
- Posts: 2
- Joined: Thu, 22. Nov 18, 07:33

Re: [MOD] Secret Stash
Well I suggest using the search function on the discord to find solutions to many issues you have and the answer to the autotraders is you can actually pick what they trade. Remove the behaviour you have of autotrade not sure why but someone mentioned this then left click trade ship and right click open space then go into info/behaviour and open up the auto trade with the + sign and remove all potentially illegal goods issue solved. 
argon_emperor wrote: ↑Mon, 3. Dec 18, 06:07 Handy mod, given how... Overzealous police forces are in this game
Does this also extend to your other ships? Or just the ship you're in currently? Cause I've had auto traders multiple times before lose me reputation because they decided to go with illegal wares, will this save my bacon because of their stupidity as well?
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Assailer
- Posts: 478
- Joined: Sun, 25. May 14, 17:45

Re: [MOD] Secret Stash
The purpose was to hide illegal wares in player inventory from police scans, so we can freely fly around stations to scan them.argon_emperor wrote: ↑Mon, 3. Dec 18, 06:07 Handy mod, given how... Overzealous police forces are in this game
Does this also extend to your other ships? Or just the ship you're in currently? Cause I've had auto traders multiple times before lose me reputation because they decided to go with illegal wares, will this save my bacon because of their stupidity as well?
I didn't want to remove pirate scanning, as i think that is a fun gameplay mechanic and it doesn't result in faction loss like police scan does.
Police scanning should work for all ships, but logfile entry will only appear when player controlled ship was scanned - with a sizeable fleet there would be tons of log entries otherwise.
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alexalsp
- Posts: 1955
- Joined: Fri, 18. Jul 14, 05:28

Re: [MOD] Secret Stash
Please compare the files, I think the scripts have changed in version 1.30.
Maybe I'm wrong.
masstraffic.police.xml
masstraffic.watchdog.xml
order.move.recon.xml
If the text is written to the journal, you need to create text files in the / t package.
For multilingual support.
/t/0001.xml
Maybe I'm wrong.
masstraffic.police.xml
Code: Select all
<?xml version="1.0" encoding="iso-8859-1" ?>
<diff>
<replace sel="//do_if[@value='@$target.pilot.inventory.illegalto.{this.zone.policefaction} or @$target.cargo.illegalto.{this.zone.policefaction}']">
<do_if value="@$target.pilot.inventory.illegalto.{this.zone.policefaction} or @$target.cargo.illegalto.{this.zone.policefaction}">
<write_to_logbook category="general" title="{500000,1}" text="{500000,2}.[$target.name, this.ship.name]"/>
</do_if>
</replace>
</diff>
Code: Select all
<?xml version="1.0" encoding="iso-8859-1" ?>
<diff>
<replace sel="//do_elseif[@value='@$target.pilot.inventory.illegalto.{$homebase.zone.policefaction} or @$target.cargo.illegalto.{$homebase.zone.policefaction}' and resume[@label='startobserve']]">
<do_elseif value="@$target.pilot.inventory.illegalto.{$homebase.zone.policefaction} or @$target.cargo.illegalto.{$homebase.zone.policefaction}">
<write_to_logbook category="general" title="{500000,3}" text="{500000,4}.[this.ship.name]"/>
</do_elseif>
</replace>
</diff>
Code: Select all
<?xml version="1.0" encoding="iso-8859-1" ?>
<diff>
<replace sel="//do_if[@value='$localtarget == player.occupiedship and not this.mayattack.{$localtarget} and (@$localtarget.cargo.illegalto.{this.zone.policefaction} or (not $police_onlycargo? and @$localtarget.pilot.inventory.illegalto.{this.zone.policefaction}))']">
<do_if value="$localtarget == player.occupiedship and not this.mayattack.{$localtarget} and (@$localtarget.cargo.illegalto.{this.zone.policefaction} or (not $police_onlycargo? and @$localtarget.pilot.inventory.illegalto.{this.zone.policefaction}))">
<write_to_logbook category="general" title="{500000,5}" text="{500000,6}.[this.ship.name]"/>
</do_if>
</replace>
</diff>
For multilingual support.
/t/0001.xml
Code: Select all
<?xml version="1.0" encoding="UtF-8"?>
<language>
<page id="500000" voice="no">
<t id="1">HERE A TITLE TO MESSAGE.</t>
<t id="2">%1 was scanned by %2.</t>
<t id="3">HERE A TITLE TO MESSAGE.</t>
<t id="4">Inventory scanned by %1.</t>
<t id="5">HERE A TITLE TO MESSAGE.</t>
<t id="6">No contraband was detected by %1.</t>
</page>
</language>
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kevrlet
- Posts: 13
- Joined: Mon, 3. Dec 18, 03:56

Re: [MOD] Secret Stash
Can confirm this no longer works in 1.3.
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Assailer
- Posts: 478
- Joined: Sun, 25. May 14, 17:45

Re: [MOD] Secret Stash
I'll fix this asap. thanks for the heads up.
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Assailer
- Posts: 478
- Joined: Sun, 25. May 14, 17:45

Re: [MOD] Secret Stash
How do I know if 50000 is not used by other mods? This is why i avoid T files. Is there some sort of system to this?
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argon_emperor
- Posts: 1225
- Joined: Mon, 12. Dec 05, 07:41

Re: [MOD] Secret Stash
Don't know why it's not working for anyone, when I was running 1.3 in the beta it worked fine, then when it released still worked, and just confirmed then it's still working on 1.31 (new beta)
And I *definitely* have illegal stuff in my inventory, so as far as I can see, it's all good still.
Have you double checked to make sure for some strange reason the extension hasn't been disabled in game in the extensions menu?
And I *definitely* have illegal stuff in my inventory, so as far as I can see, it's all good still.
Have you double checked to make sure for some strange reason the extension hasn't been disabled in game in the extensions menu?
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
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kevrlet
- Posts: 13
- Joined: Mon, 3. Dec 18, 03:56

Re: [MOD] Secret Stash
First thing I checked after being told to drop my cargo for the 3rd time. Definitely not working. Might be working for you because you didn't start a new game? I deleted my original save when switching to 1.3 because it had stalled out completely, so I started fresh in 1.3.argon_emperor wrote: ↑Fri, 7. Dec 18, 21:21 Have you double checked to make sure for some strange reason the extension hasn't been disabled in game in the extensions menu?
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Assailer
- Posts: 478
- Joined: Sun, 25. May 14, 17:45

Re: [MOD] Secret Stash
Just compared the 1.2 and 1.3 xml files and they are almost identical. The only difference i found should not affect the mod.
Edit: Also tested and it still works for me on 1.21 save file.
Edit: Also tested and it still works for me on 1.21 save file.
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kevrlet
- Posts: 13
- Joined: Mon, 3. Dec 18, 03:56

Re: [MOD] Secret Stash
Yeah...no idea. I just restarted my game, making no other changes, and it seems to be working now. Issue persisted through 3 previous restarts. 
edit: Nope...just got police'd again. No idea what is going on.
edit: Nope...just got police'd again. No idea what is going on.
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argon_emperor
- Posts: 1225
- Joined: Mon, 12. Dec 05, 07:41

Re: [MOD] Secret Stash
Haha, I just started a new game to test it as I upgraded to 1.3 on the same save, figured I'd test that to make sure that wasn't the reason... Took me about 11 sectors to find a police ship after picking up some illegal stuff though >.<
But good to hear it's started working for you, weird that it so randomly didn't for a bit
[ external image ]
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
***modified***
"You can get more of what you want with kind words and a gun, than you can with just kind words" - Al Capone
