[MOD] Jump Drive Research v4.01 (updated 2021-05-29)

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Lazerath
Posts: 860
Joined: Tue, 22. Mar 05, 06:31
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Re: [MOD] Jump Drive Research v4.00 (updated 2021-05-17)

Post by Lazerath » Wed, 26. May 21, 22:16

I have researched all three Jump Drives but I cannot find a place to purchase the blueprint for the Jump Beacon. Its not available at Arg/Ant Representative.

Is this a bug? Or do I need to have my own Fab/Maintenance Station to create them?

Also is there a way to simply force the blueprint to show up?

Using the Latest Full Version. New Game (4.03 + all DLC's)

I have figured out that You can select Nav Beacons and its works (except in sector). Is this hows its supposed to work (and I was simply confused)?

Thanks!
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Berserk Knight
Posts: 398
Joined: Tue, 17. Dec 13, 01:34
x4

Re: [MOD] Jump Drive Research v4.00 (updated 2021-05-17)

Post by Berserk Knight » Fri, 28. May 21, 20:34

Updated to 4.01 on Nexus.

v4.01
- Fixed several typos caused by mixing up files.
- Fixed regular nav beacons being targeted for jumps. (Hopefully it stays that way.)
- Added a retroactive fix for the "research not showing up" issue caused by the new "basket" system implemented by Egosoft.

Lazerath wrote:
Wed, 26. May 21, 22:16
Nav beacons being eligible was a bug.

Blueprint is automatically unlocked upon completing the Mk2 research.
You'll need to build it yourself though.
(Other factions can't use them, so it makes little sense for them to make/sell it.)

steamjr00000000
Posts: 11
Joined: Mon, 13. Sep 21, 14:05

Re: [MOD] Jump Drive Research v4.01 (updated 2021-05-29)

Post by steamjr00000000 » Mon, 13. Sep 21, 14:11

Hello.
With this mod installed my game starts but the main menu never appears. Any ideas?

Falcrack
Posts: 4987
Joined: Wed, 29. Jul 09, 00:46
x4

Re: [MOD] Jump Drive Research v4.01 (updated 2021-05-29)

Post by Falcrack » Wed, 15. Sep 21, 06:39

I would be interested in a version of this mod where not just the player, but also npc factions, are able to use the mk3 jump drive.

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