So nice that I actually had to finally make a forum account, to thank you for it.
So yea, thank you very much

Moderators: Scripting / Modding Moderators, Moderators for English X Forum
BSG Mod has it's own map and thats why you have missing sectors and the main reason this mod won't work.skullscar wrote:battlestar galactica mod
Looks like an error in the 'vanilla' coding... Normal follow ship missions if you get too close the ship jumps away (destroyed), for the purpose of the plot a new ship is created in a random nearby sector - the message uses a variable - {object.sector.name@L2M03 Scene 4.FollowShip} to get the sector name for the message, problem is the message is sent before the ship is created, so is unable to find a sector for it. An easy fix...veryinky wrote:Only bug I've noticed so far is a minor one in the Goner plot, when failing to follow that ship to the pirate base (was too close and he jumped away). I recieved a message with %text% in it. A second pirate ship spawned anyway so I was able to complete the mission.
It shows up fine for me... Will double check the packed files to make sure nothing has gone amiss.Vacuity wrote:The Unknown Sector just east of Quiet Tides doesn't show up on the universe map. It can be entered normally and there doesn't seem to be any problem with the sector in-game, it just won't show up on the universe map.
Thank you... And welcome to the forum...Bredahl wrote:This is awesome!
So nice that I actually had to finally make a forum account, to thank you for it.
Please do. This Mod, IEX, and the Xtra Ship/Station Pack are all on my must-haves, and the less I have to struggle to get them all to play nicely together the better.Moonrat wrote:I'm not far off releasing IEX 1.3a *snip*
The question is, is this the mod now to go for as I think Black147 got stopped by an act of god...
I'll need another 3 weeks to get back and running. I haven't tested this mod, but it looks good and more complete than mine. Dillpickle has permission to use whatever he wants from my mod.Moonrat wrote:The question is, is this the mod now to go for as I think Black147 got stopped by an act of god...
Sounds like you have something that isn't quite right - If the mission is there, but the conversation isn't, then that would suggest you have something taking precedence over the conversations file in the mod - either in a later CAT/DAT, in the Mod folder, or loose in the addon/t folder. Might also account for your missing sector in the galaxy map.Vacuity wrote:Hmm, wandered into the Goner sector and found that I couldn't start the plot for them. The blue book symbol is there along with the NPC to contact, but the dialogue option to start the plot doesn't exist when you comm that character.
As I recall, the Goner plot had no particular requirements to start, right?
As far as I'm aware Moonrat isn't doing a mod to add TC Plots to anything.i64man wrote:Moonrat,
if and when U fininsh and release the mod to add the TC plots to the IEX/XRM, would they need a clean start? And what about the PHQ & Hub plot that AP has on the ver 2.0, if a player has already finished them, would the mod overwrite those two plots?
I don't think I have anything "left over". I have numeric ranks, scan target object hotkey, Marcon Clone Station, the scripts that accompany Scorp's X3 map program and this mod installed. This mod is installed via the mods folder and I have no fake patches. I don't really see how any of those other mods could be interfering with the plot, but maybe I can reinstall stuff and check. I'll post (or edit) back with the results later.dillpickle wrote:Sounds like you have something that isn't quite right - If the mission is there, but the conversation isn't, then that would suggest you have something taking precedence over the conversations file in the mod - either in a later CAT/DAT, in the Mod folder, or loose in the addon/t folder. Might also account for your missing sector in the galaxy map.
What else do you have installed, or perhaps left over from previous mods?
Correct, I've left the noble task of getting the TC plots into AP to far greater minds. My mod alters the backgrounds, fog, suns, lighting, planets & moons. ie. All the non man/alien-made galactic physical elements.dillpickle wrote:As far as I'm aware Moonrat isn't doing a mod to add TC Plots to anything.
What he does is IEX - AP/TC Sector Visual Enhancement which creates new sector backgrounds for the existing Universe, what he said is he's considering making an IEX compatible map for the XRM universe, and maybe one for this mod - which he's welcome to do.
Curious... The fact that you are getting the Blue Book mission icons in your current game suggests the mod has installed OK, considering you are also getting the correct conversations with a new game start means the mod has the correct conversation file, the question then is why is the existing game not reading the correct file...?Vacuity wrote:Edit2: Ahh! Interesting! I used the Argon Patriot start and upon leaving Omicron Lyrae was offered the bridging mission to start the Terran plot. This didn't happen with my existing game, but I assumed that was because I was still harmless, but in the Argon Patriot start I am also harmless and have much lower Argon rep than I had in my save game. Entering Elysium of Light I contacted the big Goner ship and successfully started the mission.
So in summary: Both the Terran and Goner plots (and possibly more?) are buggered in my existing game, but are functional with a new game. I should probably have checked the new start before deleting and reinstalling everything, shouldn't I?
What would cause that? Would that be something to do with updating from v1.0 to 1.1 of this mod? Would it be something to do with the Humble Merchant start? I guess I'll have to start a new game (again), but I suppose I'm a little concerned that I'll get hours into the game before discovering the plots are broken again...
Tried that. Entering Elysium of Light I am presented with two Goner TLs both offering the blue book, both with the relevant comm person. One person (presumably from before the refresh) doesn't offer the dialogue option to start the plot, the other does. Clearly all the necessary files are present and correct, but the "existing" plot-relevant objects aren't set up properly or something. Sorry, I know very little about the internals of this game, though I've started learning.dillpickle wrote:One thing you may like to try for your existing game is I have uploaded the mods t file, as well as a small director file to 'refresh' the Goner and Terran Link initial conversations. If you extract it to the addon folder, then as it's 'loose' it should be the file the game reads, and see if you get the conversations in your existing game.
Personally, I would recommend starting a new game since there's no point in using a TC plots in AP mod if none of the plots work.Vacuity wrote:I'll have to consider whether I'd be better off with a new game or taking my chances with a game that seems to have issues inside it. I'm not that far in, so I'm not too bothered about starting again, particularly as I've now learned how to make functional custom starts.
Well, it seems they can be made to work, but at this stage I'm intending to add Cadius' Extra Ships mod and that seems to require a new start anyway, so I suppose no major harm done, just some time spent.veryinky wrote:Personally, I would recommend starting a new game since there's no point in using a TC plots in AP mod if none of the plots work.