Currently playing on the latest public beta of 8.0.
I will preface by saying that when this issue first presented, i had several mods installed and running.
I have found that during chapter 3 of the Empyrian Curs storyline (Plans and Machinations) the first of the 3 simultaneous objectives (Blueprint Data Theft) has bugged.
Bug manifests in the following ways:
1. Mission object text states "Talk to: ", which is usually supposed to direct the player to Axiom to engage the conversation that progresses this mission
2. Axiom themselves is nowhere to be found aboard the barbarossa or at any station (searched via the map only) - May be root cause?
I have attempted the following to rectify:
- Disabled all mods and restarted the game
- Left sector and returned to barbarossa
- Completed the other 2 objectives of this chapter (relating to Ace and Maestro).
- Completed and progressed other storyline missions significantly (namely the split and boron chains).
None of the above has solved this issue.
As it's modded gameplay on a beta branch, my hopes are not sky high on an easy fix here.
However, I am interested in any solution anyone can offer. I have looked into editing the save file to force this objective completion; however, I'm finding this difficult mainly due to the multi cue/objective nature of this chapter and interlinking requirements.
If anyone can provide me any advice on how to force this completion via save file editing that would be amazing
8.0 [beta 4] [BUG] Axiom "Missing" - unable to progress mission - Heavily modded game.
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Rockafella93
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Alan Phipps
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Re: 8.0 [beta 4] [BUG] Axiom "Missing" - unable to progress mission
All I could find about previous similar reports were this and this which should have been fixed or likely through mods. Hopefully a dev may take a look, but not if you modify your save before posting a link.
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Rockafella93
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Re: 8.0 [beta 4] [BUG] Axiom "Missing" - unable to progress mission
Hi Alan
Thanks for that, i'd come across these posts in my research, similar symptoms i agree
Apologies, i've got the link here https://drive.google.com/file/d/1AtXb9J ... drive_link
Hope GDrive links are suitable (not sure pastebin would cope
)
Thanks for that, i'd come across these posts in my research, similar symptoms i agree
Apologies, i've got the link here https://drive.google.com/file/d/1AtXb9J ... drive_link
Hope GDrive links are suitable (not sure pastebin would cope
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Alan Phipps
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Re: 8.0 [beta 4] [BUG] Axiom "Missing" - unable to progress mission
GDrive is fine, but the link needs to be open to public sharing.
A dog has a master; a cat has domestic staff.
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Rockafella93
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z1ppeh
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Re: 8.0 [beta 4] [BUG] Axiom "Missing" - unable to progress mission
Curiosity spikes...
What is the exact modlist you were using when this issue occured?
What is the exact modlist you were using when this issue occured?
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Rockafella93
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Re: 8.0 [beta 4] [BUG] Axiom "Missing" - unable to progress mission
It's quite a few.
It occurs to me I should probably remove the bug tag so as not to mislead folks into thinking this is a base game issue (though I've not the knowledge enough to confirm that one way or the other)
List is here:
With a mod list of this size and especially the kuertee mods which are very good but also very complex i am fully willing to believe it's likely a persistant mod issue (still present with no mods loaded).
However i spent about 4 days before posting trying to nail down the specific mod and have not found any obvious culprits.
My main hope with this post was to hopefully learn a bit more regarding the save file editing to bypass the issue and flag it up just incase this is indeed a base game issue
Thanks for your responses so far
It occurs to me I should probably remove the bug tag so as not to mislead folks into thinking this is a base game issue (though I've not the knowledge enough to confirm that one way or the other)
List is here:
Spoiler
Show
Faster Crew leveling (0.19)
Open Map and Stations (0.12)
Capital Ship Loot Magnet (1.08)
Inventory Collector (1.23)
Satellite Service (1.32)
Secret Stash (1.12)
Sector explorer (1.44)
Sector patrol (1.11)
Beamking Mod (1.0)
Paintjobs Galore (1.1)
Golden Astrid Paintmod (6.69 nice)
Chill Explosions (1.3)
Chill turrests (1.9)
Chill tweaks (1.0)
Head Hunter (2.01)
Spaceflix and chill (1.2)
Moreroomsforships (3.82) - Worth noting that during my reseearch some user reported an issue with axiom's triggering in a different quest in an older version)
Trader Seminars (1.02)
Cystal Rarities (3.0)
Player Logos (1.0)
Freeq's Paintjobs (1.2)
Fighter Repairs (0.10)
Improvedrepairlaser (0.10)
Learningallthethings (0.60)
Cheat Menu (1.75)
Ship Traders sell paint mods (1.03)
No claim Damage (0.01)
Reduce Station Build times (2.0)
Kuertee UI extensions (7.6) - This particular mod causes quite a few issues in it's current version, haven't found anyone that's replicated my issue or strictly similar yet.
Kuertee UI Boarding (7.1)
Kuertee UI trade analytics (7.5)
Kuertee Autocamera (7.60)
Kuertee NPC Reactions (7.5) - another strong candidate for causing issues; however, again, no one has experienced a similar issue to this. Looking through the code and available information, I cannot find a cause within the mod yet.
Kuertee Surface Element targetting (7.5)
No Player Shipyard Penalty (1.0)
Signal Leak Hunter (3.0)
Tatertrade (7.05)
lyr: colourised factions (1.02)
Better Kill credit (1.32)
Faction enchancer Catchup (5.61)
Faction Enhancer Econ AI (5.63)
Faction Enhancer Econ Balance (5.62)
Faction Enhancer War module (55.63)
Ship Reverse Engineering (1.21)
Smoothplume (0.01)
X4 Fire and Smoke (1.09)
Ram: no mining penalty (1.0)
Crystal finder (1.4)
Better Target Monitor (2.02)
Mod Support API's Community edition (2.10)
Tech Painjobs Collection (1.10)
Stangi's All paintmods as default paint (3.11)
Tempests FF relations (0.05)
V1024 - Civ Fleet Mimicry Extension (6.05)
Open Map and Stations (0.12)
Capital Ship Loot Magnet (1.08)
Inventory Collector (1.23)
Satellite Service (1.32)
Secret Stash (1.12)
Sector explorer (1.44)
Sector patrol (1.11)
Beamking Mod (1.0)
Paintjobs Galore (1.1)
Golden Astrid Paintmod (6.69 nice)
Chill Explosions (1.3)
Chill turrests (1.9)
Chill tweaks (1.0)
Head Hunter (2.01)
Spaceflix and chill (1.2)
Moreroomsforships (3.82) - Worth noting that during my reseearch some user reported an issue with axiom's triggering in a different quest in an older version)
Trader Seminars (1.02)
Cystal Rarities (3.0)
Player Logos (1.0)
Freeq's Paintjobs (1.2)
Fighter Repairs (0.10)
Improvedrepairlaser (0.10)
Learningallthethings (0.60)
Cheat Menu (1.75)
Ship Traders sell paint mods (1.03)
No claim Damage (0.01)
Reduce Station Build times (2.0)
Kuertee UI extensions (7.6) - This particular mod causes quite a few issues in it's current version, haven't found anyone that's replicated my issue or strictly similar yet.
Kuertee UI Boarding (7.1)
Kuertee UI trade analytics (7.5)
Kuertee Autocamera (7.60)
Kuertee NPC Reactions (7.5) - another strong candidate for causing issues; however, again, no one has experienced a similar issue to this. Looking through the code and available information, I cannot find a cause within the mod yet.
Kuertee Surface Element targetting (7.5)
No Player Shipyard Penalty (1.0)
Signal Leak Hunter (3.0)
Tatertrade (7.05)
lyr: colourised factions (1.02)
Better Kill credit (1.32)
Faction enchancer Catchup (5.61)
Faction Enhancer Econ AI (5.63)
Faction Enhancer Econ Balance (5.62)
Faction Enhancer War module (55.63)
Ship Reverse Engineering (1.21)
Smoothplume (0.01)
X4 Fire and Smoke (1.09)
Ram: no mining penalty (1.0)
Crystal finder (1.4)
Better Target Monitor (2.02)
Mod Support API's Community edition (2.10)
Tech Painjobs Collection (1.10)
Stangi's All paintmods as default paint (3.11)
Tempests FF relations (0.05)
V1024 - Civ Fleet Mimicry Extension (6.05)
However i spent about 4 days before posting trying to nail down the specific mod and have not found any obvious culprits.
My main hope with this post was to hopefully learn a bit more regarding the save file editing to bypass the issue and flag it up just incase this is indeed a base game issue
Thanks for your responses so far
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Alan Phipps
- Moderator (English)

- Posts: 32162
- Joined: Fri, 16. Apr 04, 19:21

Re: 8.0 [beta 4] [BUG] Axiom "Missing" - unable to progress mission - Heavily modded game.
Thanks, but if your main hope was advice about save editing then this needs to be in the S&M forum as Tech Sp is for tech issues with the vanilla release (non-beta) game.
A dog has a master; a cat has domestic staff.
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Rockafella93
- Posts: 5
- Joined: Tue, 9. Aug 22, 09:40

Re: 8.0 [beta 4] [BUG] Axiom "Missing" - unable to progress mission - Heavily modded game.
Yeah, I'm new to this forum, as you can tellAlan Phipps wrote: ↑Fri, 8. Aug 25, 20:11 Thanks, but if your main hope was advice about save editing then this needs to be in the S&M forum as Tech Sp is for tech issues with the vanilla release (non-beta) game.
That's why I took great pains to be as explicit as possible regarding game status (including putting in the post title), so if it was the wrong forum, I could repost elsewhere ideally, before I got any good responses/interest to not lose that for future folks
