This mod is AMAZINGNEST! It's like a completely different game when you can suddenly jump around the map.
What I find myself doing occasionally, though, is not using the jump points to reach the HRQ, but just to reach the conflict zone nearby. Now it also makes me think that I should leave some HRQs open to have quick access to some good conflict zones. So from here I thought: How hard would it be to add one persistent objective marker to some good conflict zones? Like... a couple per quadrant, one near Terra.
Feature Suggestion: - Add one persistent Objective Jump Point to a couple of good, large conflict zones or clusters of conflict zones.
Having a set number of objectives set around the IS isn't something I'd want to implement in this. If I were to do it I'd probably try to come up with a good way of allowing players to set a specific system as a waypoint, which can then be used for an OJ.
Another thing I've considered is just doing an 'instajump' to anywhere in the IS right from the Starmap. Then I could cut out having to deal with the game's objective system all together. If enough people are interested in that concept maybe I'll look into that.
The return destination was Terra.And yes the name was correct in the objective panel. I tried it again by reloading the save file and the second time it focused on Terra in the Starmap but did not relocate the ship. The objective panel was cleared of the return trip after the Starmap focus. When I went back into the Starmap it was just a starfield, no systems or territories/regions were displayed.
There are about a dozen systems that (for some reason) have a 0/Invalid system linked as a nearby system. This was messing with my jump logic. I hadn't seen it in my own testing since I hadn't happened to jump to one of those systems. The fix that went in should handle all these instances.
With the Mod installed correctly, I still show TRAVEL grayed out and System is beyond the jump limit when I hover over it. Mod Options doesn't give me anything to correct this. Any idea what I'm doing wrong?
Good idea. I would suggest adding a couple of Mod Options settings to let the player change the cBills cost of a round trip jump and the number of DAYS the jump takes for one way. IMO, what they are set to now is too generous given the play impact, but others would likely disagree - adding those settings leaves it up to the player. BTW, I made the Faster and Cheaper Travel mod.
The travel cost and time are pulled from the game's default, so if someone has modified them with yours or another mod then those values should be applied instead. I didn't specifically try that though.
That said it should be fairly trivial to add in custom config parameters used just for the Objective Jump so I'll probably go ahead and add that in.
Yeah I use ModOptions on one of my other mods. Just didn't seem worth the trouble for the single true/false value I included here.
I seem to recall reading somewhere that changing the low orbit duration (6 days) was problematic. Is that something you encountered as I noticed that your mod only changes the system to system jump duration?
The low orbit days did cause a problem but I haven’t been able to figure out why. The base game just sets a default number for the variable and it’s only referenced in the TravelPlanner; unless they have an unexposed asset modifying it.
I had some time to look at implementing options for configuring the cost and duration of travel and... well long story short is that with the way I implemented the jump it looks like overriding the TravelPlanner asset would be the most straightforward path, which would then conflict with your mod. If you are up for it, I had some thoughts on how we might collaborate to make an asset that works for both mods. Ping me on Discord if you want. I'm on most of the MW5 related servers (Noop).
Is there any way this could be made more compatible with Coop Unlocked? They both impact ObjectiveLog/MetaObjectiveInfo.uasset"
edit: Looks like it works just fine if you edit the load order for Objective Jump, I set it to 10 in the json file so it loads after coop unlocked and it seems to be ok!
I wasn't aware of the conflict, but yeah, it looks like Co-op Unlocked has a load order value of 9, so setting the OJ load order value to 10 or higher will allow it to override. Not sure how that will impact clients use of the objective log. It might still work if they don't have OJ installed or have it overridden by Co-op Unlocked.
I'll try to remember to update it for the next version.
This is a great idea!!!! I was just thinking about how so many special missions are ignored because of the travel time/cost, and that it would own if there was a concept of "Employer pays the cost of travel" like there is in HBS Battletech.
Can't wait to give this a shot!
I second the suggestion that if future versions could offer expanded configurations via the Mod Options framework that would be legendary.
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What I find myself doing occasionally, though, is not using the jump points to reach the HRQ, but just to reach the conflict zone nearby. Now it also makes me think that I should leave some HRQs open to have quick access to some good conflict zones. So from here I thought: How hard would it be to add one persistent objective marker to some good conflict zones? Like... a couple per quadrant, one near Terra.
Feature Suggestion:
- Add one persistent Objective Jump Point to a couple of good, large conflict zones or clusters of conflict zones.
Having a set number of objectives set around the IS isn't something I'd want to implement in this. If I were to do it I'd probably try to come up with a good way of allowing players to set a specific system as a waypoint, which can then be used for an OJ.
Another thing I've considered is just doing an 'instajump' to anywhere in the IS right from the Starmap. Then I could cut out having to deal with the game's objective system all together. If enough people are interested in that concept maybe I'll look into that.
UPDATE: This issue was resolved for newcomers to this mod.
Choosing a different destination to reset the return destination fixes it.
But I'll see if it still happens with the new versions.
That said it should be fairly trivial to add in custom config parameters used just for the Objective Jump so I'll probably go ahead and add that in.
I seem to recall reading somewhere that changing the low orbit duration (6 days) was problematic. Is that something you encountered as I noticed that your mod only changes the system to system jump duration?
edit: Looks like it works just fine if you edit the load order for Objective Jump, I set it to 10 in the json file so it loads after coop unlocked and it seems to be ok!
I'll try to remember to update it for the next version.
Can't wait to give this a shot!
I second the suggestion that if future versions could offer expanded configurations via the Mod Options framework that would be legendary.