Hi, can you add an optional file with only the portable blueprint stations added ? I made the changes in the lua for myself (won't post it on nexusmods since it's your mod) but maybe some people want that too. Anyway thanks a lot for the mod !
Edit : Can you edit the lua so the expedition stations are buildable on a freighter ?
Been away a while from NMS. Loved this mod. With the new EXML mod is a LUA no longer needed for making a merged patch? Are there no conflict concerns cause it works differently? Just wondering as it's new to me. Thanks for keeping this mod updated all this time!
The way mod works changed with the 5.50 release, now EXML mods are patch based, so there is no way to have conflicts unless you have another mod that is changing the exact same lines in the file.
What a great mod, thank you! I'll never understand why HG adds cool tech into the game, and then makes it unattainable.
Can you please consider adding the Singularity Engine for freighters from Expedition 8 in a future update? It's a fun little item that is currently impossible to get on any save except the one that played that specific expedition. The freighter captain conversation trigger to use that item is permanently visible but greyed out, making it a terrible tease to just about everyone who started playing in the past three years.
Sorry, I see it is already there. I should have looked at the images before posting. Thanks again!
oh ok but do you think it stacks with the harmoniser anyways? asking for science xD because im pretty sure i saw that on nomanskyressources best layout
if it stack it would be worth it for adjency bonus i think
Ah, that website is garbage, his "best" layouts are just adding every single tech in the game to the item, even if they don't stack or are even available, because he uses Save Editor to do those layouts, you can tell that because they have 5 Supercharged slots, which is impossible since the max is 4.
But about the tech, Scan Radius in the game is kinda of a pointless stat because each thing you can scan have their own scan range, at that point I personally would just install a mod that increase the scan range for everything (don't know if there is one tho).
I would like to ask if it is possible for your to make the Waveform Engine, Frameshift Catapult, and Advanced Launch System destructible (or at least storable)? Continuing this thought, would it be possible to add recipes for constructing Pulse Drive, Hyperdrive, and Launch Thruster, making them destructible and/or storable as well?
I noticed that when using your mod, I could construct the Unlockable techs, but I couldn't destroy or store the normal techs that they replace. I did use a save game editor to accomplish this, but it would be great if it was not necessary to do this. (FYI, I experienced this first during the Titan expedition, but I was able to duplicate the behavior on a normal save game as well.)
I'll continue using it even if you don't, but it never hurts to ask!
@Syzzle07 Would having the game files decompressed effect your mod? I used the decompression mod a while back, and it seems to work great but maybe that's why it's not working for me now? I have used the mod in the past, and it worked fine, but now it just isnt working at all anymore. I have tried manual install, vortex install, and finally amumss install.. I tried it again last night with the new update, and still nothing. I'm on the GoG version if that makes a difference. I am going to try again tonight when i get home, anything I am overlooking??
yes, I double checked the MODS folder when I tested it, and it was confirmed the only file in there each time. @Babscoole I didn't run that since it was the only mod installed and not disabled at that time. I can try it when I test it again after letting GoG repack all the files.. @Syzzle07 I have a feeling it is the decompression somehow, because that's the only thing that has changed since it worked for me before.
Ok, just tried it again after letting GoG re download all the files. Made a new profile in vortex with no mods enabled, checked the games MOD folder and confirmed it was empty. Used Vortex to install the latest update of your mod, opened mod folder after install, and your .pak and .lua files are the only ones in there. Still not working for me. No Utopia stations in the build menu, and no tech to be installed in the ship. And yes, confirmed that DISABLEMODS.txt was in fact deleted. I really don't get it, since I have other of yours and bab's loaded (and merged) in my main ship hunting save and they are still working perfectly fine. The decompression was what I was hoping it was, but apparently not. So yeah... I really don't know what else to try now.
Ok, I have progress to report. I went back to the anomaly to dbl check that, and I did have all the ship tech purchased. The Utopia stations were on me. I had not purchased them. Seeing that, I went through my ship collection and found some interesting information. I CAN build the star-ship tech in all my ships, EXCEPT the sentinels, and my living ship (of course). The pulse engine is flagged as being able to be stored or destroyed in the other ships, but not the sentinels. Same with the other techs. Since it's been ages since I have flown anything but my sentinel, I wasn't trying to build the tech in anything else. But regardless, whether by design, or accident, you can not dismantle any of the relevant tech in the sentinels, nor do the tech show up in the build menu (most likely because it already has those tech slots filled). P.S. I bet that bug report about the part they couldn't dismantle involved a sentinel ship..
Sentinel like Living Ship are a different category of ship, the techs from normal ships can't be installed on Sentinel as far I am aware, they have their own version, also I am pretty sure Sentinel default techs have the same stats as the Expedition techs my mod adds, so installing them on your Sentinel Ship wouldn't change anything, they're mostly for the normal ships.
I remember now quite some time ago, when I tried this mod for the first time, I transferred the techs over to a sentinel after removing it from a different ship. It stacked with the other tech but when i installed the launcher I seem to remember I couldn't charge it either, and thus couldn't take off. Nothing a restore point didn't fix, so I promptly forgot about it. So maybe you could tinker with it a little and get it to work with them too. Might be nice just for the new visuals of the tech, even if they are only equal to, and not better. Sorry for the confusion though, and thanks for the help. you too @Babscoole
I didn't add anything from the TITAN expedition. If you're using the mod IN the expedition, then that's the issue, not all mods works in the expedition.
110 comments
I made the changes in the lua for myself (won't post it on nexusmods since it's your mod) but maybe some people want that too.
Anyway thanks a lot for the mod !
Edit : Can you edit the lua so the expedition stations are buildable on a freighter ?
Are there no conflict concerns cause it works differently? Just wondering as it's new to me.
Thanks for keeping this mod updated all this time!
Thanks again for updating your mods! Love your work!
Can you please consider adding the Singularity Engine for freighters from Expedition 8 in a future update? It's a fun little item that is currently impossible to get on any save except the one that played that specific expedition. The freighter captain conversation trigger to use that item is permanently visible but greyed out, making it a terrible tease to just about everyone who started playing in the past three years.
Sorry, I see it is already there. I should have looked at the images before posting. Thanks again!if it stack it would be worth it for adjency bonus i think
But about the tech, Scan Radius in the game is kinda of a pointless stat because each thing you can scan have their own scan range, at that point I personally would just install a mod that increase the scan range for everything (don't know if there is one tho).
I would like to ask if it is possible for your to make the Waveform Engine, Frameshift Catapult, and Advanced Launch System destructible (or at least storable)?
Continuing this thought, would it be possible to add recipes for constructing Pulse Drive, Hyperdrive, and Launch Thruster, making them destructible and/or storable as well?
I noticed that when using your mod, I could construct the Unlockable techs, but I couldn't destroy or store the normal techs that they replace. I did use a save game editor to accomplish this, but it would be great if it was not necessary to do this. (FYI, I experienced this first during the Titan expedition, but I was able to duplicate the behavior on a normal save game as well.)
I'll continue using it even if you don't, but it never hurts to ask!
thanks in advance!
bkp57
Would having the game files decompressed effect your mod?
I used the decompression mod a while back, and it seems to work great but maybe that's why it's not working for me now?
I have used the mod in the past, and it worked fine, but now it just isnt working at all anymore.
I have tried manual install, vortex install, and finally amumss install..
I tried it again last night with the new update, and still nothing.
I'm on the GoG version if that makes a difference.
I am going to try again tonight when i get home, anything I am overlooking??
Is this the only mod you're using or not working?
Is DISABLEMODS.TXT deleted or renamed, in PCBANKS?
@Babscoole I didn't run that since it was the only mod installed and not disabled at that time. I can try it when I test it again after letting GoG repack all the files..
@Syzzle07 I have a feeling it is the decompression somehow, because that's the only thing that has changed since it worked for me before.
Made a new profile in vortex with no mods enabled, checked the games MOD folder and confirmed it was empty.
Used Vortex to install the latest update of your mod, opened mod folder after install, and your .pak and .lua files are the only ones in there.
Still not working for me.
No Utopia stations in the build menu, and no tech to be installed in the ship.
And yes, confirmed that DISABLEMODS.txt was in fact deleted.
I really don't get it, since I have other of yours and bab's loaded (and merged) in my main ship hunting save and they are still working perfectly fine.
The decompression was what I was hoping it was, but apparently not.
So yeah... I really don't know what else to try now.
I went back to the anomaly to dbl check that, and I did have all the ship tech purchased.
The Utopia stations were on me. I had not purchased them.
Seeing that, I went through my ship collection and found some interesting information.
I CAN build the star-ship tech in all my ships, EXCEPT the sentinels, and my living ship (of course).
The pulse engine is flagged as being able to be stored or destroyed in the other ships, but not the sentinels.
Same with the other techs.
Since it's been ages since I have flown anything but my sentinel, I wasn't trying to build the tech in anything else.
But regardless, whether by design, or accident, you can not dismantle any of the relevant tech in the sentinels, nor do the tech show up in the build menu (most likely because it already has those tech slots filled).
P.S.
I bet that bug report about the part they couldn't dismantle involved a sentinel ship..
It stacked with the other tech but when i installed the launcher I seem to remember I couldn't charge it either, and thus couldn't take off.
Nothing a restore point didn't fix, so I promptly forgot about it.
So maybe you could tinker with it a little and get it to work with them too. Might be nice just for the new visuals of the tech, even if they are only equal to, and not better.
Sorry for the confusion though, and thanks for the help.
you too @Babscoole
I installed it through the vortex manager
If you're using the mod IN the expedition, then that's the issue, not all mods works in the expedition.