Yes, I asked before trying it out, as before you modified them they were full masters in the original one, and I didnt see you mention you converted them into small ones. Thanks once again! Can finally add these
To be fair - the specifics of the differences are integrated into the text; some folks just are not great at extracting details from text.
Your brief summary here in the comments, could be useful as a bullet pointed list before or after the words.
Summary of Differences;
* Better compatibility with economy mods that adjust repair cost * Dynamic calculations based on current ship conditions * Red mile tech fix * Dialogue adjustments based on need * etc
I know it can be staggering discouraging for mod authors when we feel some of our efforts are in vain (descriptions, sticky posts, faqs, doc files - and they still leave a "bug" on something clearly stated...). Still we do what we can - and huge thanks for taking on this mod.
Yes, I’ll make sure to clearly highlight the key differences and changes in the description so they’re easy to spot. Thank you ^_^
Also, I want to apologize to mp5lng — if my reply came off as unfriendly, that definitely wasn’t the intention. I wrote it half-asleep, but even so, I never meant any offense, not even unintentionally 🥰
It's alright mate, I tend to get lazy when reading descriptions, esp if they go into details about how numbers work lmao. What davethepak suggested is pretty good, a simple headline is sufficient and straight to the point. Thanks nonetheless! I'll put this one and turn off the other, I do hate seeing Lon asking for a flat 1000 credits to repair my busted ship, so I hope this mod fixes that without needing a new game.
For everything to work properly, the global game variable that controls ship repair prices needs to have its const flag removed — otherwise it's treated as read-only. If none of the mods you’ve installed have done this since the beginning NG on your current save, then neither this mod nor any other will be able to modify it until NG+ starts.
So if the prices aren’t changing right now, it means the variable is still read-only. Just make sure this mod is installed before you enter the Unity - once NG+ begins, it’ll do what it needs to, and everything will work like a charm.
11 comments
Thanks in advance
Briefly: better compatibility, dynamic runtime price calculations based on non-hardcoded variables, RedMile technician fix, dialogues fix, etc.
To be fair - the specifics of the differences are integrated into the text; some folks just are not great at extracting details from text.
Your brief summary here in the comments, could be useful as a bullet pointed list before or after the words.
Summary of Differences;
* Better compatibility with economy mods that adjust repair cost
* Dynamic calculations based on current ship conditions
* Red mile tech fix
* Dialogue adjustments based on need
* etc
I know it can be staggering discouraging for mod authors when we feel some of our efforts are in vain (descriptions, sticky posts, faqs, doc files - and they still leave a "bug" on something clearly stated...). Still we do what we can - and huge thanks for taking on this mod.
Best of luck to us all.
Also, I want to apologize to mp5lng — if my reply came off as unfriendly, that definitely wasn’t the intention. I wrote it half-asleep, but even so, I never meant any offense, not even unintentionally 🥰
So if the prices aren’t changing right now, it means the variable is still read-only. Just make sure this mod is installed before you enter the Unity - once NG+ begins, it’ll do what it needs to, and everything will work like a charm.
will be switching over and giving your updated version a try : )
P.S. Don’t forget to set everything to Fixed and x1 before updating.