Is it possible to separate the tweaks from the argon pirate start? the mod itself works but it gives me problems the PHQ 2 mod which in all the starts is buggy and it is impossible to continue.
Will do it. Mean, removing the PHQ2 dependancy, the Pirate start can be used or not (unless you so much love vanilla Val Selton). PHQ sometimes has weird collision, but if you activate docking permission it resolves. I don't really know why. Anyway will remove the phq dependency,
The pirate start is good and so is your PHQ (in my opinion version 1 is nicer since it's full terran) However, the bug that I find on the PHQ is that in the various starts sometimes it is completely invisible sometimes only partially, in the explorer start (the one of kingdom end) instead it appears whole but Boso's mission is buggy when he makes me dock to talk to him, the tech mission starts but then the portal mission remains buggy with the goal talk to Boso Ta. But it's a shame to lose your tweaks that in my opinion make everything better.
Ok I've removed the usage and dependency of PHQ2. Pirate start uses the vanilla model (which btw looks particularly cool and "piratesque" with Bala Ji's lightning and position close to the big asteroid).
I used to remove the central asteroid and the energy waves from vanilla model, but here they also look fitting with a pirate setting :)
You have to disable the PHQ mod or it will replace the HQ anyway
New to your work trying for first time this weekend with 7 RC1.
If we use this do we NOT install Rebalanced Seminars?
I found this mod because when I tried to start a creative game the map preview was just a be damn scribble. I was very confused where to even start with a new game start.
Right, I added seminars for sell too, they are expensive and adv traders and miners require 4 stars. This is to make acquiring every high rank pilot an accomplishment but not a tedious chore. If you use the mod by Micu to gift seminars in bulk, gameplay is very smooth in this compart. Now that rescuing pilots is in the game, this makes even more sense. Also I changed the stats of npc you "buy" during ship building. They have higher morale, while piloting is to be acquired either through gameplay or seminars. Tweaks also changes the expert trader that I add in xrsge by making it require 4.5 stars.
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PHQ sometimes has weird collision, but if you activate docking permission it resolves. I don't really know why. Anyway will remove the phq dependency,
However, the bug that I find on the PHQ is that in the various starts sometimes it is completely invisible sometimes only partially, in the explorer start (the one of kingdom end) instead it appears whole but Boso's mission is buggy when he makes me dock to talk to him, the tech mission starts but then the portal mission remains buggy with the goal talk to Boso Ta.
But it's a shame to lose your tweaks that in my opinion make everything better.
I used to remove the central asteroid and the energy waves from vanilla model, but here they also look fitting with a pirate setting :)
You have to disable the PHQ mod or it will replace the HQ anyway
Thank you so much for the update and for the overhaul in general. Addictive :D
If we use this do we NOT install Rebalanced Seminars?
I found this mod because when I tried to start a creative game the map preview was just a be damn scribble. I was very confused where to even start with a new game start.
Tweaks also changes the expert trader that I add in xrsge by making it require 4.5 stars.