Sounds weird. Please follow this guide to enable debug logging, launch the game and press the buttons that do nothing for you, and then send me the log somehow.
the mod stopped working for me... and i can revert back to 1.4.9. because i nolonger have the file and cant download it, could you open that one up again? the one from 7 march.
I've made 1.4.9 available again. But do you mean it stopped working in creative start editor? Because I deliberately disabled it there (or rather it was always meant to be disabled there, and I fixed a bug that enabled it).
so i tried all kinds of things for over an hour....thinking something broke and it supposed not to work in custom game although it could and is very nice? damn.... :')
I save settings based on the player character. If you haven't loaded a game then I cannot load settings. Additionally the extension settings only shows up in the menu when you are in a game. This meant that dialog settings would constantly reset and you cannot disable the dialog. So I decided to just disable it by default when no save game is loaded.
Hi.I'm asking for help.I have a problem with this mod.I include these items in the menu.Then I turn on the menu again and there are no dots there.That's why the mod doesn't work. Do you know why it won't activate? Problem menu
I see the issue. For now you can temporarily fix it by changing any setting within the ship loadout or station plan dialogs. That is assuming that you at least see the loading dialogs? I'm not sure from your messages. The dialogs should work even if the checkboxes don't.
The filter and hoverover text include those modules that the game tags as moduletypes_production, which iirc are all those that the game puts under the first tab in the station planner. So yes it's probably true that they are not included. I could add them if you want.
I'm not sure if this is user error or a conflict of some kind. Is there a way to keep ship presets from vacating other races modules when upgrading a ship at a different races shipyard/wharf? I outfit my ships with a combo of different races modules.
Edit-I just saw a comment below where you said upgrading modules at different races wharfs shouldn't dump the other modules from the previous races wharf. I have the setting for partial loadouts turned on. example: split engines, terran shields, argon weapons. visiting the terran wharf dumps my split engines and i have to go back in to engines manually and select my split engines before i can complete the order. i'm also noticing that the custom presets aren't loading troops or flares and such at all. I must have some kind of mod conflict.
If the currently equipped module, that is not available at the wharf, but is part of the loadout preset that you are partially loading, then it should be retained. If it is not part of the preset then it will be removed. I just tested that this is still be behaviour.
Are those modules that are getting dumped part of the preset?
I think i just didn't understand the usage of making presets. I found if i manually create a seperate unique preset for this ship in question, at each races wharf, then go back and load those presets at each wharf to test, the mod starts working like i thought it would. I'm satisfied with using the mod in this way. I'm not even gonna worry about trying to use the auto-preset generator. I do appreciate the reply.
If i may make another suggestion regarding station plans.
For the list of plans, as it is now, when a plan misses a blueprint the hover text will explain which missing blueprints are the reason. I would like to suggest that hover text to be in red.
For the list of plans that are okay for building, i would like to suggest they also get a hover text. The hover text should then list the production modules (or all modules) and the amount of those. My reason i would very much like to not unneccesserelly load the plan to see more precisely what it contain - even though i try to name them reasonably. This hover text could be in white.
I can write which modules a plan has, but not how many of each I'm afraid. Again this is because of the way plans are implemented which limits how I can interact with plans.
For a more detailed explanation: unlike something like loadouts, I don't have access to the actual data for station plans. Meaning I can only interact with the plans, or probe information regarding them, through whichever builtin functions egosoft has implemented for their own UI. There is a function for checking if a module is part of a plan, which I also use for the module filter, but it does not return how many instances of that module there are. There are functions that give more module information, but these only work on plans that are currently loaded.
One wish/question though. It seems to sort lower and uppercase seperately. I would very much like an option or a general change to the mod so that it sorts not considering if a letter i lower or uppercase.
A couple of wishes :-) If you could get Rename to work for stations plan it would be so great. + A feature to export all station plans clicking once.
It seems to sort lower and uppercase seperately. I would very much like an option or a general change to the mod so that it sorts not considering if a letter i lower or uppercase.
Good point. I'll make that as a general change.
If you could get Rename to work for stations plan it would be so great. + A feature to export all station plans clicking once.
Unfortunately the way station plans are implemented make it very hard, if not impossible, to do logic on station plans that are not currently loaded.
Btw all station plans are saved in a file called constructionplans.xml in the parent folder of where the exported plans are saved. If you need the exports for a purpose where you don't care if you overwrite existing plans, i.e backups, then you can just copy this file to 'export', and then paste and overwrite the existing as 'import'.
The basic functionality should work with missiles iirc. Except for one thing. When your ship already has the module of a loadout, but the shipyard does not sell it, the partial load should not remove the module. However for missiles I had to remove any that the shipyard does not sell from the ship because otherwise it caused a UI crash for some reason.
41 comments
Also all my loadouts disappear after I save them
Please follow this guide to enable debug logging, launch the game and press the buttons that do nothing for you, and then send me the log somehow.
the one from 7 march.
so i tried all kinds of things for over an hour....thinking something broke
and it supposed not to work in custom game although it could and is very nice?
damn.... :')
so creating a custom game while IN a game would work then?
anyway, either way its still a nice mod!
thank you!
Problem menu
That is assuming that you at least see the loading dialogs? I'm not sure from your messages. The dialogs should work even if the checkboxes don't.
The mod is installed correctly.But it doesn't work in the game.
Ok.I did it.
1.4.9 preview
https://disk.yandex.ru/i/g2sd7A1PSjROxQ
https://disk.yandex.ru/i/7qBTSgH-08knFQ
https://disk.yandex.ru/i/ZZLzGEfqYFhUNQ
Edit-I just saw a comment below where you said upgrading modules at different races wharfs shouldn't dump the other modules from the previous races wharf. I have the setting for partial loadouts turned on. example: split engines, terran shields, argon weapons. visiting the terran wharf dumps my split engines and i have to go back in to engines manually and select my split engines before i can complete the order. i'm also noticing that the custom presets aren't loading troops or flares and such at all. I must have some kind of mod conflict.
Are those modules that are getting dumped part of the preset?
For the list of plans, as it is now, when a plan misses a blueprint the hover text will explain which missing blueprints are the reason.
I would like to suggest that hover text to be in red.
For the list of plans that are okay for building, i would like to suggest they also get a hover text.
The hover text should then list the production modules (or all modules) and the amount of those.
My reason i would very much like to not unneccesserelly load the plan to see more precisely what it contain - even though i try to name them reasonably.
This hover text could be in white.
For a more detailed explanation: unlike something like loadouts, I don't have access to the actual data for station plans. Meaning I can only interact with the plans, or probe information regarding them, through whichever builtin functions egosoft has implemented for their own UI. There is a function for checking if a module is part of a plan, which I also use for the module filter, but it does not return how many instances of that module there are.
There are functions that give more module information, but these only work on plans that are currently loaded.
One wish/question though.
It seems to sort lower and uppercase seperately. I would very much like an option or a general change to the mod so that it sorts not considering if a letter i lower or uppercase.
A couple of wishes :-)
If you could get Rename to work for stations plan it would be so great.
+
A feature to export all station plans clicking once.
Btw all station plans are saved in a file called constructionplans.xml in the parent folder of where the exported plans are saved. If you need the exports for a purpose where you don't care if you overwrite existing plans, i.e backups, then you can just copy this file to 'export', and then paste and overwrite the existing as 'import'.
So far so good, with a argon+split loadout! I'm assuming it'll work with missiles.
All the other features look really complicated to me, but I haven't played around with them yet.
Thanks!