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iforgotmysocks

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iforgotmysocks

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43 comments

  1. Cyberspy
    Cyberspy
    • supporter
    • 2 kudos
    Hi,
     Parts of this mod still work in 7.0. It's not bad.
  2. Gryzli100
    Gryzli100
    • member
    • 1 kudos
    Hi,
    I would like to use transponder cloak as a standalone feature. I have seen You have replied in this topic about 4 years ago about parts of mod to turn off to make it work, but the link to this knowledge is lost.
    Could You please explain it one more time?
  3. Poacher886
    Poacher886
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    • 2 kudos
    Will this work with 'Re emergence' ? 
  4. Vivelaraclette
    Vivelaraclette
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    Hey, amazing mod. I'm trying to adapt it to work with SWI and got everything working, however when dropping the TCD even with the message that it's working the sector faction still open fire on my ship. Any idea, is it due to the age of this mod or something to set for specific new faction ? 

    Regards
  5. Ares197
    Ares197
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    A few questions.
    -Does this mod work with 4.0 Cradle of Humanity, as well as Faction War/Economy Enhancer?
    -Can player buy Hatikva and SCA Pirate Ships on that Shipyard? There're pleny of excellent, very immersive Pirate ships. Not sure if VRO related or not. But Shuulo said he can't add a Pirate shipyard since it's out of VRO scope.
    1. iforgotmysocks
      iforgotmysocks
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      I sadly didn't have time to test this mod yet for 4.0. I hope i can find the time soon, but my more popular mods take precedence on updates currently.  
    2. Ares197
      Ares197
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      Thanks for reply.
      Anything about being able to buy full line of VRO Hatikva/SCA Pirate ships on that shipyard? Including Hound, etc.

      Unless it's already possible? This would be a must-have mod for piracy gameplay then, those ships really fit their roles. As there's no mod that lets you buy them all yet, afaik, and relying on blueprints makes zero sense- by the time you can invest 500 mils+ into capital ship production facility, you won't care about piracy anymore.
    3. iforgotmysocks
      iforgotmysocks
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      If VRO adds the ships accordingly with sca as their owner, there is a good chance they're available for purchase, but u'd have to check for urself.
    4. Ares197
      Ares197
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      Tried it out.
      -Possible to buy SCA ships at SCA Wharf/Shipyards.
      -Hatikva's ones will either need to be added there or given their own Shipyard/Wharf? as they have wide selection of Pirate ships afaik. Trader/Pirate, mostly, if im not mistaken, didn't re-check their blueprints, of which they have plenty.

      -Couldn't find Pirate Shipyard/Wharf in Outcast start, do those exist? Only found L/XL Equipment Docks in Hewa's Twin. Pirate Life start is fine.

      On pirate start, there seems to be some issues with Long Range scanners activating and deactivating instantly, have to Shift+3 several times to activate it normally, sometimes. Only checked on starter ships so far.
    5. iforgotmysocks
      iforgotmysocks
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      Ah nope, the outcast start doesn't include the extra SCA stations.
      The scanner issue sounds... odd. 

      Thanks for giving it a try, all things added to todo for the next update, but it might take a while, sorry about that!
    6. Ares197
      Ares197
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      Pirate Wharf seem to be unarmed and unableto defend itself even from Xenon M even OOS.  VRO installed.
      Didn't check others.

      Edit; Or almost unarmed, either way it was attacking shipyard for several minutes OOS until i arrived and killed it myself.
      Edit2: Peregrine Omniraider would require VRO patch, probably, as it doesn't have a slot for internal shield. Which means it has practically no shield regen.
      Edit3 - disregard my post about Hatikva, apparently it's just normal Argon stuff + SCA stuff. I wonder whats up with Peregrine though, it's in Hatikva's blueprint list, so it should have the internal shield gen by default.
  6. DrAquafresh
    DrAquafresh
    • supporter
    • 3 kudos
    o/

    Having an issue - I can't find the TCDs anywhere, and I can't find it on my starter ship. Would love to know why and if it's fixable - any help is greatly appreciated!


    EDIT: I've noticed I'm still allied with the Free Families as well, I assume it hasn't been updated for Split Vendetta yet, or at least V3.30+. Any way to get a fix? c: I absolutely love this start and really want to use the TCDs
    1. iforgotmysocks
      iforgotmysocks
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      Added to todo, but may take a while, currently alot on my plate, sorry about that! 
  7. Hulkuless
    Hulkuless
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    • 0 kudos
    Ich liebe diesen Mod. Doch eines stört mich extrem. ich werde immer als Pilotin angesprochen. Pirat life brauch ein männliches Geschlecht.
  8. sit22
    sit22
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    Hi, thanks for great mod.
    One question: can you play the phq and new story line missions without problem with this game starts?
    1. iforgotmysocks
      iforgotmysocks
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      Hey there. The hq plot was changed quite alot and i didn't have the time to play it again, so i'm sorry to say that i can't give you a satisfying answer. I may be able to play through it this weekend, but no promises.
  9. DrDoomUther
    DrDoomUther
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    Outcast should get some mining ships
  10. jckiller
    jckiller
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    • 1 kudos
    Hi, It would be so cool if you make an standalone of the transponder.
    1. iforgotmysocks
      iforgotmysocks
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      As it's incredibly op and kinda hacky in some ways i didn't feel like it would be a great general addition to the game. It's nice for some specific pirate gameplay, but would simply kill the fun for alot of players since it would render many systems and functions completely pointless the game is based on to keep it interesting. Kinda like the decision to remove jump drives.

      However if you really want that, you can open up the /md/piratelife.xml file and remove the parts i've marked here in red. Removing the first part will apply the mod content to all gamestarts and the second will remove the extra added content and changes except the cloaking functionality, so they don't affect other gamestarts.
      That's basicly what you asked for. :)