Just a user request here as I've no idea how to backhack code to adjust this but...
Would it be possible to get a version which just adds the trade offer functionality to the vanilla sat/adv-sat please? Just looking for a version without any extra bells & whistles if possible :)
Hi, I found a way to remove extra missions from this mod advanced satellite for compatibility with kuertee's More Generic Missions mod. It was discussed here a year ago, iforgotmysocks gave a good answer but incomplete. Thought I'd share.
1. as the author said: Open this mod's file ext_01.dat(open with text editor) and find this line and REMOVE it:<signal_cue cue="md.GenericMissions.SelectMission"/> make sure to remove whole line, not just code from this line.
At this point mod should probably work, maybe not I dunno, but you will get debug errors not matching hash value, and names (labels) of mod added satellites will be broken like 'readtext-0002137420' or whatever. To fix this you have to edit hash values etc. But I already did it for me and you, so:
2. open this mod's file ext_01.cat (with text editor) and you will find line: md/sectorsatellites.xml 92160 1642956495 ede36b8f69afdcb0db449012950df6f7 92160 is 'sectorsatellites.xml' file size in bytes and ede36b8f69...... is this file's hash value. When you remove that line this values change. That is why it doesnt work. Game verifies it and throws errors.
So, just replace it with recalculated hash and size:md/sectorsatellites.xml 92088 1642956495 441f5ad3f5534016ef19181a0b158669
That's it. I have tested it in Trinity Sanctum III, got 13 missions at a time (more than vanilla 7, you have to be in vincinity of the station for missions to appear so It's hard to have all 25 of them active at one moment) so it works. Also you get normal names like 'Interdiction Probe' not 'readtext00-9000524'
Survey units don't deploy when the detected resources fall below a certain threshold that the game defines. That's working as intended, so the player doesn't have to go around picking up resource probes that provide no real value.
However, there are some reports of probes not detecting some better resource fields, but i didn't have time yet to look into if that's an engine limitation or if there's a different reason.
it's coming from the Resource Survey Unit, but it appears to be only whit certain sector (alrdy in the bug section). Some sector doesnt spawn the prob, and some does.
Except from that, Adv sat does work and i dont use the other one yet so xD
So, to summarize, cause one minor function doesn't work 100% to your satisfaction anymore, u knowingly spread misinformation, claiming, that the mod broke and a stolen version should instead be used?
I tested it quite extensively. Resource survey units won't deploy probes in all sectors. Only where resources are above a certain threshold. If resource survey units (which is one minor feature of a long list, this mod adds) no longer detect all resources in some sectors due to some update literally doesn't mean that the entire mod is broken, which the guy stated.
The mod doesn't work in version 7.5 and will tell you "mod loaded successfully" when you enter the game, but the various satellites aren't doing what they should, they're not working
778 comments
Would it be possible to get a version which just adds the trade offer functionality to the vanilla sat/adv-sat please? Just looking for a version without any extra bells & whistles if possible
:)
Version 7.5 Build 553255
I found a way to remove extra missions from this mod advanced satellite for compatibility with kuertee's More Generic Missions mod.
It was discussed here a year ago, iforgotmysocks gave a good answer but incomplete. Thought I'd share.
1. as the author said: Open this mod's file ext_01.dat (open with text editor) and find this line and REMOVE it:
<signal_cue cue="md.GenericMissions.SelectMission"/>
make sure to remove whole line, not just code from this line.
At this point mod should probably work, maybe not I dunno, but you will get debug errors not matching hash value, and names (labels) of mod added satellites will be broken like 'readtext-0002137420' or whatever. To fix this you have to edit hash values etc. But I already did it for me and you, so:
2. open this mod's file ext_01.cat (with text editor) and you will find line:
md/sectorsatellites.xml 92160 1642956495 ede36b8f69afdcb0db449012950df6f7
92160 is 'sectorsatellites.xml' file size in bytes and ede36b8f69...... is this file's hash value. When you remove that line this values change. That is why it doesnt work. Game verifies it and throws errors.So, just replace it with recalculated hash and size:
md/sectorsatellites.xml 92088 1642956495 441f5ad3f5534016ef19181a0b158669
That's it. I have tested it in Trinity Sanctum III, got 13 missions at a time (more than vanilla 7, you have to be in vincinity of the station for missions to appear so It's hard to have all 25 of them active at one moment) so it works. Also you get normal names like 'Interdiction Probe' not 'readtext00-9000524'
Cheers
but in some sector it works fine, weird bug
However, there are some reports of probes not detecting some better resource fields, but i didn't have time yet to look into if that's an engine limitation or if there's a different reason.
We can only hope that @iforgotmysocks is still around to update it. Until then, we can use the Lite version from the workshop :S
Except from that, Adv sat does work and i dont use the other one yet so xD
Even if the sector Has Medium/High yield
This mod really is broken.. Not sure if it is interfering with other mods...
Maybe you should test it more extensively instead of acusing someone of spreading wrong information.
The mod is broken... replying with ? Seriously?