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This page was last updated on 25 February 2024, 2:02PM
- Changelogs
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Version 6.2.013
- Compatibility: With Mycu's Verbose Transaction Log mod, money transfers from this mod will be labeled: High-security room entry code, Hacker services for high-security room access, Bribe for high-security room access, Bribe for other black marketeer contact in the Transaction Log menu.
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Version 6.1.001
- Bug-fix: Black marketeers were still not getting found on newly-started games. Basically, the base game creates black marketeers when you near a station. Therefore no black marketeers would be found for you to buy contacts unless you've already explored much of the stations in the sector. When purchasing a contact, this fix forces the creation of at least one black marketeer if none are found in a sector.
- Bug-fix: Mission NPCs in locked rooms were not getting moved to an unlocked room in Boron stations.
- Bug-fix: No monies were actually removed after purchasing a black marketeer contact. :D
- Bug-fix: The operative contact was disappearing on their video comm when they contact you after unlocking the secured room.
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Version 6.0.0021
- Tweak: Allow buying new blackmarketeer contacts on unexplored adjacent sectors.
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Version 6.0.002
- Bug-fix: The new black marketeer contact's signal wasn't getting detected if it has already been created - requiring the player to leave the sector and re-approach the station.
- Bug-fix: The cost of the a new black marketeer contact wasn't getting deducted from the player's credits.
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Version 5.1.0010
- New feature: Buy black marketeer contacts in adjacent sectors from black marketeers. You need to find a black marketeer before you can buy the mission signal of other black marketeers.
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Version 4.2.073
- Bug-fix: Unrecoverable freezes caused by infinite loop when arriving at stations which MAY happen anytime you arrive at the station regardless of whether you teleport or dock.
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Version 4.2.071
- Bug-fix: The mod was creating its rooms and npcs when you arrive at the station instead of when you actually dock or teleport to it.
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Version 4.2.07
- Bug-fix: Teleporting in and out of stations wasn't detected, so the mod's custom rooms and NPCs were not created when teleporting into a station.
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Version 4.2.01
- Bug-fix: Standardised the event listeners for: arrive at station, dock, undock, leave station in my mods that need them with these events: attention change, dock, undock, teleport. In previous versions, these events were handled inconsistently that resulted in intermittent bugs like: (in Reputations and Professions) the Guild Network button become disabled after docking even if it was available before docking, (in High-security Rooms Are Locked) the mission NPC not getting moved to an unlocked room, (in several mods) mod NPCs, like the Mod-Parts Trader not getting spawned in their rooms, etc.
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Version 4.2.0
- Bug-fix: Clean-up mod-specific NPCs at stations after the player teleports. Previously, they were cleaned-up only when the player leaves the station's vicinity. This also fixes the bug when taxi passengers were not getting moved away from the locked rooms.
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Version 4.1.0
- Bug-fix: Initiate locking of rooms, moving mission actors away from locked rooms, etc. on docked event instead of docking started event.
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Version 2.0.3
- Compatibility: Station seed property used in creating rooms for 4.1beta1.
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Version 2.0.2
- New feature: Support for iforgotmysocks' "Extended conversation menu" - if installed.
- Bug-fix: If you didn't have my other mod, Alternatives to Death (ATD), installed, the blackmarketeer would fail to give you the passcode. In this version, reliance on ATD is removed.
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Version 2.0.1
- Bug-fix: Was using a text reference from "Crime has consequences". Fixed in this version.
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Version 2.0.0
- New feature: updated for v4.0.0 beta 11 of the base game.
- Tweaks: Cleaned-up unnecessary localisation files. Rewrote content.xml manifest file.
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Version 1.1.3
- Bug-fix: The operative still failed to spawn in stations with very few NPCs. In this version, the operative is forced-spawn into a random newly-created room. Previously, the operative was spawned in the most populated room.
- Tweak: Much better guidance to mission objectives. E.g. Instead of only "Use the Transporter Room", the mission objective in this version will point you to the room you unlocked. Instead of only "Talk to X" without a pointer to the station they are in, the mission objective in this version will point you to the station.
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Version 1.1.2
- Bug-fix: The operative on the station wasn't getting spawned.
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Version 1.1.1
- Bug-fix: NPC mission targets (e.g. transport passengers) locked behind high-security rooms are moved to another room.
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Version 1.1.0
- Tweak: More efficient conversation threads (e.g. buying a key from the black marketeer).
- Bug-fix: The code got cross-wired while conversing with a hacker to unlock a door WHEN you have multiple missions with different hackers for different stations at once.
- Update: Pilot cutscene caption standardised with my other mods. I.e. name, faction, ship/station, caption.
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Version 1.0.2
- Bug-fix: Ensure that $station is not empty so that clean-up of station data is executed when the station leaves high attention.
- Tweak: Add more code phrases.
- Bug-fix: Ensure inside operative can be reached by the player by adding the inside operative in the most crowded walkable module.
- Tweak: Method of finding locked rooms, unlocking them then relocking them.
- Bug-fix: The inside operative will need to get into a Transporter Room before the room is unlocked. Previously, the room was getting unlocked before this.
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Version 1.0.1
- Tweak: Detecting player.station changes.
- Bug-fix: Validate locked/unlocked rooms to prevent Transporter Menu from getting disabled.
- Tweak: Player-owned stations don't have locked rooms.
- New feature: Configurable costs of the keys.
- Tweak: Localisation of "Yes"/"No" confirmation of key purchase.
- Bug-fix: Re-unlock room on return to the station within the key time limit.
- Tweak: The station is set as the mission target for the map mission pointer.
- Clean-up: cutscene convos.
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Version 1.0.0
- initial release
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- Author's activity
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February 2024
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25 Feb 2024, 2:02PM | Action by: kuertee
File added
'kuertee_high_security_rooms_are_locked [version 6.2.013]'
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25 Feb 2024, 2:01PM | Action by: kuertee
Readme file added
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25 Feb 2024, 2:01PM | Action by: kuertee
Changelog added
'Change log added for version 6.2.013'
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25 Feb 2024, 2:01PM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 6.2.013.'
June 2023
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28 Jun 2023, 5:19AM | Action by: kuertee
Attribute change
'file visible to the public'
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28 Jun 2023, 4:07AM | Action by: kuertee
File added
'kuertee_high_security_rooms_are_locked [version 6.1.001]'
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28 Jun 2023, 4:06AM | Action by: kuertee
Readme file added
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28 Jun 2023, 4:06AM | Action by: kuertee
Changelog added
'Change log added for version 6.1.001'
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28 Jun 2023, 4:05AM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 6.1.001.'
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28 Jun 2023, 4:05AM | Action by: kuertee
Attribute change
'file hidden from public viewing'
April 2023
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18 Apr 2023, 12:47PM | Action by: kuertee
File added
'kuertee_high_security_rooms_are_locked [version 6.0.00211]'
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18 Apr 2023, 3:33AM | Action by: kuertee
File added
'kuertee_high_security_rooms_are_locked [version 6.0.0021]'
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18 Apr 2023, 3:32AM | Action by: kuertee
Readme file added
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18 Apr 2023, 3:32AM | Action by: kuertee
Changelog added
'Change log added for version 6.0.0021'
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18 Apr 2023, 3:32AM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 6.0.0021.'
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13 Apr 2023, 3:37PM | Action by: kuertee
Attribute change
'file visible to the public'
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13 Apr 2023, 3:06PM | Action by: kuertee
File added
'kuertee_high_security_rooms_are_locked [version 6.0.002]'
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13 Apr 2023, 3:05PM | Action by: kuertee
Readme file added
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13 Apr 2023, 3:05PM | Action by: kuertee
Changelog added
'Change log added for version 6.0.002'
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13 Apr 2023, 3:05PM | Action by: kuertee
Attribute change
'Description changed.
Mod version changed to 6.0.002.'
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- Mod page activity
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May 2024
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08 May 2024, 6:21PM | Action by: thelastone2003
Endorsed
'High-security rooms are locked'
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05 May 2024, 3:06AM | Action by: RandomTank
Untracked
'High-security rooms are locked'
April 2024
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22 Apr 2024, 12:57AM | Action by: RandomTank
Tracked
'High-security rooms are locked'
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19 Apr 2024, 9:56PM | Action by: masm71
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17 Apr 2024, 6:43PM | Action by: Nukacola13
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'High-security rooms are locked'
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14 Apr 2024, 6:45PM | Action by: 2mitrij
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03 Apr 2024, 4:13AM | Action by: Venum6969
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'High-security rooms are locked'
March 2024
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20 Mar 2024, 8:48AM | Action by: NQone
Tracked
'High-security rooms are locked'
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18 Mar 2024, 10:52AM | Action by: AlexPlanes
Endorsed
'High-security rooms are locked'
February 2024
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26 Feb 2024, 9:54PM | Action by: Salaco
Endorsed
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25 Feb 2024, 3:54PM | Action by: hunterdaff
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16 Feb 2024, 2:53AM | Action by: leodagan01
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09 Feb 2024, 2:53AM | Action by: singularity191
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05 Feb 2024, 7:29PM | Action by: SarXx
Endorsed
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02 Feb 2024, 6:44PM | Action by: griffeno123
Tracked
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January 2024
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27 Jan 2024, 9:25PM | Action by: Cy1onDave
Endorsed
'High-security rooms are locked'
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13 Jan 2024, 3:10AM | Action by: uncivilmoss
Endorsed
'High-security rooms are locked'
December 2023
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28 Dec 2023, 1:51PM | Action by: nability
Tracked
'High-security rooms are locked'
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24 Dec 2023, 2:12PM | Action by: BennyClavis
Tracked
'High-security rooms are locked'
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20 Dec 2023, 9:53PM | Action by: Parazonivm
Endorsed
'High-security rooms are locked'
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