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kuertee

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kuertee

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  1. kuertee
    kuertee
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    Note
    Compatible with 7.5.x of the base game.
  2. kuertee
    kuertee
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    Updates
    v7.0.02, 29 Jun 2024:
    -Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios.
    -Localisation: Russian localisation by Leonkillerua
  3. topsecretkursad
    topsecretkursad
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    Is this compatible with interworlds ?
    1. kuertee
      kuertee
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      yes, it should be
  4. topsecretkursad
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    Well mode, always seems to be working as intended at first, after some time though, it seems to be reverting to vanilla settings and no i am not using sector satellites only using xenon research, ship mods from lchunter, learn all things, lost ship replacement filters, reaction force nothing else
    1. kuertee
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      The number of mission offers decreases as you play on.
      Check the mod's Extension Options to configure this mod.

      Note that you need Sir Nuke's Mod Support APIs (MSAPIs) mod to see the Extension Options.
      The mod functions without MSAPIs and so I didn't make its installation a requirement.
    2. topsecretkursad
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      Do you know when api will upgrade ? also thnx for a response :)
    3. kuertee
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      i don't know, sorry.
  5. Gryzli100
    Gryzli100
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    Hi, just posted at SectorSatellites by iforgotmysocks. I found a way for compatibility, thought I share as it was mentioned before.

    I found a way to remove extra missions from SectorSatellites mod advanced satellite for compatibility with kuertee's More Generic Missions mod.

    1. as the author of SectorSatellites said: Open SectorSatellites 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 
  6. bamod
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    Hi! First of all thanks for this and all the other mods you have made. I have one question: prior to installing this mod, I could only accept one guild mission from every faction at the time and then all the other from the same faction got disabled, but since I installed it, I can accept all four or five guild mission a single faction is offering. Is this how the mod is intended to work?
    1. kuertee
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      The mod that allows more than one guild mission is my other mod, Accept Mission For Later mod.
      Do you have Accep Missions For Later mod active?

      More Generic Missions mod only increase the missions that you find at stations.
    2. bamod
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      That´s it. Yes, I have Accept Missions For Later mod installed. It seems like I didn´t read the description well enough... Thanks for answering so quick :)
    3. kuertee
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      All good! 
  7. Elenear
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    Thanks, looks good! Any chance for a slightly more randomised version? Say to generate between 10 and 15, instead of always exactly 25 missions? Or instructions how to modify the mod files to achieve that :)
    1. kuertee
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      if you open mod folder\md\genericmissions.xml, you'll see how i calculate the number of missions to generate.
      particularly, this line:
      <set_value name="$SectorLimit" exact="($end + ($start - $end) * (10 - $gameHour) / 10 + 0.5)i" />
      if you change it to this, it'll get a random whole number between X and Y.
      <set_value name="$SectorLimit" min="X" max="Y" />
    2. Elenear
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      Thank you!
    3. Moogiefluff
      Moogiefluff
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      Yyyeah... Don't do this, lol. I made the exact change, to the letter, and ended up with sectors generating over 380 missions. I put Min=10 and Max=20.
    4. blooddirge
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      same
  8. Shyzle
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    Is this mod, and most of your other mods safe to add mid-game and do they play nicely with VRO?
    1. kuertee
      kuertee
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      yeah, they're good to add mid-game. i know of players who use VRO with my mods.
  9. Vollhov
    Vollhov
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    Does it work in 7.0 ?
    1. Neparina
      Neparina
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      It's working, just update Mod Support APIs.
    2. maker3347
      maker3347
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      What does update mod support APIs mean? I'm confused. I only see the one file on here. 
    3. kuertee
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      Mod Support APIs is another mod.
      Install its 1.88 version as 1.89 has a bug.
      after that, you should see the Extension Options menu where you can configure More Generic Missions.
      if you see that menu, then More Generic Missions is working in your game.
  10. ageansnowfly
    ageansnowfly
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    solved
  11. Bisaster
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    I think this has a conflict with Sector Satellites. It works perfectly fine at the start but after you plot down an advanced satellite it seems to revert back to vanilla settings.
    1. kuertee
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      Why would Sector Satellites change mission offers from stations?
    2. Bisaster
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      Advanced satellites:
      - uncover all non hostile stations in a sector by using "Advanced Satellite Detection Probes" which reveal the fog of
      war around stations and are being removed afterwards. They are briefly
      visible on the map until removed.
      - add 5-7 additional mission offers to random stations in the sector upon the player entering their sector

      I'm guessing this. Not sure but it feels like I barely get 2 or 3 missions after I plop one down compared to the full page when there's no sats.
    3. kuertee
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      "add 5-7 additional mission offers to random stations in the sector upon the player entering their sector"

      will make the two mods incompatible with each other.
    4. Bisaster
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      Damn, that sucks. Thanks for taking time to answer.
  12. dtrail
    dtrail
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    Would you consider making a patch for XRSGE - REALSPACE GALAXY EXPANSION? Due to its sector's scale, the mission ranges would he to be increased (I mean, a LOT). Otherwise, most missions instantly fail, because they're too far away.

    Maybe it could simply be solved by adding a range multiplication setting to its extension menu?
    1. kuertee
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      Do you mean the range when the missions appear on the map?

      Or do you mean the distance of the mission targets (e.g. find a station to scan at a distance much further than normal)?
    2. ethantokes
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      I agree this would be cool.