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
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.
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'
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?
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 :)
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 :)
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" />
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.
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.
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.
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?
94 comments
Compatible with 7.5.x of the base game.
v7.0.02, 29 Jun 2024:
-Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios.
-Localisation: Russian localisation by Leonkillerua
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.
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...... isthis 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
Do you have Accep Missions For Later mod active?
More Generic Missions mod only increase the missions that you find at stations.
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" />
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.
- 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.
will make the two mods incompatible with each other.
Maybe it could simply be solved by adding a range multiplication setting to its extension menu?
Or do you mean the distance of the mission targets (e.g. find a station to scan at a distance much further than normal)?