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smilebobr

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smilebobr

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19 comments

  1. MarcusInVR
    MarcusInVR
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    I modified the mod so that it only gives me the option to unlock all jump gates (for my ReScale mod). But so far I have not found a way to make the menu appear at some other condition, for example auto-trigger when entering a system or on a keypress. Pity that there is no documentation concerning the events for the game.

    Having the menu popup every time I turn off the scanner is a bit annoying for me.
    1. smilebobr
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      Finding a menu trigger is a big task.
      I couldn't bind an action to a separate button.
      I don’t understand the mechanics of binding at all, and so far the choice is small: either guidance or some kind of menu option (only when the map is closed). I suspect I'm not the only one having this problem.
      try replacing event to:

      event_player_menu menu="'Property_Menu'" triggered="'menu_close'"
      when "triggered" = control


      (I write from memory, the game is currently uninstalled)
      then (in theory) the menu will pop up after exiting the Property Menu, not on the map, but in the ship / suit
    2. MarcusInVR
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      Already found a solution and uploaded an addon to my mod.
  2. alex200037
    alex200037
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    that's how I would look for enemies
    1. smilebobr
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      you can take part of the code for finding abandoned ships from the open version, and play around with the fraction parameter (for example, replacing it with a ratio - I haven’t figured out what exactly needs to be done yet) or "faction.enemy". but in general it is possible.
      most likely I will not do it, but for other people this idea may be a reserve.
      thanks for the post
    2. alex200037
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      I tried but this option does not seem to work if it is implemented through orders like that, but unfortunately I don’t know how
    3. smilebobr
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      I uninstalled the game a long time ago, and I can't say for sure. maybe you need a separate mod.
      most likely I got excited with the conclusion that you can simply replace a couple of variables.

      it is probably necessary either to completely remove the fog of war (which can be done by increasing the radius of the radar on the MK-2 satellite), or to be content with beacons that approximately display the position of the ships at the time of their detection - which is not good ..

      a good task for modders, but it takes time and desire.

      unfortunately I can't help you anytime soon.
  3. WariousGaming
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    does anybody tried this mod with 6.0? I wonder if this mod need update for that one (tools and documentations are released by Egosoft for modders)
    1. BassCreat0r
      BassCreat0r
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      been working so far
  4. grw
    grw
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    Do I still need the "free ship finder" if I use this mod here? Or can I uninstall the "free ship finder"?
    1. smilebobr
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      Ship Finder is included in this mod. if you put both mods, 1 function will be launched in different ways and no more
    2. grw
      grw
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      Thanks!
  5. smilebobr
    smilebobr
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    added version without annoying save reminders
  6. smilebobr
    smilebobr
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    Locked
    Last and Final version of Observer.
    work like cloock's
    1. smilebobr
      smilebobr
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      Locked
      last & final version removed to archive..
      not this kind of satelitte in prototype
      & to risky for hardwar
  7. smilebobr
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    I hope Observer is done.
    added: 1 forgotten exact & 2 sub-choices.
    now i like this mod
  8. smilebobr
    smilebobr
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    In Observer version
    Changed Description
  9. smilebobr
    smilebobr
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    Added "Observer" version.
    mistake in description may be scary anyone..
  10. smilebobr
    smilebobr
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    Updated.
    Now if Free Ship found, he gives Navigatin Beacon "free ship".
    Fixed bug of fake signal "Free SHIP in Sector".