It turns out that the Mk2 weapon upgrades were not being unlocked in the campaign. At all. I've added a file in the Miscellaneous section that has an MD folder to put into your mod folder.
I used what I deducted to be the game's spawning chance formula for the Mk5 shields. (The vanilla game has 100% for Mk1, and each increase in the Mark decreased the chance to spawn by 20%, except for the Mk4->Mk5 where it just drops from 40% to 0%.)
That's a 20% chance, so yes, it's still quite hard to find.
Also, the table containing the spawn chance data is changed only upon starting a new game, and then saved in the save file, so if the game started without activating it, it wouldn't have any effect.
*Edit: Currently making a patch mdscript that'll apply to games that started without the mod.
I have the same issue as Antyrael86, that is, I can not find MK5 shields for sale. I have v1.2 and am using 1-1 also. Had this been resolved? Right now I am located at Omicron Lyrae/Commerce Core/Aerodrome. And I am in free-play.
is it possible to get this to work with the NMM? i get an error when i try to activate it. of course, since there are multiple folders within the package. i think it was a skyrim mod, where i saw some kind of install routine.. could this be done for the activation routine of this mod per NM as well?
another question that comes into my mind, since i always check if the content.xml contains the save=false flag, and your content.xml misses it: will my save break if i add that flag by myself and load a savegame once i stop using your mod? shouldn't be the case, since you wrote that mk5 stuff is already implemented (and not added with your mod) but just not sold anywhere, right?
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I've added a file in the Miscellaneous section that has an MD folder to put into your mod folder.
(The vanilla game has 100% for Mk1, and each increase in the Mark decreased the chance to spawn by 20%, except for the Mk4->Mk5 where it just drops from 40% to 0%.)
That's a 20% chance, so yes, it's still quite hard to find.
Also, the table containing the spawn chance data is changed only upon starting a new game, and then saved in the save file, so if the game started without activating it, it wouldn't have any effect.
*Edit: Currently making a patch mdscript that'll apply to games that started without the mod.
*Edit2: Patch scripts are up.
I have the same issue as Antyrael86, that is, I can not find MK5 shields for sale. I have v1.2 and am using 1-1 also.
Had this been resolved? Right now I am located at Omicron Lyrae/Commerce Core/Aerodrome. And I am in free-play.
TX
Just a question.
i am flying around for ages, visiting one mechanic after another since i installed this mod.
the all only sell the standarts (max. MK-4).
Are the special NPCs that are supposed to sell the MK-5 parts or is it just not working?
[yes, it is installed correctly and it is shown in the expansions list and it is enabled.]
Edit: i use the 1-1 version.
(If you use variant 1-1, you can ignore this.)
Sorry about the mess.
is it possible to get this to work with the NMM?
i get an error when i try to activate it. of course, since there are multiple folders within the package.
i think it was a skyrim mod, where i saw some kind of install routine.. could this be done for the activation routine of this mod per NM as well?
You'll have to manually install it for now.
Edit : Removed the "download with manager" button since it has to be installed manually.
another question that comes into my mind, since i always check if the content.xml contains the save=false flag, and your content.xml misses it:
will my save break if i add that flag by myself and load a savegame once i stop using your mod? shouldn't be the case, since you wrote that mk5 stuff is already implemented (and not added with your mod) but just not sold anywhere, right?