[MOD] X Rebirth Lost Sectors v1.5.0
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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- Marvin Martian
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at aiscripts/trade.station.tradestation.xml all
should get the since-XR4 "lockavgprice"-tag
Code: Select all
<add_tradeware ware="ware.xyz" object="this.station" allowbuy="true" allowsell="true"/>
Code: Select all
<add_tradeware ware="ware.xyz" object="this.station" allowbuy="true" allowsell="true" lockavgprice="true"/>
Hi AnthonyNVII
Not sure if this will help but i'm using this mod "BattlestarFrigga" you will find it in steam Workshop.
It has a builder ship that builds a ATF station, though station and the ships it build are not what you are looking for but it's a start.
Give it a look see what you think, i'm not saying its that bad maybe contacting that mod autor might help you.
Not sure if this will help but i'm using this mod "BattlestarFrigga" you will find it in steam Workshop.
It has a builder ship that builds a ATF station, though station and the ships it build are not what you are looking for but it's a start.
Give it a look see what you think, i'm not saying its that bad maybe contacting that mod autor might help you.
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Okay I've discovered an interesting bug. If you buy engines from mechanic NPC's added by this mod it appears that those engines get removed, they aren't installed at all, they just poof disappear into thin air making you waste money.
Edit: furthermore this has the nasty effect of making your installed engine disappear which drops your movement down to 90 m/s and you lacking booster engines.
Edit: furthermore this has the nasty effect of making your installed engine disappear which drops your movement down to 90 m/s and you lacking booster engines.
@ Requiemfang
I had this some time back and it was down to the Skunk overhaul mod it works fine if you use it right.
If you are using it reread the info about it.
The engine issue is that you have to dock save apply the mod and the new ship starts in the dock without engines and you have to buy them to start.
Somehow if you are using the skunk mod your issue is related to that.
If you are not using the skunk mod then your issue maybe related to one of the station npc crew type mods though i may be wrong.
Some other mods that i've used have mad the npc chat menus disappear after first chat.
I had fixed this by starting the game without extensions only the DLC ones then install each mod one at at time test play if all works try the next till i find the mods that cause the issue yes it will take time.
I had this some time back and it was down to the Skunk overhaul mod it works fine if you use it right.
If you are using it reread the info about it.
The engine issue is that you have to dock save apply the mod and the new ship starts in the dock without engines and you have to buy them to start.
Somehow if you are using the skunk mod your issue is related to that.
If you are not using the skunk mod then your issue maybe related to one of the station npc crew type mods though i may be wrong.
Some other mods that i've used have mad the npc chat menus disappear after first chat.
I had fixed this by starting the game without extensions only the DLC ones then install each mod one at at time test play if all works try the next till i find the mods that cause the issue yes it will take time.
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Get back to you on that, gonna do a little more testing. I do know for a fact that there's another sector adding mod I use and that's the Transcend mod. Anyways I'm going to test the non-mod sector mechanics to see if I run into the same issue (which I doubt will happen) but I'll check to be sure anyways.KrYcHokE wrote:@Requiemfang: Other mods that you use?
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Okay further testing on my current long game save with buying from mechanics from vanilla sectors same thing happens. Now just to be sure I started a new game to see if I could reproduce the problem. On new game I'm able to by engine upgrades just fine. So I think something went wrong inside the last save, possibly me adding a new mod/extension no idea what it is though that would cause it to happen. Anyways I'm going to compile the mods I have that change NPC's in any way. Though the prospect that I may just be dealing with a corrupt save is more likely and I'll have to restart AGAIN which sort of sucks since I loose the progress I made in the game so far but it's not that big of a loss.
Edit: Further note I want to point out that the Mastodon XL's jump drive surface element is on the inside of the hull instead of the outside, making it impossible to click it manually to target it to destroy and cap the ship. I only managed to destroy it by using the AOE missiles. Anywho here's a pic of what I mean.
http://steamcommunity.com/sharedfiles/f ... 1264856843
It shows the location of where it's located except its on the inside of the ship and not on the outside like all the other external surface elements.
Edit: Further note I want to point out that the Mastodon XL's jump drive surface element is on the inside of the hull instead of the outside, making it impossible to click it manually to target it to destroy and cap the ship. I only managed to destroy it by using the AOE missiles. Anywho here's a pic of what I mean.
http://steamcommunity.com/sharedfiles/f ... 1264856843
It shows the location of where it's located except its on the inside of the ship and not on the outside like all the other external surface elements.
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Quick little bug i found, I noticed that occasionally when I enter a station or ship, my character gets stuck and wont move. This only happens after a while playing, and simply saving the game and re-loading always fixes it. I am fairly certain its because of my mod load order but still just wanted to put it out there in case anyone else was having issues like that as well. I'm going to mess around with my mods and figure out which one is conflicting with it.
Also, any ETA or new info on version 1.3? I swear waiting on your next release is like waiting on a new game I am so excited to see it when its released. Keep up the great work!
Also, any ETA or new info on version 1.3? I swear waiting on your next release is like waiting on a new game I am so excited to see it when its released. Keep up the great work!
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Hi i've had the sticky player bug that was just after docking and getting stuck on the deck of the skunk.
That was down to another mod at that time the best way to find out and will take time is to stop steam workshop updates, remove all extensions except DLC and try each mod a few at a time then test play till you to find which is the culprit mod.
Hope this helps
That was down to another mod at that time the best way to find out and will take time is to stop steam workshop updates, remove all extensions except DLC and try each mod a few at a time then test play till you to find which is the culprit mod.
Hope this helps
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Just a small question, the Gegemon is it suppose to have 60k fuel storage while other capital class ships of similar size all have 10k fuel storage. I can only assume that the 60k means that this vessel even though it's got some strong fangs on it even though it isn't that high on hull health means that it could be a armed fuel tender? Or did I actually find a bug or type? Going to assume though since it has a high cargo capacity that it is indeed intended to be a armed fleet tender ship.
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Noticed another two things, 1. haven't seen an adv. assassin drone yet at drone merchants. Would any other mods that add drones to the game cause any conflicts? and 2. Glittering flow, specifically Primitive Reaches when I look towards the spikey ice roids I'm getting a performance hit. Now I can understand that I'd be getting performance hits on my old hardware setup on my previous PC but I'm running quite a rig with recent CPU, RAM and GFX parts. I've been to quite a bit of the universe all ready and I've yet to get a performance hit except where those spikey ice roids are.