Missions… Missions...
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Hmm… I updated my config with those changes, but still no difference. They show up in space, but not in the missions. Just out of curiosity, when you added the nomad faction in your mod, did you give them voices, ships (meaning different ships to the default no_fighter-type ones) etc? I know many mods have missions against the nomads, but I noticed all of them (at least all those I’ve seen) use different ships and they have voices. They are the only two differences I can see between what mine is doing and other mods. I’ve try a new ship setup and loadout later and see if that works to confirm this, and i’ve also update the above so I don’t get LOL’ed at again
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Yes, if they don’t have ships the missions won’t show. The easy way to test is to copy ‘ALL’ of the bounty hunter ships to the nomads section. I notice your faction_prop only has one fighter available, _d19. I’m pretty sure that would be an error too. You should have them listed from _d1 to _d19. When it works you will generally see _d19 leaders and _d18 escorts. This is probably what has killed the missions, no _d18 is available. Also note that missions are different from encounters, a dice gets thrown for the level, so it could very well be trying to display _d12 ships.
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That’s not what I meant. I know it won’t show at all without any ships That’s kinda obvious. I will do the substitution of other ships though. I’m sure the fighter naming is fine. After all, that’s all it is, a name.
In my faction prop file, I now have it set for various levels, not just 18 & 19, or whatever I have displayed above. And they will only be used in higher level missions anyway, which is set via mbases and the diff-to-money entries, so i’m sure i’ll be covered in that respect. As I understand it, encounters are set via the actual zone entries, while missions are set in mbases, either at the MVendor or a base faction NPC line. So even if I didn’t have a certain Dxx number defined (many mods just have the one difficulty of ship right?) and so it would just pick the closest match and alter the difficulty regardless of the assigned number.
In my encounters file, I have updated the fighter line(s) to be -1 behind the leader. That makes sense. So whatever difficulty he comes in at, they will be slightly less; For what little difference that may make at high levels anyway
I’m getting there. I think i’m really starting to understand the workings of these, and what lines actually seem to have no effect whatsoever. Nothing like superfluity to confuse your day huh! ;D Thanks for the input bud.
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Mknote’s fix is essential for missions to work.
npc_class = unlawful, FIGHTER, d17, d18, d19 <–- Bad
npc_class = unlawful, class_fighter, d17, d18, d19 <–- Good
Also you need to have an encounter zone or overlapping zones consisting of opposing factions. I looked at your code you posted and didn’t see this (you might not have included it). Here is a suggested replacement for testing purposes
[Zone]
nickname = Zone_Ew05_pop_ambient_01
pos = -178, 0, 178
rotate = 0, 0, 0
shape = SPHERE
size = 44707
comment = Ambient Pop
sort = 51
toughness = 19
density = 15
repop_time = 25
max_battle_size = 8
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = new_n_grp, 20
faction_weight = nm_or_grp, 13
encounter = area_nomads, 19, 0.600000
faction = new_n_grp, 1.000000
encounter = area_defend, 19, 0.400000
faction = nm_or_grp, 1.000000Ive highlighted all changes or additions in red, for viewing purposes.
If you are not getting mission offerings. You need to look at the distance your mission vignettes are from the base. IIRC mission vignettes can only be 40k away from the nearest, jump gate, jump hole, trade lane, path, or base. If you have met all of those requirements I am a bit stumped (unless its one of those brain fart things where you forgot to make them enemies in the initialworld/empathy files). If you did something like that… dont worry about it… it happens to the best of us. ;D
I hope you find your fix. Please post your results when you get a chance to test them out.
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The class_fighter fixed it straight away.
I only have the one encounter… the nomads/enemy. I don’t have any order ships in space, so obviously that isn’t needed despite what you are saying there (and other tuts). That’s handy to know If you read my initial snippets above, you would have also seen I had the toughness set in the encounter zone, but that is pointless because it gets overridden by the mission difficulty
Just before I got mknotes suggestion, a friend (Psy) typed me out the most lengthy FL tut I have ever read and sent it to me, lol. Covering all bases I guess, as it ranges from doing a new faction to this mission stuff. I’ll post it later after reading through it fully
Thanks a lot for the response Forsaken ;D
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Forsaken is quite correct in that you DO need both factions in the zone.
You’ve done what most noobs do, and that’s why I ROFLMFAO in my other post.
Read a mission description and you wll see that most of the time the mission sends backup NPCs to help out, but if that faction is missing from the zones the vignettes feed from, then your backup will never appear. -
The missions do work. Stop trying ways to cover up what has been said. He said missions won’t work without another allied faction, and they do. And I just tried it. Whether they have an entry or not backup does appear… although it tends to only be the one or two ships and not a full ‘wing’ No doubt that is wrong, and so I will indeed a proper encounter in for them. But it does work none-the-less. And I never said he was wrong. You haven’t given one ounce of decent, useful input here BJ, whereas the others have, and that’s all that matters. Your user title says it quite well.
I thought the whole point of forums like this (or at least certain sections) are there to assist people like me, who admitedlly, aren’t as knowledgeable as a lot of you. That’s why I come here. All the help so far has been great. I don’t expect to be bashed, and I shouldn’t have to and won’t put up with that. All you give me is attitude. You didn’t help me before after I started this thread, throwing out offense, and then you do it again ‘after’ I have found the solution at the end of this thread. If you know so much as you claim why didn’t you suggest what Mknote and Psy did? That sorted me out. If some of you think I simply ‘shrug’ off help, that is simply not the case. I do test out theories of my own as well as test what people ask me to do. And if I find something to work (or not) in practice I will say so. And I sure as hell won’t be penalized for it.
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Hey, calm down Fury (hmm, seems a bit ironic, saying that). We’re all friends here.
As to the statement, my experimentation tends to agree with Forsaken and BJ, though the fact that you’ve managed to get friendly ships in your missions seems to throw a monkey wrench into our conclusion. Could you send me the full system .ini (e-mail is in my profile)? I’d be interested to see what’s different.
MK
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This isn’t directed at Fury really…
This png picture should help people with common mission problems. Missions are not rocket science don’t let them scare you or get frustrated. However they have caused every modder problems at one time or another. Here is a basic overview of the things that cause newer modders problems (including Nomad/Order missions).
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For sure ;D My ambient zone covers the whole system, so i’m ok for vignette coverage hehe
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These are the things I have discovered ‘on-the-side’ while working on this, as I always experiment, and actually hate following tutorials (no offence to the authors… I’ve needed to follow some of course)… I tested these quite extensively, so it might be some help to others in the future, and to let certain people know that what they believe so highly in is flawed
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It doesn’t matter if empathy.ini is showing wierd rep changes so long as the factions are in there
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Fighter needs to be ‘class_fighter’ or similar (thanks Psy / Mk)
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There isn’t a requirement to have all difficulties of ship ranging from D1 to Dhigh at all
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In a system ambient pop zone, the system name in it is a convention, not a requirement - thanks Psy
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Sort has no effect; Toughness has no effect; Pop-type has no effect (left in to be safe though) - thanks Psy)
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An opposing faction isn’t needed for missions to work, but you may only get the 1 ship as support as a result
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The randommission level(s) is set via the values in mbases following the: “mission_type =” line
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The values are taking from along the diff2money scale, and directly tie in with mission payout
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These ‘values’ do not need to be exactly what is written there, and can be varied, and far apart
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For ‘standard’ lawful missions, this: “mission_type = unlawful, lawful” isn’t required - thanks DwnUndr
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I’ve had missions working the other way round without: “mission_type = lawful, unlawful”, but this needs more testing
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population_additive works great if used properly in with other zones, despite popular opinion of it ‘crashing’
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Like most, I use FLE only for positioning, but I have never had it screw up mbases like some claim
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Mod backups are bloody fantastic!!!
Cheers.
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Hi guys. This is very enlightening, thanks to all for laying it out clearly and good findings all round.
Don’t mind BJ too much, he’s always been like this but does know volumes - just doesn’t know how to lay it out gently for others who are wasting so much of their time.
One associated mission generating problem I have encountered often is the warning messages in FL Spew (FL Spit) of “get_zone(xx) failed”:-
WARNING: get_zone(38) failed
WARNING: get_zone(38) failed
WARNING: get_zone(38) failedCan anyone throw light on this please? Again there are more vignette zones than the mission limits, and all are within 30k of the base. Darned annoying, any help is appreciated.
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Forsaken is quite correct in that you DO need both factions in the zone.
You’ve done what most noobs do, and that’s why I ROFLMFAO in my other post.
Read a mission description and you wll see that most of the time the mission sends backup NPCs to help out, but if that faction is missing from the zones the vignettes feed from, then your backup will never appear.Well I’ve read the whole threat now and what u say is not correct, while is was testing where my bug is in Earth i changed the base faction from nu_tauri_grp to fc_or_grp and that faction has nothing else that the base in earth and still offers missions against goaulds and does also send backup to the second waypoint.
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WARNING: get_zone(xx) failed
This is now fixed…
http://forums.seriouszone.com/showthread.php?t=57767 -
Missions just won’t show up.
I’m sure it’s something simple, it usually is…Using vanilla fc_or_grp vs. fc_n_grp but missions just won’t show up on Planet Toledo
From npcships.ini
[NPCShipArch] nickname = fc_n_no_fighter_d19 loadout = no_fighter_loadout02 level = d19 ship_archetype = no_fighter pilot = MSN13_Nomad_Fighter state_graph = FIGHTER npc_class = unlawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, 16, d17, d18, d19 [NPCShipArch] nickname = fc_or_elite2_d18 loadout = fc_or_elite2_loadout level = d18 ship_archetype = or_elite_msn01 pilot = pilot_order_ace state_graph = FIGHTER npc_class = unlawful, class_fighter, d18 [NPCShipArch] nickname = fc_or_elite2_d19 loadout = fc_or_elite2_loadout level = d19 ship_archetype = or_elite_msn01 pilot = pilot_order_ace state_graph = FIGHTER npc_class = unlawful, class_fighter, d19
From faction_prop.ini
[FactionProps] affiliation = fc_or_grp legality = unlawful nickname_plurality = singular msg_id_prefix = gcs_refer_faction_fc_or jump_preference = jumphole npc_ship = fc_or_elite2_d18 npc_ship = fc_or_elite2_d19 voice = pilot_f_ill_m01 voice = pilot_f_ill_m02 mc_costume = mc_fc space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric space_costume = sh_male4_head, pi_orillion_body, comm_br_guard space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric space_costume = ge_male4_head, pi_orillion_body, comm_br_guard space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric firstname_male = 226608, 226741 lastname = 227008, 227307 rank_desig = 197128, 197129, 197130, 10, 15 formation_desig = 197808, 197820 formation = fighters, fighter_basic formation = freighters, freighter_basic formation = freighters2, freighter2_basic [FactionProps] affiliation = fc_n_grp legality = unlawful nickname_plurality = plural msg_id_prefix = ignore jump_preference = jumpgate npc_ship = MSN13_Nomad_Fighter_Populator npc_ship = fc_n_no_fighter_d19 mc_costume = mc_fc firstname_male = 229608, 229608 firstname_female = 229608, 229608 lastname = 229608, 229608 rank_desig = 197140, 197140, 197140, 10, 15 formation_desig = 197808, 197820 formation = fighters, fighter_guild
From area_nomads.ini
[EncounterFormation] ship_by_class = 1, 1, sc_fighters pilot_job = assault_leader_job make_class = wanderer ship_by_class = 5, 5, sc_fighters pilot_job = assault_job make_class = wanderer formation_by_class = fighters behavior = wander arrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation] permutation = 0, 3
From empathy.ini
[RepChangeEffects] group = fc_n_grp empathy_rate = fc_or_grp, -0.9 and [RepChangeEffects] group = fc_or_grp empathy_rate = fc_n_grp, -0.9
From mbases.ini
[MBase] nickname = St01_01_Base local_faction = fc_or_grp diff = 19 [MVendor] num_offers = 5, 10 [BaseFaction] faction = fc_or_grp weight = 80 offers_missions = true mission_type = DestroyMission, 28.478239, 90.112387, 70 npc = st0101_order_001_m npc = st0101_order_002_m npc = st0101_order_003_m npc = st0101_order_004_m [BaseFaction] faction = gd_bh_grp weight = 20 offers_missions = true mission_type = DestroyMission, 28.478239, 90.112387, 30 npc = st0101_bounty_001_f npc = st0101_bounty_002_m [GF_NPC] nickname = st0101_fix_bartender body = pi_orillion_body head = ge_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 245154 affiliation = fc_or_grp voice = rvp111 [GF_NPC] nickname = st0101_fix_ship body = pi_orillion_body head = ge_male2_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 245157 affiliation = fc_or_grp voice = rvp101 [GF_NPC] nickname = st0101_fix_weaponsdealer body = pi_orillion_body head = ge_male4_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 245156 affiliation = fc_or_grp voice = rvp101 [GF_NPC] nickname = st0101_fix_trader body = pi_orillion_body head = pl_male1_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 221014 affiliation = fc_or_grp voice = rvp101 [GF_NPC] nickname = st0101_bounty_001_f body = pl_female2_journeyman_body head = ge_female1_head lefthand = benchmark_female_hand_left righthand = benchmark_female_hand_right individual_name = 220251 affiliation = gd_bh_grp voice = rvp501 misn = DestroyMission, 0.082100, 0.205130 room = bar bribe = li_p_grp, 10000, 16100 bribe = co_alg_grp, 10000, 16100 bribe = co_rs_grp, 10000, 16100 bribe = co_ss_grp, 10000, 16100 bribe = gd_bh_grp, 10000, 16101 rumor = base_0_rank, mission_end, 2, 132134 rumorknowdb = li04_04 rumor = base_0_rank, mission_end, 2, 132135 rumor = base_0_rank, mission_end, 2, 132136 rumor = base_0_rank, mission_end, 1, 132137 rumor = base_0_rank, mission_end, 1, 132138 rumor = base_0_rank, mission_end, 2, 132139 rumor_type2 = mission_02_loaded, freetime_02_03, 1, 393584 rumor_type2 = freetime_03_04, mission_04_loaded, 1, 393594 rumor_type2 = freetime_03_04, mission_04_accepted, 1, 393600 rumor_type2 = mission_04_loaded, mission_04_accepted, 1, 393603 rumor_type2 = mission_04_loaded, mission_04_accepted, 1, 393604 rumor_type2 = mission_04_loaded, mission_04_accepted, 1, 393605 rumor_type2 = mission_03_loaded, mission_04_accepted, 1, 393606 rumor_type2 = freetime_03_04, mission_04_accepted, 1, 393607 rumor_type2 = base_0_rank, mission_04_loaded, 1, 393469 know = 251632, 252617, 8000, 2 knowdb = li04_to_iw02_hole [GF_NPC] nickname = st0101_bounty_002_m body = sh_male2_body head = br_sales_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 220252 affiliation = gd_bh_grp voice = rvp111 misn = DestroyMission, 0.082100, 0.205130 room = bar bribe = li_p_grp, 10000, 16100 bribe = co_me_grp, 10000, 16100 bribe = co_ni_grp, 10000, 16100 bribe = gd_bh_grp, 10000, 16101 rumor = base_0_rank, mission_end, 2, 132134 rumorknowdb = li04_04 rumor = base_0_rank, mission_end, 2, 132135 rumor = base_0_rank, mission_end, 2, 132136 rumor = base_0_rank, mission_end, 1, 132137 rumor = base_0_rank, mission_end, 1, 132138 rumor = base_0_rank, mission_end, 2, 132139 rumor_type2 = mission_02_loaded, freetime_02_03, 1, 393584 rumor_type2 = freetime_03_04, mission_04_loaded, 1, 393594 rumor_type2 = freetime_03_04, mission_04_accepted, 1, 393600 rumor_type2 = mission_04_loaded, mission_04_accepted, 1, 393603 rumor_type2 = mission_04_loaded, mission_04_accepted, 1, 393604 rumor_type2 = mission_04_loaded, mission_04_accepted, 1, 393605 rumor_type2 = mission_03_loaded, mission_04_accepted, 1, 393606 rumor_type2 = freetime_03_04, mission_04_accepted, 1, 393607 rumor_type2 = base_0_rank, mission_04_loaded, 1, 393470 accessory = prop_neuralnet_B [GF_NPC] nickname = st0101_order_001_m body = pi_orillion_body head = pl_male1_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 221014 affiliation = fc_or_grp voice = rvp111 room = bar [GF_NPC] nickname = st0101_order_002_m body = pi_orillion_body head = pl_male2_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 221015 affiliation = fc_or_grp voice = rvp140 room = bar [GF_NPC] nickname = st0101_order_003_m body = pi_orillion_body head = rh_captain_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 221016 affiliation = fc_or_grp voice = rvp111 room = bar [GF_NPC] nickname = st0101_order_004_m body = pi_orillion_body head = sh_male3_head lefthand = benchmark_male_hand_left righthand = benchmark_male_hand_right individual_name = 221017 affiliation = fc_or_grp voice = rvp140 room = bar
and the whole st01.ini file
[SystemInfo] space_color = 0, 0, 0 local_faction = fc_or_grp [EncounterParameters] nickname = area_trade_freighter filename = missions\encounters\area_trade_freighter.ini [EncounterParameters] nickname = area_scout filename = missions\encounters\area_scout.ini [EncounterParameters] nickname = area_defend filename = missions\encounters\area_defend.ini [EncounterParameters] nickname = area_nomads filename = missions\encounters\area_nomads.ini [TexturePanels] file = universe\heavens\shapes.ini [Music] space = music_omicron_space danger = music_omicron_danger battle = music_omicron_battle [Dust] spacedust = Dust [Archetype] ship = no_fighter ship = no_gunboat ship = or_elite solar = d_n_battleship solar = o_osiris [Asteroids] file = solar\asteroids\St01_nomad_asteroids.ini zone = Zone_St01_edge_nebula [Asteroids] file = solar\asteroids\St01_mine_field.ini zone = Zone_St01_to_St04_hole_minefield [Nebula] file = solar\nebula\St01_edge_nebula.ini zone = Zone_St01_edge_nebula [Ambient] color = 60, 90, 70 [Object] nickname = St01_sun pos = 70523, 30000, -62152 Archetype = sun_1000 star = St01_yellow_sun [LightSource] nickname = St01_system_light pos = 52571, 30000, -18588 color = 225, 220, 60 range = 100000 type = DIRECTIONAL atten_curve = DYNAMIC_DIRECTION [Object] nickname = St01_01_Base ids_name = 196842 pos = -589, 0, -2712 Archetype = planet_icemntcld_2000 ids_info = 65809 spin = 0, 0.01, 0 atmosphere_range = 2150 burn_color = 255, 222, 160 Base = St01_01_Base reputation = fc_or_grp [Object] nickname = St01_dock_ring_1 ids_name = 458775 pos = 1500, 0, -2191 rotate = 0, 75, 0 Archetype = dock_ring loadout = docking_ring dock_with = St01_01_Base ids_info = 66141 reputation = fc_or_grp [zone] nickname = Zone_St01_01_exclusion pos = 2154, 0, -1879 shape = SPHERE size = 8000 property_flags = 65536 property_fog_color = 40, 85, 70 edge_fraction = 0.2 [Object] nickname = St01_to_St02_hole pos = -5027, 0, -18614 rotate = 0, -175, 0 Archetype = jumphole jump_effect = jump_effect_hole goto = St02, St02_to_St01_hole, gate_tunnel_bretonia [Object] nickname = Alien_Jumpgate pos = 40773, 0, -12339 rotate = 0, 90, 0 Archetype = nomad_gate ids_name = 261793 ids_info = 66146 behavior = NOTHING visit = 0 ;[Object] ;nickname = St01_to_St04_hole ;ids_name = 458969 ;pos = 40751, 20, -12276 ;ids_info = 66146 ;msg_id_prefix = gcs_refer_system_new_system ;jump_effect = jump_effect_hole ;visit = 0 ;archetype = jumphole_green ;goto = St04, St04_to_St01_hole, gate_tunnel_bretonia [zone] nickname = Zone_St01_to_St04_hole_exclusion pos = 41116, 0, -12528 shape = SPHERE size = 7500 property_flags = 65536 property_fog_color = 40, 85, 70 edge_fraction = 0.1 encounter = area_nomads, 19, 0.6 faction = fc_n_grp, 1 [zone] nickname = Zone_St01_to_St04_hole_asteroid_exclusion pos = 41070, 0, -12594 shape = SPHERE size = 9000 property_flags = 131072 encounter = area_nomads, 19, 0.6 faction = fc_n_grp, 1 [zone] nickname = Zone_St01_to_St04_hole_minefield ids_name = 458977 pos = 41116, 0, -12528 shape = ELLIPSOID size = 10000, 10000, 15000 interference = 0.5 property_flags = 4128 Music = zone_field_mine ids_info = 66000 visit = 32 sort = 99 encounter = area_nomads, 19, 0.6 faction = fc_n_grp, 1 [zone] nickname = Zone_St01_to_St04_hole_minefield_lane_access pos = 34335, 0, -9925 rotate = 0, -70, 0 shape = BOX size = 2500, 1250, 18000 property_flags = 131072 sort = 99 encounter = area_nomads, 19, 0.2 faction = fc_n_grp, 1 [Zone] nickname = Zone_St01_to_Ew02_hole pos = -7782, 10000, 42418 shape = SPHERE size = 4000 interference = 0.5 property_flags = 131072 visit = 128 sort = 99 toughness = 19 density = 9 repop_time = 10 max_battle_size = 4 pop_type = wormhole relief_time = 15 density_restriction = 4, lawfuls encounter = area_defend, 19, 0.3 faction = fc_ou_grp, 1 encounter = area_scout, 19, 0.3 faction = fc_ou_grp, 0.7 faction = fc_or_grp, 0.3 encounter = area_trade_freighter, 19, 0.4 faction = fc_ou_grp, 1 [Object] nickname = St01_to_Ew02_hole ids_name = 458831 pos = -7782, 0, 42418 rotate = 0, -175, 0 ids_info = 66146 msg_id_prefix = gcs_refer_system_Ew02 jump_effect = jump_effect_green visit = 0 archetype = jumphole goto = Ew02, Ew02_to_St01_hole, jump_tunnel_green dock_group = ALL_DOCKABLE ;[Zone] ;nickname = Zone_St01_to_Iw07_hole ;pos = -32136, 6, -33641 ;shape = SPHERE ;size = 4000 ;interference = 0.5 ;property_flags = 131072 ;visit = 128 ;sort = 99 ;[Object] ;nickname = St01_to_Iw07_hole ;ids_name = 458837 ;pos = -32136, 6, -33641 ;rotate = 0, -175, 0 ;ids_info = 66146 ;msg_id_prefix = gcs_refer_system_Iw07 ;jump_effect = jump_effect_hole ;visit = 0 ;archetype = jumphole ;goto = Iw07, Iw07_to_St01_hole, gate_tunnel_bretonia ;dock_group = ALL_DOCKABLE [Object] nickname = St01_wplatform_1 reputation = fc_uk_grp pos = 40296, 0, -13534 archetype = wplatform ids_name = 261164 ids_info = 66171 behavior = NOTHING loadout = weapon_platform_pi_04_flu difficulty_level = 19 visit = 0 pilot = pilot_solar_hardest [Object] nickname = St01_wplatform_2 reputation = fc_uk_grp pos = 40710, 0, -10951 archetype = wplatform ids_name = 261164 ids_info = 66171 behavior = NOTHING loadout = weapon_platform_pi_04_flu difficulty_level = 19 visit = 0 pilot = pilot_solar_hardest [Object] nickname = St01_hazard_buoy_1 ids_name = 261163 pos = 25624, 0, -6818 archetype = hazard_buoy [Object] nickname = St01_hazard_buoy_2 ids_name = 261163 pos = 30664, 0, -8479 archetype = hazard_buoy [Object] nickname = St01_hazard_buoy_3 ids_name = 261163 pos = 34688, 0, -9892 archetype = hazard_buoy [Zone] nickname = Zone_St01_destroy_vignette_01 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = 11802, 0, -15021 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_02 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = 24142, 0, -28970 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_03 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = 40773, 0, -34871 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_04 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = 56331, 0, -25751 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_05 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = 58745, 0, -7510 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_06 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = 50966, 0, 8315 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_07 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = 33798, 0, 9388 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_08 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = 15826, 0, 9120 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_09 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = -19850, 0, -42114 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_10 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = -37554, 0, -37822 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_11 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = -41041, 0, -19850 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_12 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = -26287, 0, -8315 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_13 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = -14216, 0, 5901 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_14 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = -4828, 0, 20923 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_15 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = 6706, 0, 35676 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_16 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = 1609, 0, 53112 mission_type = unlawful, unlawful [Zone] nickname = Zone_St01_destroy_vignette_17 shape = SPHERE size = 10000 sort = 99.500000 vignette_type = open pos = -15826, 0, 58745 mission_type = unlawful, unlawful ;[Object] ;nickname = Li01_suprise_li_dreadnought ;ids_name = 458967 ;ids_info = 460887 ;pos = 48506, 0, -12547 ;rotate = 80, 35, 30 ;Archetype = suprise_li_dreadnought ;visit = 16 ;loadout = SECRET_li_dreadnought_1 [Zone] nickname = Zone_St01_pop_ambient_St01_01 pos = -2682, 0, -1072 rotate = 0, 35, 0 shape = ELLIPSOID size = 23069, 16631, 16631 sort = 51 toughness = 19 density = 9 repop_time = 25 max_battle_size = 6 pop_type = fc_or_grp, single_base_unlaw relief_time = 15 faction_weight = fc_or_grp, 10 encounter = area_defend, 19, 0.8 faction = fc_or_grp, 1 encounter = area_trade_freighter, 19, 0.2 faction = co_me_grp, 1 [Zone] nickname = Zone_St01_pop_ambient_St04_hole pos = 34871, 0, -13143 rotate = 0, 23, 0 shape = ELLIPSOID size = 35408, 21191, 21191 sort = 51 toughness = 19 density = 9 repop_time = 25 max_battle_size = 6 pop_type = Background relief_time = 15 encounter = area_nomads, 19, 0.7 faction = fc_n_grp, 1 encounter = area_scout, 19, 0.3 faction = fc_or_grp, 1 [Zone] nickname = Zone_St01_pop_ambient_Ew02_hole pos = -10461, 0, 40504 rotate = 0, 0, 0 shape = ELLIPSOID size = 16899, 20386, 20386 sort = 51 toughness = 19 density = 9 repop_time = 25 max_battle_size = 6 pop_type = Background relief_time = 15 encounter = area_defend, 19, 0.7 faction = fc_ou_grp, 1 encounter = area_scout, 19, 0.3 faction = fc_or_grp, 1 [Zone] nickname = Zone_St01_pop_ambient_third_hole pos = -29238, 0, -29238 rotate = 0, 28, 0 shape = ELLIPSOID size = 18777, 17972, 17972 sort = 51 toughness = 19 density = 9 repop_time = 25 max_battle_size = 6 pop_type = Background relief_time = 15 encounter = area_defend, 19, 0.4 faction = fc_or_grp, 1 [zone] nickname = Zone_St01_edge_nebula pos = 536, 0, -1877 shape = ELLIPSOID size = 100000, 100000, 100000 property_flags = 33794 property_fog_color = 40, 85, 70 spacedust = organismdust spacedust_maxparticles = 75 interference = 0.5 Music = zone_field_asteroid_nomad [zone] nickname = Zone_St01_01_asteroid_exclusion pos = 2151, 0, -2143 shape = SPHERE size = 10000 property_flags = 131072 [zone] nickname = Zone_St01_order_planet_death pos = -589, 0, -2712 shape = SPHERE size = 2075 damage = 20000 [LightSource] nickname = LIGHT pos = -353, 0, -2886 color = 255, 255, 255 range = 3000 type = DIRECTIONAL atten_curve = DYNAMIC_DIRECTION
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I now have everything working in this system, at least as far as encounters are concerned.
Missions still don’t show up. In the threads relating to adding missions against nomads, it’s implied that it can be done without adding a clone faction. Is it really, or MUST you add a clone faction in order to make it work? If you add a clone faction, will that affect unmodded players in any way? The clone factions would only appear in systems that are accessible only through the mod.
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Did you remember to add the nomads to DATA\RANDOMMISSIONS\vignetteparams.ini?
Put them in every node list that contains other illegal factions, not the legal factions.
If you want them to show up in your rep screen you need to delete their name from common.dll by overwriting it with hex 0’s.
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actually they already exist in vignetteparams.ini, all I did was remove the entries for fc_q_grp, fc_rn_grp, fc_ln_grp, and fc_kn_grp.
I also did the common.dll edit by overwriting the entries for fc_or_grp and fc_n_grp with 0s. They both show up in the rep list. Just no missions on the base. (st01_01)
Here’s a link to the mod as it stands right now:
It’s all scripted except for a couple of files that are added.
Also, the modded common.dll file is in the zip. You’ll have to move it over manually to add it in. -
Turns out Content.dll has three hardcoded tests for the fc_n_grp faction hash.
content.dll 0518C7 34->00 = allow fc_n_grp for randommissions PART 1 ~adoxa content.dll 0519B7 34->00 = allow fc_n_grp for randommissions PART 2 ~adoxa content.dll 0BD2D8 00->01 = allow fc_n_grp to drop (phantom) loot ~adoxa