Navmap Patrol Path Rep Filter
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Maybe make the patrols invisible on navmap(visit = 128 ) and put an area zone with the same faction weight, size, and encounter parameters(encounter probability will be 0 though) above it.
Add lines pop_type = background and population_additive = false to that zone and probably this is the way to go?? -
Odd, before I removed all of the patrol paths from my mod they showed up according to which type of path they were. Also, they wouldn’t appear until you actually explored where the paths were located at…
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They are flagged as needing to be visited before showing up, that’s a vanilla feature.
I’m guessing the reputation info you’re talking about is related to what FL is telling FLServer about my reps and then bouncing back to me in the form of friendly/neutral/hostile?