Jump to content

[1.12.5] Tourism Overhaul: Completely Revamps Tourism Contracts [Release 1.2.1] [3/3/2025]


iLikeGothMommys

Recommended Posts

kerbal_space_program__tourism_overhaul_b

 Tourism Overhaul: Completely Revamps Tourism Contracts
 

  Reveal hidden contents


Tourism Overhaul is a contract-pack that completely replaces the stock tourism contracts. It fixes lots of the common complaints with vanilla game tourist contracts, while also expanding the system in general, adding things such as Space Hotels which can be put in orbit around different planetary bodies to rake in lots of kerbucks.

Something this mod does that other mods didn't do was properly balance tourism between early and late game. With this mod, early game contracts will pay large amounts for sending tourists to the Mun & Minmus, but once you start going interplanetary your tourists will realize that the Mun & Minmus isn't really worth it anymore, and will pay slightly less for those trips while they will pay more for interplanetary missions. The contract layout was also designed to mimic stock Kerbal Space Program, showing the names of each Kerbals itenerary individually instead of grouping them together, which will allow you to split up tourists into seperate ships if you so desire. This mod is compatible with other planet packs, and has been fully tested with the Outer Planets Mod.

?imw=5000&imh=5000&ima=fit&impolicy=Lett

FEATURES

Better Balancing: Get what you deserve for your contracts. Contract rewards are adjusted based on your current achievments in your space program. 

Early game / easier tourist contracts will pay a higher amount during early game, while harder contracts will have a higher payout for late game. Contracts are balanced so they don't overpay/underpay.

Space Hotels: Now you can construct space hotels. Not just around Kerbin, but also around other planetary bodies.

Revamped Contracts & New Unique Contracts: This mod completely replaces the stock tourist contracts, and adds 7 brand new contracts!

Stock-Alike Tourist System: Now contracts give you each individual tourist as its own objective, this gives the mod a similiar feel to stock. Other mods do not do this, they group all tourists into one objective. (See spoiler)

  Reveal hidden contents

NEW CONTRACTS

  Reveal hidden contents

REVAMPED CONTRACTS

  Reveal hidden contents

---------------------------------------------------------------------------------------------------------------------

Have an idea for another contract? Let's discuss it in the comments!

---------------------------------------------------------------------------------------------------------------------

DOWNLOAD

SPACEDOCK

GITHUB
CKAN

REQUIREMENTS

CONTRACT CONFIGURATOR

MODULE MANAGER

RECOMMENDATIONS

STRATEGIA 

This mod is theoretically compatible with Tourism Plus and Tourism Expanded but is not recommended due to these mods adding similar styled contracts / different balancing.

LICENSE: CC-BY-NC-SA-4.0

Edited by iLikeGothMommys
Link to comment
Share on other sites

FWIW I see three typos in the image: "itinerary" is misspelled, "tourists itineraries" needs an apostrophe, and "three tourist to Ike" should be "tourists".

I think some people (besides me) would appreciate an option to have the billionaires not to be named after real people.

Link to comment
Share on other sites

  On 12/22/2024 at 2:14 AM, damerell said:

FWIW I see three typos in the image: "itinerary" is misspelled, "tourists itineraries" needs an apostrophe, and "three tourist to Ike" should be "tourists".

Expand  

Thanks for pointing this out to me. I just fixed these typos and uploaded the patch! I also looks through all of the other contracts and checked for typos and fixed any that I saw.

  On 12/22/2024 at 2:14 AM, damerell said:

I think some people (besides me) would appreciate an option to have the billionaires not to be named after real people.

Expand  

Someone else also asked for this. I will make an optional file that does this.

Edited by iLikeGothMommys
Link to comment
Share on other sites

  On 12/23/2024 at 5:14 PM, HebaruSan said:

Hi @iLikeGothMommys. FYI, no "CKAN FIX" was needed because CKAN is already filtering out this bundled mod when installing.

2BDGvxc.png

Ironically, since you only uploaded that ZIP to SpaceDock and not GitHub, it hasn't been added to CKAN anyway.

9gn3NRE.png

Expand  

Thank you, it's my first time ever using CKAN so I'm trying to learn it. I saw it was getting an error on NetKAN due to it detecting two version files. I assumed it was from the bundled contract configurator. Currently there is a bug on spacedock that doesn't allow me to delete previous versions. Once the fix is merged I plan to go in and clean up SPACEDOCK to keep it on par with GitHub.

Link to comment
Share on other sites

  On 12/27/2024 at 5:19 PM, Jeffery Kerman said:

I'm not sure if this is feasible, but it would be cool to be able to make hotels on the surface of planets in addition to in orbit

Expand  

This is something I have thought of, and might start looking into soon.

  On 12/27/2024 at 1:56 PM, TanoPrime said:

Would this be compatible with KSP v1.10.1?

Expand  

It should be yes, but hasn't been tested on my end.

 

It's based off contract configurator, so as long as you use the 1.10 version of contract configurator it should function fine.

Edited by iLikeGothMommys
Link to comment
Share on other sites

Would it be possible to integrate anything with Civilian Population?  Tourists that spend X number of hours doing various activities get recruited into the KSP roster. This is usually done through some things with generic civilians, but i was wondering if you could designate the "drop off" or return point to somewhere a tourist could become a civilian?

I have just installed this the other day and am still on my probe phase of the project so my Tourism Contracts are all in system. I am about to build my first station soon and am starting to just dream the dream for later and was wondering if this was something anyone else ever asked? Would this be something extensive to achieve or could a patch be made to overwrite the "Kerbin" for *some* of the missions.

This is just something i was wondering after hitting the VAB for my first Station. I am a long friggin way from that space casino.

Edited by Fizzlebop Smith
Link to comment
Share on other sites

  On 12/29/2024 at 3:48 PM, Fizzlebop Smith said:

Would it be possible to integrate anything with Civilian Population?  Tourists that spend X number of hours doing various activities get recruited into the KSP roster. This is usually done through some things with generic civilians, but i was wondering if you could designate the "drop off" or return point to somewhere a tourist could become a civilian?

I have just installed this the other day and am still on my probe phase of the project so my Tourism Contracts are all in system. I am about to build my first station soon and am starting to just dream the dream for later and was wondering if this was something anyone else ever asked? Would this be something extensive to achieve or could a patch be made to overwrite the "Kerbin" for *some* of the missions.

This is just something i was wondering after hitting the VAB for my first Station. I am a long friggin way from that space casino.

Expand  

This is something I can definitely look into, I've never personally used that mod myself so I will have to check it out and see how it works. I know its a popular mod though. Nobody has asked this yet but to be fair this mod is fairly new.

Also on a side note, I noticed you mentioned the space casino, that is actually from a different mod (Tourism Plus). My mod only has hotels. I'm just informing you of that in-case you meant to download that mod instead. 

This mod is heavily inspired by Tourism Plus but expands upon its systems to go interplanetary (and interstellar coming soon). With Tourism Plus most of the contracts are only for Kerbin & its moons. This mod makes it so you can do tourist contracts on all bodies outside of Kerbins SOI, and also makes it so eventually you can build a hotel empire and have hotels around every planet/moon if you so desire. With Tourism Plus the hotel/casino can only be built around Kerbin.

Edited by iLikeGothMommys
Link to comment
Share on other sites

  On 12/29/2024 at 7:58 PM, iLikeGothMommys said:

This is something I can definitely look into, I've never personally used that mod myself so I will have to check it out and see how it works. I know its a popular mod though. Nobody has asked this yet but to be fair this mod is fairly new.

Also on a side note, I noticed you mentioned the space casino, that is actually from a different mod (Tourism Plus). My mod only has hotels. I'm just informing you of that in-case you meant to download that mod instead. 

This mod is heavily inspired by Tourism Plus but expands upon its systems to go interplanetary (and interstellar coming soon). With Tourism Plus most of the contracts are only for Kerbin & its moons. This mod makes it so you can do tourist contracts on all bodies outside of Kerbins SOI, and also makes it so eventually you can build a hotel empire and have hotels around every planet/moon if you so desire. With Tourism Plus the hotel/casino can only be built around Kerbin.

Expand  

could i use both TO and TP at the same time?

Link to comment
Share on other sites

I love this mod and have been using it on a new play through of mine, but i just went to update it with ckan and its not working, it spits out some kraken ckan error. That is only with the newest version (1.0.7), older versions work fine (1.0.5)

Link to comment
Share on other sites

  On 1/1/2025 at 11:55 PM, Firebomb said:

I love this mod and have been using it on a new play through of mine, but i just went to update it with ckan and its not working, it spits out some kraken ckan error. That is only with the newest version (1.0.7), older versions work fine (1.0.5)

Expand  

Quote the error verbatim.

Link to comment
Share on other sites

  On 1/2/2025 at 4:06 AM, damerell said:

Quote the error verbatim.

Expand  

oh sos: CKAN.InvalidModuleFileKraken: TourismOverhaul 1.0.7: C:\Users\**USER**\AppData\Local\CKAN\downloads\downloading\5D3528A4-TourismOverhaul-1.0.7.zip has length 2030045, should be 2253913
   at CKAN.NetModuleCache.Store(CkanModule module, String path, IProgress`1 progress, String description, Boolean move, Nullable`1 cancelToken, Boolean validate)
   at CKAN.NetAsyncModulesDownloader.ModuleDownloadComplete(DownloadTarget target, Exception error, String etag)

Link to comment
Share on other sites

  On 1/2/2025 at 9:39 AM, Firebomb said:

oh sos: CKAN.InvalidModuleFileKraken: TourismOverhaul 1.0.7: C:\Users\**USER**\AppData\Local\CKAN\downloads\downloading\5D3528A4-TourismOverhaul-1.0.7.zip has length 2030045, should be 2253913
   at CKAN.NetModuleCache.Store(CkanModule module, String path, IProgress`1 progress, String description, Boolean move, Nullable`1 cancelToken, Boolean validate)
   at CKAN.NetAsyncModulesDownloader.ModuleDownloadComplete(DownloadTarget target, Exception error, String etag)

Expand  

There was an issue with my upload to SpaceDock yesterday,  the website locked up when uploading and the upload name also had a "/" in it, which apparently SpaceDock doesn't like. One of these is most likely what made it unhappy. I have reuploaded it and it appears to be showing on CKAN now. Can you try updating it again?

Link to comment
Share on other sites

  • 2 weeks later...

Is there a way to perhaps increase the amount of tourists a Spacehotel ferry mission could take? 

That way you could ferry more passengers on a bigger craft to get more funds in less time.

 

Also based name btw.

Link to comment
Share on other sites

  On 1/14/2025 at 5:06 PM, Iumasz said:

Is there a way to perhaps increase the amount of tourists a Spacehotel ferry mission could take? 

That way you could ferry more passengers on a bigger craft to get more funds in less time.

 

Also based name btw.

Expand  

Yes! If you edit "touristCount = Random(10, 35)" in attraction.cfg it will change how many tourists are generated. 10 is the minimum amount and 35 is the maximum. Adjust these numbers to your liking :)

If you edit the "minCapacity" variable in OpenInvestor.cfg it will let you change how big the hotels are required to be.

 

And thanks lol

Link to comment
Share on other sites

Tried installing this mod via CKAN in my already modded game, however after installation the game does not start and after the initial loading it goes to a static black screen and Kerbin never appears. There are no errors displayed while loading. I tried removing the mod and everything works again, so I am pretty sure there is some compatibility issue. Please let me know how I can provide additional informations, you can find the log file here if it can help in any way.

Link to comment
Share on other sites

  On 1/19/2025 at 3:51 PM, Alpha188 said:

Tried installing this mod via CKAN in my already modded game, however after installation the game does not start and after the initial loading it goes to a static black screen and Kerbin never appears. There are no errors displayed while loading. I tried removing the mod and everything works again, so I am pretty sure there is some compatibility issue. Please let me know how I can provide additional informations, you can find the log file here if it can help in any way.

Expand  

I had exactly the same experience. I tried adding it to an already modded game (I originally had Contract Pack: Tourism Expanded and Contract Pack: Tourism Plus, but tried to swap Contract Pack: Tourism Expanded for Tourism Overhaul).  When I made the swap to Tourism Overhaul I was basically unable to load KSP at all; then when I remove the mod everything works well again. 

Edited by DVQuill
Link to comment
Share on other sites

  On 1/19/2025 at 3:51 PM, Alpha188 said:

Tried installing this mod via CKAN in my already modded game, however after installation the game does not start and after the initial loading it goes to a static black screen and Kerbin never appears. There are no errors displayed while loading. I tried removing the mod and everything works again, so I am pretty sure there is some compatibility issue. Please let me know how I can provide additional informations, you can find the log file here if it can help in any way.

Expand  

 

  On 1/19/2025 at 7:48 PM, DVQuill said:

I had exactly the same experience. I tried adding it to an already modded game (I originally had Contract Pack: Tourism Expanded and Contract Pack: Tourism Plus, but tried to swap Contract Pack: Tourism Expanded for Tourism Overhaul).  When I made the swap to Tourism Overhaul I was basically unable to load KSP at all; then when I remove the mod everything works well again. 

Expand  

Very odd. I will investigate this. I haven't received this report from anyone else so I am not sure what could be causing this. I tried downloading any mod that I saw in @Alpha188s log that could potentially cause a conflict but I was unable to replicate this on my system. @DVQuill could you post your log?

Link to comment
Share on other sites

  On 1/20/2025 at 5:55 AM, iLikeGothMommys said:

 

Very odd. I will investigate this. I haven't received this report from anyone else so I am not sure what could be causing this. I tried downloading any mod that I saw in @Alpha188s log that could potentially cause a conflict but I was unable to replicate this on my system. @DVQuill could you post your log?

Expand  

I gave it another shot and waited longer for the game to finish loading. The amount of time it took to load still seems a bit unusual, but once it finally loaded everything worked correctly.  I'm going to keep playing around and testing with respect to the load times, but other than that I feel like I'm good to go. 

Link to comment
Share on other sites

  On 1/20/2025 at 7:42 PM, DVQuill said:

I gave it another shot and waited longer for the game to finish loading. The amount of time it took to load still seems a bit unusual, but once it finally loaded everything worked correctly.  I'm going to keep playing around and testing with respect to the load times, but other than that I feel like I'm good to go. 

Expand  

That's good. I have a theory on what could be causing the long loading times. The way I got the random names to display BEFORE the contracts were accepted (to keep it similar to stock) was by having every possible Kerbal name in a list & letting it select randomly from that list. I believe that list being extremely long is what extends the loading times. I am looking at developing a new system that goes around that. But the longer loading should be only when you start the game initially and no other times.

 

How much extra time does it add to your game? I am running mine on an SSD and only noticed an extra 20 seconds or so when testing.

EDIT: I tested this theory. I removed a bunch of the names from the list & the game loaded faster. I will work on a workaround.

Edited by iLikeGothMommys
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...