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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season


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1 hour ago, 4x4cheesecake said:

wild guess: you got "research bodies" installed which hides celestial bodies...

Yep... He does!!!

[LOG 10:39:03.019] Load(Assembly): REPOSoftTech/ResearchBodies/Plugins/ResearchBodies
[LOG 10:39:03.019] AssemblyLoader: Loading assembly at C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Mod v2.0\GameData\REPOSoftTech\ResearchBodies\Plugins\ResearchBodies.dll

 

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I will copy the entire directory and remove research bodies. 
I do indeed have this installed and have not yet officially uncovered EVE.

Perhaps orbiting the Mun / Minmus triggered something because of the hiding of celestial bodies. 

The Tourism Expanded was an impulse when the newest tourism overhaul came out i went Tourist Happy. I was looking forward to making them quite Kourageous. I will remove the Tourism Expanded Mod

The Error with the Kerbal Academy is likely my fault. I have modified this mod a little bit to change some of the fund mechanics associated with some of the missions. There are a couple other ongoing things that I will probably never get around to tweaking, but that one can be ignored.

@Lisias As far as Contract Configurator (Updated 17/01/2025)
(IIRC) You do not advocate CKAN but I am pretty crappy at most of this and often give in to least resistance.
It recently was updated after prolonged inactivity on 15/01/2025)

 

Spoiler

And also:

[LOG 10:44:42.327] [ScienceParamModifier],1/26/2025 10:44:42 AM,Error while loading celestial body default container list; possibly a duplicate entry: System.Nu
llReferenceException: Object reference not set to an instance of an object
  at ScienceParamModifier.ScienceConfigValuesNode+<>c.<OnDecodeFromConfigNode>b__2_0 (ScienceParamModifier.bodyParamsContainer a) [0x00006] in <48c3521c5ab245bb
a451b56640a533c3>:0
  at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement] (System.Collections.Generic.List`1[T] source, System.Func`2[T,TResult] keySelector, System.Func`
2[T,TResult] elementSelector, System.Collections.Generic.IEqualityComparer`1[T] comparer) [0x0001e] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] keySelector, Syste
m.Func`2[T,TResult] elementSelector, System.Collections.Generic.IEqualityComparer`1[T] comparer) [0x00066] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] keySelector, Syste
m.Func`2[T,TResult] elementSelector) [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at ScienceParamModifier.ScienceConfigValuesNode.OnDecodeFromConfigNode () [0x00000] in <48c3521c5ab245bba451b56640a533c3>:0

Let us see if this persists after taking away research bodies... or at least reduce some of the error content generated.

(The Error Remains but think its likely to be an issue with Research Bodies and my own fault. Reading through the research bodies thread indicates the compatability patches for ScanSat were never implemented. Reading through the thread seems there are a few issues)

The error persists after removing the Research Bodies, but that seems like one of those mods that kinds needs to be around when you start with it.

As I have only just breeched the kerbol system, I am willing to write this off i needed.

Edited by Fizzlebop Smith
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4 hours ago, Fizzlebop Smith said:

The Tourism Expanded was an impulse when the newest tourism overhaul came out i went Tourist Happy. I was looking forward to making them quite Kourageous. I will remove the Tourism Expanded Mod

I'm running Tourism Expanded myself and as far as I can tell, it works perfectly fine despite the error message. The error is based in the .dll which comes with Tourism Expanded to provide some custom features like calculating contract rewards based on dV required for a mission (which of course requires to calculate dV requirements in the first place).

As far as I can tell, the mod still runs perfectly fine though. Depending on the difficulty you are looking for, you may want to reduce the reward modifier though, compared to any other tourism contract, the rewards are way too high by default. Like the underwater adventure would reward me with 400k+ funds but can be easily done in early game.

You can do that by either using the ingame menu for tourism expanded (in the difficulty settings) or by running a MM patch, which is what I do. Wouldn't recommend to do both ;)

@CONTRACT_TYPE:HAS[#group[TourismExpanded]]
{
    @BEHAVIOUR[SetRewardFunds]:HAS[#multiplier]
    {
        @multiplier *= 0.15
    }
    
    @BEHAVIOUR[SetRewardFunds]:HAS[~multiplier]
    {
        multiplier = 0.15
    }
}

(some contracts got the multiplier key and some don't, that's why it needs to be added for those)

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