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Coherent Contracts


peadar1987

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This mod is brilliant, I was asking squad to get rid of the "randomly generated" content in the contracts as soon as I downloaded 0.24, so now my brain doesn't explode when trying to understand them, Thank you!

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you could do what FAR does, and include a GameData folder in your package, and place the ModuleManager DLL in the right place in that folder. This gives you the advantage of including MM, while still respecting the developers recommended usage.

Fortunately, MM includes a well behaved version checker, so this discussion is both moot and academic.

Alternatively, we're chatting on a forum designed for an orbital mechanics simulator involving a 1960's era space program on a planet of little green frog eyed guys that all have the family name "Kermin", so "moot and academic" seems to be the order of the day.

That's easy enough for us to do, and if it makes other people's lives easier, we're more than happy to do that in the next release.

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Unfortunately, this is against the best practices indicated by MM's developer. MM should always be in the root of GameData.

Meh. A long time ago when I was actually competent in ModuleManager/mods (and didn't have a forum account), you needed to have it in the directory with the patch files.

Times change.

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peadar1987 I have just released Fine Print, my new version of Extra Contracts, here: http://forum.kerbalspaceprogram.com/threads/88445-0-24-2-Fine-Print-v0-5a-Formerly-Extra-Contracts-%28July-27%29

Since your response in my thread, I have changed the keywords for my mod's contract types. The keywords are now spacestation, groundbase, roversearch, surveyflight, and asteroidretrieval. Am I correct in assuming that if I bundle ModuleManager with my mod, I can edit that INI file with my own entries, and it will not interfere with CoherentContracts, or should I allow you to make the additions? I'm not familiar with INI editing.

Edit: Ack, I just realized your mod uses a setting that stock did not use, so occasionally there are some odd sounding things with my missions, as I didn't know those words were being used for briefings, so I kind of set them up as internal jokes. :P

Edited by Arsonide
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peadar1987 I have just released Fine Print, my new version of Extra Contracts, here: http://forum.kerbalspaceprogram.com/threads/88445-0-24-2-Fine-Print-v0-5a-Formerly-Extra-Contracts-%28July-27%29

Since your response in my thread, I have changed the keywords for my mod's contract types. The keywords are now spacestation, groundbase, roversearch, surveyflight, and asteroidretrieval. Am I correct in assuming that if I bundle ModuleManager with my mod, I can edit that INI file with my own entries, and it will not interfere with CoherentContracts, or should I allow you to make the additions? I'm not familiar with INI editing.

Edit: Ack, I just realized your mod uses a setting that stock did not use, so occasionally there are some odd sounding things with my missions, as I didn't know those words were being used for briefings, so I kind of set them up as internal jokes. :P

There are no .INI files in either of the mods. Did you mean .cfg file?

I'll leave it to peadar to answer the question of compatibility, but I can answer the ModuleManager question. ModuleManager will edit the Squad StoryDefs.cfg perfectly well, but if you have our mod installed something will be overwritten and cause issues, so if we do have compatibility it will be in our mod.

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  • 4 weeks later...
Pro-tip: Use this link (https://docs.google.com/uc?authuser=0&id=0B-qchMFaWt3HZ2dwNVczRUdWNmM&export=download) to allow people to simply click on the download text to instantly download.

Nice mod! Good job everyone who worked to make it.

Thanks, Andrew! I really need to get back and add more stuff to it, but this summer has been more than a little crazy.

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  • 4 weeks later...

when I click the DL link this is what I get...

Sorry, you can't view or download this file at this time.

Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator.

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when I click the DL link this is what I get...

Sorry, you can't view or download this file at this time.

Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator.

Do you have a screenshot? Also, here's an alt download. You'll need the latest version of ModuleManager. Just put the folder into GameData.

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  • 2 weeks later...

Does this play well with 0.25? I tried it and had problems but I wasn't being exactly methodical and it could well have been another mod.

Update: Seems to work OK in 0.25 so far.

Edited by LitaAlto
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  • 1 month later...

I haven't tested this in career mode, but do be aware that the download comes with an old version of ModuleManager. This doesn't cause any direct conflicts (I remember reading somewhere that, if multiple versions are included, they'll talk among themselves and only execute the one which is most up-to-date), but it will display the number of patches to be applied and parts to be hidden before ModuleManager actually starts doing those things, which will obscure the messages being displayed during the loading process. Removing that dll ends this "issue".

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