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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]


nightingale

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On 10/9/2019 at 4:37 AM, Erazil said:

Hello,

I would like to know if it is planned in the future updates of this mod to make it translatable.
There are a lot of texts that are hard coded and therefore inaccessible to a possible translation while many "Contract Pack" are, which gives a not very pleasant result for people who do not play in English, which is really regrettable for a mod like this one.

in any case thank you for the work done :) (and sorry for my poor English)

I don't spend much time with KSP modding these days, and there's a fair bit of work to be done.  It's high on the list of things that I'd like to do if I'm am spending time modding.  That being said, I'll be doing a full recompile/bug-fix pass with KSP 1.8 - so maybe after that's done I'll see where I'm at.

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New release available here!

Just want to give a huge shout out to the KSP devs (especially @JPLRepo and @TriggerAu) - I pretty much only had to make changes related to the Unity upgrade.  It used to be that there'd be a whole host of broken things in CC on KSP updates, but there's clearly been a lot of effort in maintaining backwards compatibility (as much as is possible when you have mods that rely on every single little behaviour of KSP).

Contract Configurator 1.28.0

  • Support for KSP 1.8
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  • 2 weeks later...

Does it just mean that some contract packs was removed but the game still try to load them? I have something like 30 of those Errors. Can I fix it?

Quote

[ERR 01:38:21.874] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at Contracts.Contract.Save(.ConfigNode node)
   at Contracts.ContractSystem.OnSave(.ConfigNode gameNode)
   at ScenarioModule.Save(.ConfigNode node)
   at ProtoScenarioModule..ctor(.ScenarioModule module)
   at ScenarioRunner.UpdateModules()
   at ScenarioRunner.GetUpdatedProtoModules()
   at Game.Updated(GameScenes startSceneOverride)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode)
   at KSCPauseMenu.<draw>m__9()
   at DialogGUIButton.OptionSelected()
   at DialogGUIButton.<Create>m__7()
   at UnityEngine.Events.InvokableCall.Invoke()
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

[ERR 01:38:21.917] Input is null for field 'agent' in config node 'CONTRACT'
   at System.Environment.get_StackTrace()
   at ConfigNode.AddValue(System.String name, System.String value)
   at Contracts.Contract.Save(.ConfigNode node)
   at ContractConfigurator.ContractPreLoader.OnSave(.ConfigNode node)
   at ScenarioModule.Save(.ConfigNode node)
   at ProtoScenarioModule..ctor(.ScenarioModule module)
   at ScenarioRunner.UpdateModules()
   at ScenarioRunner.GetUpdatedProtoModules()
   at Game.Updated(GameScenes startSceneOverride)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene)
   at GamePersistence.SaveGame(System.String saveFileName, System.String saveFolder, SaveMode saveMode)
   at KSCPauseMenu.<draw>m__9()
   at DialogGUIButton.OptionSelected()
   at DialogGUIButton.<Create>m__7()
   at UnityEngine.Events.InvokableCall.Invoke()
   at UnityEngine.Events.UnityEvent.Invoke()
   at UnityEngine.UI.Button.Press()
   at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
   at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress(UnityEngine.EventSystems.MouseButtonEventData data)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent(Int32 id)
   at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent()
   at UnityEngine.EventSystems.StandaloneInputModule.Process()
   at UnityEngine.EventSystems.EventSystem.Update()

 

 

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On 10/28/2019 at 8:44 PM, flart said:

Does it just mean that some contract packs was removed but the game still try to load them? I have something like 30 of those Errors. Can I fix it?

If I'm not mistaken, some contract packs did not enforce a contract's agent field.  Look back in this thread and someone posted a small MM patch that ensured the agent field was present.  This might solve the problem.

This is what I use:

@AGENT[*]:HAS[~title]:FINAL { title = #$name$ }

 

Edited by Brigadier
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1 hour ago, Brigadier said:

If I'm not mistaken, some contract packs did not enforce a contract's agent field.  Look back in this thread and someone posted a small MM patch that ensured the agent field was present.  This might solve the problem.

This is what I use:


@AGENT[*]:HAS[~title]:FINAL { title = #$name$ }

 

Yup, can confirm. Just setting the agent should do the trick. 

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HELP

it told me to post it here, i did :-D
 

Exception occured while loading contract parameter 'HasCrew' in contract 'BasesandStations.Evacuate':
System.NullReferenceException: Object reference not set to an instance of an object
  at ContractConfigurator.Kerbal.SetCrew (ProtoCrewMember pcm) [0x0001f] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.Kerbal..ctor (ProtoCrewMember pcm) [0x00006] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.Kerbal.Load (ConfigNode node) [0x00041] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.Parameters.HasCrew.OnParameterLoad (ConfigNode node) [0x00085] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (ConfigNode node) [0x000be] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 


And now the game is broken...

I cant control vessels, no rcs or sas is clickable, pressing the keyboard works... except for the wasd and shift ctrl to use the craft...

I managed to reload an older game save...

Edited by pippo_jedi
adding information
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1 hour ago, New Horizons said:

Is there a version, which works best with KSP 1.7.3?

On the GitHub page in the initial post, click on "Releases" and you'll see all the releases.  Pick the last one in the range of dates that jives with KSP 1.7.3, as you can see on this page.

https://wiki.kerbalspaceprogram.com/wiki/Version_history

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10 hours ago, pippo_jedi said:

HELP

it told me to post it here, i did :-D
 


Exception occured while loading contract parameter 'HasCrew' in contract 'BasesandStations.Evacuate':
System.NullReferenceException: Object reference not set to an instance of an object
  at ContractConfigurator.Kerbal.SetCrew (ProtoCrewMember pcm) [0x0001f] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.Kerbal..ctor (ProtoCrewMember pcm) [0x00006] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.Kerbal.Load (ConfigNode node) [0x00041] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.Parameters.HasCrew.OnParameterLoad (ConfigNode node) [0x00085] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 
  at ContractConfigurator.Parameters.ContractConfiguratorParameter.OnLoad (ConfigNode node) [0x000be] in <43a2e7cbd59545c6b9206fcd382ecb64>:0 


And now the game is broken...

I cant control vessels, no rcs or sas is clickable, pressing the keyboard works... except for the wasd and shift ctrl to use the craft...

I managed to reload an older game save...

Can you provide a save?  From looking at the code, this could only be an experience trait that is not set up correctly.  Which either means something changed in stock, or you had a mod that added experience traits and then removed it.

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23 hours ago, nightingale said:

Can you provide a save?  From looking at the code, this could only be an experience trait that is not set up correctly.  Which either means something changed in stock, or you had a mod that added experience traits and then removed it.

There were changes made to the stock trait system around the time Breaking Ground was released. I remember MM throwing warnings about it when I played. 

Whether it’s related to the error in question: no idea. 

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Fellas,

What would I need to change, so that this generates contracts to destroy debris on the surface or in orbit anywhere in the universe?

 

Taken from cleversats for destroying satellites.

 

    CONTRACT_TYPE
{
    name = CleverSatRogueAI
    title = Destroy a rogue satellite
    group = CleverSat
    description = It seems that @/Sat has gone rogue. We need to terminate it.
    genericDescription = One of our satellites has gone rogue. We need to terminate it.
    targetBody = @/Sat.CelestialBody()
    synopsis = Destroy the rogue satellite.
    completedMessage = Crisis averted. Good job.
    rewardFunds = Random(20000,40000)
    rewardReputation = Random(1.0, 2.0)
    maxSimultaneous = 1

    DATA
    {
    type = Vessel
    uniquenessCheck = GROUP_ACTIVE
    Sat = $badSat
    title = One of your satellites must have gone rogue.
    }
    
    PARAMETER
    {
        name = DestroySat
        type = VesselParameterGroup
        vessel = @/Sat
        
        PARAMETER
        {
            name = VesselDestroyed
            type = VesselDestroyed
            title = Destroy @/Sat. With extreme prejudice.
        }
    }
}

 

 

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  • 4 weeks later...

I've loaded a number of KSP Contract mods In fact my KSP Modlist is appended below

I recently was offered a contract to do an experiment called "Visual Observation" on various spots around the KSC. It's unclear to me which instrument I'd use to do those experiments. Any Help please?


            "name": "Chatterer"
            "name": "FlagPack"
            "name": "Historian-expanded"
            "name": "IDFlagsandDecals"
            "name": "KerbalAlarmClock"
            "name": "KerbalEngineerRedux"
            "name": "TriggerAu-Flags"
            "name": "Toolbar"
            "name": "AutomatedScreenshots"
            "name": "ModuleManager"
            "name": "ClickThroughBlocker"
            "name": "ToolbarController"
            "name": "ABCORS"
            "name": "AdvancedTextures"
            "name": "Astrogator"
            "name": "AviationLights"
            "name": "BasicDeltaV"
            "name": "BasicOrbit"
            "name": "BetterScienceLabsContinued"
            "name": "LoadingTipsPlus"
            "name": "CommunityPartsTitlesExtrasNoCCKDup"
            "name": "KSP-AVC"
            "name": "BetterBurnTime"
            "name": "KaptainsLog"
            "name": "NavballDockAlignIndCE"
            "name": "ManeuverQueue"
            "name": "SpacetuxSA"
            "name": "UKS"
            "name": "USI-ART"
            "name": "USI-Core"
            "name": "USI-EXP"
            "name": "USI-FTT"
            "name": "USI-LS"
            "name": "USI-NuclearRockets"
            "name": "USITools"
            "name": "FirespitterCore"
            "name": "CommunityResourcePack"
            "name": "CommunityCategoryKit"
            "name": "Konstruction"
            "name": "GroundConstruction-Core"
            "name": "AT-Utils"
            "name": "ConfigurableContainers-Core"
            "name": "KAS"
            "name": "KIS"
            "name": "ScienceSituationInfo"
            "name": "EasyVesselSwitch"
            "name": "EnvironmentalVisualEnhancements"
            "name": "StationPartsExpansionRedux"
            "name": "CommunityTechTree"
            "name": "B9PartSwitch"
            "name": "NearFutureProps"
            "name": "BetterTimeWarpCont"
            "name": "CapCom"
            "name": "ContractConfigurator"
            "name": "ContractConfigurator-CleverSats"
            "name": "ContractConfigurator-CommNetRelays"
            "name": "ContractConfigurator-FieldResearch"
            "name": "ContractConfigurator-KerbalAcademy"
            "name": "ContractConfigurator-Tourism"
            "name": "WaypointManager"
            "name": "ContractRewardModifier"
            "name": "ContractsWindowPlus"
            "name": "ScienceAlert"
            "name": "ProgressParser"
            "name": "ContractParser"
            "name": "RemoteTechRedevAntennas"
            "name": "xScienceContinued"
            "name": "FlexibleDocking"
            "name": "Mk1CabinHatch"
            "name": "MSP3000"
            "name": "NearFutureElectrical"
            "name": "NearFuturePropulsion"
            "name": "NearFutureSolar"
            "name": "OctosatContinued"
            "name": "NearFutureConstruction"
            "name": "NearFutureElectrical-DecayingRTGs"
            "name": "NearFutureSpacecraft"
            "name": "NearFutureElectrical-Core"
            "name": "DynamicBatteryStorage"
            "name": "NearFutureSolar-Core"
            "name": "BDAnimationModules"
            "name": "InterstellarFuelSwitch-Core"
            "name": "OrbitalSurveyPlus"
            "name": "PilotAssistant"
            "name": "PreciseManeuver"
            "name": "CommunityPartsTitlesExtrasCategory"
            "name": "CommNetAntennasExtension"
            "name": "CommNetAntennasInfo"
            "name": "CommNetConstellation"
            "name": "SCANsat"
            "name": "CommunityPartsTitles"
            "name": "SpeedUnitAnnex"
            "name": "KramaxAutopilotContinued"
            "name": "AtmosphereAutopilot"
            "name": "MechJeb2"
            "name": "FilterExtensionsDefaultConfig"
            "name": "EnvironmentalVisualEnhancements-HR"
            "name": "TweakScale"
            "name": "NearFutureLaunchVehicles"
            "name": "kOS"
            "name": "FilterExtensions"
            "name": "CryoEngines"
            "name": "KerbalAtomics"
            "name": "CryoTanks"
            "name": "CryoTanks-Core"
            "name": "DeployableEngines"
            "name": "MoarFEConfigs"
            "name": "KerbalAtomics-NTRModSupport"
            "name": "KerbalPlanetaryBaseSystems"
            "name": "Mk2Expansion"
            "name": "TarsierSpaceTechnologyWithGalaxies"
            "name": "DMagicOrbitalScience"
            "name": "TooManyOrbits"
            "name": "EditorExtensionsRedux"
            "name": "DockingPortAlignmentIndicator"
            "name": "ChampagneBottleRedux"
            "name": "CommunityTerrainTexturePack"
            "name": "KerbalGPSRevived"       

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2 hours ago, Havan_IronOak56 said:

I've loaded a number of KSP Contract mods In fact my KSP Modlist is appended below

I recently was offered a contract to do an experiment called "Visual Observation" on various spots around the KSC. It's unclear to me which instrument I'd use to do those experiments. Any Help please? 

Ninja'd :-) by @flart

Welcome to the forums.

For future reference, many mod authors and people who can help will want to see some basic information in your post and a link to your log file.  Please read and follow the post at the link in the sig block below.

I'm sure there are those who might be able to answer your question right away, but for me I would need to see a screenshot of the contract to be sure.  It could be as simple as a crew report or an EVA report.

Edited by Brigadier
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21 hours ago, flart said:

@Havan_IronOak56  It's the Orbital Telescope from the DMagicOrbitalScience

Thanks for that!  I did read the specs about submitting questions and I knew about including a log but felt that it wouldn't be much help in clearing up what is essentially a problem of disambiguating a contract wording from a mod. The mods all load successfully and nothing technical is wrong. It's more a question of what the wording meant and my not knowing specifically which mod added the possibility of such contracts.

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On 12/11/2019 at 1:59 PM, flart said:

@Havan_IronOak56  It's the Orbital Telescope from the DMagicOrbitalScience

Actually, the Orbital Telescope isn't the right answer I'm afraid (unless I'm misunderstanding something else)

Here is the contract https://steamcommunity.com/sharedfiles/filedetails/?id=1935250136

It's asking for "Visual Observations" on various spots around the KSC.

The Orbital Telescope says that it won't work when landed or in atmospheric flight

 

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