Jognt Posted June 21, 2019 Share Posted June 21, 2019 5 hours ago, vagabond77 said: Thanks!!! This tweak is valid in 1.7.2? Your quote has me listed as who contributed the CFG, note that it's @Tonka Crash his contribution. Having said that; there's no reason it would not work in 1.7.2 as it's a ModuleManager (mod) patch for a ContractConfigurator (mod) file. Even then if CC were to fix it the tweak would simply not do anything anymore, it won't break stuff. Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted June 21, 2019 Share Posted June 21, 2019 5 hours ago, vagabond77 said: Thanks!!! This tweak is valid in 1.7.2? Yes it's valid in 1.7.2, as @Jognt mentioned MM patches are not version specific. If the target they address is on your system they will work. Quote Link to comment Share on other sites More sharing options...
revolioclockbergjr Posted June 30, 2019 Share Posted June 30, 2019 On 5/17/2019 at 2:08 PM, Cavscout74 said: It's not the number of offers - I know about adjusting those already, I have mine at 20 I think - its the number of contracts I'm allowed to take that are ridiculously low in 1.7 vs previous versions. I might have found my issue though: In my 1.7 career, I accidentally smashed two loads of tourists into large objects (one into Kerbin due to a parachute staging error & the other into Mun due to not paying attention) which killed my total reputation. I just got back into positive reputation this morning, and I'm showing I'm allowed to take like 9 one-star, 7 two-star & 5 three-star contracts compared to 8, 6 & 4 yesterday. If the numbers continue going up, I'm going to guess that was the issue. I'm usually pretty good at not executing tourists, so my rep usually never goes negative like that. When I have a chance later on, I'm going to load the cheaty second career I was using to troubleshoot, add a bunch of rep & see what happens. Edit: Confirmed, my issue was due to low reputation not anything wrong with Contract Configurator or any of the contract packs. Thanks for this. I came here with the same problem thinking it was a bug of some kind. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 6, 2019 Share Posted July 6, 2019 Hi everyone, I'd like some help to develop a contract(s) that will: Spawn fresh new kerbals in a part that has already been placed/ build on the surface of a planet. Allow for kerbals to be retired (not KIA or MIA) without penalty from the same part. Reason 1: You travel all the way to a new solar system. Even on the highest warp it takes several hours to actually arrive. You land, mine and start using mods to build new craft and begin exploring. Then, the unfortunate happens... your engineers and scientist all die in a most horrific crash! How will you replace them? Reason 2: People like the idea of an 'end game target'. Setting up ACTUAL colonies on all bodies could do this. Reason 3: with the upcoming release of the Tetrix TechTree (which is Simplex TechTree 2.0) I have a couple of colonization nodes in the end game. I'd like to use Contract Configurator to spawn the kerbals. Ideally, a modder would create a small .dll that does this, but as my skills are lacking, and a few approaches haven't resulted in this being taken up, I figured that CC could help! So, what would happen, is that I'd have a part called colonialPart that contains a new resource: colonialBodies. The resource simply shows that the colony is full of people. Think of it as a closed ecosystem. Don't worry about getting people in there, I'd also have a tanker. Once the colonialPart is landed on a surface, the contract is able to be started. After a certain time, it starts spawn kerbals to add to the kerbonaut core, but in the limited IVA seat of the part. Possibly the contract could be declimable if you don't want a new kerbal at that time. I've looked into the code, but I need some help. CONTRACT_TYPE { name = spawnNewKerbal title = Spawn New Kerbal genericTitle = Spawn New Kerbal // group = colonialGroup // Probably need to make this description = The colonial arcology is keen to export one of their own to the kerbonaut cause. Please go and collect them. genericDescription = A new kerbonaut is ready at the colony. synopsis = Go and collect the new kerbonaut and give them a task to do. Quick, before their air runs out otherwise they'll head back to the arcology. completedMessage = Well done for collecting the new kerbonaut. Treat them well! // agent = Techtrix Arcological Colonies minExpiry = 0.0 // never expires right? maxExpiry = 0.0 // never expires right? // deadline = no deadline is default? cancellable = false // can't cancel the colonial contract declinable = true // can decline the new kerbonaut. autoAccept = true // does this defeat the purpose of declinable? prestige = Exceptional targetBody = null // assuming this is only where the colony part is right? maxCompletions = 0 // 0 is unlimited maxSimultaneous = 1 // I could specify one per colony part right? // weight = 10.0 // Don't really need a weight I suspect // DATA // Is this used to specifiy that the colony part exists?! // { // type = Vessel // targetVessel = AllVessels().Where(v => v.isOrbiting()).First() // } PARAMETER // that the generation resource amount has occured. { name = has_colonialBodies type = HasResource resource = colonialBodies minQuantity = 20 maxQuantity = 40 } REQUIREMENT // that the part exists on the surface and has had a delivery of the colonialBodies resource. { name = is_colonialPart_present // GOING TO REALLY NEED HELP WITH THIS! } BEHAVIOUR // not sure I need one yet { name = SpawnKerbal type = Behaviour KERBAL { // kerbal = // not needed? kerbalType = Crew owned = true addToRoster = true // targetBody = Kerbin // But I want to spawn where the colonialPart is? // lat = 10.595910968977 // lon = 239.804476675472 // alt = 387.929475510377 } } } If you could PM with some advice, that would be awesome! Thanks, Peace. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 10, 2019 Share Posted July 10, 2019 I haven't had any pings yet, I'm assuming that my contract in the post above isn't possible. Would it be possible for a contract that when a resource reaches a certain level in a craft, a contract appears (or is able to be fulfilled) that allows for a kerbal to be spawned even nearby the part and reduce the resource to nill? In a stock environment this could be done by manipulating the RTG code to produce the resource constantly. That would work as an early iteration of the mod as a concept showcase and hopefully get some support for a coder. Thanks for any advice. Peace. Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted July 20, 2019 Share Posted July 20, 2019 Can you add a setting so that contract groups appear expanded by default on the Mission Control scene? It would be great for mods like RP-0. Quote Link to comment Share on other sites More sharing options...
Frag2000 Posted July 26, 2019 Share Posted July 26, 2019 Hi guys, I recently installed 1.7.3 and would like to play career with contracts. However, I noticed that most of the contract pack listed as supported on the first post are from the 1.2 to 1.4 era. Is it that people are not playing with contracts or it is because contract always work with every release and I should not bother checking out the version? Quote Link to comment Share on other sites More sharing options...
KerbMav Posted July 26, 2019 Share Posted July 26, 2019 2 hours ago, Frag2000 said: or it is because contract always work with every release and I should not bother checking out the version? I guess so. The contract system is fairly flexible and chooses parts and planets as it finds them in the game instead of only preprogrammed contracts. Some might not work with total system revamps - especially those with a "story line" - but most should be good. Just try them out, you can always finish them in the ALT+12 menu if they kerb out or remove contract packs should they behave strangely. Quote Link to comment Share on other sites More sharing options...
Jognt Posted July 28, 2019 Share Posted July 28, 2019 On 7/26/2019 at 3:53 PM, Frag2000 said: Hi guys, I recently installed 1.7.3 and would like to play career with contracts. However, I noticed that most of the contract pack listed as supported on the first post are from the 1.2 to 1.4 era. Is it that people are not playing with contracts or it is because contract always work with every release and I should not bother checking out the version? Many packs simply haven’t been (officially) updated. Many packs also have unofficial patches to fix bugs though. I recommend reading the last 2-3 pages of a pack’s thread to see what the latest ‘news and happenings’ around it was. Quote Link to comment Share on other sites More sharing options...
steddyj Posted August 4, 2019 Share Posted August 4, 2019 Hey guys, I use Custom Barn Kit to make a few changes to the KSC, including allowing a much higher contract limit. It's actually unlimited at L3, which I currently have the upgrade for. However I'm still artificially limited to just a few depending on the difficulty level. I'm pretty sure it's Contract Configurator which is adding this limit. I saw some posts back in 2016 for this feature to be configurable and/or disabled in settings, however I don't see any way to do that. The only thing I've found so far is that the limits were raised. I just don't want to have a limit on the number of open contracts I keep. Just not the way I want to play my game. Is there a way to change this that I haven't found, or is this a brick wall? Quote Link to comment Share on other sites More sharing options...
Homozygote Posted August 8, 2019 Share Posted August 8, 2019 On 6/9/2019 at 5:54 PM, TopCatDk said: @TopCatDk Hi there, Did you get an answer to your question about the breaking ground contracts? Quote Link to comment Share on other sites More sharing options...
madindehead Posted August 11, 2019 Share Posted August 11, 2019 I had a quick question: Is it Contract Configurator that limits how many of each difficulty of contract you can have active at once? If so, is it easy to increase? I want to increase the number of active one (and maybe two) star contracts. Quote Link to comment Share on other sites More sharing options...
Homozygote Posted August 12, 2019 Share Posted August 12, 2019 Can anyone tell me if this is compatible with Breaking Ground? I know it comes up with warnings related to the new science experiments. Quote Link to comment Share on other sites More sharing options...
madindehead Posted August 12, 2019 Share Posted August 12, 2019 On 11/30/2014 at 6:23 AM, nightingale said: Contract Configurator 1.25.0 Added ExperienceTrait to parser. Kerbal.ExperienceTrait now returns an ExperienceTrait instead of a localised string. Increased max active contract multiplier slider maximum from 2.0 to 8.0. Support for RemoteTech 1.8.10.3 (thanks wraithan). This is the changelog for version 1.25.0. Where would I find this "max active contract multiplier slider"? Quote Link to comment Share on other sites More sharing options...
Cavscout74 Posted August 13, 2019 Share Posted August 13, 2019 On 8/4/2019 at 4:17 AM, steddyj said: just don't want to have a limit on the number of open contracts I keep. Just not the way I want to play my game. Is there a way to change this that I haven't found, or is this a brick wall? This is limited by KSP itself. Look in the "Gamedata/Squad/Contracts/Contracts.cfg" and there is a line "AverageAvailableContracts = ##" You can edit that value (or write a MM patch) to increase it. 20-25 is usually a good figure. On 8/11/2019 at 8:58 AM, madindehead said: I had a quick question: Is it Contract Configurator that limits how many of each difficulty of contract you can have active at once? If so, is it easy to increase? I want to increase the number of active one (and maybe two) star contracts. The number of contracts of a given star rating is limited by a combination of reputation & Mission Control level. The higher your reputation, the more contracts of each star rating you can have, with the total limited by mission control level. I learned this when I smashed a load of tourists into the Mun & even with a level 3 mission control, I could only take like 3 each 1 & 2 star & two 3-star contracts or something like that. Once my rep started getting out of the negative, the number of allowed contracts started to increase as well. Quote Link to comment Share on other sites More sharing options...
madindehead Posted August 13, 2019 Share Posted August 13, 2019 (edited) 4 hours ago, Cavscout74 said: This is limited by KSP itself. Look in the "Gamedata/Squad/Contracts/Contracts.cfg" and there is a line "AverageAvailableContracts = ##" You can edit that value (or write a MM patch) to increase it. 20-25 is usually a good figure. The number of contracts of a given star rating is limited by a combination of reputation & Mission Control level. The higher your reputation, the more contracts of each star rating you can have, with the total limited by mission control level. I learned this when I smashed a load of tourists into the Mun & even with a level 3 mission control, I could only take like 3 each 1 & 2 star & two 3-star contracts or something like that. Once my rep started getting out of the negative, the number of allowed contracts started to increase as well. OK thanks. My rep is pretty high. As much as I love the new contracts that I can add via CC, I personally don't like putting a limit on the total numbers of contracts that I can have active at once. Is there no way to change it? Why is there even a mention of a slider when it doesn't seem to exist? I think steddyj is asking for the same thing? He doesn't want a limit on his active contracts - the ones he has accepted (At least I think that's what he means)? Edited August 13, 2019 by madindehead Quote Link to comment Share on other sites More sharing options...
danielboro Posted August 13, 2019 Share Posted August 13, 2019 48 minutes ago, madindehead said: OK thanks. My rep is pretty high. As much as I love the new contracts that I can add via CC, I personally don't like putting a limit on the total numbers of contracts that I can have active at once. Is there no way to change it? Why is there even a mention of a slider when it doesn't seem to exist? I think steddyj is asking for the same thing? He doesn't want a limit on his active contracts - the ones he has accepted (At least I think that's what he means)? CC overrides ksp default You can set it in the options Quote Link to comment Share on other sites More sharing options...
madindehead Posted August 13, 2019 Share Posted August 13, 2019 10 minutes ago, danielboro said: CC overrides ksp default You can set it in the options I will take another look. Is that in the game settings menu? If it is I'm blind as heck. I also couldn't find anything in the Alt+F10 debug. Quote Link to comment Share on other sites More sharing options...
danielboro Posted August 13, 2019 Share Posted August 13, 2019 42 minutes ago, madindehead said: I will take another look. Is that in the game settings menu? If it is I'm blind as heck. I also couldn't find anything in the Alt+F10 debug. I'm not near the computer I think it's in difficulty All mods options are there Quote Link to comment Share on other sites More sharing options...
madindehead Posted August 13, 2019 Share Posted August 13, 2019 (edited) 17 minutes ago, danielboro said: I'm not near the computer I think it's in difficulty All mods options are there Amazing thanks I keep forgetting that the difficulty menu holds all the mod options Edited August 13, 2019 by madindehead Quote Link to comment Share on other sites More sharing options...
madindehead Posted August 13, 2019 Share Posted August 13, 2019 (edited) I'm getting an error from CC that feels like it's causing performance issues. I feel like the game is hanging and slowing down when I'm trying to access CapCom to view my contracts. This is the error: ContractConfigurator.ContractType: CONTRACT_TYPE 'FS_HardScience': Error parsing scienceSubjectsTemp1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) ArgumentException: 'RA' is not a valid CelestialBody. at ContractConfigurator.ConfigNodeUtil.ParseCelestialBodyValue (System.String celestialName) [0x00000] in <filename unknown>:0 at ContractConfigurator.Util.Science.GetBiome (.ScienceSubject subject) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.Method`2[ScienceSubject,ContractConfigurator.Biome].Invoke (.ScienceSubject obj) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.Method`2[ScienceSubject,ContractConfigurator.Biome].Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[ScienceSubject].ParseMethod[ScienceSubject] (ContractConfigurator.ExpressionParser.Token token, .ScienceSubject obj, Boolean isFunction) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseVarOrIdentifier (ContractConfigurator.ExpressionParser.Token token) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[ScienceSubject].ParseMethod[ScienceSubject] (ContractConfigurator.ExpressionParser.Token token, .ScienceSubject obj, Boolean isFunction) [0x00000] in <filename unknown>:0 Rethrow as Exception: Error parsing statement. Error occurred near '*': DifficultScienceSubjects().Where(s => s.Biome() == @biome) ...............................................* <-- HERE at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ParseExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ExpressionParser.ExpressionParser`1[T].ExecuteExpression (System.String key, System.String expression, ContractConfigurator.ExpressionParser.DataNode dataNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseSingleValue[ScienceSubject] (System.String key, System.String stringValue, Boolean allowExpression) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfigNodeUtil.ParseValue[List`1] (.ConfigNode configNode, System.String key, Boolean allowExpression) [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) ContractConfigurator.LoggingUtil:LogException(Exception) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, List`1, Func`2) ContractConfigurator.ConfigNodeUtil:ParseValue(ConfigNode, String, Action`1, IContractConfiguratorFactory, Func`2) ContractConfigurator.DeferredLoadUtil:ExecuteLoad(DeferredLoadObject`1) System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&) System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) System.Reflection.MethodBase:Invoke(Object, Object[]) ContractConfigurator.<UpdateNonDeterministicValuesIterator>d__30:MoveNext() System.Linq.<CreateConcatIterator>c__Iterator1`1:MoveNext() ContractConfigurator.<GenerateContract>d__33:MoveNext() ContractConfigurator.<ContractEnumerator>d__32:MoveNext() ContractConfigurator.ContractPreLoader:Update() (Filename: Line: -1) Log file here: https://drive.google.com/file/d/1-yYjU4uBAl4aJCLmkRGxe8dgRJWj86O3/view?usp=sharing I added a few new contract packs yesterday and I removed one that I thought might be the problem but it's still happening. I can provide a mod list if required (Although I think it's in the log?). Seems it has come up before (two posts below). I'm removing some packs to see what the issue is. It's weird because my career has been fine for a while and I just started getting it yesterday Update: I disabled the FieldResearch contract pack for now, from CC options, and the error seems to have disappeared. Update 2: I removed GEP (Grannus Expansion Pack) and the error seems to have disappeared for now. I'm not sure who needs to fix this - is it a GEP problem, a Contract Configurator problem or the contract pack? Edited August 15, 2019 by madindehead Possibly found the source of the error - but no long term fix. Quote Link to comment Share on other sites More sharing options...
garwel Posted August 29, 2019 Share Posted August 29, 2019 Hi, I'm getting this error message from CC: Spoiler Exception occured while loading contract 'AnomalySurveyor.AS_Mun_Monolith.2': System.NullReferenceException: Object reference not set to an instance of an object at FinePrint.WaypointManager.AddWaypoint (FinePrint.Waypoint waypoint) [0x00000] in <filename unknown>:0 at ContractConfigurator.Behaviour.WaypointGenerator.AddWayPoint (ContractConfigurator.Behaviour.WaypointData wpData) [0x00000] in <filename unknown>:0 at ContractConfigurator.Behaviour.WaypointGenerator.OnLoad (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.Load (.ConfigNode configNode) [0x00000] in <filename unknown>:0 at ContractConfigurator.ContractBehaviour.LoadBehaviour (.ConfigNode configNode, ContractConfigurator.ConfiguredContract contract) [0x00000] in <filename unknown>:0 at ContractConfigurator.ConfiguredContract.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 My GameData folder: Spoiler 000_AT_Utils 000_ClickThroughBlocker 000_Toolbar 000_USITools 001_ToolbarControl AquilaEnterprises AutoAGL B9PartSwitch BonVoyage Chatterer CommNetVisualisation CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers ConnectedLivingSpace ContractConfigurator ContractPacks CrewLight CryoEngines CryoTanks CTTP CustomBarnKit DecayingRTGs DeployableEngines DistantObject DMagicOrbitalScience DMagicUtilities DynamicBatteryStorage EasyVesselSwitch EL-MKS Departsing EngineLightRelit EnvironmentalVisualEnhancements EvaFuel FerramAerospaceResearch Firespitter FuseboxContinued Galen GroundConstruction HeatControl HideEmptyTechTreeNodes Impact InterstellarFuelSwitch InterstellarHybridRocketry JanitorsCloset JSI JX2AntennaKAS KerbalAtomics KerbalConstructionTime KerbalEngineer KerbalHealth KerbalInventorySystemNoFunKIS Kopernicus kOS KSP-AVC KspCraftOrganizer KSPTOTConnect KWRocketry LoadingScreenManager MagiCore MakingLessHistory ModularFlightIntegrator NavyFish NearFutureElectrical NearFutureElectricaNTRs NearFutureProps NearFuturePropulsion NearFutureSolar Nereid notes OPM PersistentRotation PlanetShine PreciseManeuver RCSBuildAid RealChute RealisticAtmospheres RealPlume RealPlume-Stock ReCoupler ReentryParticleEffect REPOSoftTech ReStock RoverScience SCANsat scatterer Science_Revisited ScrapYard SensibleScreenshot ShipEffectsContinued ShipManifest SignalDelay SmokeScreen SpaceAge SpaceY-Expanded SpaceY-Lifters StageRecovery StationPartsExpansionRedux StockVisualEnhancements Strategia SurfaceLights SVT TextureReplacer ThroughTheEyes Timekeeper TooManyOrbits TrackingStationEvolved Trajectories TriggerTech TweakScale UmbraSpaceIndustries UniversalStorage2 UnmannedBeforeManned UrgentContracts WarpPlugin WaypointManager Wwwwwwwww [x] Science! MiniAVC.dll ModuleManager.4.0.3.dll I'm playing KSP 1.7.3 with CC 1.27.1. Quote Link to comment Share on other sites More sharing options...
Dante80 Posted September 30, 2019 Share Posted September 30, 2019 Question. I cannot really start playing the GAP contract pack, because the first two missions are not showing. Looking at the contract configurator logs, I get a : [WARNING] ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'Wright-FirstFlight'[WARNING] ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'Wright-Glider' Here are the logs themselves. How can I begin to look at fixing this problem? http://www.mediafire.com/file/8jlmudwommw1mhq/GAP-contract_configurator_logs.zip/file Quote Link to comment Share on other sites More sharing options...
fxcustoms Posted October 5, 2019 Share Posted October 5, 2019 (edited) I have a quick question has anyone had an issue with contract configurator cause some king of conflict with Kerbal Konstructs. I have a new install and have narrowed down the reason that KK quits working is installing contract Configurator, I have looked through this post but havn't found anything that seems to help. AFTER Trying some other things think it was an outdated version that I was getting on CKAN of KK not sure but everything is fine now. Edited October 7, 2019 by fxcustoms Figured out the issue Quote Link to comment Share on other sites More sharing options...
Erazil Posted October 9, 2019 Share Posted October 9, 2019 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) Quote Link to comment Share on other sites More sharing options...
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