Like a few others the station modules didn't glow red. I made the following changes and now they glow red. Not sure if it's right, I'm not a modder but it's working for me so far.
Hi I'm using this mod but the modules don't glow bright red anymore - just the vanilla hard-to-see pale white/vague other colours for the production modules. The mission is there, along with the way points, although Station Scanner doesn't automatically become active after completing the signals as the description suggests (admittedly I am using Accept mission For Later as well). I have UI Extensions and HUD and Mod Support APIs. Have I done something stupid?
I've played this game for 1000 hours and had no idea station modules had scan levels. Didn't think I needed this mod at first but after reading the description, evidently I do.
Would it be possible to make the basic scanner level 2, and the police scanner level 3? I dont mind the station scanning, but I hate having to Spacesuite EVA to do it.
I doubt it. Even the command available to us, set_object_scanned, only sets the object's scanned level to the player's maximum scanner. i.e. level 2 on ship and level 3 in spacesuit.
Here's that command's API documentation: <xs:element name="set_object_scanned"> <xs:annotation> <xs:documentation> Sets the scanned level of an object to the maximum level of the player's scanner </xs:documentation> </xs:annotation> <xs:complexType> <xs:attributeGroup ref="action" /> <xs:attribute name="object" type="object" use="required" /> </xs:complexType> </xs:element>
with this mod, all modules that haven't been scanned with the ship scanner are coloured red. without this mod, each module is colour coded depending on its type. e.g. production, defense, etc.
BUT be sure to read the article in this mod's Article tab for info about high-security modules that are not highlighted may need the deeper scanner in your spacesuit scanner.
unfortunately, the base game only differentiates between modules that have been scanned with the ship from modules that haven't been scanned with the ship. i.e. there's no way to highlight a module if it still requires the spacesuit scanner. so ... with this mod, i add those modules to a mission objective list.
32 comments
v7.5.01, 21 Feb 2025:
-Bug-fixes: 7.5 compatibility updates.
-Bug-fix: Unscanned modules weren't getting coloured red. Thanks, Fihnakis (from Nexus Mods)!
<undiscovered color="holomap_component_weapon" ref="red" fillalpha="10" geomalpha="92" />
=======
v7.1.00, 3 Jul 2024:
-Bug-fix: In lua, changed the use of the obsolete GetSoftTarget to GetSoftTarget2.
v7.0.02, 29 Jun 2024:
-Tweak: 7.00 hf 1 compatibility.
-Maintenance update: use UI Extensions' new method to load mod-specific UIX lua(s)
If not, please update ^^
You need to add them to your mod's MD (mission description) XML file.
v6.0.002, 13 Apr 2023:
-Tweak: Version number update for consistency with my other mods. No internal changes since the last version.
Here's that command's API documentation:
<xs:element name="set_object_scanned">
<xs:annotation>
<xs:documentation>
Sets the scanned level of an object to the maximum level of the player's scanner
</xs:documentation>
</xs:annotation>
<xs:complexType>
<xs:attributeGroup ref="action" />
<xs:attribute name="object" type="object" use="required" />
</xs:complexType>
</xs:element>
without this mod, each module is colour coded depending on its type. e.g. production, defense, etc.
BUT be sure to read the article in this mod's Article tab for info about high-security modules that are not highlighted may need the deeper scanner in your spacesuit scanner.
unfortunately, the base game only differentiates between modules that have been scanned with the ship from modules that haven't been scanned with the ship. i.e. there's no way to highlight a module if it still requires the spacesuit scanner. so ... with this mod, i add those modules to a mission objective list.