Updates ======= v7.5.07, 29 Mar 2025: - Bug-fix: Refine NPC operative placement. - Bug-fix: Refine the mission guideline to the NPC operative. When far, point the guideline to the Transporter Room nearest the NPC operative. - Bug-fix: The mod-specific debug logging was likely left on after the last update. This will disable it, if it wasn't already disabled manually in the mod's Extension Options.
I couldn't for the life of me find the NPC that was supposed to open the security office for me on a station, but as I was searching I did discover there's a bit of an exploit that you can use to get around the locked rooms.
When you use the space suit and re-dock at the station, you will be placed at a random elevator on the station. That can be the elevator in one of the locked rooms. On smaller stations that means you can repeat the process until you get to the locked room you want to be in.
Sometimes the mission guidance line gets confused and doesn't point you to the NPC contact. I usually find that the mission guidance get reset when I transport to the trader and/or walk to the rear S-ship docks.
Updates ======= v6.2.013, 25 Feb 2024: -Compatibility: With Mycu's Verbose Transaction Log mod, money transfers from this mod will be labeled: High-security room entry code, Hacker services for high-security room access, Bribe for high-security room access, Bribe for other black marketeer contact in the Transaction Log menu.
It'd be cool if there was a dialogue option with a marine (security room) or crewman (engineering section) that started some sort of mission, where, upon completion, they give you access. The mission could be obtaining blackmail on them, or doing something unscrupulous for them, etc. in order to 'persuade' them to give you access. I really wish this game had more first person shooter gameplay, with larger connected interiors and stealth mechanics etc. A hacking minigame would be cool too.
Well, truth be told not sure if it's related to this mod specifically, though problem is that - it's impossible to get access to contact npcs that suppose to open rooms for you, since there is no "way" to them from your landed location. That only happened to me on luxury terran dockings (those most common round ones) so far, since the whole location happen to be in "same" area, but you have access to only that half you landed. Unless you landed half without "shop" and use elevator to get to other half through "go to trader's corner", which happen to be on other side. So, if you land on "shop" half, and NPC happen to be located in other half - there is no way to get access to that npc, unless you undock and dock to that other half again. Not that big of issue actually, but can be somewhat annoying when happens too often.
In my ongoing game started on 6.0, I used to get directions from Black Market contacts to others. But after all updates and keeping this mod up-to-date as well, option to find others disappeared. I can only get contacts from scanning stations in the sector and so far was able to find them consistently enough, so it's not a big problem (or maybe getting very lucky). I would like to know if someone started fresh run, or maybe still has an ongoing game, and have this mod's find other contacts feature actually working for them.
So after trying this mod for several days I am convinced that the black market contact this is definitely the case. Not a single option to buy the location of another black marketer contact. It doesn't work.
Sad too since it was the main reason I installed the mod. The security clearance for entering these rooms is just a hassle and doesn't actually stop me at all. It is a reasonably impressive implementation though, except when you get an agent contact and the bastard happens to be sitting down. (He will never move even after discussing with him with the pass phrase etc)
Updates v6.1.001, 28 Jun 2023: -Bug-fix: Black marketeers were still not getting found on newly-started games. Basically, the base game creates black marketeers when you near a station. Therefore no black marketeers would be found for you to buy contacts unless you've already explored much of the stations in the sector. When purchasing a contact, this fix forces the creation of at least one black marketeer if none are found in a sector. -Bug-fix: Mission NPCs in locked rooms were not getting moved to an unlocked room in Boron stations. -Bug-fix: No monies were actually removed after purchasing a black marketeer contact. :D -Bug-fix: The operative contact was disappearing on their video comm when they contact you after unlocking the secured room.
I like the idea of this mod but not all sectors have a black market vendor, which makes some missions impossible to complete. I need to hack into a panel for a station in Argon Prime, but there are no black market vendors there, or in adjacent sectors. I confirmed this with the repeat sell order illegal wares trick. I also tried buying my way there through the adjacent sector contacts from the nearest black markets I had, in hopes that worked by spawning in new ones, but they also don't offer any way forward.
Maybe if there are no black market vendors in the sector it would spawn signal leaks on stations instead, or if there was a larger range on buying access from black market than only within the sector it could work. In this instance there are 2 vendors 3 sectors away, so that range would have worked, but I'm sure it would be possible to have more distance, probably rare though.
63 comments
=======
v7.5.07, 29 Mar 2025:
- Bug-fix: Refine NPC operative placement.
- Bug-fix: Refine the mission guideline to the NPC operative. When far, point the guideline to the Transporter Room nearest the NPC operative.
- Bug-fix: The mod-specific debug logging was likely left on after the last update. This will disable it, if it wasn't already disabled manually in the mod's Extension Options.
When you use the space suit and re-dock at the station, you will be placed at a random elevator on the station. That can be the elevator in one of the locked rooms. On smaller stations that means you can repeat the process until you get to the locked room you want to be in.
v7.5.01, 21 Feb 2025:
-Bug-fixes: 7.5 compatibility updates.
=======
v7.1.02, 13 Jul 2024:
-Tweak: silence null var error logging.
v7.0.02, 29 Jun 2024:
-Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios.
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v6.2.013, 25 Feb 2024:
-Compatibility: With Mycu's Verbose Transaction Log mod, money transfers from this mod will be labeled: High-security room entry code, Hacker services for high-security room access, Bribe for high-security room access, Bribe for other black marketeer contact in the Transaction Log menu.
Im still on my Split-based game from
Nov 2021.
thanks for the bug report. Will investigate snd find a fix.
I would like to know if someone started fresh run, or maybe still has an ongoing game, and have this mod's find other contacts feature actually working for them.
Sad too since it was the main reason I installed the mod. The security clearance for entering these rooms is just a hassle and doesn't actually stop me at all. It is a reasonably impressive implementation though, except when you get an agent contact and the bastard happens to be sitting down. (He will never move even after discussing with him with the pass phrase etc)
v6.1.001, 28 Jun 2023:
-Bug-fix: Black marketeers were still not getting found on newly-started games. Basically, the base game creates black marketeers when you near a station. Therefore no black marketeers would be found for you to buy contacts unless you've already explored much of the stations in the sector. When purchasing a contact, this fix forces the creation of at least one black marketeer if none are found in a sector.
-Bug-fix: Mission NPCs in locked rooms were not getting moved to an unlocked room in Boron stations.
-Bug-fix: No monies were actually removed after purchasing a black marketeer contact. :D
-Bug-fix: The operative contact was disappearing on their video comm when they contact you after unlocking the secured room.
Maybe if there are no black market vendors in the sector it would spawn signal leaks on stations instead, or if there was a larger range on buying access from black market than only within the sector it could work. In this instance there are 2 vendors 3 sectors away, so that range would have worked, but I'm sure it would be possible to have more distance, probably rare though.