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    • Please do!  Assuming it works, of course.
    • Hey, thanks for providing this. If this ends up working out for players using both of our mods, would you mind if I included this patch in my next mod update?    I was curious about that access panel, though- I thought for sure I heard someone say they found it in a previous attempt to play both of our mods.
    • The cause is actually fairly straightforward:  The OnLoad script for the Yavin Station module, yav50_load.nss, includes code to close all of the doors whenever loading the station, except when loading from a saved game.  For my hangar mod, I extended that to include my new airlock doors too.  I haven’t played Sleheyron, but based on the source scripts, it looks like it reopens the original doors with the script open_yav.nss.  In theory, a compatibility patch should be as simple as adding the fol
    • Here I made a quick fix/compatibility patch for now until it can be determined what's causing that door not to open. Just put the .mod in the module folder and the yavinarea.utd door in the override folder. It just lets you open the door and changes the name of it to "Hangar Access".   Edit: Spelled Hangar wrong Yavin Station hangar Fix.zip  
    • I did install the Hangar before Sleheyron, so I did this to see if anything changed. However, after a quick check, it seems that replacing the files does not change the outcome. I assume it probably just has to do with the fact that the Hangar mod never intended for you to load into the zone from the other side of that door in its new role where it's no longer a transition directly to the Ebon Hawk.
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