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General Discussion / Story bug, don't know how to fix it
« on: April 13, 2021, 05:15:00 PM »
Contains some story spoilers:
edit: just after posting I remember this should probably go the bug forum. Don't think I can delete it sorry.
2nd edit: I finally figured out how to edit the save file. Because it took me around 3 hours of snooping to figure out (somehow, I guess I forgot to create a new save after I had activated the gates?), I'll post it here under spoilers.
Spoiler
https://imgur.com/a/8QaXi05
As you can tell from the screenshot, only my fleet is anywhere near the gate. My only guess is that maybe because this system is my colony it's not registering something right? Devmode doesn't fix it either, I could upload the save(?) but my game has so many little mods in it might be a bit annoying to test. Very low chance the mods are breaking anything, mostly just QOL things. And other gates work.
As you can tell from the screenshot, only my fleet is anywhere near the gate. My only guess is that maybe because this system is my colony it's not registering something right? Devmode doesn't fix it either, I could upload the save(?) but my game has so many little mods in it might be a bit annoying to test. Very low chance the mods are breaking anything, mostly just QOL things. And other gates work.
[close]
edit: just after posting I remember this should probably go the bug forum. Don't think I can delete it sorry.
2nd edit: I finally figured out how to edit the save file. Because it took me around 3 hours of snooping to figure out (somehow, I guess I forgot to create a new save after I had activated the gates?), I'll post it here under spoilers.
Spoiler
Best if you use devmode for finding the ID of the gate, "dump memory", $id= {####}
Go into the savefile, control f for that ID, it'll look like this: <j0>{"f6":90,"f0":"Inactive Gate","f3":"inactive_gate","f2":[255,201,161,255],"f4":"2101"}</j0> As you can see, "f4" is the ID of the gate. Simply change the "Inactive Gate" and "inactive_gate" to "Active gate" and "active_gate"
Below that, make it look like this:
<e>
<st>$gateScanned</st>
<bp>true</bp>
</e>
Below that, best if you change the gate texture to active:sn="graphics/illustrations/active_gate.jpg"
Below that, it'll say "GateEntityPlugin", change the aI="false" to aI="true" (idk what this actually does but other active gates had this)
Currently, you will be able to warp with the gate but not actually warp back to that gate. Below will actually add the gate to the warp map.
Back up to where you changed the Inactive Gate to Active Gate, find <e cl="CCEnt" ref="(random amount of numbers)"></e> This is another ID for the gate, copy the numbers inside of the ref.
Search "gateData", and place that gate ID into there. Just follow the other entries there as reference.
Go into the savefile, control f for that ID, it'll look like this: <j0>{"f6":90,"f0":"Inactive Gate","f3":"inactive_gate","f2":[255,201,161,255],"f4":"2101"}</j0> As you can see, "f4" is the ID of the gate. Simply change the "Inactive Gate" and "inactive_gate" to "Active gate" and "active_gate"
Below that, make it look like this:
<e>
<st>$gateScanned</st>
<bp>true</bp>
</e>
Below that, best if you change the gate texture to active:sn="graphics/illustrations/active_gate.jpg"
Below that, it'll say "GateEntityPlugin", change the aI="false" to aI="true" (idk what this actually does but other active gates had this)
Currently, you will be able to warp with the gate but not actually warp back to that gate. Below will actually add the gate to the warp map.
Back up to where you changed the Inactive Gate to Active Gate, find <e cl="CCEnt" ref="(random amount of numbers)"></e> This is another ID for the gate, copy the numbers inside of the ref.
Search "gateData", and place that gate ID into there. Just follow the other entries there as reference.
[close]