This is a log rather than a tutorial. It does one very specific thing, to reveal all HSAPs without getting 'modified' tag. Though I think the method of injecting/calling script without modified tag is worth sharing.
Senario
I have my HQ deployed at Unclaimed Sector
behind Xenon Secot 524
. So When I learned there could be a Unclaimed Sector beta
but it's not in my game due to some game start randomness I try to bring it back without losing my game progress or getting a 'modified' tag.
Tools
- Unmodifier + Win 7
Procedure
- write a script
z.cheat.mkmark.revealall.hsap.xml
to reveal all HSAPs based on cycrow's revealall cheat script, and add a fake signiture - extract
plugin.turbo.hotkey.xml
from corresponding pck file, backup the pck, then replace the pck by a modified xml wherez.cheat.mkmark.revealall.hsap
are replaced byplugin.turbo.activate
- follow the 'Unmodifier' instruction to launch a game
- activate turbo boost in game
the plain script of z.cheat.mkmark.revealall.hsap.xml
$main.universe = get global variable: name='main.universe'
skip if $main.universe -> exists
$main.universe = get sector from universe index: x=0, y=0
skip if $main.universe -> exists
$main.universe = [PLAYERSHIP] -> get sector
$x = get max sectors in x direction
while $x
$y = get max sectors in y direction
dec $x =
while $y
dec $y =
$sector = get sector from universe index: x=$x, y=$y
skip if $sector -> exists
continue
$flags = [Find.ExcludeTerranGates] | [Find.ExcludeGates] | [Find.Hyperspeed]
$hsap = find gate: flags=$flags, refobj=$sector, max dist=null, refpos=null
if $hsap -> exists
if $hsap ->is hyperspeed access point
if not $hsap ->is hsap discoverable
if is valid route between sectors $main.universe and $sector
$hsap -> set hsap discoverable [TRUE]
end
end
end
end
end
end
return null
Reference
- https://forum.egosoft.com/viewtopic.php?t=436933&start=15#p5068731 (I generally followed Cheese's method but fixed the bug of extra missions)