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Sorry for the late reply. I understand that you had a problem with the plot of the ToA DLC.
I'll check that as well. I hope I can fix it...
I didn't change anything about the performance of the spacesuit scanner, but I did make a small change to the wares.xml to avoid an issue where the spacesuit scanner could somehow be mounted on a scout plane. That may be the cause.
Trying to do the station module thing for Axiom, but I seem to be completely stuck on it.. I can only scan the signal leaks, if I'm in a scout ship and doing so just resets the quest telling me to launch the EMP again to create signal leaks..
I don't understand, is it really nessecary to nerf the standard spacesuit scanner into oblivion, making it completely useless to make this mod work?
Yasur's patch is here (I'm not too confident about it though)
MSS Yasur Patch
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3333595307
Please let me know if you have any issues.
This may be because the scanner's minlevel=2, maxlevel=3, and fill=1 are not working as expected.
This should probably be resolved by deleting minlevel and fill and setting only maxlevel=3.
As for Yasur, he was a limited edition special ship that was set as a reward for the online element that was being tested in 6.10.
Perhaps the developer doesn't want it to be modified.
I tried to see if there was a workaround, and I think I found one, so I posted a patch specifically for Yasur.
There's even one moe "level" of scanning I assume?
Because the only way I've managed to do that is editing ext_03.xat of Ventures 'dlc' directly. It seems that Ventures loads as the very last mod and doesn't take the 'patch' inside this one mod. Tried to handle it through dependency but game just says "i have no idea what ego_dlc_ventures is".
Still, I have modified ventures now and had a chance to try out your mod, it's really neat.