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Best guess is that you are still subbed to either MPI itself or more likely a mod that should be loaded before my mod, like for example biome fix.
Locally installed mods can't set workshop mods as dependencies, SB pretends that they don't exist and even throws a missing mod error if said workshop mod is in a requires list.
This leaves the possibility that if you're not careful with which mods you install locally you can end up loading the mods in an order that's not intended by the mod authors.
And the 2 patches (this one) -> https://steamcommunity.com/sharedfiles/filedetails/?id=1772643711
And this -> https://steamcommunity.com/sharedfiles/filedetails/?id=1761193918
In the same .pak file, now everything works perfectly, it works just like subscribing to the mods from the workshop, but I was interested in putting the .pak itself in the mods folder of the game because I "translate" the mods and I needed to put it there xD
The problem was that the mod and the patches didn't work as independent mods, why? I don't know, but merged together they work fine hehe
I have put for the first time the mod More Planet Info and I think it's wonderful, but I need the Peacekeeper mission markers, if I can not solve it I will have to do without the mod, and it's a pity U_U
I haven't started the peacekeeper stuff yet. I'ts been a few years and I'm still getting my bearing in FU, Elithian Races and the surrounding ecosystem :)
I'll give it a proper check when I start out the peacekeeper stuff.
I've tried to wire them up myself, but I haven't had much success yet.
If I manage to fix them, it's probably going to be in the form of a new mod, since its more of a vanilla oversigth rather than an MPI incompatibility.
This mod no longer overrides cockpitview.lua, instead it uses a technique that I learned sometime during the last 2 years that I usually refer to as "lua editing" (obviously that's not the real term for it but Idk what the real one is).
You may also notice that Biome Fix now renders quest markers properly, that's because of the way the mod works now.
I have made a couple of tests to make sure there's no issues, but let me know if I accidentally broke something.
manage to fix it just now by unpacking UGOR and just placing it in my mod folder and removing the feature of UGOR that enables the "Moon" planet type.
Well now to start creating a new player and universe and start playing again.