Yes, yes, and yes - Griff's griff_rock_hermit_fullsize_textures.oxp.
According to the entity dump, the system (Mararere) that seemed to have none actually did have one.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Probably the easiest fix is to look for the hermit entry in the main shipdata.plist, and copy all the properties starting "market_" into the hermit entry into the shipdata.plist of the OXP.
I'll update the Shipset Compatibility OXP at some point to include that, but there are some changes to the OXZ Manager to allow better support of 1.80 and 1.81 at the same time which I need to make first.
Probably the easiest fix is to look for the hermit entry in the main shipdata.plist, and copy all the properties starting "market_" into the hermit entry into the shipdata.plist of the OXP.
Hmm... couldn't make that work (which doesn't surprise me, the way my brain's working lately), so I disabled the OXP. Now, named hermits still had no commoditiies available, but an un-named one did - is that correct? At Celaqula with the OXP there were two detectable hermits, without the OXP there were three, the un-named one being the addition (I've cheated a little and given them a beacon). More roles to be added to RSN, methinks - an interesting shipdata.plist, is that.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Maybe you have another OXP installed which is also redefining hermits?
If I have, it's doing a great job of hiding! Nope, no other OXP connected to hermits (that I'm aware of).
I'll be having another look around later - I ain't even had a coffee yet this morning!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
<scratches head> Went back out and no change, so jumped to Estiri where the sole hermit (named) had commodities. At Estiri main, I swapped my late-model Griff Cobra III for a core Oolite Cobra III, jumped back to Celaqula - and all three hermits had commodities (the un-named one having the different market). I'll go back out in strict mode later for another look.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Ah, that makes sense - hermit market levels are stored in the save game, so if you only checked the current system after making the change, the markets wouldn't have been regenerated.
(That may be why your attempts to tweak Griff's OXP didn't appear to work either)
Having tinkered (carefully) with Griff's rock hermits (as upthread), their markets seem to work fine now. However, should I have found a rock hermit with a yellow scanner trace? I can't recall ever seeing one before - I thought they were always white. Am I losing my marbles? Or have I done something wrong somewhere?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
Exactly under which circumstances hermits get set to be CLASS_ROCK is inconsistent. Generally the populator does it, but for compatibility with other OXPs adding extra hermits, OXPs providing hermits should also set the scan class to CLASS_ROCK in the shipdata.
The "extra" hermit that the populator adds doesn't get forced to CLASS_ROCK (which doesn't matter without OXPs since the core hermits have that anyway) - I'll sort that out for tonight's build now.
**** Handling exception: NSInvalidArgumentException : Tried to add nil value for key 'aft_weapon_type' to dictionary *****
14:00:06.939 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSInvalidArgumentException : Tried to add nil value for key 'aft_weapon_type' to dictionary
14:00:09.804 [exception]:
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
I also found it impossible to save - neither quicksave nor named save would work.
Something must have gone wrong already before attempting to save that probably caused all those exceptions to occur. I just tried saving with that build and it worked OK with and without OXPs. Can you try just exiting the station, re-entering and trying to save to see if that works?
I've poked around a bit and fixed a couple of possibilities, but I wonder if this is because of the equipment.plist you had meaning that your save game wasn't being loaded properly in the first place. See if it works properly in tomorrow's build?