From the start:
I know about civilian sector getting the same event as the starting one, that's why USB adds this to sector data:
Code: Select all
<!-- This sets the framework in motion. Don't change this. -->
<mod:findName type="sectorDescription" name="STANDARD_SPACE">
<mod-overwrite:startEvent>START_GAME_EVENT</mod-overwrite:startEvent>
</mod:findName>
That way, you're actually changing the
starting event, not the ones in the civilian sector. If you change the civilian sector ones, then you'd have to add those as well, and I'm not entirely sure it would work, because, even now, the civilian sector's starting event doesn't
appear to load the same event as the first sector, but it does.
Engines are there because I couldn't be bothered to create an augment for testing and putting it on the ship, don't mind them.
For chain-loading, read carefully through the USB thread. If you want to include it in your mod, you should try and figure it out, took me a few minutes the first time around, too. Basically, any time a mod with USB support is added, it renames START_GAME_BEACON to something else, like BIOH_START_GAME_BEACON, then creates a new START_GAME_BEACON and makes sure that it will end by loading BIOH_START_GAME_BEACON, ensuring everyone's events get loaded.
The end result is something like:
START_GAME_EVENT (with text from start_game) >> START_GAME_BEACON >> MEK_START_GAME_BEACON >> BIOH_START_GAME_BEACON >> START_GAME_CHOICES (mutually exclusive)
You might want to use game_choices, since it should only be activated if someone's actually flying the ship. Game_beacons get triggered on each start, although without the blue option, it wouldn't matter much.
As for the start_game text being what you want it, that's kind of opposite of the point of USB, since you're butting in with your lore before anyone else's. For compatibility with USB, you'd probably want that text after you make the check for Scrap Recovery Arm, so the game knows you're flying the right ship. I mean, do what you will, but if you only want compatibility with CE, USB is not really necessary.
In fact, CE doesn't seem to actually support USB at all. All you need to do is make the standard sector spawn another event, like USB does, but with your own name, and then create that event that will do what you want, change start_game text (as you already did), and try and make you event end with loading START_BEACON, so you get all the CE stuff like peeking at the random flagship and crafting and talking to crew.
Hope you figure it out, kind of want to play the actual ship at this point
