Hm.... I had some scanned systems, but EDDI said "no"
Hmm, well, this does work, so there must be something else causing your problem...
Were they systems you scanned before you started to use EDDI? Or were they scanned when EDDI was not running?
For this to work properly, EDDI (or any other tool that reports to EDSM) must have been running when you scanned the system (and the EDSM plugin must be enabled). If you scanned them before you started using EDDI, or EDDI wasn't running at the time, then this would result in EDDI not knowing that you had scanned them, and so would result in 'no' being said.
If this is the case, once a system has been scanned in game, the only way to make EDDI aware of it, is to scan a nav beacon if there is one. This will behave like a fresh scan of the system, but nav beacons are only in populated systems. If the system has no nav beacon, then I think you're out of luck. Otherwise I don't think there is any other way to let EDDI know that you have already scanned a system.
Going through the code, the first line checks to see if the number of bodies you have scanned (scannedBodies) is equal or higher than the number of bodies reported from EDSM (prescannedBodies), or the number reported after a 'honk' (totalBodies). If not, then it checks to see how many bodies that EDDI knows you have scanned (scannedBodies > 0). If EDDI knows about any bodies you have scanned, then either 'yes' or 'partial' would get spoken. The only time 'no' should be spoken is when EDDI thinks you have not scanned anything in that system.
Try a nav beacon scan, if those systems have them. See if that helps.
-------------------------------------------------------------
Not that this will help in your situation right now, but I have updated the first check line to:
{if scannedBodies >= max(prescannedBodies, totalBodies):
This will automatically choose the highest of
prescannedBodies
or
totalBodies
, and test
scannedBodies
against the one that is higher. This is more efficient than the previous code.
