Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Orikson on November 27, 2016, 12:49:53 AM

Title: Installing Mods - A Simple Guide
Post by: Orikson on November 27, 2016, 12:49:53 AM
Mod Installation Guide


To newcomers reading this: Hello and welcome to Starsector (Fractal Softworks) forums! Starting a modded play through is easy, but requires a few steps and preparation. I've created this thread to help newer players and it has links to all mentioned stuff (updated, unless stated otherwise). I will try to keep it up to date and will include date of modification to the content of this thread.


Be sure to read through every mods page if you intend to use them! They often contain critical information to make the mod work correctly such as dependencies or cross-mod compatibility issues.


Current Core Game: 0.8.1a-RC8
List Updated at: 14/October/2017


Many thanks to:
Tartiflette for revamping this thread from day one!
MesoTronik for pointers and advice.
Starsector Fan Chat Discord for all the encouragement!







Reminder:Please delete a mod's folder before installing a new updated version instead of overwriting/merging it. It's the cause of errors that is commonly reported, so, please I say.







Notes:


If you want to play older versions of Starsector, you must use the correct version of the mods for that version. Ask around for links to files or a repository for the old mods. Generally speaking, older versions of mods are not supported anymore. Use them at your own risks.

Also, there's the misconception between 'incompatible' and 'not supported'. In simple words:
- Incompatible mods will cause the game to not load/crash if they are active at the same time.
- 'Not supported' stems from mods like Dynasector that supports certain mods and grants them features from itself. A mod that is 'not supported' by another mod usually means that both mods can be active at the same time and the features of the mods would apply only to their respective mods.





First thing to do:

Allocate sufficient memory in for Starsector with mods. Open the 'vmparams' file and change the allocated memory accordingly.

Here's a thread (http://fractalsoftworks.com/forum/index.php?topic=8726.0) pertaining to that matter and its importance.

Here is a video guide made by a community member of Starsector and a Let's Player:

https://youtu.be/3XpCrck1bo8

Some other useful tips.
 





Due to some circumstances:

- I have labelled mods that may cause issues with * at the end of their names.
- This is usually bugged, imbalanced and/or have issues that could crop up.

I also have:
- Some mods are supported by the mod Dynasector, thus, I've given them a DS superscript at the end of their names.
- Added this download for an alternate/newer xstream (https://www.dropbox.com/s/mej5qyz9wkn2a41/xstream-1.4.2.jar?dl=0) file. It is to be used in the case your game has crashes while saving a lot. This reduces that basically as well speeds up saving entirely. To use, just replace the xstream file that is in starsector-core folder with this one.





Second thing to do: Non-Faction mods.



Required libraries:


Warning: GraphicsLib can cause issues with older GPU or outdated drivers, consult the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931.0) if you are experiencing graphical glitches with this mod enabled.



Gameplay changing mods:




Miscellany mods that add stuff:

~ Musical & Sounds:


~ Visual:



~ Ships and/or weapons:


~ Extra Spice:


~ Unsung Help:








Third thing to do: Faction mods!


Now we move on to faction mods, the ones players will, admittedly, look at first. I’ll be using some terms that Dark.Revenant uses in his description for supported factions in Dynasector. This is to describe factions in this list in a somewhat similar fashion.


Faction mods of normal toughness:

Pretty good overall and good looking ships. Generally not problematic and a good start before diving into the more esoteric stuff.

                 
  • Blackrock DriveyardsDS (http://fractalsoftworks.com/forum/index.php?topic=4018.0)

   Blurb: Military green and grey ships with an overall focus on being very mobile and fast active venting.

                 
                 
  • Dassault-Mikoyan Engineering (http://fractalsoftworks.com/forum/index.php?topic=11322.0)

   Blurb: White colored ships (with a few mix colours here and there) with a pristine, blocky appearance and a focus on sharp maneuvers and active venting.

                 
                 
  • Diable AvionicsDS (http://fractalsoftworks.com/forum/index.php?topic=10046.0)

   Blurb: Red coloured ships with white highlights. Contains uniquely animated fighters and a unique transforming super frigate.

                 
                 
  • Interstellar ImperiumDS (http://fractalsoftworks.com/forum/index.php?topic=8007.0)

   Blurb: Bricky golden yellow ships with white highlights that fly fast or slow in a fleet focussed playstyle. Also one of the best in stand off poke battles.

                 
                 
  • Outer Rim AllianceDS (http://fractalsoftworks.com/forum/index.php?topic=11646.0)

   Blurb: Dark purple blocky ships with golden dressings. Broadsides like nobody's business with a focus on unique energy based artillery weapons.

                 
                 
  • SCY NationDS (http://fractalsoftworks.com/forum/index.php?topic=8010.0)

   Blurb: Grey blue ships with great speed and flexibility. Diverse cast with just about anything a faction would want. Features ships with modular components.

                 
                 
  • Shadowyards Reconstruction AuthorityDS (http://fractalsoftworks.com/forum/index.php?topic=3491.0)

   Blurb: Smooth curvy ships with spectacular light cyan and dark green colouring. A focus on high tech like capabilities and mobility with a higher reliance on shields.

                 
                 
  • Tyrador Safeguard CoalitionDS (http://fractalsoftworks.com/forum/index.php?topic=5492.0)

   Blurb: An assortment of light green ships with red highlights as well as an assorted addition of Vanilla like ships. Lots of content.

                   


Faction mods for advanced players/tougher gameplay:

These mods are meant as something like boss factions, but their creators made it balanced in a way that they are counter-able and their gear hard to acquire to avoid power creep. Beware, they will destroy you if you are not prepared.

                 
  • The Knights TemplarsDS (http://fractalsoftworks.com/forum/index.php?topic=8095.0)

   Blurb: One of the balanced boss factions. Scary mechanics, fighters and weapons.

                 
                 
  • UnderworldDS (http://fractalsoftworks.com/forum/index.php?topic=11002.0)

   Blurb: Comes with upgrades for pirates and introduces a new faction. Both provide unique features. Difficulty of the Cabal increases with the number of Dynasector supported mods if Dynasector is on. They will extort you dry! Additionally, you as the player can extort cargo/trade fleets too!

                 

Faction mods that are WIP towards achieving a balanced/complete state:

                 
  • Flu-X* (http://fractalsoftworks.com/forum/index.php?topic=8902.0)

   Blurb: Imagine if zombies came from space. Well, this fulfils the fantasy I suppose. Balance is quirky.

                 
                 
  • Green Knight Security* (http://fractalsoftworks.com/forum/index.php?topic=12196.0)

   Blurb: Overpowered. A Diable inspired mod with green that's hard to see against most background.

                 
                 
  • Grytpype and Moriarty Defence Authority (http://fractalsoftworks.com/forum/index.php?topic=11540.0)

   Blurb: Light blue ships with a race car like theme. Fast and powerful, but brittle and very very short operation periods.

                 
                 
  • Gundam: Iron-Blooded Orphans Mobile Suits (http://fractalsoftworks.com/forum/index.php?topic=11997.0)

   Blurb: Fighter wings mostly with only a handful of ships. Inspired by several sources.

                 
                 
  • Metelson Industries* (http://fractalsoftworks.com/forum/index.php?topic=8100.0)

   Blurb: Faction based around a mining theme. Nice looking ships with some having a bit of a strong ship systems. Balance is quirky at best.

                 
                 
  • Neutrino Corporation (http://fractalsoftworks.com/forum/index.php?topic=2345.0)

   Blurb: Tanky and high techy. Grey-ish dark with harsh lines aiming at the theme of a big mining cooperation.

                 
                 
  • New Galactic Order* (http://fractalsoftworks.com/forum/index.php?topic=9402.0)

   Blurb: A mod with controversial history, with dark red and blackish brown ships that mostly focuses on heavy shielding while having rather generous amount of weapons slots with very large arcs. A bit overpowered.

                   
                 
  • The Nomads* (http://fractalsoftworks.com/forum/index.php?topic=162.0)

   Blurb: An old mod revived once more by its original author. Desert like colouration and theme for the ships with a heavy emphasis of a lot of built-in weapons.

                   
                 
  • The Silent Armada (http://fractalsoftworks.com/forum/index.php?topic=11677.0)

   Blurb: A rather peculiar mod focussing on old style naval ships. Rather narrow and long profiles. Ships from this mod are added to Vanilla fleets.

                   
                 
  • Tore Up Plenty* (http://fractalsoftworks.com/forum/index.php?topic=5762.0)

   Blurb: Lots of galvanised ships that are mish mash of Vanilla ships with a peculiar thing here and there. Rather repetitive is most cases. Whether it's interesting or not depends on you as the player.

                   



Mods requiring feedback to improve:

These mods are... different. Mostly in terms of art style that just doesn't quite click (for me at least). Or has issues. Up to you as the player to judge however. The * tag applies to all of the mods here.

                 
  • Arkandian Institute (http://fractalsoftworks.com/forum/index.php?topic=12004.0)

   Blurb: N/a.

                 
                 
  • Artefacts (also known as Noir) (http://fractalsoftworks.com/forum/index.php?topic=10067.0)

   Blurb: Dark blue ships revamp courtesy of DrakonST. Give em' feedback I suppose.

                 
                 
  • Crystanite (http://fractalsoftworks.com/forum/index.php?topic=8280.0)

   Blurb: A mod with crystalline and spiky ships with heavy emphasis and only built-in weapons on their ships bar some odd ones.

                   
                 
  • Interstellar Federation (http://fractalsoftworks.com/forum/index.php?topic=12381.0)

   Blurb: An older mod revived. Not much has been changed aside from compatibility updates.

                   
                 
  • Looters (http://fractalsoftworks.com/forum/index.php?topic=10067.0)

   Blurb: Rather pleasant set of orange weird looking ships. A new revamp courtesy of DrakonST again, so comment to help with the balance!

                 
                 
  • Oculian Berserkers (http://fractalsoftworks.com/forum/index.php?topic=9035.0)

   Blurb: An old mod revived. Peculiar red and oversized lumpy ships.

                   
                 
  • prv Starworks (http://fractalsoftworks.com/forum/index.php?topic=12553.0)

   Blurb: N/a.

                   





Here are some very experimental mods. Use with a degree of caution I suppose.

Gameplay modifiers:

Utility Tools:

Mods that add factions, ships and/or weapons:







If you have any problems or questions, don't be afraid to ask!
Hope this helps!

Thanks for reading! Leave your comments if you like!
Title: Re: Installing Mods - A Simple Guide
Post by: Midnight Kitsune on November 27, 2016, 01:37:56 PM
Two things that I would change:
1: If the person runs a windows OS, then they can use the free program Baretail to look at the log in real time and it opens it VERY quickly versus something like Word or Notepad
2: Save transfer needs Console to work
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on November 27, 2016, 02:43:58 PM
Two things that I would change:
1: If the person runs a windows OS, then they can use the free program Baretail to look at the log in real time and it opens it VERY quickly versus something like Word or Notepad
2: Save transfer needs Console to work

Thanks for the tips! Added them to the guide.
Title: Re: Installing Mods - A Simple Guide
Post by: Azmond on November 30, 2016, 12:52:50 AM
Idea:    Write in a blurb from the Mods if able.   Otherwise, your writing an format is very pleasant to read....   Do critiques next I say, heh.   :P
Title: Re: Installing Mods - A Simple Guide
Post by: Bastion.Systems on November 30, 2016, 01:18:21 AM
1: If the person runs a windows OS, then they can use the free program Baretail to look at the log in real time and it opens it VERY quickly versus something like Word or Notepad

I have tested the speeds and Notepad++ is as fast as Baretail, the only area where Baretail is better is realtime log monitoring that Notepad++ needs an addon for.
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on November 30, 2016, 01:55:41 AM
Idea:    Write in a blurb from the Mods if able.   Otherwise, your writing an format is very pleasant to read....   Do critiques next I say, heh.   :P

The writing format is Tartiflette's work, hence, he is the one that should be credited for the thread.

So I'm just managing for now and will update the thread as per changes made to the mods in the list, i.e. finishing; or a major update hits Vanilla.

Critiques is a bit tricky, since not all mods have the same power level and different things appeal to players.

Individual critique might be possible, but it'll probably be best posted in the thread of the mod that is being criticise/evaluated.
Title: Re: Installing Mods - A Simple Guide
Post by: Bastion.Systems on November 30, 2016, 02:49:15 AM
Wait, what is needed to get Dynasector to work with Dassault-Mikoyan Engineering and Scy?
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on November 30, 2016, 03:37:16 AM
Sorry, DME is not in line for Dynasector intergration right now and we don't have a solution for that.

My bad for the misinformation.


For SCY to work with Dynasector, you need to download the latest version of SCY and transfer the Dynasector files available inside the mods folder to Dynasector itself.

Additionally, if you want to play SCY with Nexerelin, you need the latest versions of both mods.
Title: Re: Installing Mods - A Simple Guide
Post by: Bastion.Systems on November 30, 2016, 04:22:07 AM
Well, thank you for the info.
Title: Re: Installing Mods - A Simple Guide
Post by: Azmond on November 30, 2016, 12:08:18 PM
*SNIP*

The writing format is Tartiflette's work, hence, he is the one that should be credited for the thread.

So I'm just managing for now and will update the thread as per changes made to the mods in the list, i.e. finishing; or a major update hits Vanilla.

Critiques is a bit tricky, since not all mods have the same power level and different things appeal to players.

Individual critique might be possible, but it'll probably be best posted in the thread of the mod that is being criticise/evaluated.


D'oh!
Well regardless, nice to see a proper list-thread of sorts.
Title: Re: Installing Mods - A Simple Guide
Post by: RyokenMK on December 19, 2016, 03:21:13 PM
So I definitely have the Ships/Weapons Pack installed, all of the ships and weapons are available. But in Nexerlin I'm not having IBB bounties spawn. Why is this?
Title: Re: Installing Mods - A Simple Guide
Post by: Tartiflette on December 19, 2016, 04:23:34 PM
IBBs are missions to get in markets.
Title: Re: Installing Mods - A Simple Guide
Post by: Midnight Kitsune on December 19, 2016, 04:29:31 PM
So I definitely have the Ships/Weapons Pack installed, all of the ships and weapons are available. But in Nexerlin I'm not having IBB bounties spawn. Why is this?
IBBs are missions to get in markets.
Only in certain markets by the way. Out of vanilla, the Hegemony and the indies I believe offer the missions
Title: Re: Installing Mods - A Simple Guide
Post by: Weltall on February 10, 2017, 10:24:41 PM
Oh my god, this list is like a haven in seeing what is currently going on. Thank you so much Orikson for the effort to create this list along with all it's helpful notes! This definitely helps so much =) Thank you! Also thanks towards Tartiflette and MesoTronik for helping for this =)
Title: Re: Installing Mods - A Simple Guide
Post by: Harmful Mechanic on February 10, 2017, 11:11:08 PM
  • Dassault-Mikoyan Engineering (http://fractalsoftworks.com/forum/index.php?topic=11322.0)

   Balance: Mid-vanilla to upper-vanilla.
   Flavor: Somewhat vanilla-friendly.
      Warning: Has an accompanying external Library mod called ElizaLib for it to work.

ElizaLib is no longer required, as of the latest version.
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on February 11, 2017, 02:30:46 AM
Ok, updated the DME descriptions on not requiring ElizaLib anymore and added a huge reminder after the intro and credits section (it's pretty obvious  :)).

Also added 'Racoon's Arms Pack' (with appropriate warnings) and tweaked a few details.

Not sure what to do right now. Something to do with a basic summary of faction mods to entice people to look further in the mod's own thread. Probably further extension of some of the supported factions 'Style' from Dynasector.

Maybe come 0.8? Let me know here what you all would like to see.
Title: Re: Installing Mods - A Simple Guide
Post by: Stalker on February 14, 2017, 04:27:58 PM
Note that Freeapace is not a total conversion mod — it is a faction mod that is fully compatible with other mods. There's nothing getting overwritten. I play test balancing against vanilla, Blackrock, Templars, and other popular mod ships.
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on March 01, 2017, 04:01:19 PM
Ok, edited some things as per information (freespace not being a tc for one).

Added Tartiflette's latest faction: Outer Rim Alliance! It's in its early days, but pretty good.
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on March 19, 2017, 01:11:57 AM
Update (19/March/2017).

Changelog:

- Exigency has been updated!

- Removed the 'Requires Java 8' from Racoon's Arms Pack.
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on May 06, 2017, 07:59:28 AM
Well, did some updating. Bit barren, but when more mods update, I'll add them in accordingly.

Short changelog (of the short hand and frustrates those that like changelogs):

- Reorganised the non-faction mods.
- Added new mods.
- Removed all non-updated mods for the time being.
- Cleared clutter and reformatted a few things.
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on May 10, 2017, 05:13:31 PM
Minor update:

- Some shuffling.
- Some new mods.
Title: Re: Installing Mods - A Simple Guide
Post by: Snrasha on May 11, 2017, 01:00:26 AM
Quote
Mods requiring feedback to improve:

These mods are... different. Mostly in terms of art style that just doesn't quite click (for me at least).
                    
Looters & Artifacts

   Blurb: N/a.

I approve that, I can take all critics.(Currently, I have already remade three, four times all sprites of my mod, so do not need to talk about my art style choice, I know already than this is very bad choice.(I gonna remade again very soon, with a other style)).

Thank you to you, Orikson.
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on June 05, 2017, 11:57:48 AM
Updated accordingly!
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on June 18, 2017, 09:32:10 PM
Minor update.
Title: Re: Installing Mods - A Simple Guide
Post by: Ahne on August 25, 2017, 05:38:13 AM
You are still missing the NGO faction mod in your faction mod guide.
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on August 25, 2017, 09:37:45 PM
Changelog (29/August/2017)

Updated accordingly and added a few mods in while giving some comments on them
Title: Re: Installing Mods - A Simple Guide
Post by: Orikson on October 13, 2017, 09:58:29 PM
Changelog (14/October/2017)

- Added the Dynasector tag for Tyrador Safeguard Coalition.
- Removed "Lion's Guard" mod as this has been integrated into Ships & Weapons Pack mod.
- Removed the note that states "Underworld" mod requiring a fix as that has been resolved in a recent update.

Title: Re: Installing Mods - A Simple Guide
Post by: Digganob on October 10, 2019, 08:39:14 PM
Can I ask why running mods requires more memory? For instance, why would having new ships require more? It just seems odd because it's just adding more data, it doesn't seem like it's a larger load on my computer.