So it not add any new ships, weapons, mod ships, fighter wings, or core systems?
Is it better to use ship pack of vayra sector with nerelexin?
Love the mod, works very well with Nexerelin, just wanted to point out a bug that may be caused by it after downloading the 3.0.1 version. I just downloaded the new update (and the other two) and I made a new save and now for some weird reason when I go to inhabited planets and I go to the bar and if the game only gives me one option for somebody to talk to (Speak to pather, talk to academic, etc) it will only have that option on the screen, and it will have no option to leave, and if I click on the option, or type 1 (selecting the option with keyboard) it makes the sound as if I've selected it but nothing happens. I can't exit the screen or anything I have to forceclose the game and now I guess I'm just gonna save before every bar encounter just in case. I also downloaded the Artefact update at the same time but I'm not sure if it messes with the scripts enough to cause a bug like this.
After installing your 3 new mods along with Nexerelin, I tried starting a new game with Prism Freeport enabled, but I have not been able to find it. I started multiple games to ensure it wasn't a fluke, and I still cannot find it. Did you change something to inhibit its appearance?
747540 [Thread-4] INFO data.scripts.campaign.fleets.VayraTreasureFleetManager - Added treasure fleet from Tartiflette to Chicomoztoc
747542 [Thread-4] INFO sound.oo0O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
747551 [Thread-8] INFO sound.oo0O - Cleaning up music with id [Atmospheric_Rise.ogg]
747933 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [Stellar_Rust.ogg]
747934 [Thread-10] INFO sound.null - Playing music with id [Stellar_Rust.ogg]
748032 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Texture [vayra_treasurefleet] from category [intel] not found
java.lang.RuntimeException: Texture [vayra_treasurefleet] from category [intel] not found
at com.fs.starfarer.settings.StarfarerSettings.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
at data.scripts.campaign.fleets.VayraTreasureFleetIntel.getIcon(VayraTreasureFleetIntel.java:244)
at com.fs.starfarer.campaign.comms.ooOO.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.super.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hey Varya, you're gonna love to hear this, you were right! Finally got back to my computer and redownloaded and installed vesperon, and then I cleared my activated mods, played with vanilla for a few minutes (went to bars to see if the glitch would happen, which it didn't) and then exited and turned on all my mods, made a new game and went to the first bar and it was one option and it worked completely fine! Thanks for the help! Still one of the best mods I've had that adds content to games, and I've played Skyrim, Fallout (NV, 4) , Mount and Blade, and countless other games with mods. Paired with Nexerilin it makes the game feel like it's not still in Alpha. Wanting to learn how to mod just for this game.Awesome, really glad to hear it!
Been Getting a Crash since the split at the same moment every time that I pass by the star on the way to survey the next planet in the system.
I took a look into the Mod files and there is indeed a PNG for vayra_treasurefleet so im not sure what could be causing it to CTD on me
I must admit.
I really like extra options and stuff that this mod brings but tips are extra immersion breaking for some reason.
I must admit.
I really like extra options and stuff that this mod brings but tips are extra immersion breaking for some reason.
The way I see it, the on-ship interface always provides advice, yet the one I ended up with is defective and now inquires about contacting my mother and making sure I don't leave the oven on.
Fortunately, there is a way to turn this off by simply going to the mod folder, then opening the data folder, opening strings, and deleting tips.json. This has no impact on anything else besides the tips added by the mod, so it's perfectly safe.
I am commissioned by the Imperium and aided them in a battle to take a hegemony planet, and just killed a massive hegemony bounty. I think I might grab some marines and show them they ain't safe on the ground either and maybe that will do it.
I ran into an issue caused by the recent mod split. Basically, if you try to start a new Nexerelin campaign with one of the colonial competitor factions/fleets (Warhawk Republic, Ashen Keepers, etc.), then you will crash to desktop.
The source of the problem is that the blueprints for all the colonial competitor factions are still defined in the Kadur Remnant mod's special_items.csv file. So, when Nexerelin tries to give you the freebie blueprint to start your campaign, it can't find it unless you also have the Kadur Remnant mod enabled.
Anyway, it should be a fairly straightforward fix if I'm understanding the problem correctly (i.e. just move the colonial competitor blueprint entries from the Kadur Remnant mod to a new special_items.csv file for this mod). Until then, the simplest workaround is to just keep both mods enabled (or just don't try to start a game with one of the colonial competitor faction fleets)...
Bounties still seem a little wonky, I've encountered a number of them listed as hiding 'in the heart of [system]' and upon locating them they're just orbiting the star inside its corona. They're just free money cause all you have to do is cruise around and mop up 0% CR ships.
The colony factions also don't seem to actually be colonizing in my games either, unless they just take their sweet time doing it if the player doesn't colonize anything. I was waiting around until mid 209 cause I wanted to join the commies but they never did anything after their hyperspace station spawned. None of the other ones ever spawned either.
I finally got a bounty, for taking a hegemony world. It was a bounty for over 600,000 credits and it said it was extremely unlikely anyone would come for me, which sucks. I don' even have any capital ships, just a couple cruisers, some destroyers and a few frigates
I ran into an issue caused by the recent mod split. Basically, if you try to start a new Nexerelin campaign with one of the colonial competitor factions/fleets (Warhawk Republic, Ashen Keepers, etc.), then you will crash to desktop.
Anyway, it should be a fairly straightforward fix if I'm understanding the problem correctly (i.e. just move the colonial competitor blueprint entries from the Kadur Remnant mod to a new special_items.csv file for this mod).
I ran into an issue caused by the recent mod split. Basically, if you try to start a new Nexerelin campaign with one of the colonial competitor factions/fleets (Warhawk Republic, Ashen Keepers, etc.), then you will crash to desktop.
Anyway, it should be a fairly straightforward fix if I'm understanding the problem correctly (i.e. just move the colonial competitor blueprint entries from the Kadur Remnant mod to a new special_items.csv file for this mod).
The smae and its working.
Also theme music for People Front are terrible. TERRIBLE. Its *** torture to listen. The quality is is low than the lowest.
All the more reason to kill those pinkos.I ran into an issue caused by the recent mod split. Basically, if you try to start a new Nexerelin campaign with one of the colonial competitor factions/fleets (Warhawk Republic, Ashen Keepers, etc.), then you will crash to desktop.
Anyway, it should be a fairly straightforward fix if I'm understanding the problem correctly (i.e. just move the colonial competitor blueprint entries from the Kadur Remnant mod to a new special_items.csv file for this mod).
The smae and its working.
Also theme music for People Front are terrible. TERRIBLE. Its *** torture to listen. The quality is is low than the lowest.
I apologize for monopolizing your thread, but I think you'll probably like this post more than my last two. On second thought, "like" may not be the right word - you'll actually probably dislike the implications of what I've uncovered. Regardless, I hope you at least appreciate the information because I certainly appreciate all the effort you've put into making the various frameworks included in this mod...
Anyway, I believe I've discovered the cause of the issues mentioned in those other two posts. Here's my theory (hidden behind spoilers for those who don't care to read all the boring details):SpoilerNone of the static member variables of classes like VayraRaiderBaseManager are getting initialized properly unless the onNewGameAfterTimePass() method is called first. This is why everything works properly during a new campaign (or when I start a temporary new campaign), but some things are broken if you just load the saved campaign in later gaming sessions. Why is this happening?
- First, from what I can tell, Starsector uses Java's serialization to preserve the state of various scripts (like VayraRaiderBaseManager) in campaign.xml.
- Second, static variables are not saved during serialization. This explains why members like the RAIDERS HashMap aren't getting saved with the other VayraRaiderBaseManager data stored in campaign.xml. Obviously, this isn't ideal, but it didn't seem like a problem because I thought they'd just get reloaded when the class constructor got called when reloading the saved campaign.
- Third, the class constructor is NOT called during the Java de-serialization process. From what I've read, Java only calls the constructor of the first non-serializable parent class, which I'm guessing isn't the VayraRaiderBaseManager class in this case. I suppose this makes sense given that the object is being recreated from the serialized data, but it's rather unfortunate in this specific case because it means the class never gets to call its loadData() method and never reloads the data from raider_factions.csv...
This theory explains the behavior I've seen in each of the following cases:
- VayraRaiderBaseManager: the RAIDERS HashMap and 'loaded' boolean are static and not serialized. Data is loaded in the class constructor (via the loadData() method). As a result, raider bases stop spawning in future gaming sessions because RAIDERS is empty and never reloaded.
SUGGESTED QUICK FIX: Add a method to VayraRaiderBaseManager that will always get called every game session (advance() perhaps?) and move the loadData() method there.
- VayraUniqueBountyManager: the BOUNTIES HashMap is static and not serialized. The 'loaded' boolean is NOT static and is serializable, so it gets saved to campaign.xml. Data is loaded once in the advance() method (via the loadBounties() method). At first glance this should work, but due to the mismatch between static (BOUNTIES) and non-static (loaded) data, the serialization process can result in those values being out of sync in future gaming sessions. (Basically, 'loaded' will be saved/reloaded as TRUE, but BOUNTIES will be empty and never reread from the file.) As a result, unique bounties stop spawning in future gaming sessions because BOUNTIES is empty.
SUGGESTED QUICK FIX: Make the 'loaded' boolean static as well. This should cause the entire BOUNTIES HashMap to be reloaded in future gaming sessions, and I think your purgeBountiesIfNeeded() method will remove those that are already completed.
Now, this is the part you'll probably dislike - the implications if my theory is correct. Basically, any script that uses a static HashMap, HashSet, ArrayList, etc. is at risk of suffering from this issue to some degree. At some point, you'll probably want to go through all of them and double-check that their static data is properly loaded/reloaded and that none of their constructors do anything that doesn't get saved somewhere.[close]
Edit: OK, I don't feel so bad about "monopolizing" the thread since three posts were made while I was writing my book/post. Please go ahead and ignore that comment...
Varya
Do you maybe know how to make factions spawn fleets similar to Salvager fleets for independents?
I mean faction fleets disguised as indie exploring far reach sectors with separate ship composition?
As for the load-out i really hope the faction setting determines it as well i could take a look at nexes brawl spawning to make sure how it works as nex has a chance for invasion fleets to use random faction ships but lets wait for varya
Rimward venture Hasn't show up yet in my Nexerelin game, StormHawk and the commies have both made a colony but Rimward isn't even on the faction list yet. Should I be worried?
And thanks for answering but it looks far to complicated for my lowly abilities.
BTW Suddenly(with the new update) Stormhavk start spawning their camps but in core systems. Is this okay?
And thanks for answering but it looks far to complicated for my lowly abilities.
Do those core systems happen to contain Hegemony markets? I believe the camps you're seeing are actual raider bases as opposed to the new colonies they form outside the core. According to the warhawk_republic settings file, the Stormhawk raider bases are special "firebases" which specifically spawn in the same system as their target (which is practically guaranteed to be the Hegemony). As for why you're suddenly seeing them now, I'm guessing that's due to the raider base manager fix in the latest update. It would have been highly unlikely to see them spawn in the older versions...Yes. Thanks for explaining things. Just confused that they started appear in colonized systems.
Does this mod work with Nexerelin? I'm assuming no? XD
Funny thing about that null error right after a save....conditionsMet(VayraUniqueBountyManager.java:82) is the following line
9240551 [Thread-10] INFO sound.null - Playing music with id [Hyper - X3TC_Mars.ogg]
9254228 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)
The last thing it loaded was a script to change the ambiance in hyperspace, using a track from Steelclad. I'm noticing a potential pattern...
Code530728 [Thread-4] INFO data.scripts.campaign.intel.VayraPlayerBountyHunter - spawned bounty hunter Councilist bounty hunter with 53 FP to hunt and kill the player for their crimes
probably quick and dirty Starsector\mods\Vayra's Sector\VAYRA_SETTINGS.ini, set "bountiesOnPlayer":false, save reload and try to reenable it after you leave the sector.Already tried that. Didn't work.
If this doesn't work on its own open your campaign.xml file in your save file (preferably with notepad++) and search for VayraPlayerBountyIntel or/and VayraPlayerBountyHunter get a feel for the structure and delete the affected rows.I wasn't sure exactly which entries were to blame, so I just deleted every entry with VayraPlayerBounty in it, and that stopped the CDT. Thanks.
I wasn't sure exactly which entries were to blame, so I just deleted every entry with VayraPlayerBounty in it, and that stopped the CDT. Thanks.
Hmm...my bounty spawning distance is set to min 2LY from player, yet every bounty seems to spawn at the very edges. This is beyond tiresome. Is that part of Vayaras? Something hard-coded?Where do you set the spawn distance ?
private void pickHideoutLocation() {
WeightedRandomPicker<StarSystemAPI> systemPicker = new WeightedRandomPicker<>();
for (StarSystemAPI system : Global.getSector().getStarSystems()) {
float mult = 0f;
if (system.hasTag(Tags.THEME_MISC_SKIP)) {
mult = 1f;
} else if (system.hasTag(Tags.THEME_MISC)) {
mult = 3f;
} else if (system.hasTag(Tags.THEME_REMNANT_NO_FLEETS)) {
mult = 3f;
} else if (system.hasTag(Tags.THEME_RUINS)) {
mult = 5f;
} else if (system.hasTag(Tags.THEME_REMNANT_DESTROYED)) {
mult = 3f;
}
... ... ...
float distToPlayer = Misc.getDistanceToPlayerLY(system.getLocation());
float noSpawnRange = Global.getSettings().getFloat("personBountyNoSpawnRangeAroundPlayerLY");
if (distToPlayer < noSpawnRange) {
mult = 0f;
}
float dist = system.getLocation().length();
float distMult = Math.max(0, 50000f - dist);
systemPicker.add(system, weight * mult * distMult);
}
StarSystemAPI system = systemPicker.pick();
My global setting (float noSpawnRange = Global.getSettings().getFloat("personBountyNoSpawnRangeAroundPlayerLY");) is set to 2LY in the congfigYeah i see that now. That setting kinda doesn't help at all seeing how it is literally called personBountyNoSpawnRangeAroundPlayerLY, personBountyMAXSpawnRangeAroundPlayerLY on the other hand would have been a great addition. Just saying no critic, no vayras fault that i don't get it. But im fairly certain that changing,
systemPicker.add(system, weight * mult * distMult); to
systemPicker.add(system, (weight * mult * distMult)/2);
on the other hand 2 might be a bit to much so better to go 1.4
7409548 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique bounty interval elapsed, 1 unique bounties active of 3
7409549 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique spentBounties contains: [vayra_test_unique_bounty]
7409549 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique bounty data list contains: [tahlan_bounty_hresvelgr, tahlan_bounty_virtue_prudence, SC_stolen_PNS_prototype, tahlan_bounty_eden, SC_alien_mothership, tahlan_bounty_virtue_courage, tahlan_bounty_yari, tahlan_bounty_scathach, tahlan_bounty_nibelung, SC_stolen_RSF_dread, tahlan_bounty_virtue_temperance]
7409549 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - picking unique bounty
7409549 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - picked unique bounty: SC_stolen_PNS_prototype
7409551 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Hyper - X3TC_Mars.ogg]
7409553 [Thread-8] INFO sound.oo0O - Cleaning up music with id [Ambient - Breathe In The Light.ogg]
7409606 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [Ambient - Breathe In The Light.ogg]
7409606 [Thread-10] INFO sound.null - Playing music with id [Ambient - Breathe In The Light.ogg]
7410285 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:352)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:342)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:336)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.initPerson(VayraUniqueBountyIntel.java:254)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:119)
at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:367)
at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:304)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
bounty_id,level,rank,firstName,lastName,fleetName,flagshipName,gender,faction,portrait,greetingText,suppressIntel,postedByFaction,creditReward,repReward,intelText,flagshipVariantId,fleetVariantIds,minimumFleetFP,playerFPScalingFactor,specialItemRewards,neverSpawnWhenFactionHostile,neverSpawnWhenFactionNonHostile,neverSpawnBeforeCycle,neverSpawnBeforeLevel,neverSpawnBeforeFleetPoints
SC_stolen_PNS_prototype,30,spaceAdmiral,Clint,Hillar,The Bloodpack,PNS Azrael,MALE,PNS,graphics/portraits/prt_vns_m_23.png,"Have the cowards sent you after me? Too scared to do the deed themselves? Doesn't matter, try to kill me if you can!",FALSE,PNS,750000,25,"This is a high-risk, high-priority bounty. An admiral from the Polaris Navy tried to stage a coup. He failed, bu not before managing to steal one of the prototypes for the heavy battleship. Capture the admiral if possible, eliminate him if not.",vns_archangel_standard,,200,1.25,,FALSE,FALSE,208,25,150
SC_stolen_RSF_dread,30,spaceAdmiral,Bane,Ceayyee,The Big Guys,PLS Spinebreaker,MALE,pirate,graphics/portraits/prt_pir_m_10.png,"You merely adopted space. I was born in it, molded by it! I will break your ship in half!",FALSE,RSF,600000,25,"Alarming news arrived fom the RSF. It seem one of the Russia dreadnoughts that was lost in the ISA-RSF war, was spooted in a pirate fleet. Both sides assumed the other towed the wreack away, but it seems the pirates got to it, and after years of work manaaged to make it operational. You must destroy it!",rsf5-dn-russia_variant,,200,1.25,,FALSE,FALSE,208,25,150
SC_alien_mothership,30,spaceAdmiral,Ayyy,Lmao,Uknown Fleet,Unknown Mothership,MALE,ALIENS,graphics/portraits/portrait_alien.png,"Xzyyzxht? Zxhg. Glub Glub!",FALSE,ALIENS,800000,25,"An unknown fleet was spotted at the edges of the sector. All attempts at communication have failed and the patrol sent to intercept was destroyed.",alien-mothership_variant,,200,1.25,,FALSE,FALSE,208,25,150
Well fugg...Sounds like one of those officers got to drunk to show up to the party (didn't look in the files just assuming). You got it fixed ?Code7410285 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:352)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:342)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:336)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.initPerson(VayraUniqueBountyIntel.java:254)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:119)
Please, change the color of starhawk republic. Very dark blue is barely visible on black! :)(https://i.imgur.com/jo9CTTu.jpg)
Please, change the color of starhawk republic. Very dark blue is barely visible on black! :)
Now that this mod works for me I like it, but the bounty system is still a little borked, a few times a bounty would be in a system with another hostile force (say a pirate in a system with a pather base.) the bounty will be reduced due to friendly forces but but neither of those forces are friendly!
918268 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.intelMapIconClicked(Unknown Source)
at com.fs.starfarer.coreui.map.super.o00000(Unknown Source)
at com.fs.starfarer.coreui.map.H.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.coreui.map.oO0O$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.map.oO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Independant bounty
When clicking on the bounty for infoCode918268 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
if (!skillDesc.isEmpty() && levelDesc.contains("unremarkable")) {
levelDesc = "an otherwise unremarkable officer";
Please, change the color of starhawk republic. Very dark blue is barely visible on black! :)
Good point - brightened it slightly. New value is 45, 110, 190Now that this mod works for me I like it, but the bounty system is still a little borked, a few times a bounty would be in a system with another hostile force (say a pirate in a system with a pather base.) the bounty will be reduced due to friendly forces but but neither of those forces are friendly!
That's weird, it counts entities that are hostile to the bounty faction and nonhostile to you as allies. Were you inhospitable with pathers, or actively hostile? Hmm.
Independant bounty
When clicking on the bounty for infoCode918268 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.intelMapIconClicked(Unknown Source)
at com.fs.starfarer.coreui.map.super.o00000(Unknown Source)
at com.fs.starfarer.coreui.map.H.processInputImpl(Unknown Source)
Considering its a mega mod that changes many campaign features you probably can't implement this in an already existing save.
235656 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique bounty data list contains: [tahlan_bounty_hresvelgr, tahlan_bounty_virtue_prudence, SC_stolen_PNS_prototype, tahlan_bounty_eden, SC_alien_mothership, tahlan_bounty_virtue_courage, tahlan_bounty_yari, tahlan_bounty_scathach, tahlan_bounty_nibelung, SC_stolen_RSF_dread, tahlan_bounty_virtue_temperance]
235656 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - picking unique bounty
235656 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - picked unique bounty: SC_stolen_RSF_dread
235658 [Thread-4] INFO sound.oo0O - Cleaning up music with id [Ambient - Breathe In The Light.ogg]
235674 [Thread-8] INFO sound.oo0O - Cleaning up music with id [Hyper - X3TC_Mars.ogg]
235710 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [Hyper - X3TC_Mars.ogg]
235710 [Thread-10] INFO sound.null - Playing music with id [Hyper - X3TC_Mars.ogg]
235990 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:352)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:342)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:336)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.initPerson(VayraUniqueBountyIntel.java:254)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:119)
at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:367)
at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:304)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
SC_stolen_RSF_dread,20,spaceAdmiral,Bane,Ceayyee,The Big Guys,PLS Spinebreaker,MALE,pirate,graphics/portraits/prt_pir_m_10.png,"You merely adopted space. I was born in it, molded by it! I will break your ship in half!",FALSE,RSF,600000,25,"Alarming news arrived fom the RSF. It seem one of the Russia dreadnoughts that was lost in the ISA-RSF war, was spooted in a pirate fleet. Both sides assumed the other towed the wreack away, but it seems the pirates got to it, and after years of work managed to make it operational. You must destroy it!",rsf5-dn-russia_variant,,200,1.25,,FALSE,FALSE,208,25,150
so, high value bounty from this mod, right? are unique ships recoverable? I can't get that unique falcon from black talons bounty. I tried like 20 times and still nothing. Also, not sure what's so unique about that falcon aside from cool looking skin.
... got sidetracked adding some other new stuff, haha..sneak peak?
Why you want to destroy a best piece of music not only in this mod, but in all game?
Shame on you , shame.
*play Revoluntion theme on max voice settings*.
The fps drop comes from the Hyperstorms, the game tries to apply a continous Hyperstorm buff|debuff to an object that has no burn parameter. Stormhawks do have an advantage but they get offed pretty fast in most of my games if i don't eneable randome rel for pirate factions.
Also, revolutionary station in hyperspace tanks my fps to a crawl. Prism freeport is fine tho, so it's vayra mod problem.
Another problem - stormhawks are too strong. They are wiping perseans/hegemony/pirates like crazy. I'm fine with them as a new pirate faction, but losing half of core worlds is not fun honestly.
Any way to fix the unique bounties? I only got 3 in my current play through and it's bodering me to no end. I'd really like to get the higher tier ones
9202444 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
SC_alien_mothership,20,spaceAdmiral,Ayyy,Lmao,Uknown Fleet,Unknown Mothership,MALE,ALIENS,graphics/portraits/portrait_alien.png,"Xzyyzxht? Zxhg. Glub Glub!",FALSE,ISA,800000,25,"An unknown fleet was spotted at the edges of the sector. All attempts at communication have failed and the patrol sent to intercept was destroyed.",alien-mothership_variant,,200,1.25,,FALSE,FALSE,208,25,150
125252 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
@ TrashMan
Modding is a hobby, and people work at their own pace. You are not entitled to an update, or that mod authors do anything for you at all. Please stop pestering Vayra at once.
@ TrashMan
Modding is a hobby, and people work at their own pace. You are not entitled to an update, or that mod authors do anything for you at all. Please stop pestering Vayra at once.
I may have come across too strong. And of course, I realize I'm not entilted to get anything for free.
You weren't 'coming across too strong'; you were acting like an entitled child and harassing someone who wasn't doing what you wanted fast enough.
You didn't stop when I asked you politely; you're making a show of contrition because now that Gothars showed up, you're afraid a moderator might ban you.
And you still haven't actually apologized.
You're a real piece of work.
Thanks for the update! I'm planning to add a High Value Bounty but have a question - I read that they are semi-unique (I suppose that means they respawn, but rarely?), but would it be possible to make one that is completely unique (doesn't respawn at all)?
the game crashes during the initial loading, the used modification set unfortunately does not want to work with the new version of this mod, and I really like the current modification set.
(https://i.imgur.com/mCdNUZx.png)
Major Update
only about a month late for halloween, ghost ships are here
distress calls may be worth answering now
bring marines
full changelog and download in OP, as always
(i promise i'll read the thread and respond to stuff soon, sorry everyone!)
Update is sadly non-save compatible. like many other big updates, it's break saves , often irreplecably. I suggest getting 3.0.4 version or just going new game. I had anyway, because i had updates for like 10 other mods.
I have the same error log message as above when i load my old save. Sadly i didnt backup the Vayra sector version 3.0.4. Could anyone kindly upload the older version for me pretty please?
Here's my old 3.0.4 file (https://drive.google.com/open?id=1SX_cBASD4yx0bgOQUE2bhspnZKtxACUS) for people asking for one, should work hopefully
Seriously, the D-mods Vayras Sector adds are some absolute bull. "Buckled environmental shielding" that entirely removes a cargo freighters storage capacity, making it quite literally useless.
Seriously, the D-mods Vayras Sector adds are some absolute bull. "Buckled environmental shielding" that entirely removes a cargo freighters storage capacity, making it quite literally useless.
That's Compromised Storage, and it's in vanilla.
One problem with all the extra D-mods is interaction with IBB. IBB ships that failed to roll normally get added to salvage with all D-mods. With Vayra's Sector this means ridiculously long list and untenable restore cost (since it scales with D-mod count).
Many IBBs are just there for challenge, but others perform above their DP value and are worth restoring at quite high cost, as long as it remains reasonable. Like 'Black Talon' super-Eagle that has built-in ITU, Hard Shields, Aux Thrusters and 2 of originally energy slots are hybrid instead, all for the same 22 DP as normal Eagle. IBB Hammerhead is also quite good at it's 14 DP.
No, it does not. In vanilla, it decreases it, not lowers it to 0. Because the same mod also lowers a fuel tankers fuel capacity to 0.
Minor Update - 3.1.1
Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!
I'm gonna have to reinstall the mod to try and find the d-mods, but, like I said, I think it was buckled environmental shielding or something of the sorts. Could be that on its own it only decreases storage or fuel space, but when combined with another d-mod, sets it to 0. I'll keep an eye out for it.
Any way to turn off the factions that Vayras Sector adds?
I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?
Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.
The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.
Minor Update - 3.1.1
Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!
I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?
Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.
The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.
I'm going to paste this here since I kiiind of mistook what mod brought the faction in.
I also want to make sure: can I actually delete their faction by conquering/destroying all their bases like I can do with Pirates/Luddic Path when in conjuction with the Nexerelin mod?
Minor Update - 3.1.1
Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!
Started a new game after updating this mod and I'm still losing access to an active gate. More specifically the gate in Yma that activated when I did the first part of Gates Awakened. It worked for a while but now when I go to it it pops up the dialogue from this mod.
Other gates seem to work fine.
edit: Second gate stopped working with the same thing right after I activated it. I'm using 3.1.1 btw.
The Gates Awakened dialog check has $tag:GatesAwakened__gate_activated score:10Minor Update - 3.1.1
Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!
Started a new game after updating this mod and I'm still losing access to an active gate. More specifically the gate in Yma that activated when I did the first part of Gates Awakened. It worked for a while but now when I go to it it pops up the dialogue from this mod.
Other gates seem to work fine.
edit: Second gate stopped working with the same thing right after I activated it. I'm using 3.1.1 btw.
This... I'm still lost on. :(
Apologies in advance if this question has already been asked but:IIRC:
How do the colony factions work? When do they appear? I don't recall them ever showing up in an (albeit brief, like 1 hour) playthrough I did with this mod. Where and when do they show up? And does it work the same way in Nexerelin's Corvus mode? I'm looking to start a new playthrough soon and I am quite interested in this system.
Ugh, so I turned off the Colonial Competitor factions (on the account of having quite enough factions in my game, I do not need any more) in the settings file, but this still came up, when it shouldn't.Spoiler(https://i.imgur.com/6JbN8BP.png)[close]
The raider non-event fleets have a number of issues:
- They're often way, way too large. My log lists a number of instances where fleets were spawned with >500 actual FP, and I've personally seen fleets with two rows of capitals.
- It's nice at times, but I'm not sure they should clean up pirate and Pather bases so aggressively without the player having to do anything.
- VayraRaiderNonEventFleetManager line 163: the travel assignment text is "travelling to the targetName star system"... where targetName is a planet or station, not a system.
- Maximum fleet count really shouldn't be "sum of sizes of faction's markets", although they'll never actually reach this number (log message doesn't list more than 2 being in play at once)
The Gates Awakened dialog check has $tag:GatesAwakened__gate_activated score:10
while the Vayra ghost ship gate dialog check has $global.vayra_hasHyperlostGhostShip score:420
Since the latter number is bigger, the ghost ship rule always runs in preference to the awakened gate rule.
Either lower the score from the ghost ship check, or update your rule so that it checks for the gate not being awakened; e.g. !$tag:GatesAwakened__gate_activated
if (count < currMax) {
EveryFrameScript event = createEvent();
addActive(event);
}
@Override
public EveryFrameScript createEvent() {
if (getInstance().getActiveCount() >= getInstance().getMaxConcurrent()) {
log.info(String.format("Bounty hunting? *** off, we're full. [%s/%s]", VayraPersonBountyManager.getInstance().getActiveCount(), VayraPersonBountyManager.getInstance().getMaxConcurrent()));
return null;
}
VayraPersonBountyIntel intel = new VayraPersonBountyIntel();
if (intel.isDone()) {
intel = null;
}
if (intel != null) {
addActive(intel);
}
return intel;
}
I had to disable faction respawning to deal with that issue. They shouldn't be spawning at all if I've switched them off in Vayras Sector settings, tho.Turning off respawn of factions not present at start should be sufficient. I should change Nexerelin to make them not spawn if they're disabled in the Vayra config, though.
Person bounties added after the game start advance twice per frame (so if it says 20 days remaining it'll actually expire in 10 days).
I suspect what's going on is that addActive is being called twice: once in VayraPersonBountyManager.createEvent() and once immediately after in BaseEventManager.advance().
Dear God, the Persean Democratic People's Revolutionary Council's music.
I took them pretty seriously upon reading their faction page - hard-bitten space communists striving to survive in a gruelling future; forced out of their pirate consumed homeworld in an oppressive system...and then I heard their music! XD
I thought I'd stumbled on an easter egg at first!
If I replaced their track with something else, would the mod bug out you reckon?Spoiler
Why are the SRA helping the Council?
It is because you're friends with Shadowy and you both just decided to pool your resources together? Or is there an in-world reason? :)
And how did they approach the PDPRC? Did an SRA representative pop into the Umbra system one day and go:
"(<_<) .... (>_>) ... (<_<) ...Want some cool frigates ;)? Paint them red; nobody will figure it out that we're the ones supplying you. Here are a bazillion credits to get you started :-X"[close]
The Yardies would consider them to be in the process of developing a functional ideological base
or something to that effect
The mod will not bug out! You can replace it by replacing the .ogg file with one of the same name, changing sounds.json to point to a different file, or you can turn it off by setting the volume to 0 in sounds.json. Like more or less everything else I design, they are both a little bit of a joke and played completely straight.
I definitely think the new dmods need a config option to turn on and off. If theres an easy way to handle that by editing files I'd be happy to do it, but I'm not sure about others. Is there an easy way to disable them?You can "disable" d-mods by opening up the hull_mods.csv under the Vayra's Sector\data\hullmods folder and removing the "damage" tag from the "tags" column of the d-mods you want to remove. Doing this will remove them from the d-mod table; existing d-mods will not be removed, but will prevent them from being "picked" and applied to ships. This will not break your save.
yo my high-value bounties keep crashing my game
Sorry if this information is already posted, but I think this is a very critical problem.
So I've noticed my game slowing down to a crawl in hyperspace after a few cycles and was experiencing very, very long save times. I suspected Vayra's Sector to be the culprit because I once got like 20 stormhawk "bounty hunter" fleets in a single screen together with 20 hegemony "bounty hunter" fleets which I thought "surely this isnt normal". Apparently your Non-event-related fleets spawned by the vayraRaiders framework aren't cleaned up or tracked properly or something and slows the game down. I experienced something very similar to this slow-down-save symptom in pre-3.1.0 games which apparently had a memory leak you've fixed. So for now I've set "spawnNonEventFleets" to false in every raider json file and haven't had any slow downs even after a few cycles.
100512 [Thread-4] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for pirates considering options
101791 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Cleaning up orphaned fleet [Tiandong escorts]
101791 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Cleaning up orphaned fleet [Tiandong mercenaries]
101796 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Tiandong mercenaries] at hyperloc Vector2f[-7200.0, -10700.0]
101997 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 6.0 for market [Yesod]
102542 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from madeira, 40 total available
103246 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Cleaning up orphaned fleet [Hegemony privateer] of [0] ships
103374 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderNonEventFleetManager.advance(VayraRaiderNonEventFleetManager.java:267)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got a CTD not even 2 in-game days after replacing (not overwriting) Vayra's Sector 3.1.1 with the 3.1.2 update.
The last few lines of starsector.log:Code100512 [Thread-4] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for pirates considering options
101791 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Cleaning up orphaned fleet [Tiandong escorts]
101791 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Cleaning up orphaned fleet [Tiandong mercenaries]
101796 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Tiandong mercenaries] at hyperloc Vector2f[-7200.0, -10700.0]
101997 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 6.0 for market [Yesod]
102542 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from madeira, 40 total available
103246 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Cleaning up orphaned fleet [Hegemony privateer] of [0] ships
103374 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderNonEventFleetManager.advance(VayraRaiderNonEventFleetManager.java:267)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
202896 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
203152 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: rare_ore to Jangala
204692 [Thread-4] INFO exerelin.campaign.intel.fleets.OffensiveFleetIntel - Notifying raid ended: FAILURE, null
204727 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
205438 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
205680 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Sindria to Athulf
205807 [Thread-4] INFO data.scripts.OfficerManagerEvent - Added admin at 2d6fb, 30 total available
205908 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Cleaning up orphaned fleet [Kadur justiciars] of [0] ships
205923 [Thread-8] INFO sound.oo0O - Cleaning up music with id [StellarRemnant.ogg]
205957 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [Mobilization.ogg]
205958 [Thread-10] INFO sound.null - Playing music with id [Mobilization.ogg]
206061 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderNonEventFleetManager.advance(VayraRaiderNonEventFleetManager.java:281)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
...so, did anyone keep a copy of 3.1.1 around? I stupidly erased both of my backup .zip files that I'd normally keep around awhile.
Were this hosted on BitBucket, I'd just get an older revision, but as Vayra uses Google; and I didn't keep the URL for 3.1.1 either.
All of my saves are rather painstakingly developed (no Console Commands were used at all), and I'd try to avoid a new campaign if at all possible.
3.1.1: https://drive.google.com/open?id=1oLsG_NSi7UC8GkD462p6NhG1Y68d0TV5Many thanks to you, good mod author!
What are these?Built-ins from the Galleon, which appears in special fleet that spawns once in a cycle from Rimward Company market.
/from download image/
Not that I think the meme of the reds music theme wasn't funny or anything, but now that the joke overstayed it's welcome, anyone has a suggestion of what track to use for them?
Not that I think the meme of the reds music theme wasn't funny or anything, but now that the joke overstayed it's welcome, anyone has a suggestion of what track to use for them?
I can't include these in the mod myself since I don't have the rights, but here are some sovietwave tracks from soundcloud that have download options and I think would be a good fit:
https://soundcloud.com/vostokspacewave/intro
https://soundcloud.com/vostokspacewave/mir
https://soundcloud.com/vostokspacewave/energia
https://soundcloud.com/impulse80/80a-5
https://soundcloud.com/proton-4-1/mpwumcyifdnz
so I went on the cursed ship start because it sounded pretty neat
I knew the second I got on that something was wrong, my fps is usually 75 (what it's locked to) but it fell to 60, then a few minutes later 40, then 30, then I was getting 10 fps WITHOUT speeding up the game, do note that the f ramerate was perfectly stable (75 again) during combat and menus
so I messed around, this is exclusive to this specific start, both vanilla, shadowyards, and other vayra's starts work without any problems, I even thought it was caused by SAD as I had just installed it and even got rid of some mods to make sure I wasn't running out of ram or something, but every other start worked just fine except the cursed ship start
so, I popped up the logs, and it's a LOT of lines of the same message
https://gyazo.com/e4f10de6879244e3d6b36ef637c0c575
I was going to provide a pastebin, but the .txt is about 34mb and trying to paste it into pastebin freezes chrome, so I had to upload the txt to dropbox, hope that works
https://www.dropbox.com/s/non1jgsjalzqaso/starsector.log?dl=0
specialitemrewards on unique_bounty_data.csv doesnt work?
I'm like 14% sure it actually does now.
What is the point of AI colonizing outer planets if they go for useless barren worlds? :(I've increased the weight of low-hazard worlds, hopefully they'll pick them more often now.
I'd like to report that thehas caused me an unreasonable amount of lagSpoilerFlying Dutchman[close]
so I went on the cursed ship start because it sounded pretty neatThese should be fixed now too!
I knew the second I got on that something was wrong
I have a few complaints about factions:These fixes didn't make it in, but there are more PDPRC ships now ;D
1) Stormhawk text colour is too damn dark, so it blends into the background. I get it you wanted to distinguish them from the tri-tac blue, but it hurs my eyes.
2) Revolutionary music is so annoying makes me want to kill them all even more. And I'm from a post-soviet country, I have the hatred for communism bred into my bones.
Medium-sized update - 3.1.5, get it from the OP
Perhaps most notably, there's a new framework for simple lorecrumb exploration objects that may be of interest to modders!
I don't suppose you know anyone who makes sovietwave and would be willing to license some tracks for a spaceship game?
But seriously, that third ship on the image looks sick!
I used to. About a decade ago I was involved in development of Space Rangers 2 HD. I wasn't very close with music guys, but we knew each other. Unfortunately I only have ICQ contacts with them now, and those died years ago.
Nice update!
Does your mod add the marine boarding carrier mission? I just found an astral requiring 450 marines and by the time I came back the ship disappeared :(
Found bug!
Mora RG cannot be assemble on my colonies and my fleet. Any other RG Ship look like fine.
Hello i get a game crash when loading my save after 10-20 sec.
The error is:
275633 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyManager.hasCurrentBounty(VayraUniqueBountyManager.java:235)
at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:106)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.pickData(VayraUniqueBountyIntel.java:173)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:105)
at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:460)
at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Playing latest version and any other mod is up to date.
crashes
There is a small gripe i have with the mod when combined with Kadur Remnant:
I agree with the idea of having the Kadur and the Reds be allies and i get why they would get along with each other, but what i don't like is that the game constantly forces a 75 relationship on them which makes attempts at sabotaging this relationship almost impossible, even if you get agents (from Nexerelin) non stop lowering relationship. I think a "forever allies" friendship like this is too unrealistically strong and a bit too forced.
I'd like to report I'm seeing a similar CTD, after I updated all of my mods from December and started from a new game (this was not on a previous save). The log entry preceding the crash says it's loading hmp_plexus_bounty, but I've also seen it occur with a "raven_bounty". CTD occurs immediately upon loading the save.Spoiler70931 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - loading unique bounty hmp_plexus_bounty
71589 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyManager.loadBounties(VayraUniqueBountyManager.java:332)
at data.scripts.campaign.intel.VayraUniqueBountyManager.reload(VayraUniqueBountyManager.java:365)
at data.scripts.VayraModPlugin.onGameLoad(VayraModPlugin.java:130)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Fair point! Will be adjusted in next version so their allies are constrained to "suspicious at worst" and their enemies are set to "vengeful at best" rather than forced to a specific value. You still won't be able to sabotage them to hostile - it wouldn't make sense - but you should be able to stop them from forming an alliance at least temporarily, heh.
Quote from: several peoplecrashes
Unfortunately, updating this mod is rarely if ever safe for existing saves - c'mon, I put it in red text in the OP by the download link... :-[
It's from the recently taken-down (at the mod author's request, since they had a explosive meltdown to some criticism) Hullmod Expansion Pack.I'd like to report I'm seeing a similar CTD, after I updated all of my mods from December and started from a new game (this was not on a previous save). The log entry preceding the crash says it's loading hmp_plexus_bounty, but I've also seen it occur with a "raven_bounty". CTD occurs immediately upon loading the save.Spoiler70931 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - loading unique bounty hmp_plexus_bounty
71589 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyManager.loadBounties(VayraUniqueBountyManager.java:332)
at data.scripts.campaign.intel.VayraUniqueBountyManager.reload(VayraUniqueBountyManager.java:365)
at data.scripts.VayraModPlugin.onGameLoad(VayraModPlugin.java:130)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
This one's weirder. Which mods are those bounties from? I'll have to take a look at their bounty files, most likely.
Hi, raven_bounty comes from Yuri Expedition. Might there be an error in the data I entered?
Sorry if this has been asked before, a quick search didn't pull anything up:
IBB bounties have the flagship as "always recoverable" since the bounties are non-repeatable. Are the HVB bounties in Vayra's Sector one-shot as well, and if you don't get lucky and recover the flagship is that chance lost for the whole playthrough? or can it randomly show up again later as the flagship of another bounty?
Forgive me if this is normal, but is it normal for factions like Diable to be selling ships with 4 dmods from their military fleet selection, while the black market is selling nearly pristine ships?
Forgive me if this is normal, but is it normal for factions like Diable to be selling ships with 4 dmods from their military fleet selection, while the black market is selling nearly pristine ships?
That sounds like a bug - you should tell Inventor Raccoon, the author of DME (the mod that Diable is from) about it in the Tahlan thread. (http://fractalsoftworks.com/forum/index.php?topic=14935.0)
Wow looks like another "modder" had an explosive meltdown to some criticism... If i may quote from opening post: "Comments and constructive criticism encouraged."Jeez lol, is this because of the "user testimonials"? If so maybe i should add one aswell! Seems like a good hoot lmao.
At least this one was "creative" by expressing it ;D
Anyway this mod is going out off my game and into the trash can, where it belongs. Buggy as hell, corrupts your save and even crashes your game, because written poorly...
And please go ahead, you have my permission to pin this on your "wall of meltdown" ::)
Wow looks like another "modder" had an explosive meltdown to some criticism... If i may quote from opening post: "Comments and constructive criticism encouraged."Are you mad that like, there's a communist faction in the mod? Is that why you are crying? Nobody actually cares bro.
At least this one was "creative" by expressing it ;D
Anyway this mod is going out off my game and into the trash can, where it belongs. Buggy as hell, corrupts your save and even crashes your game, because written poorly...
And please go ahead, you have my permission to pin this on your "wall of meltdown" ::)
Wow looks like another "modder" had an explosive meltdown to some criticism... If i may quote from opening post: "Comments and constructive criticism encouraged."Jeez lol, is this because of the "user testimonials"? If so maybe i should add one aswell! Seems like a good hoot lmao.
At least this one was "creative" by expressing it ;D
Anyway this mod is going out off my game and into the trash can, where it belongs. Buggy as hell, corrupts your save and even crashes your game, because written poorly...
And please go ahead, you have my permission to pin this on your "wall of meltdown" ::)
Wow looks like another "modder" had an explosive meltdown to some criticism... If i may quote from opening post: "Comments and constructive criticism encouraged."Are you mad that like, there's a communist faction in the mod? Is that why you are crying? Nobody actually cares bro.
At least this one was "creative" by expressing it ;D
Anyway this mod is going out off my game and into the trash can, where it belongs. Buggy as hell, corrupts your save and even crashes your game, because written poorly...
And please go ahead, you have my permission to pin this on your "wall of meltdown" ::)
I think it's good to make fun of yourself, though I resent the implication that I'm multiple users :-[at this point might as well fan the fire for the evulz
I think it's good to make fun of yourself, though I resent the implication that I'm multiple users :-[
I think it's good to make fun of yourself, though I resent the implication that I'm multiple users :-[
Comrade Vayra, why is glorious Mora (RG) of motherland missing entry in default_ship_roles? Unless intentional perhaps you need more vodka when making mods so no mistakes happen or you may be sent to gulagIn case you didn't get itThe RG Mora lacks an entry in the default_ship_roles file. Surely this is a mistake? I mean it's in thepropaganda posterimage of the update post so it should be available by normal means, right?[close]
Any way to remove raider activity from a system? The only planet Stormhawk Republics owned is captured and abandoned - log states they are gone and defeated yet penalty remains. Invisible rebels is the most dangerous types i guess.
I just started a new game an I get this error sometimes every 10-20 minutes.Spoiler2494591 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: volatiles to Airin
2495804 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique bounty interval elapsed, 0 unique bounties active of 3
2495804 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique spentBounties was null, adding empty list
2495804 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique bounty data list contains: [tahlan_bounty_virtue_prudence, tahlan_bounty_cuchulainn, tahlan_bounty_virtue_courage, tahlan_bounty_scathach, tahlan_bounty_yari, tahlan_bounty_phoca, tahlan_bounty_higanbana, vayra_ghost_ship_unique_bounty, tahlan_bounty_izanami, tahlan_bounty_hresvelgr, tahlan_bounty_eden, tahlan_bounty_metafalica, vayra_test_unique_bounty, tahlan_bounty_nibelung, tahlan_bounty_numistri, vayra_warlord_bounty, tahlan_bounty_virtue_temperance, vayra_blood_dog_bounty]
2495805 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - picking unique bounty
2495805 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - picked unique bounty: vayra_test_unique_bounty
2495807 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - pregenerated fleet is 0 FP, minimum fleet FP is 150
2495807 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - adding 150 extra FP of random ships to hit minimum
2495807 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - player fleet is 36 FP, scaling factor is 1.1 for total of 39 FP
2495807 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - pregenerated fleet + extra is 150 FP
2495809 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - Starting UNIQUE bounty vayra_test_unique_bounty by faction independent for Corvid Crowe from faction pirates
2495809 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique spentBounties contains: []
2495809 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - spending unique bounty vayra_test_unique_bounty
2495809 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique spentBounties contains: [vayra_test_unique_bounty]
2495809 [Thread-4] INFO sound.oo0O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
2495815 [Thread-8] INFO sound.oo0O - Cleaning up music with id [RunningDark.ogg]
2496003 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:467)
at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
2496252 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [RunningDark.ogg]
2496276 [Thread-10] INFO sound.null - Playing music with id [RunningDark.ogg][close]Spoiler523862 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyIntel - Starting UNIQUE bounty vayra_test_unique_bounty by faction independent for Corvid Crowe from faction pirates
523862 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique spentBounties contains: []
523862 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - spending unique bounty vayra_test_unique_bounty
523862 [Thread-4] INFO data.scripts.campaign.intel.VayraUniqueBountyManager - unique spentBounties contains: [vayra_test_unique_bounty]
523867 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
524048 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:467)
at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
524190 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
524191 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg][close]
All my mods are updated.
ok search seems to be failing me at the moment because i cant find any information on L'intersellair's hydroponics complex. with boggled's player station construction mod it is possible for players to get control of stations more easily. is that colony condition applicable to other stations or is there a way to obtain it? i have already approached boggled but the reply was a straight no due to compatibility reasons, not wanting to introduce anything that could create incompatible code. since its already been implemented here would it be easy to create a device or structure that would give a station this condition?
I was wondering if a total random universe was possible?
I know Nex adds random core worlds, but would something like the below be possible?
Have the entire map be random in terms of placing starting inhabitant worlds, with a faction grouped together in the same constellation.
So when you meet other factions, it's almost like discovering a new species out there. Would make exploration interesting/rewarding.
I'm assuming there is something in the game mechanics that prevent this?
you are supposed to be able to salvage the rare ships from a unique bounty, right? Because i can't. Ship doesn't show up in the recovery tab. I'm only using utility and misc mods as well as the ship pack.
somehow i always get an error "page not exist" when trying to download the mod. Any idea?Some IPs have trouble accessing google.docs, I can download it with a VPN but not normally, I've had this issue for years.
Nothing wrong with adding a bit of humor into your hard work but that flute song (Cumrade Cums) as the Revolutionary Council anthem. Really?
Not a big deal replacing it but still... why would you add that? It's not funny, just straight up annoying.
I ran into an issue (?) with the unique bounty manager. I am running both Vayra's Sector and Vayra's Ship Pack (and also Next and others). I had the Gal Paladin high value bounty in my Intel, but then after a while it disappeared. I noticed that it had disappeared right after I accepted an IBB bounty, but after doing that bounty it didn't reappear. So at first I thought maybe there was a limit to active unique bounties but I'm worried I've permanent lost the chance at this bounty now; normally I wouldn't really care but I'm doing a unique-ships-only playthrough at the moment. Will the bounty re-trigger? Am I right that it went away because I accepted too many simultaneous unique bounties? If so I'll avoid that in the future.The problem with the HVB are that they are ascosiated with a faction. If there is a faction hostile to the HVB they will kill them. If Gal dissapeared it was probably because she was Killed.
Yeah, but it is quite immersion breaking. Specially after all the trouble to make all the custom sprites for it. Even the Pathers have better music and we all know their ideology is trash. The tips are funny, this is just annoying.Nothing wrong with adding a bit of humor into your hard work but that flute song (Cumrade Cums) as the Revolutionary Council anthem. Really?
Not a big deal replacing it but still... why would you add that? It's not funny, just straight up annoying.
More motivation to eliminate the faction.
But hey, maybe Varya thinks "propaganda for my favorite ideology" = "extreme self-deprecation McCarthyists would approve of". Apart from that, the mod itself is quite fun and a welcome addition alongside Nexelerin. The People's Collective at least has the decency to be small-scale and not cause much trouble, while the Stormhawks themselves are far better at the "annoying guerrilla terrorist force" thing and thus #1 on my kill list.
The bounty fleets are way too large. Here, for example is a 56 ship bounty hunter fleet. This is without uncapped player level or anything like that.
Nothing wrong with adding a bit of humor into your hard work but that flute song (Cumrade Cums) as the Revolutionary Council anthem. Really?
Not a big deal replacing it but still... why would you add that? It's not funny, just straight up annoying.
Nothing wrong with adding a bit of humor into your hard work but that flute song (Cumrade Cums) as the Revolutionary Council anthem. Really?
Not a big deal replacing it but still... why would you add that? It's not funny, just straight up annoying.
It is terrible, terrible recorder music. I replaced mine with a soviet marching song.
For anyone interested:
http://www.sovmusic.ru/english/index.php (http://www.sovmusic.ru/english/index.php)
https://www.zamzar.com/convert/mp3-to-ogg/ (https://www.zamzar.com/convert/mp3-to-ogg/)
How exactly do you replace it?
You just download and convert whatever file you want? Copy/paste it and delete it the old one?
Or you have to give it the same name as the file?
vayras sector has a setting / feature that makes pirate & pather bases stop spawning if all of their markets are destroyed.
this includes established markets, not just the hidden stations they raid you from, so removing the pirates entirely would probably take a bit. as far as i know it works standalone
Is there a limit to how many raider bases can exist at once?I had the same question and looked through the VayraRaiderBaseManager.java file; It seems that vayra bases use the vanilla settings "minPirateBases" and "maxPirateBases" for min and max respectively. And the limit probably applies for all bases from this mod with shared count.
If so, does that limit apply to all bases spawned by this mod, together, or is this individually tracked for each faction listed in the raider_factions.csv files?
Here I was thinking that fighting and dealing with the Stormhawk Republic vermin reached its peak the moment I had to search for their camp for 3 months inside a big system, when they decide to actually spawn said camp INSIDE A BLUE GIANTSpoiler(https://i.imgur.com/1NYIXjy.png)[close]
Normal people usually take a shower when they feel dirty for what they've done, I guess carrier spam does indeed call for taking a radioactive bath into the surface of the hottest type of star known in the universe at 20.000 Kelvin ::)
Edit: I have a rather high maximim limit for both colonies and stations in the same system (I think it's either 7 or 9, can't remember), could that be the case of this fun and engaging feature?
Edit 2: I actually meant to edit the first post to add the above comment but replied instead.
I'm not salty about the Stormhawk Republic wasting 90 minutes of my life with 5 battles consisting of 40% Sabot Astrals to defend my systems or anything, b-baka!
Vayra was last seen on this forum on March 13th, so I must say it's highly unlikely he will show up. Unless next starsector version comes around, I bet.
Vayra was last seen on this forum on March 13th, so I must say it's highly unlikely he will show up. Unless next starsector version comes around, I bet.Shes taking a break from.modding to deal woth life stuff, will probably be back eventually
One more bug report if you don't mind.I had a similar occurrence with Rust Belt raids from prv, they where raiding my system then I made peace with them, but the raid debuff persisted (and the ruster raid is a nasty debuff).
After capturing a pirate planet that was being raided by Kadur, "raider activity" condition remains there, indefinitely, even if the player has good relations with the Kadur.
In my case, Kadur also had planets in the same system.
This condition can be removed via console commands though.
hi there!
Is there a way for me to get a hold of the flying dutchmen ingame or using console commands??
I cant seem able to find it any where
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058SpoilerSo what's in the mod?
Vayra's Sector is a "megamod" which changes, adds, or replaces several core campaign-level gameplay mechanics, most of which are easily extensible by other mods for additional content.
- More D-mods to ruin the lives of degenerate scavengers like you
- New starting options when used without Nexerelin, including Pirate and Luddic Path starts, plus more when combined with Kadur Remnant and/or Vayra's Ship Pack
- Optionally: A new and improved bounty manager with faction-aligned bounty targets, rare flagships, more background information, and other features
- Optionally: A separate manager for unique, story-driven bounties that don't expire
- Optionally: A system for established factions to put out bounties on the player's head when their crimes become truly egregious
- Optionally: Competing upstart colonial factions out for their slice of the galaxy
- Optionally: A fix to prevent Pirate, Luddic Path, and Kadur raider bases from spawning once their parent faction is entirely destroyed
- Optionally: A system to implement semi-procgen implementation of factions and hidden entities
- Optionally: New and exciting outcomes for distress call events in deep hyperspace
[close]
hi there!You can spawn it with Console Commands mods. Once you get it you could spawn the ship in several steps
Is there a way for me to get a hold of the flying dutchmen ingame or using console commands??
I cant seem able to find it any where
Mora (RG) missing default_ship_roles, infinite nonevent raider fleet spawning, and HVB autorecovery getting lost will all be fixed (finally) in the next update. ;Doops
I was wondering if a total random universe was possible?This is an excellent idea, but not something I'll be working towards anytime soon.
I know Nex adds random core worlds, but would something like the below be possible?
Have the entire map be random in terms of placing starting inhabitant worlds, with a faction grouped together in the same constellation.
So when you meet other factions, it's almost like discovering a new species out there. Would make exploration interesting/rewarding.
I'm assuming there is something in the game mechanics that prevent this?
you are supposed to be able to salvage the rare ships from a unique bounty, right? Because i can't. Ship doesn't show up in the recovery tab. I'm only using utility and misc mods as well as the ship pack.This is finally fixed, hah.
I ran into an issue (?) with the unique bounty manager. I am running both Vayra's Sector and Vayra's Ship Pack (and also Next and others). I had the Gal Paladin high value bounty in my Intel, but then after a while it disappeared. I noticed that it had disappeared right after I accepted an IBB bounty, but after doing that bounty it didn't reappear. So at first I thought maybe there was a limit to active unique bounties but I'm worried I've permanent lost the chance at this bounty now; normally I wouldn't really care but I'm doing a unique-ships-only playthrough at the moment. Will the bounty re-trigger? Am I right that it went away because I accepted too many simultaneous unique bounties? If so I'll avoid that in the future.Unfortunately, it's gone - if this happens to anyone in the future I'd recommend just console commanding the ship in once you feel like you deserve it. What I'm guessing happened is that something else spawned into the system with her and killed her fleet. HVBs are set to the 'neutral' faction (which is supposed to be neutral to everything) until you get into the same system as them - same as normal bounties - but it's possible another mod added a faction that's hostile to 'neutral', or it's a bug. Either way I'll keep an eye out for that, thanks for the report!
Some feedback on the ghost ships. I just ran across an Expedition battlecruiser from the Missing Ships mod (the one with 6,000 max crew and 2,000 required), and it requires 2,000 marines be stationed on board the ship. Last ghost ship I found was 200/200, so I guess it's one marine for every skeleton crew required? Not sure what the formula is, but it does seem a little excessive. My own thought would be maybe 10% or so would make sense.It is, in fact, 1 marine per crew required. This should be fine with anything that isn't Missing Ships, hah. Glad you're enjoying the mod!
Whatever the case, awesome mod and thank you for making it.
The bounty fleets are way too large. Here, for example is a 56 ship bounty hunter fleet. This is without uncapped player level or anything like that.This should be fixed in the latest version - there was a bug that was causing them to scale way beyond what they should.Spoiler(https://i.imgur.com/yuO1b7Q.png)[close]
Posted this in the Mayasura thread, got pointed here.This was actually even worse than you're describing, and nobody on discord told me about it so I almost didn't hear about it in time to fix it ;D
When I use the Javanicus(SR) it has unlimited and instant replenishment of all fighter squadrons, including bombers. Furthermore, after using it once, every single carrier in my fleet gets the same effect until I reload the game. While sitting in an Onslaught's face with an otherwise-stripped-bare Javanicus(SR) and waiting for my Myrmidon bombers to kill him is funny, I get the feeling this isn't intended.
...I suppose it's worth mentioning that I've only seen this in simulations. I'm not really inclined to bring it into a real fight.
https://www.youtube.com/watch?v=ifrZVjgfcp8&feature=youtu.beMOM I'M FAMOUS (thank you for making this i really appreciate it!)
Short Video I made of Vayra's Sector
I came here from this thread (https://fractalsoftworks.com/forum/index.php?topic=18633.0).It is true! And most of the other features can be disabled by editing VAYRA_SETTINGS.ini in the mod directory (use notepad). I'm not actually sure which, if any, you can't disable.Quote from thereQuotevayras sector has a setting / feature that makes pirate & pather bases stop spawning if all of their markets are destroyed.
this includes established markets, not just the hidden stations they raid you from, so removing the pirates entirely would probably take a bit. as far as i know it works standalone[close]
So, is that true?
Do I have any chances to have that feature without having all another Vayra's super-cool, but unwanted things?
Thank you!
I guess SR will be disabled in my next campaign for the time being, it's more annoying than anything to fight them really.I've actually made them even more toxic to fight now praying hands emoji
Just going to drop a crash report that appears to be from this, for future reference if Vayra is on a break.I believe this is fixed, looks like it was caused by trying to spawn a ghost ship with 0 minimum crew but I've put a check in there to act as if it were 1 in that case.Spoiler4456131 [Thread-4] INFO data.scripts.hullmods.VayraGhostShip - THE BILGE IS LEAKING! LEAKING CANNIBALS, THAT IS
4456132 [Thread-4] INFO sound.oo0O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
4456147 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
4456324 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [RunningDark.ogg]
4456325 [Thread-10] INFO sound.null - Playing music with id [RunningDark.ogg]
4456613 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
at data.scripts.campaign.intel.VayraGhostShipIntel.rollBattleResults(VayraGhostShipIntel.java:84)
at data.scripts.campaign.intel.VayraGhostShipIntel.<init>(VayraGhostShipIntel.java:65)
at data.scripts.hullmods.VayraGhostShip.doCannibalCampaignStuff(VayraGhostShip.java:1425)
at data.scripts.hullmods.VayraGhostShip.advanceInCampaign(VayraGhostShip.java:416)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I seem to be having a problem.I fixed a similar bug a few versions ago but that was just causing them to time out twice as fast, not start with 1 day remaining. I'll keep an eye out but I really have no idea what could be causing this one, sorry :-\
With Vayra's Sector enabled, all the personal bounties (the ones where you have to hunt a specific fleet) are created with 1 day remaining to complete. System bounties and faction bounties are fine. I skimmed the thread to see if someone had any similar problems, and found just one guy complaining about it on page 13, but he was ignored.
Besides Vayra's Sector, the only mods I use are Nexerelin and a bunch of faction mods that are supposed to work with it.
When installing Vayra's Sector, to avoid any problems, I cleaned up my mod folder and redownloaded Nexerelin and all faction mods again to be sure to have the most updated version of each, and started a new save.
When I disable it in the mods list and start a new game the bounties work normally.
Haven't played or been on these server for at least a year or 2 maybe 3 so this mod is new to me.Thanks! Glad you're enjoying it.
I love your humor with the User Testimonials.
Hey Vayra, I updated to the latest version and seem to be getting the same error across multiple game saves (even in a new game). It seems to trigger when time passes to a new day per some timed event. Any solutions you can suggest? The error and mods are listed below, thanks!
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.campaign.bases.VayraRaiderBaseBarEvent: method <init>()V not found
java.lang.NoSuchMethodError: data.scripts.campaign.bases.VayraRaiderBaseBarEvent: method <init>()V not found
at data.scripts.campaign.bases.KadurRaiderBaseBarEvent.<init>(KadurRaiderBaseBarEvent.java:23)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:262)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Active mod list:
------------------
Regular mods (16):
- Blackrock Drive Yards 0.9.5 by cycerin & co.
- Dassault-Mikoyan Engineering 1.18a by Harmful Mechanic
- ICE 0.41 RC-2 by Main Maintainers : Sundog, Deathfly, AnyIDElse.
For all staff, see credits_and_thanks.txt
- Interstellar Imperium 2.3.0 by DarkRevenant & others
- Kadur Remnant 3.2.1 by Vayra
- Mayasuran Navy 8.3.2 RC2 by Knight Chase
- Nexerelin 0.9.8b by Histidine (original by Zaphide)
- Scy Nation 1.61 by Created by Tartiflette. Music by Fastland. With the help of Debido, Mesotronik, Dark Revenant, Histidine, Silentstormpt, SniZupGun, Deathfly, 19_30 and many others.
- Ship/Weapon Pack 1.12.3b by DarkRevenant
- Sylphon RnD 1.0 by Nia and Nicke
- Tahlan Shipworks 0.4.1 by Nia Tahl
- The Knights Templar 0.9.9d by DarkRevenant and Cycerin
- Tiandong Heavy Industries 1.2.1a by -MesoTroniK
- Underworld 1.4.7 by DarkRevenant
- Vayra's Sector 3.1.5 by Vayra
- Vayra's Ship Pack 1.1.4 by Vayra
Utility mods (4):
- Console Commands 2021-1-19 by LazyWizard
- LazyLib 2.5c by LazyWizard
- MagicLib 0.29 by Modding Community
- ZZ GraphicsLib 1.4.4 by DarkRevenant
4189991 [Thread-4] INFO data.scripts.campaign.fleets.VayraPopularFrontManager - didn't find interstellaire, creating one
4190260 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(VayraColonialManager.java:763)
at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(VayraPopularFrontManager.java:244)
at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(VayraPopularFrontManager.java:107)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
// advance the spawn timer
float days = Global.getSector().getClock().convertToDays(amount);
if (VAYRA_DEBUG) days *= 30f;
spawnCheckTimer.advance(days);
// and check if we should spawn any bounties
float bountyChance = VAYRA_DEBUG ? 1f : UNIQUE_BOUNTY_CHANCE;
if (spawnCheckTimer.intervalElapsed() && this.getActive().size() < getMaxConcurrent() && bounties.size() > 0) {
"maxActiveUniqueBounties":3, # Integer
# eligible unique bounties (if active) will only spawn up to this limit
I think there is a limit to how much HVB can be active at any time. So you need to increase the limit or destroy the existing one.The thing is, I don't have any active HVBs at the moment. The last bounty I completed was Izanami (Tahlan) and it feels like it was several in-game months ago. Also Sunbird and Hound bounties never showed up.
5104 [Thread-4] INFO com.fs.starfarer.loading.WeaponSpreadsheetLoader - Applying data from weapon_data.csv to [lights_hound]
5104 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
5107 [Thread-4] WARN com.fs.starfarer.loading.WeaponSpreadsheetLoader - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Did you play on Laptop with 2 GPU, Integrated and Dedicated GPU (Example : Intel HD and Nvidia)? If yes, you probably have the same problem like me. If you run it on Windows using Dedicated GPU in my case NVIDIA, it crashes every time I try to save, you can change it to Integrated GPU (Intel HD) to make it able to save the game. I don't why it happens, but NVIDIA is being NVIDIA I guess.
Unsure what is causing this crash-on-save, but the log had the word "Vayra" in the line here, so i thought id drop it here in case its something for you to look at.
Sorry if its the wrong place!Code5104 [Thread-4] INFO com.fs.starfarer.loading.WeaponSpreadsheetLoader - Applying data from weapon_data.csv to [lights_hound]
5104 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
5107 [Thread-4] WARN com.fs.starfarer.loading.WeaponSpreadsheetLoader - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
{"enabledMods": [
"$$$_lightshow",
"$$$_trailermoments",
"blackrock_driveyards",
"CombatAnalytics",
"communist_clouds",
"DisassembleReassemble",
"sun_fuel_siphoning",
"gunnyhegexpeditionary",
"hm_barratry",
"IndEvo",
"lw_lazylib",
"lights_out",
"luddenhance",
"MagicLib",
"wyv_planetaryShieldAccessControl",
"swp",
"soz_shippack",
"sun_starship_legends",
"Terraforming and Station Construction",
"wyv_hyperion",
"THI",
"underworld",
"US",
"vayrasector",
"vayrashippack",
"audio_plus",
"shaderLib"
He put a ton of work into the last release only to have it become obsolete a day later, that's gotta be heartbreak. He's updated his other mods so give it time but yea I agree this is a core mod to enjoying the game.
Heh.
Since updating, every single scannable planet and moon in the sector now has no conditions or resources.
Even habitable world types don't have the habitable condition.
Possible that the 'make extra planets' bit might not be behaving itself.
Don't think it's mod interaction, but just in case.SpoilerQuote{"enabledMods": [
"$$$_lightshow",
"$$$_trailermoments",
"blackrock_driveyards",
"CombatAnalytics",
"communist_clouds",
"DisassembleReassemble",
"sun_fuel_siphoning",
"gunnyhegexpeditionary",
"hm_barratry",
"IndEvo",
"lw_lazylib",
"lights_out",
"luddenhance",
"MagicLib",
"wyv_planetaryShieldAccessControl",
"swp",
"soz_shippack",
"sun_starship_legends",
"Terraforming and Station Construction",
"wyv_hyperion",
"THI",
"underworld",
"US",
"vayrasector",
"vayrashippack",
"audio_plus",
"shaderLib"[close]
He put a ton of work into the last release only to have it become obsolete a day later, that's gotta be heartbreak. He's updated his other mods so give it time but yea I agree this is a core mod to enjoying the game.
*she, btw.
Not heartbroken, though - I was expecting the update very soon, like I mentioned. I've fixed the basic issues already I think, but need some time to integrate the new features - story points, missions coming from bars rather than just showing up in the intel tab, etc. I'll be putting out the update sometime this month most likely. ;D
Heh.
Since updating, every single scannable planet and moon in the sector now has no conditions or resources.
Even habitable world types don't have the habitable condition.
Possible that the 'make extra planets' bit might not be behaving itself.
Don't think it's mod interaction, but just in case.SpoilerQuote{"enabledMods": [
"$$$_lightshow",
"$$$_trailermoments",
"blackrock_driveyards",
"CombatAnalytics",
"communist_clouds",
"DisassembleReassemble",
"sun_fuel_siphoning",
"gunnyhegexpeditionary",
"hm_barratry",
"IndEvo",
"lw_lazylib",
"lights_out",
"luddenhance",
"MagicLib",
"wyv_planetaryShieldAccessControl",
"swp",
"soz_shippack",
"sun_starship_legends",
"Terraforming and Station Construction",
"wyv_hyperion",
"THI",
"underworld",
"US",
"vayrasector",
"vayrashippack",
"audio_plus",
"shaderLib"[close]
I am also having this problem.
edit: I may be speaking too soon, but it seems to have resolved itself after I increased the RAM.
I new to Starsector and already heavily loaded on mods, keen to see first hand what makes this so popular :-)
So when will we expect compatibility update???Everytime someone asks this same question varya should push it another week
So when will we expect compatibility update???Everytime someone asks this same question varya should push it another week
So when will we expect compatibility update???Everytime someone asks this same question varya should push it another week
So when will we expect compatibility update???Everytime someone asks this same question varya should push it another week
Umm no? Thats pretty stupid since Varya is almost necessary for almost all the good faction mods and has special interactions with each of them. This and Nex is probably the most important mods aside from first 3 three libraries mods
so umm, sorry if I am stupid, but why are there basically negative reviews of your mod on it? is it like, meant as a joke? am i not getting something?
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!No, it is not save compatible.
And the latest version breaks the game by causing all planets to become blank so you will want a non 3.2.1 version if you do decide to play until it gets fixed.Well yeah it breaks the game its not compatible with SS 0.95a.
I wonder, would it be possible to isolate what causes these issues with 0.9.5, cut that content and use "most" of the mod that would otherwise be unaffected? Just as a stopgap measure to enjoy most of this mod until it is updated?
17057834 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionWhat version of the game are you running?
java.lang.NullPointerException
at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(VayraColonialManager.java:763)
at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(VayraPopularFrontManager.java:244)
at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(VayraPopularFrontManager.java:107)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I got this crash early campaign anyone knwo how to prevent it?
17057834 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionWhat version of the game are you running?
java.lang.NullPointerException
at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(VayraColonialManager.java:763)
at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(VayraPopularFrontManager.java:244)
at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(VayraPopularFrontManager.java:107)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I got this crash early campaign anyone knwo how to prevent it?
Hi Vayra, I'm running into a repeatable CTD in my current save. I was doing a Revolutionary Council run (my first with this faction), and have previously done a couple runs with other factions without issue, so not sure what went wrong here. From the log, it looks like the game was trying to fire the Popular Front event, but something went wrong. I could set spawnPopularFront to "false", but I don't think that would help my current save. Any ideas on how I can sidestep this crash, or should I just start a new game? Thanks in advance!
Clean install, latest mod versions, deleted old mod folders, the works. The crash message (identical across several crash logs) is quoted below, and I've put up my enabled mods file at this Pastebin link (https://pastebin.com/0aAeWMEy).Code4189991 [Thread-4] INFO data.scripts.campaign.fleets.VayraPopularFrontManager - didn't find interstellaire, creating one
4190260 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(VayraColonialManager.java:763)
at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(VayraPopularFrontManager.java:244)
at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(VayraPopularFrontManager.java:107)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
what does SS mean?And the latest version breaks the game by causing all planets to become blank so you will want a non 3.2.1 version if you do decide to play until it gets fixed.Well yeah it breaks the game its not compatible with SS 0.95a.
what does SS mean?And the latest version breaks the game by causing all planets to become blank so you will want a non 3.2.1 version if you do decide to play until it gets fixed.Well yeah it breaks the game its not compatible with SS 0.95a.
You're the coolest Vayra, please update for the new version <3
Shame on you, you just pushed the release date back for another two weeks ;D ;D ;DIsn't that mean the mod will never be released if someone ask something every 2 weeks, lmaoYou're the coolest Vayra, please update for the new version <3
what does SS mean?And the latest version breaks the game by causing all planets to become blank so you will want a non 3.2.1 version if you do decide to play until it gets fixed.Well yeah it breaks the game its not compatible with SS 0.95a.
Now we just have to pray that no-one makes a Starsector waffle mod.
...Starsector
Just tagging so i will know when/if this awesome mod is updated. (so good in fact, it was legit tempting to NOT update to keep using it)
yeah. to be honest, i consider varya more necessary than nex.Agreed. I'm going to update after this mod is patched and ready.
I gotta be honest... the radio silence gnaws on me a bit.
....IS this going to get updated...? o_O Do we know?
I think Nexerelin allows for Pirate and Luddic Path starts.This is true, but I'd like to do some tweaking, like a pirate start with a custom permanent d-modded legion or onslaught, for example.
He put a ton of work into the last release only to have it become obsolete a day later, that's gotta be heartbreak. He's updated his other mods so give it time but yea I agree this is a core mod to enjoying the game.
*she, btw.
Not heartbroken, though - I was expecting the update very soon, like I mentioned. I've fixed the basic issues already I think, but need some time to integrate the new features - story points, missions coming from bars rather than just showing up in the intel tab, etc. I'll be putting out the update sometime this month most likely. ;D
Is Varaya still alive?That's Schrodinger's Question, there. The brief answer is "She was active on her Blog July 18th" (linked from the original post's Patreon account button).
Starsector is a great game, but this mod elevates it. Like whipped cream elevates cheesecake. I can eat the cheesecake, but I'd rather just wait until the whipped cream is back in stock.lol
Why are we still here? Just to suffer?
There is a 0.95 bootleg now available for Vayra's Sector on the unofficial discord
https://discord.com/channels/187635036525166592/512356777451323393/886819552133013504
Apparently the creator has permission from Vayra to release it, but this is not an official release by any means. Use your own discretion when deciding whether or not you should use it or wait for an official release and do not complain to Vayra if this bricks your game. As with any VS release you will have to start a new game.
The discord in question is the main and very public starsector discord, it linked me directly to the message with the download.........There is a 0.95 bootleg now available for Vayra's Sector on the unofficial discord
https://discord.com/channels/187635036525166592/512356777451323393/886819552133013504
Apparently the creator has permission from Vayra to release it, but this is not an official release by any means. Use your own discretion when deciding whether or not you should use it or wait for an official release and do not complain to Vayra if this bricks your game. As with any VS release you will have to start a new game.
That link is useless it's a channle link it will go nowhere you need to put an invite or a name so we can track it down our selves it can only be used by people who have access to the discord in question.
There is a 0.95 bootleg now available for Vayra's Sector on the unofficial discord
https://discord.com/channels/187635036525166592/512356777451323393/886819552133013504
Apparently the creator has permission from Vayra to release it, but this is not an official release by any means. Use your own discretion when deciding whether or not you should use it or wait for an official release and do not complain to Vayra if this bricks your game. As with any VS release you will have to start a new game.
That link is useless it's a channle link it will go nowhere you need to put an invite or a name so we can track it down our selves it can only be used by people who have access to the discord in question.
Why didn't you just post the download link directly? Anyways here it is with the message posted. (1,000,000 thanks for the news though!)
yadda yadda, copy of discord post
Why didn't you just post the download link directly? Anyways here it is with the message posted. (1,000,000 thanks for the news though!)
As a general rule I personally find posting direct links to unofficial modifications on a creators personal forum page to be in bad taste as well... If someone really wants an unofficial vayra then they should at least put in the effort to join a discord
As a general rule I personally find posting direct links to unofficial modifications on a creators personal forum page to be in bad taste as well... If someone really wants an unofficial vayra then they should at least put in the effort to join a discord
Because making people jump through hoops makes all the difference, especially when your talking about abandoned yet sanctioned 3rd party updates.
1. I won't reply again, as this is derailing from the mod itself.1. You don't mind derailing the thread to add your opinion originally and to have the last word though.
2. Isn't it just plain rude to take over someone's own mod thread to post a unofficial update, even if sanctioned?
Don't post bug reports about the bootleg version please!
This is the reason for the forum rule of not posting bootleg unofficial versions of a mod.
I'm assuming we're all letting that rule slide right now, as long as people don't post bug reports.
The only acceptable bug reports would be from bugs that cause break saves, and to warn people not to use it.
Don't post bug reports about the bootleg version please!
This is the reason for the forum rule of not posting bootleg unofficial versions of a mod.
I'm assuming we're all letting that rule slide right now, as long as people don't post bug reports.
The only acceptable bug reports would be from bugs that cause break saves, and to warn people not to use it.
Point is, as I mentioned I'm fairly sure this is a base mod thing, since that minigame shouldn't have needed any update for 0.95 as it is pretty much self contained (nor anything about it was mentioned in the bootleg changelog). Furthermore, the behaviour is the same as the corresponding addordnancepoints console command, again consistent with this likely being a general issue with that kind of modifier being applied via script. Granted, I can't be 100% sure, but it would seem simply logical.
That being said, it was a post confirming the bootleg works in the long run too (not all of them do, which is why people rightly hesitate before installing them for fear of wasting their time), and while there asking to other players that might have encountered that little quirk with the minigame in the past if they had found a workaround, not a bug report specifically adressed to Vayra (although, of course, I mentioned it could be worth checking should work on the mod ever take up again).
I understand it can be a slippery slope, but it's pretty much like discussing gameplay in the larger meaning. Talking about ship balance, as an example, or bounty rewards, would be the very same thing, since the ships added by the mod weren't specifically balanced for 0.95 either. If we couldn't do that just because we are now playing a bootleg, well, we could just as well completely lock the thread until Vayra comes back (if ever), as, virtually, the only people who are now playing the mod and thus might have something to say about it, instead of just posting memes about Vayra being away, are playing it only because of the bootleg.
I mean, one thing is being actively working on your mod, while having bootlegged versions around that keep getting you confusing and wrong reports wasting your time. Another thing is when your thread is so abandoned that people have been doing nothing but complain or joke for the past three months. At least we might start talking about the mod again. Otherwise, what's the point?
For what its worth, the minigame does seem to work for me and I have found it multiple times and played it, the character sheet also appears in the intel screen.
...I personally wouldn't mind at all if someone posted a bootleg version of my mod on one of my mod's postings, if I am not actively developing it anymore. Matter a fact, I'd be quite happy about it. Less work for me...
So, I've found my first ghost ship, and while all the flavour text is very nice and a change of pace, I have to ask (to other more experienced players, since Vayra is away): is there a point in bothering with them instead of just scuttling?well, one major thing happens to be the fact that the ghost ships can be some incredibly rare vessels, and usually fully kitted out/equipped. some of the bad things can be worked against or eventually go away, but others are...well, permafucked.
Spoilery details:SpoilerI peeked at the files and it seems to me they all have only negative effects/risks, with no upsides. Are there some hidden/possible advantages down the road?
In my case it was a carrier with the plague mod. Meaning it costs me 3-4 crew per day, which is quite a lot, for no apparent tradeoff (except having the ship itself, ofc, but it's not like it's a particularly rare one, so...). It also seems (from the file) the plague can spread and infect markets, which would be an interesting - and potentially rage inducing - feature, but my question stands: what's the point of enduring/risking all these dangers, if there's no chance of also obtaining some kind of rare/unique advantage?[close]
I've been told the small fleets that hover around planets outside the core systems are from this mod. Can someone spoiler me about the purpose of these guys? Is it just flavor? Right now I'm looking at a small planet with 4 of these fleets, "Howard's Fleet", "Ganymede's Fleet", "Cleveland's Fleet","Rosi's Fleet". Just random names, but they are always hostile? Should I kill them? Is it quest related?
I think it's basically just bounties that don't despawn properly. By the lategame the sector becomes littered with them, like every single planet has a fleet or two.
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30
EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30
EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.
Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30
EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.
Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.
Download the file linked by Dragn on page 30 (updated today), delete the old VS jar and extract the new jar from the most recent update in its place. However, its a much better idea to update new mods in their entirety so no new elements of updates are missed.
If you want to preserve settings, a much better method imo is to move the old VS folder somewhere else, extract the new VS folder to mods as normal, then go back to look at the old settings and manually alter the new settings file to what you had previously. A compare tool in your text editor of choice can be of great help in identifying what is different between old and new settings files and what to change. A bit more involved? Yes. Likelihood of new updates being broken? Dramatically lower.
Also, VS updates will be in modded_gameplay not mod_updates, as Dragn isn't officially taking over development
Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.
he mentioned "i think that happens with the original mod too" which means that it's not just about your bootleg version, that piece of info can be useful for the mod author if they decided to update the mod in the near future.Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.
Hi, did you notice the bold text (both here and on discord) where I specifically asked people not to clutter up the forum thread with bug reports for an unofficial patch? Reading is a very important skill and will carry you far in life.
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30
EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.
Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.
Download the file linked by Dragn on page 30 (updated today), delete the old VS jar and extract the new jar from the most recent update in its place. However, its a much better idea to update new mods in their entirety so no new elements of updates are missed.
If you want to preserve settings, a much better method imo is to move the old VS folder somewhere else, extract the new VS folder to mods as normal, then go back to look at the old settings and manually alter the new settings file to what you had previously. A compare tool in your text editor of choice can be of great help in identifying what is different between old and new settings files and what to change. A bit more involved? Yes. Likelihood of new updates being broken? Dramatically lower.
Also, VS updates will be in modded_gameplay not mod_updates, as Dragn isn't officially taking over development
link on page 30 seems dead, anyone gota an update?https://cdn.discordapp.com/attachments/825068217361760306/904100820495261787/Vayras_Sector_Unofficial.zip
Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.
Hi, did you notice the bold text (both here and on discord) where I specifically asked people not to clutter up the forum thread with bug reports for an unofficial patch? Reading is a very important skill and will carry you far in life.
Hello! Is the mod compatible with Nexerelin? Would be happy to try out this mod!
link on page 30 seems dead, anyone gota an update?https://cdn.discordapp.com/attachments/825068217361760306/904100820495261787/Vayras_Sector_Unofficial.zip
its only that discord attachment thats dead and i think its because the file that was in that link might have been updated because the original file link for the Unofficial Patch https://drive.google.com/uc?export=download&id=1EMhXdh4b24i5a8-yzceV4kenALGNcK79 still works.
Sorry for straying off topic by asking this
Where can I find the invite to this discord server - or is it invite only?
Anyone make a temporary update for 0.95.1? I used to have a link to a bunch of .95 ports but they haven't updated it to 95.1
Hello there, is there an update for 0.95.1a or is there a way to get it to work with the latest version of Nexerelin ? I modified the mod_info.json file so I could use it with the current version of Starsector despite it's incompatibility as signaled by the launcher in the mod list, but upon getting to the loading screen I get this error message as attached in the post.Look on page 32 (previous page). One of the final posts shows the link to the unofficial update that works with latest Starsector release.
The game seems to work (up until the main menu at least) when I disable Vayra's Sector.
Hello there, is there an update for 0.95.1a or is there a way to get it to work with the latest version of Nexerelin ? I modified the mod_info.json file so I could use it with the current version of Starsector despite it's incompatibility as signaled by the launcher in the mod list, but upon getting to the loading screen I get this error message as attached in the post.Look on page 32 (previous page). One of the final posts shows the link to the unofficial update that works with latest Starsector release.
The game seems to work (up until the main menu at least) when I disable Vayra's Sector.
That link is deadHello there, is there an update for 0.95.1a or is there a way to get it to work with the latest version of Nexerelin ? I modified the mod_info.json file so I could use it with the current version of Starsector despite it's incompatibility as signaled by the launcher in the mod list, but upon getting to the loading screen I get this error message as attached in the post.Look on page 32 (previous page). One of the final posts shows the link to the unofficial update that works with latest Starsector release.
The game seems to work (up until the main menu at least) when I disable Vayra's Sector.
Please tell me where I can find the dychman Ghost ship galleon ?
I want to find this ship, I play on version 0.95.1a (together with nexrelin mod)
Wait, the Dutchman? It's a high-value bounty. You just need to do HVBs until it comes up.This ship https://gyazo.com/131b300c4aea7dd65fb68ca2364a6309 (screenshot)
Wait, the Dutchman? It's a high-value bounty. You just need to do HVBs until it comes up.This ship https://gyazo.com/131b300c4aea7dd65fb68ca2364a6309 (screenshot)
It's a clearly marked setting in the settings file.
"spawnColonialCompetitors":true, # Boolean options: true, false
# set to 'true' to spawn other upstart factions looking for their slice of the sector
# this framework is usable by other mods to add more colony factions
# check /data/config/vayraColonies/ for examples
For those looking for the sanctioned-by-Vayra 0.95.1 update by TheDragn, it's in this Discord server (as mentioned previously in the thread): https://fractalsoftworks.com/forum/index.php?topic=11488.0Does this version work along side magic bounties?
After joining, enter "in:#mod_updates vayra's sector" in the search box to find it quickly.
You got the sanctioned Bootleg from BadDragn from the Discord? See 2 posts above yours for the Discord invite... My version seems to work.
Does this version work along side magic bounties?
Bit of a necro post here, sorry, but someone found an extraordinarily rare and possibly save-bricking bug (seriously, this took over a year for anyone to run into). Fixed it, so the download link has changed.
download here (https://drive.google.com/uc?export=download&id=1EraWmfzOK1gVhdQk8HhhKroM20zmN_Yh)
So it is 0.95.1a fully playable? If so huge ty!
So it is 0.95.1a fully playable? If so huge ty!
It is indeed, though you may actually want to turn off high-value bounties (set "spawnUniqueBounties" to false in VAYRA_SETTINGS.ini), because MagicLib now fully integrates the old HVB format into its MagicBounty framework, so you can still get that content from bars (and in fact, get it more reliably, in some ways, as the spawning is now significantly less random).
VS still has a ton of fun and unique content even without that being exclusive anymore, though! (For one thing, the Kadur Remnant will only function as intended if VS and its expanded pirate framework is active.)
Ty for answer, but another question: if I dont turn it off will it just double HVB or it will crush and bug?If you don't turn off Vayra's Sector HVBs, all HVBs will continue to spawn as normal- magiclib's system won't take over for them. You won't get double bounties, nor will it crash.
Just wanted to say that i had to manually change mod_info for the game to even let me try to use it with 0.95.1a. Also it crashed when creating a new game, idk if it's not working because of the version of the game or because of the 30 other mods i just downloaded.
Bit of a necro post here, sorry, but someone found an extraordinarily rare and possibly save-bricking bug (seriously, this took over a year for anyone to run into). Fixed it, so the download link has changed.
download here (https://drive.google.com/uc?export=download&id=1EraWmfzOK1gVhdQk8HhhKroM20zmN_Yh)
Hello theDragn. This mod became popular immediately after been moved to Chinese forums. I would like to apply to translate it into Chinese and publish it in the Chinese forum and ask for your permission.yadda yadda, copy of discord post
that link might die in the future if I find any more bugs, but if it does I'll update this forum post
Anyway yeah, it's updated, I'm not taking over maintaining the mod or anything, vayra isn't gone for good (hopefully).
If you run into a crash or whatever, ping me on the discord (I don't check my forum messages), but it's pretty stable and I think I've resolved all the outstanding bugs, including that empty planets thing.
Also I have since checked and it does work with the faction bounty board mod, surprisingly.
download here (https://drive.google.com/uc?export=download&id=1EMhXdh4b24i5a8-yzceV4kenALGNcK79)
Updated 10-NOV-2021: Actually fixed the thing where tiny named fleets would show up randomly, fixed a crash with selling AI cores to the research mandate, and disabled some d-mods (they basically got added to vanilla in 0.95 so you could get duplicate effects.) Not save compatible with previous versions. No longer working on this, as there are no more outstanding bugs (as far as I'm aware, anyway).
Updated 05-OCT-2021: Hopefully fixed the thing where bounty fleets weren't despawning properly.
Updated 15-SEP-2021: Fixed a big ol bug that would break your (spoiler) device if you found a specific kind of ghost ship. Idk how rules.csv works, so I've just disabled the (spoiler) ghost ship interaction.
Updated 28-SEP-2021: The D&D reward now properly persists when saving.
please do keep the bold text in mind
Feel free to share this, but do note that this is unofficial and while I have permission, Vayra probably doesn't want to be bothered about bugs.
Hello theDragn. This mod became popular immediately after been moved to Chinese forums. I would like to apply to translate it into Chinese and publish it in the Chinese forum and ask for your permission.You need to ask vayra, not me. I only have permission for this update; it's still her mod.
Why is this mod dependent on a version of this game that doesn't exist? Or am I missing something? Cause I have the latest patch downloaded and it still says I am like 2 patches behind or something.
Bit of a necro post here, sorry, but someone found an extraordinarily rare and possibly save-bricking bug (seriously, this took over a year for anyone to run into). Fixed it, so the download link has changed.
download here (https://drive.google.com/uc?export=download&id=1EraWmfzOK1gVhdQk8HhhKroM20zmN_Yh)
This mod is compatible with utilities, faction mods, ship/weapon packs, Nexerelin, and other non-Total Conversion content mods.
It does, however, make one notable modification to vanilla which may cause incompatibilities with other mods in the future:
- Replaces (removes from Sector and adds its own new classes) PersonBountyManager and PersonBountyIntel
2432644 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
got another crash starting a save as a pirate on the latest version of the mod
2432644 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
got another crash starting a save as a pirate on the latest version of the mod
download this (https://drive.google.com/uc?export=download&id=1EraWmfzOK1gVhdQk8HhhKroM20zmN_Yh)
should be fixed, issue was some old 0.95 skills in faction files
edit: also have found an issue where it'll crash your game if one of the colony fleets tries to colonize a planet with industrial evolution ruins. Not sure whose fault that one is. I've also lost the source code during a system upgrade, so any fixes might take a little time.
I'm not sure how interested Dragn is in continuing to do maintenance updates, but it's about the only thing obviously wrong. VS does work otherwise, since it never relied on complex tooltips and doesn't require a recompile.
I don't suppose there is a link to this mod for Starsector's previous version?
Understandable. I'd be half tempted to try taking up the project myself, if it weren't for the fact that I am an utter novice at Java (as in, "how does the syntax work?" and "how do I create an IDE for myself?" level) and would definitely not be up to the task of trying to rebuild previous updates.
Still, thank you for the work you've put in to date! It's really this one feature that isn't working, and the rest of VS is still truckin' along, doing a bunch of things I wish the vanilla game would do.
dragn, new crash found with your version
There's an unofficial update on the equally unofficial discord server, if you want. Just join, then go look in the pinned comments in the #modded_gameplay channel. The added factions don't spawn however, from what I've heard. Rest should work fine.
You could always make a script or command chain to spawn them. You'll have to find a system and give them a planet by making a colony and transferring the market to them or doing so by command I forgot it's been a hot minute.
Resurrecting the mod will almost certainly be a real big pain (lord knows I haven't had the guts to try), but losing VS to slow decay is going to be seriously frustrating. It always did so much more than "unique bounties", and if VS is going to be left to rot, it'd be nice to see other mods take up the mantle of a lot of its features.Oh I wish I had the talent to take up that mantle SpaceDrake and I salute theDragn for keeping it on life support through .96a. Vayra was such a huge influence when I started to make mods and she is missed by the community at large. She always thought outside the conventional norms and offered content unique to her vision. Personally I miss the opportunity to see the D&DSECTOR get further development. It was such a simple thing but I miss trying to get my virtual guy as far into the dungeon I could. At least we can keep the ship pack going, I would dearly miss those yellow utility ships.
You could always make a script or command chain to spawn them. You'll have to find a system and give them a planet by making a colony and transferring the market to them or doing so by command I forgot it's been a hot minute.
The main issue is that resurrecting the mod at this point would need someone to retrace all my steps with fixing bugs since the last official version, and then also fix whatever broke in the most recent version, unless you were going to work solely with decompiled code. Either way it would be an enormous pain in the ass; you would be better off just writing the colony code fresh at this point, especially since the other big feature (bounties) has been taken up by magiclib.