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Starsector => Mods => Topic started by: Wispborne on February 20, 2021, 11:09:33 AM

Title: [0.97a] Persean Chronicles, a quest mod
Post by: Wispborne on February 20, 2021, 11:09:33 AM
(https://i.imgur.com/1MINnAl.png)

v3.0.9
A collection of one-off quests.

Download (https://github.com/wispborne/persean-chronicles/releases/download/3.0.9/Persean-Chronicles-3.0.9.zip)

3.0.9 is a compatibility update with no other changes.
The next update will be 3.1.0 and contain the next part of the Telos arc.

requires LazyLib 2.8 or later (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
requires MagicLib 1.1.3 or later (https://fractalsoftworks.com/forum/index.php?topic=25868.0)
All updates are save-compatible unless the first number changes (1.1.x to 1.2.x is ok, but 1.x.x to 2.x.x is not).
May be added to existing saves, but not removed afterwards.

Source Code (https://github.com/wispborne/persean-chronicles) • Previous Versions (https://github.com/wispborne/persean-chronicles/releases)
(https://img.shields.io/github/downloads/wispborne/persean-chronicles/3.0.9/total?color=blue&logo=github) (https://github.com/wispborne/persean-chronicles) (https://img.shields.io/github/downloads/wispborne/persean-chronicles/total?color=blue&logo=github&label=downloads%40total) (https://github.com/wispborne/persean-chronicles)



To get started, simply check around at bars.

Features
- Over 7,000 11,000 words.
- Various degrees of branching stories (nothing too wild, but some quests can end differently or even base your rewards on your decisions).
- A unique ship (Telos quest).
- Custom music (Depths & Telos quests).
- No anime.
2022 edit: or catgirls.
2023 edit: or shipgirls.

Quests
- Karengo (questline)
  - Dragons: A expedition takes you up close and personal with some wildlife.
  - Depths: Following 'Dragons', an expedition takes you deep underwater.
  - Telos: Following 'Depths', you investigate an extinct mini-faction - and their ships.
      - Nexerelin's random systems (Corvus Mode) is not supported for 'Telos' and the quest will not appear.
      - Will be released in three phases; only the first phase is out currently.
- Riley: A woman books a ride with your fleet to visit family.
- Nirvana: Some scientists need you to perform a cargo delivery.
- Laborer: A down-on-his-luck worker wants off-world.

Ship
Telos Frigate
(https://i.imgur.com/fLrsSGk.png)
[close]

Writing Samples
Dragons
A cheer goes up from the men, especially the drunk ones. Karengo starts to hand out death and accident waivers and to collect money for the expedition. Suddenly, his expression darkens and he cocks his head, listening to an earpiece. "Listen up!" he yells, "Seems my regular pilot got in the way of some disreputable folk! We need ourselves a ship and a captain to bring this lot to Jangala! Who's brave enough? Who else wants to make history?"

> "Captain Wisp, at your service. We leave at dawn!"

You wake up significantly after dawn with empty bottles and unconscious men strewn all over the ship's mess hall. Karengo peels himself off the floor and offers you a crooked smile, shielding his eyes from the light. "Alright, Wisp," he says, "let's do this."
[close]
Riley
On the way, she told you stories of her past, mostly of time shared with her father.
As a young teen, they spent summers riding horse mechs through the forest, looking for beehives to steal honey from; At age 19, she broke her ankle hoverboarding a restricted mountain peak. Her father rescued her, avoiding the police to hike up with a medical kit; She talks about his wild birthday gifts to her each year, always a different piece of clothing with embedded AI that was just beyond what was technically allowed by law.
As you watch, she shows how her shirt warms and constricts if it detects stress, mimicking a hug.

She doesn't mention it, but it's clear she is concerned that she'll arrive too late to say goodbye.
[close]
Nirvana
"Are you Captain Wisp, captain of the Kestrel?" asks one of the men, and when you nod in confirmation they all grin. "Allow me to introduce myself. I'm David Rengel, and these are my associates, Fiona Jeffrey and Mike Robbins. We are members of a scientific team in the employ of the Nirvana Stellar Engineering company, perhaps you have heard of it?"
[close]
Telos
At last, the corridor levels out and flares into a small amphitheater. Low, padded benches are arranged in a scattered circle. A blue crest hangs at the far end, with the word ‘TELOS’ embossed beneath. The room is minimally decorated, even accounting for the seismic devastation from the bombardment. Sheaves of paper, music stands and paintings of paradise worlds litter the cracked floor.

Splayed across the benches are a dozen desiccated bodies. Even in death, they are holding hands, as if in silent prayer.

Karengo sweeps past the scene to a door on the far side and steps through. "Here's what we came for!" he calls. Stepping back out, he hands you one of two capped syringes, the contents gray.

<paragraph redacted>

> "I'm gonna need to know a lot more."
> "Right after you."
> Wait until later
>> Inject yourself <<

You sink the plunger deep into your right leg. The gray liquid drains from the barrel and you feel a wave of cold spreading from the site. Karengo watches intently, uncharacteristically quiet, as you take a seat on a stair and wait.

You black out.
[close]

Quests & Starting Conditions (minor spoilers)
Spoiler
- Riley: Starts from a planet with pop 6 or greater.
- Karengo I - Dragons: Starts from a planet with pop 5 or greater.
- Karengo II - Depths: Starts from a planet with pop 5 or greater and 30 days after successfully completing Dragons.
- Karengo III - Telos: Starts from an Independent planet with pop 5 or greater and 30 days after successfully completing Depths.
  - Nexerelin's Random Mode (Corvus Mode) is not supported for Telos and the quest will not show up.
  - The bar prompt for this is "Delivery to Earth".
- Nirvana: Starts from an Independent planet with pop 4 or greater once you are at least level 8 (ie not a nobody).
- Laborer: Starts from a planet with pop 3 or greater and the Mining industry.
[close]


Bugs? Suggestions? Questions? Want me to talk about why you should be coding in Kotlin instead of Java until you can't take it any more? Ping me on Discord (https://fractalsoftworks.com/forum/index.php?topic=11488.0) @wispborne, or just leave a comment in this thread.

Changelog
https://github.com/wispborne/persean-chronicles/blob/HEAD/changelog.md

Known Issues
- After the Telos fight, your fleet may appear to fly sideways on the campaign layer. This is purely visual and fixes itself after a fight.
- After the Telos fight, all battle sizes are small. This is fixed by saving and restarting the game.
- If other mods add systems with hostile patrolling fleets, those systems may still be chosen as quest targets.

Current Priorities
- Finishing Phase 2 of the Telos questline, which includes a new ship, tons of dialog, a new ability, new music, and more.
- My modding time is balanced between Persean Chronicles, SMOL, MagicLib, the unofficial mod database, and working on a new comparison tool, so progress is slow (plus, I'm slow).

Other Mod Authors
Supports modSettings.json (https://starsector.fandom.com/wiki/Category:Modding#Cross-mod_integration_via_the_modSettings.json_file_and_data.2Fconfig.2FmodFiles_folder) for blacklisting systems.


Credits
Avanitia for proof-reading and providing an incredible amount of feedback.
Selkie for Telos ship sprites (creator of many boats).
Nia for Telos effects and sprites (master of effects).
SleepyFish for Telos sprites (transparency consultant).
Haplogynae (https://soundcloud.com/haplogynae) for Telos music.
MesoTroniK (https://soundcloud.com/mesotronik) for Depths music.
Inventor Raccoon for Secrets of the Frontier, which was a light in the darkness of 0.95a questbuilding.
Market condition code in Depths inspired by Tartiflette's Unknown Skies.
President Matt Damon for code help.
Many others on Discord for help, support, reports, and being a motivating community
And of course Fractal Softworks for this incredible game

"AI" Generated Content
- The NPC portraits were created using SeverianVoid's LoRa and the RPG v4 checkpoint (and then hand-edited by me, poorly).
- Illustrations (images shown during dialog) were created using MidJourney (and then hand-edited by me, poorly).

License
- Everything except music and images: GPLv3.
- Music & Images, including ships, excluding AI art: Do not use any part of without permission, do not redistribute without permission.
- AI content: use however you want, I don't own it.
- Music may be used with the permission of the artist, without needing my permission.
Title: Re: [0.9.1a] Persean Chronicles (released 2021-2-20)
Post by: Wispborne on February 20, 2021, 12:03:00 PM
Hints for the SPOILERs in the SPOILER quest.
Only read on if you are stuck.

Spoiler
Note that answering riddles incorrectly will not result in quest failure.

Riddle 1
Spoiler
No other path may you take
Oiled skins flash and flicker
Razer spikes grow from the deep
Titanic walls crush and smash
Heed the beginnings to live

Focus on the last line and the words of the riddle itself, rather than trying to figure out any meaning from the riddle.
[close]

Riddle 2
Spoiler
There are stingers in the deep
A certain death, a dreamless sleep.
Go to beast that has no bee
No danger there, just open sea.

"Bee" and the letter "b" are homophones, meaning that they sound the same. Try reading that line again but swapping those words.
[close]

Riddle 3
Spoiler
To the north and to the east
Track my movements like a beast.
A quick turn right and forward on,
Come toward me where danger's gone

Try to follow the path described in your head, or draw it if that helps.
[close]

[close]
Title: Re: [0.9.1a] Persean Chronicles (released 2021-2-20)
Post by: Thaago on February 20, 2021, 10:06:25 PM
Oh, story mod! Fantastic!

Does this use the library you were working on for a backend?
Title: Re: [0.9.1a] Persean Chronicles (released 2021-2-20)
Post by: Wispborne on February 21, 2021, 08:14:24 AM
Oh, story mod! Fantastic!

Does this use the library you were working on for a backend?

It does! That can be found here: https://github.com/wispborne/questgiver although the readme is probably a little out of date.
Here's what the beginning of the Nirvana quest looks like, in code:

Code: kotlin
class Nirvana_Stage1_BarEvent : AutoBarEventDefinition<Nirvana_Stage1_BarEvent>(
    questFacilitator = NirvanaQuest,
    createInteractionPrompt = {
        para { game.text["nirv_stg1_prompt"] }
    },
    onInteractionStarted = { },
    textToStartInteraction = { game.text["nirv_stg1_startBarEvent"] },
    pages = listOf(
        Page(
            id = 1,
            onPageShown = {
                para { game.text["nirv_stg1_pg1_para1"] }
                para { game.text["nirv_stg1_pg1_para2"] }
                para { game.text["nirv_stg1_pg1_para3"] }
            },
            options = listOf(
                Option(
                    // accept
                    text = { game.text["nirv_stg1_pg1_opt1"] },
                    onOptionSelected = {
                        it.goToPage(2)
                    }
                ),
                Option(
                    // decline
                    text = { game.text["nirv_stg1_pg1_opt2"] },
                    onOptionSelected = { navigator ->
                        navigator.close(doNotOfferAgain = false)
                    }
                )
            )
        ),

I had a lot of unique bugs caused by how complex I made this, hehe.
Title: Re: [0.9.1a] Persean Chronicles (released 2021-2-20)
Post by: Dazs on February 24, 2021, 06:01:17 PM
Just wanted to post a thank you for pointing me toward your mod in my story content question. I've really enjoyed the story so far but I do have one question. Are the quests faction related? I am currently playing a faction that is friendly with the Hegemony so I was able to do the passenger quest but will I get the quest or if so turn it in if I am playing a faction hostile to them?
Title: Re: [0.9.1a] Persean Chronicles (released 2021-2-20)
Post by: Wispborne on February 24, 2021, 07:31:15 PM
Just wanted to post a thank you for pointing me toward your mod in my story content question. I've really enjoyed the story so far but I do have one question. Are the quests faction related? I am currently playing a faction that is friendly with the Hegemony so I was able to do the passenger quest but will I get the quest or if so turn it in if I am playing a faction hostile to them?

Glad to hear it!
They are not faction-related. You can always turn them in, no matter your relations with the faction controlling the world.
Title: Re: [0.9.1a] Persean Chronicles (updated 2021-2-26)
Post by: Wispborne on February 26, 2021, 04:25:26 PM
1.0.1 (2020-02-26)

Added
    - More robust blacklisting and whitelisting. (see https://starsector.fandom.com/wiki/Category:Modding#Persean_Chronicles)
Changed
    - Slightly different text for Dragons if ending planet is hostile.
Fixed
    - Quests should no longer be offered from blacklisted locations.
Title: Re: [0.9.1a] Persean Chronicles (updated 2021-2-26)
Post by: Helldiver on February 28, 2021, 04:19:48 PM
Always excited for new quest mods, much rarer than ship/weapon mods. Will this expand with more quests later?
Title: Re: [0.9.1a] Persean Chronicles (updated 2021-2-26)
Post by: Wispborne on February 28, 2021, 04:45:18 PM
Always excited for new quest mods, much rarer than ship/weapon mods. Will this expand with more quests later?

Yes, that's the plan. I'd like to add more interesting rewards and campaign-level interactions, things beyond text, in the future. Hopefully build on from some of the current quests based on the decisions you made. Add some interesting stuff to find scattered around that's nothing lengthy, just "huh, that's interesting" moments. Lots of ideas. It took me a year to finish this much, though, so we'll see how long this takes me, plus Story Points are coming.

edit: Also, I agree; the lack of story-based mods was what led me to create this. I recycled some content I'd written for an unreleased Endless Sky mod (Dragons and Depths), finished it up, adapted it for Starsector, and wrote a few other quests. Figured this was a good time to release it and get feedback before getting too far with more quests.
Title: Re: [0.9.1a] Persean Chronicles (updated 2021-2-26)
Post by: Chikanuk on March 01, 2021, 01:23:23 AM
Good job, quest mods is a rare thing in this game. Honestly i always wished for Space Rangers-type text quest in Starsector, hope will see this in some day.
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Chairman Suryasari on March 01, 2021, 10:08:31 AM
VNSector, the possibilities are endless.
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Stealth on March 01, 2021, 11:10:30 AM
Hey i know that this question doesnt regard you mod, but how did you do that github download counter widget thing?
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Wispborne on March 01, 2021, 11:24:26 AM
Hey i know that this question doesnt regard you mod, but how did you do that github download counter widget thing?

https://shields.io/category/downloads

(https://img.shields.io/github/downloads/wispborne/persean-chronicles/1.0.1/total?color=blue&logo=github) (https://github.com/wispborne/persean-chronicles)
(https://img.shields.io/github/downloads/wispborne/persean-chronicles/total?color=blue&logo=github&label=downloads%40total) (https://github.com/wispborne/persean-chronicles)
Code:
Code
[url=https://github.com/wispborne/persean-chronicles][img]https://img.shields.io/github/downloads/wispborne/persean-chronicles/1.0.1/total?color=blue&logo=github[/img][/url]
[url=https://github.com/wispborne/persean-chronicles][img]https://img.shields.io/github/downloads/wispborne/persean-chronicles/total?color=blue&logo=github&label=downloads%40total[/img][/url]

You can also hit "Reply" to a post and it'll show you the "code" used to write the post :)
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Wyvern on March 01, 2021, 11:31:34 AM
Neat mod! Definitely worthwhile to have more quests around.

The only serious quibble I've got is that the quests could probably use some sort of lockout or reduced frequency - after installing the mod, I happened to stop at a large independent planet with mining and instantly got four quests; it'd feel better if they were spaced out a bit more.

Though, along the lines of changing text for the Dragons quest if the planet is hostile, I'll note that I usually run with Nexerelin random mode enabled, and in that context, both Dragons and Depths quests will frequently end up heading for uninhabited or decivilized planets.

The quest icons are nice, too; I'm not sure if the image resolutions work out, but if they do, would it be possible to get a few extra faction flags along similar lines?
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Wispborne on March 01, 2021, 12:22:28 PM
> and instantly got four quests; it'd feel better if they were spaced out a bit more.
Thanks, good feedback. I'll look into a way to spread out the quest offerings a bit more. Maybe simply player level.

> Dragons and Depths quests will frequently end up heading for uninhabited or decivilized planets
Oops, I should add a case for uninhabited planets for Depths.
Dragons, though, should already have a different result if the planet is uncolonized, though (it won't mention anything about tourist areas or law enforcement). Let me know if that's not working for you.

> The quest icons are nice, too; I'm not sure if the image resolutions work out, but if they do, would it be possible to get a few extra faction flags along similar lines?
Can you expand on what you mean by this?
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Wyvern on March 01, 2021, 01:27:34 PM
Ahh, looks like my feedback was based on the version 1.0 dragons quest, not the 1.0.1 dragons quest. Testing with 1.0.1, and I'm not seeing any mention of local government (or tourist areas, or law enforcement) regardless of the local government's presence, absence, or hostility.

Which doesn't quite match your description of the change, but it's better than the original version mentioning local authorities that just weren't there.

> The quest icons are nice, too; I'm not sure if the image resolutions work out, but if they do, would it be possible to get a few extra faction flags along similar lines?
Can you expand on what you mean by this?
The faction flags that you can choose from when starting your own faction! It's, okay, maybe a bit out-of-scope for what your mod does, but I'd like to be able to give my faction a nice dragon-themed flag.
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Wispborne on March 02, 2021, 07:17:48 AM
> The quest icons are nice, too; I'm not sure if the image resolutions work out, but if they do, would it be possible to get a few extra faction flags along similar lines?
Can you expand on what you mean by this?
The faction flags that you can choose from when starting your own faction! It's, okay, maybe a bit out-of-scope for what your mod does, but I'd like to be able to give my faction a nice dragon-themed flag.

Oh hehe, thanks, but that icon came from tinypics or something. There's a credit.txt file in the folder with the icon. And yeah, that's a bit out of scope, but feel free to use the assets.
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Orion Kamish on March 04, 2021, 11:31:25 PM
Ummmm im new here and i just wanna say that the starsector is quite a flexible game and it works in my laptop even if it's not high end and back to the topic at hand this mod is quite have a flaw but I like it though but when im doing the second mission on the dragonriders in the archiopelago world the game simply crash when I select "Dive"
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Wispborne on March 05, 2021, 10:07:35 AM
Ummmm im new here and i just wanna say that the starsector is quite a flexible game and it works in my laptop even if it's not high end and back to the topic at hand this mod is quite have a flaw but I like it though but when im doing the second mission on the dragonriders in the archiopelago world the game simply crash when I select "Dive"

That's strange.
Firstly, could you try simply redownloading the mod? Perhaps the download was corrupted.
If that doesn't work, please let me know either here or the Discord. I have an idea for a fix in case it isn't simply a corruption issue.

edit: If a re-download doesn't work, try this version: https://github.com/wispborne/persean-chronicles/releases/download/1.0.2/Persean-Chronicles-1.0.2.zip
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Orion Kamish on March 07, 2021, 02:08:36 AM
Yes I download the second one but it just said Persean chronicles resource settings jsn. not found how can I get this and it didn't even work from my save files too and i try redownloading too so yeah same situation didn't work.
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-2-26)
Post by: Wispborne on March 08, 2021, 06:49:33 PM
Yes I download the second one but it just said Persean chronicles resource settings jsn. not found how can I get this and it didn't even work from my save files too and i try redownloading too so yeah same situation didn't work.

I was hasty and messed up the update. Here is 1.0.3, which should fix the issue (I hope).

https://github.com/wispborne/persean-chronicles/releases/download/1.0.3/Persean-Chronicles-1.0.3.zip

1.0.3 (2020-03-08)
Changed
- Clarified rewards for Depths and minor wording cleanup.
- Nirvana is now only offered at level 10 and above (due to the danger involved and time for player to grow some reputation).
Fixed
- Crash on some computers when playing the music for Depths.

edit: initial release of 1.0.3 still had the version number 1.0.2. Apologies for the confusion. There are no changes between 1.0.2 and 1.0.3 if you downloaded 1.0.2 after seeing this post.
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-03-08)
Post by: Orion Kamish on March 11, 2021, 05:37:10 AM
The mod is ok.... for now but i still can't do something about the DIVE in from the dragonrider dude pls help! :'(
Title: Re: [0.9.1a] Persean Chronicles, a quest mod (updated 2021-03-18)
Post by: Wispborne on March 18, 2021, 04:53:57 PM
1.0.4

Fixed
- Don't kick player out of Depths if the music fails to play.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-27)
Post by: Wispborne on March 27, 2021, 11:11:14 AM
2.0.0 (2021-03-24)
Changed
    - 0.95a compatibility.
    - No other changes from 1.0.4
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-27)
Post by: Darloth on March 27, 2021, 04:03:17 PM
Oh, nice, a quest pack! I was going to do something like this!

But then, as with most of my projects, I did half of one quest and got distracted by something else and didn't - so thankyou for having more determination than me, it is much appreciated.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-27)
Post by: Wispborne on March 27, 2021, 05:07:18 PM
Oh, nice, a quest pack! I was going to do something like this!

But then, as with most of my projects, I did half of one quest and got distracted by something else and didn't - so thankyou for having more determination than me, it is much appreciated.

This pack is birthed from the half-finished remains of a project that I started years ago for a different game, so...I get it lol. This and Gates Awakened are the first real mods I've ever seen to release.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-27)
Post by: 00lewnor on March 28, 2021, 06:05:06 AM
Hi; I've been having some menu bugs and a crash that i think relate to your mod. bug report thread here:

http://fractalsoftworks.com/forum/index.php?topic=20098.0
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-27)
Post by: Wispborne on March 28, 2021, 09:15:13 AM
Hi; I've been having some menu bugs and a crash that i think relate to your mod. bug report thread here:

http://fractalsoftworks.com/forum/index.php?topic=20098.0

2.0.1 (2021-03-28)
Fixed
    - Crash in the bar when the Nirvana quest was offered (`sys.star must not be null`).
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-28)
Post by: 00lewnor on March 28, 2021, 10:27:04 AM
Yay, thanks!
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-28)
Post by: PoonThai1999 on March 29, 2021, 06:22:08 AM
Really like your mod  :) so far i found only this mod that add more event and quest to the game. very amazing !! it make me feel like playing rimworld cause you have a lot of event to interact with !!

hope you add more story to your mod. Looking forward to it  :D
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-28)
Post by: Kaokasalis on April 03, 2021, 12:23:57 PM
I hope we get to see more quests with Karengo in the future, I love his opportunism. Would be kind of cool to be able to get him as a contact also if you are planning future quests that involves him.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-28)
Post by: Wispborne on April 03, 2021, 02:12:24 PM
Agreed. We haven't gotten to see more of him yet, but he's one of those people that is always on an adventure, even if it's not a good idea for him, and worse of an idea for those around him.

I'd like to redo the quests a little to work in story points (and other 0.95a quest things, like contacts as you mentioned) where they make sense, and add more quests along the way. My initial idea was to add a larger number of non-chained quests since the game had so few quests, but now that that's not true anymore, I'll aim to do more quest chains with recurring characters. Y'know, given time and motivation. I blame Nia for getting me back into Warframe and my free time hasn't been the same since.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-28)
Post by: Traumatan on April 06, 2021, 01:13:07 AM
I really liked the stories, thank you for creating them!
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-28)
Post by: Maethendias on April 06, 2021, 02:04:45 AM
"no anime" lmfao
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-28)
Post by: Kaphraxus on April 10, 2021, 06:00:24 PM
Can this mod be added to a game in progress?
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-28)
Post by: Wispborne on April 10, 2021, 08:25:23 PM
Can this mod be added to a game in progress?

Yes, it can.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-03-28)
Post by: Kaphraxus on April 10, 2021, 10:20:05 PM
Excellent! Thanks.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Wispborne on April 14, 2021, 02:29:42 PM
2.0.2 (2021-04-04)
Fixed
    - Broken dialog if Nexerelin has the Freeport in hyperspace.
    - Added quests to the Accepted intel tag.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: brandonvortex on April 23, 2021, 11:15:41 AM
It was fun however i wanna see how the consequence goes if you do the wrong thing. For example in Dragonraiders questline if you abandoned them to their deaths, prior 20 days later their friends or family member will hunt you down, apparently they were concern about their missing friends, loves ones and husband or wife and found out they were dead during the dragonraiders questline when you left them behind. But just you thought you can get away from it the avengers discover a recording left by the victim (Karengo) before their deaths in hands of dragons. As Karengo detailing the player actions and betrayl to their deaths which they accused you for mudering them and you as a player must destroy them.

The railey questline is also give me an imagination if you do a bad choices. If you tip off the hegemony and get riley father destroyed (thanks to your actions of course) in 30 days later in any random encounters, railey will hunt you down with her own fleet as she told the player how her father were permenantly killed by hegemony and railey were put in jailed for the action. She realized that the pilot (thats you of course) must have tipped the hegemony, this where you defend yourself.

Theres actually more quest you can implemented, if a player do bad choices that got them killed or get them in trouble. a consequences will also inflict on the player.

Like the Laborer questline where an options were open during your journey to the location where you can simply grab the poor saps and throw him to the pod
then jettison him off the space to his death.

or a repeatable quest like

and adventurer seeking an adventure lifestyle on dangerous planet just like Karengo crew was
you can left them behind on the planet
get them out or while they on trek on their adventurer you can murder them by ordering your marines (required at least 10 marines) to do your dirty jobs
or you can simply do it yourself to kill them.

or kidnapped, simply take the adventuerer, but send them to pirates for organ haversting
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Wispborne on April 23, 2021, 02:43:12 PM
It was fun however i wanna see how the consequence goes if you do the wrong thing. For example in Dragonraiders questline if you abandoned them to their deaths, prior 20 days later their friends or family member will hunt you down, apparently they were concern about their missing friends, loves ones and husband or wife and found out they were dead during the dragonraiders questline when you left them behind. But just you thought you can get away from it the avengers discover a recording left by the victim (Karengo) before their deaths in hands of dragons. As Karengo detailing the player actions and betrayl to their deaths which they accused you for mudering them and you as a player must destroy them.

The railey questline is also give me an imagination if you do a bad choices. If you tip off the hegemony and get riley father destroyed (thanks to your actions of course) in 30 days later in any random encounters, railey will hunt you down with her own fleet as she told the player how her father were permenantly killed by hegemony and railey were put in jailed for the action. She realized that the pilot (thats you of course) must have tipped the hegemony, this where you defend yourself.

Theres actually more quest you can implemented, if a player do bad choices that got them killed or get them in trouble. a consequences will also inflict on the player.

Like the Laborer questline where an options were open during your journey to the location where you can simply grab the poor saps and throw him to the pod
then jettison him off the space to his death.

or a repeatable quest like

and adventurer seeking an adventure lifestyle on dangerous planet just like Karengo crew was
you can left them behind on the planet
get them out or while they on trek on their adventurer you can murder them by ordering your marines (required at least 10 marines) to do your dirty jobs
or you can simply do it yourself to kill them.

or kidnapped, simply take the adventuerer, but send them to pirates for organ haversting

I'm glad you enjoyed it.

I would love to see things like that, too. My argument against doing things like that is that, unless players do multiple runs with the mod on or savescum, large numbers of players won't see it, and any time spent adding content like that is less time working on content that everybody is more likely to see. Everything takes me a long time to write and code.

There is, however, something like that for the Nirvana science quest, if you return to the planet much, much later.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Kahnmir on May 02, 2021, 04:19:28 PM
Hello, I am reporting a bug:

Game crashed on Karengo's second adventure, when it happened on a water planet that I had already surveyed and explored.

I don't remember the error it popped when it crashed, and couldn't find it in the game log (all three of them...), but hopefully this at least gives a clue, or perhaps the scenario can be recreated with console commands?

Anyway, I like the mod, it does give some life to the game, but I do have to wonder why the only options for the worker guy are to be a *** to him? or am I doing something wrong? I mean, giving someone a lift is something I practically do for free in a lot of the other missions, don't know why my only options are to harass the guy for cash. Seems weird.

Also, another thing that seems weird is that often the quests will chain trigger, If I go down to a bar and accept one of the mods quests, then go back down to the same bar another one of the mods quest will pop. Not sure this qualifies as a "bug" but it is weird and has happened more than once.

Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: plebianweeb on May 19, 2021, 08:52:12 AM
The second part of kerangos quest is bugged causing game to crash i have attached the error pop up you can take a look if you want.

[attachment deleted by admin]
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Wispborne on May 19, 2021, 10:02:39 AM
Hey, thanks for the crash reports.

Unfortunately, that's caused by a bug in vanilla. Alex has said that he will fix it in the next patch, but we don't know when that'll be.

More info here: https://fractalsoftworks.com/forum/index.php?topic=21297.msg322223#msg322223

>  I do have to wonder why the only options for the worker guy are to be a *** to him? or am I doing something wrong? I mean, giving someone a lift is something I practically do for free in a lot of the other missions, don't know why my only options are to harass the guy for cash. Seems weird.

Fair criticism. Honestly I had the same reaction when I replayed that quest recently, ha. I was in a darker place when I wrote it; some future update will expand the options to let you react more normally.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: beyondfubar on May 21, 2021, 12:53:25 PM
Reads some of description, Mmm quest mod in a sandbox? not sure if-- wait. no anime as a feature?

one hundred download clicks later.. I love this mod.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: coolio on May 21, 2021, 09:11:09 PM
Good mod, was fun while our travels lasted Karengo. (how many missions with him)?
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: minusthedrifter on May 28, 2021, 08:40:12 AM
If you decline a quest on accident, will it pop up again later? I received the "escort to father" quest but didn't realize it was a quest from this mod and wasn't sure of the relative location so said "no" to check my map. Sadly when I went back to the bar she was gone.  :'(
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Wispborne on May 28, 2021, 08:57:53 AM
If you decline a quest on accident, will it pop up again later? I received the "escort to father" quest but didn't realize it was a quest from this mod and wasn't sure of the relative location so said "no" to check my map. Sadly when I went back to the bar she was gone.  :'(

Yes, it should pop back up again eventually.

These quests have become much rarer since 0.9.5a because vanilla added so many new bar events and only a small number are chosen to be shown at once.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Viktor Soprano on May 31, 2021, 10:35:24 AM
Decided to add this mod when I started a new 0.95a modded save, and I'm in love. So far I've encountered Karengo and Riley, and let me say... Awesome work!
I'll mark my thoughts on them as spoiler for good measure.

Spoiler
Karengo is quite the character. His adventures are really fun (and dangerous. Guy is an adrenaline junkie, I swear. Hah)
Riley's story was very touching, I went with the more empathetic route (going with her to see her father, holding her, etc.) and was pleasantly surprised by how wholesome the whole story was.
I noticed that she says she'll return to the big city, and that she'll find her way back at some point...does that mean we can meet her again somewhere?
[close]

I look forward to finding more of these quests. Thank you for making this mod!  ;D
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Wispborne on May 31, 2021, 12:38:08 PM
Decided to add this mod when I started a new 0.95a modded save, and I'm in love. So far I've encountered Karengo and Riley, and let me say... Awesome work!
I'll mark my thoughts on them as spoiler for good measure.

Spoiler
Karengo is quite the character. His adventures are really fun (and dangerous. Guy is an adrenaline junkie, I swear. Hah)
Riley's story was very touching, I went with the more empathetic route (going with her to see her father, holding her, etc.) and was pleasantly surprised by how wholesome the whole story was.
I noticed that she says she'll return to the big city, and that she'll find her way back at some point...does that mean we can meet her again somewhere?
[close]

I look forward to finding more of these quests. Thank you for making this mod!  ;D

Thank you so much. Comments like this motivate me to add more content during my dev time, rather than work on another mod.

For better or for worse, you've seen the best of the mod already. There are a couple more, but they are short and straightforward and I didn't put as much time into them (wanted both quality and quantity).

Maybe I'll throw a poll up, seeing what folks what like to see next; more Karengo, more Riley, or something new.
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Viktor Soprano on June 21, 2021, 09:00:11 AM
Decided to add this mod when I started a new 0.95a modded save, and I'm in love. So far I've encountered Karengo and Riley, and let me say... Awesome work!
I'll mark my thoughts on them as spoiler for good measure.

Spoiler
Karengo is quite the character. His adventures are really fun (and dangerous. Guy is an adrenaline junkie, I swear. Hah)
Riley's story was very touching, I went with the more empathetic route (going with her to see her father, holding her, etc.) and was pleasantly surprised by how wholesome the whole story was.
I noticed that she says she'll return to the big city, and that she'll find her way back at some point...does that mean we can meet her again somewhere?
[close]

I look forward to finding more of these quests. Thank you for making this mod!  ;D

Thank you so much. Comments like this motivate me to add more content during my dev time, rather than work on another mod.

Thank you again.

Quote
For better or for worse, you've seen the best of the mod already. There are a couple more, but they are short and straightforward and I didn't put as much time into them (wanted both quality and quantity).

I've since found the scientists quest, and it was exactly as you described it. Simple and straightforward. Still missing the last one.

Quote
Maybe I'll throw a poll up, seeing what folks what like to see next; more Karengo, more Riley, or something new.

Honestly, as much as I like Karengo's adventures, I'd lean towards more Riley. Karengo is a close second, though. But, Riley's wholesomeness was something I was not expecting that left me pleasantly surprised, so I'm down for more :D
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Helldiver on August 06, 2021, 03:50:31 PM
Maybe I'll throw a poll up, seeing what folks what like to see next; more Karengo, more Riley, or something new.

Either Karengo or something new for me. I really liked Karengo's quests, especially the atmosphere during the
Spoiler
underwater part.
[close]
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Snow_Snarck on August 26, 2021, 04:32:12 AM
Another small step for the game to the text quests from Space Ranges >_<
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: deoxyribonucleicacid on October 05, 2021, 07:55:29 PM
question:
Spoiler
is the nirvana questline a one off thing? like drop this people and get easy 200k credits? just saying cause 60 cycles is pretty long
[close]
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-04-14)
Post by: Wispborne on October 09, 2021, 12:14:29 PM
question:
Spoiler
is the nirvana questline a one off thing? like drop this people and get easy 200k credits? just saying cause 60 cycles is pretty long
[close]

Spoiler
Yup. There mayyyyy be some extra dialog if you come back after 55 cycles, but definitely no credits/items/anything material. You can fly away after your delivery, job done. They are well funded!
[close]
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: eidolad on October 11, 2021, 11:36:21 AM
Finished one of the min-adventures!  Really, really great stuff.  It's defo the kind of content I want a ton more of in this game.  There are approximately 9 hundred million human/ai/alien(?) stories to tell in StarSector.

(This is the first mod that makes me wonder about making my own mod in this game)

MOAR PLEEZ
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: yuyush on October 27, 2021, 08:05:05 AM
Hey,

great mod 11/10 - is there a way for you (future) "fix" the survey, even if you'd explored it already.

Getting the Juice from that mission can be very nice.

Keep going :_)
Title: Re: [0.95a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Maethendias on December 05, 2021, 08:36:43 AM
i liked depths alot
fun riddles

more of that "failbetter" style of story would be appreciated
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Wispborne on December 20, 2021, 11:23:43 AM
Thanks for all the kind words!

Wanted to drop in and say that the mod isn't dead; as far as I know, it works in 0.95.1 (I haven't tested myself but nobody has said it doesn't work...).
AND... some new content is in the works! Still the early stages, but I think it will be the most interesting new quest chain in PersChron by far if I can pull off even half of the plan.

No ETA, sorry; I'm moving soon, working on another Starsector side project, and looking for a new job all in the next couple of months :P and there will be a lot of writing to do.
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Wispborne on December 20, 2021, 07:28:20 PM
as far as I know, it works in 0.95.1 (I haven't tested myself but nobody has said it doesn't work...).
You might want to block the hullmod 'Phase Anchor' from being installed on your special ships. It seems to crash because the ships have the PHASE hint but not the PHASE shield type.

I appreciate the report, but what ships are you referring to? Persean Chronicles doesn't add any ships.
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: IonDragonX on December 20, 2021, 07:31:00 PM
...
I appreciate the report, but what ships are you referring to? Persean Chronicles doesn't add any ships.
Sorry I'm in the wrong mod thread...
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Terethall on January 03, 2022, 06:39:26 PM
I can confirm the Karengo and Riley content works fine in .95.1aRC6. Haven't gotten the other quests yet, but from reading the thread they sound less important, and also, like they might naturally take forever to trigger. (Red Planet took like 15 cycles to trigger for me in the new patch, cf.)

Although the Depths riddles are very fun and I want more like that, I like the long term potential world-building impacts in the Riley storyline the most. It's just so personal and touching by comparison to vanilla; in a game where Crew is a commodity and the main plotline is certified weapons-grade High-Concept Sci-Fi Rigmarole, having some human emotion and natural-feeling backstory is like opening a window in an abattoir.

Also, I wanted to ask, how does the Depths quest choose a target world? It happened to pick a Decivilized Subpopulation Terran world in literally the best system in the sector (tons of planets, nearly all the right market conditions represented), so the text made enough sense talking about the locals. Same system had a research station with a Biofactory Embryo. Free Port enabled. Part of me is wondering if the mod alters the system, or if it has criteria that helps it pick a really good one naturally?
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Wispborne on January 03, 2022, 09:38:41 PM
I can confirm the Karengo and Riley content works fine in .95.1aRC6. Haven't gotten the other quests yet, but from reading the thread they sound less important, and also, like they might naturally take forever to trigger. (Red Planet took like 15 cycles to trigger for me in the new patch, cf.)

Thank you for confirming! And yeah, with how common bar events are now, it might take a while for the others to randomly show up.

Although the Depths riddles are very fun and I want more like that, I like the long term potential world-building impacts in the Riley storyline the most. It's just so personal and touching by comparison to vanilla; in a game where Crew is a commodity and the main plotline is certified weapons-grade High-Concept Sci-Fi Rigmarole, having some human emotion and natural-feeling backstory is like opening a window in an abattoir.

That is a large part of what I was going for, so that's great to hear. Makes the sector feel a bit more like it has people in it, not just Population.

Also, I wanted to ask, how does the Depths quest choose a target world? It happened to pick a Decivilized Subpopulation Terran world in literally the best system in the sector (tons of planets, nearly all the right market conditions represented), so the text made enough sense talking about the locals. Same system had a research station with a Biofactory Embryo. Free Port enabled. Part of me is wondering if the mod alters the system, or if it has criteria that helps it pick a really good one naturally?

No alteration, you just got lucky! All it does is look for specific planet types and prioritize decivved, then uncolonized planets.

Here's the actual code...it's somewhat readable? Maybe?

Code
            
val DEPTHS_PLANET_TYPES = listOf(
        "terran",
        "terran-eccentric",
        "water",
        "US_water", // Unknown Skies
        "US_waterB", // Unknown Skies
        "US_continent" // Unknown Skies
    )

              game.sector.starSystemsAllowedForQuests // Avoid blacklisted systems
                .filter { it.id != playersCurrentStarSystem?.id }
                .filter { system -> system.solidPlanets.any { planet -> planet.typeId in DEPTHS_PLANET_TYPES } }
                .prefer { it.distanceFromPlayerInHyperspace > minimumDistanceFromPlayerInLightYearsToPlaceDepthsPlanet }
                .sortedBy { it.distanceFromCenterOfSector }
                .flatMap { it.solidPlanets }
                .prefer { it.faction.id == Factions.NEUTRAL } // Uncolonized planets
                .filter { planet -> planet.typeId in DEPTHS_PLANET_TYPES }
                .toList()
                .run {
                    // Take all planets from the top half of the list,
                    // which is sorted by proximity to the center.
                    val possibles = this.take((this.size / 2).coerceAtLeast(1))

                    WeightedRandomPicker<PlanetAPI>().apply {
                        possibles.forEach { planet ->
                            when {
                                planet.market?.hasCondition(Conditions.DECIVILIZED) == true -> {
                                    game.logger.i { "Adding decivved planet ${planet.fullName} in ${planet.starSystem.baseName} to Depths candidate list" }
                                    add(planet, 3f)
                                }
                                planet.market?.size == 0 -> {
                                    game.logger.i { "Adding uninhabited planet ${planet.fullName} in ${planet.starSystem.baseName} to Depths candidate list" }
                                    add(planet, 2f)
                                }
                                else -> {
                                    game.logger.i { "Adding planet ${planet.fullName} in ${planet.starSystem.baseName} to Depths candidate list" }
                                    add(planet, 1f)
                                }
                            }
                        }
                    }
                        .pick()!!
                }
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Maelstrom on March 24, 2022, 09:45:56 PM
1065312 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.OutOfMemoryError: PermGen space
java.lang.OutOfMemoryError: PermGen space
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at org.wisp.stories.dangerousGames.pt1_dragons.Dragons_Stage1_BarEvent.<init>(Dragons_Stage1_BarEvent.kt:61)
   at org.wisp.stories.dangerousGames.pt1_dragons.DragonsPart1_BarEventCreator.create BarEvent(Dragons_Stage1_BarEvent.kt:91)
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.BarEventManager.advance(BarEventManager.java:257)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I am assuming this mod is the cause
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Wispborne on March 24, 2022, 11:25:34 PM
It is not the cause, but here is the fix:

Crash: "PermGen space"
This is unrelated to how much system memory you have or how much memory you've allocated via vmparams.

Basically, every time a piece of code is loaded by the game, information about that piece of code goes into a reserved part of memory called PermGen.
Only a small amount of space is reserved for this, by default.
So, if you have enough mods, you'll load so many pieces of code that it'll run out of space to store information about the code.

Your options are to either:
A) Tell it to reserve more PermGen space.
B) Use Java 8, which fixes the issue. Java 8 has other performance benefits that are good, too, such as preventing the post-battle slowdown.

For option A, add/set  -XX:PermSize=512m -XX:MaxPermSize=512m to your vmparams file, near to the existing Xmx values. Exact position doesn't matter.
For option B, look for the pinned guide in #modded_gameplay on updating to JRE 8.
https://discord.com/channels/187635036525166592/512356777451323393/894702930987466852
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Maelstrom on March 25, 2022, 11:23:46 AM
It is not the cause, but here is the fix:

Crash: "PermGen space"
This is unrelated to how much system memory you have or how much memory you've allocated via vmparams.

Basically, every time a piece of code is loaded by the game, information about that piece of code goes into a reserved part of memory called PermGen.
Only a small amount of space is reserved for this, by default.
So, if you have enough mods, you'll load so many pieces of code that it'll run out of space to store information about the code.

Your options are to either:
A) Tell it to reserve more PermGen space.
B) Use Java 8, which fixes the issue. Java 8 has other performance benefits that are good, too, such as preventing the post-battle slowdown.

For option A, add/set  -XX:PermSize=512m -XX:MaxPermSize=512m to your vmparams file, near to the existing Xmx values. Exact position doesn't matter.
For option B, look for the pinned guide in #modded_gameplay on updating to JRE 8.
https://discord.com/channels/187635036525166592/512356777451323393/894702930987466852

Ah, my bad, forgot to do this after I updated to 0.95.1a xD
thx!
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: vok3 on November 17, 2022, 06:52:00 PM
I just want to note that my initial reaction to Riley was "oh geez some lame waifu no I definitely don't want to hang out with this is just a job ma'am no stop spamming me I DON'T CARE ABOUT YOUR FEELINGS okay finally just gimme the cash and go".

Then I finally got around to pretending to actually care about her old man.

Oh.

OH.

Well, I know how my Pather characters will handle this.  In fact, I admire and approve that you put that option in there.  That's proper characterization, that is.

This strikes me as being something that should definitely have further long-term consequences.  Like, if you don't do the Pather or loyal upstanding Hegemonist things, what next?  Seems to me that coming back a few years later and having the planet suddenly have the "rogue core" property would make a lot of sense.  And/or maybe a handful of random tips on blueprints or something from an untraceable source.  Alternatively, if you do the Pather thing, a few years later when you've nearly forgotten about it suddenly this revenge fleet pops out of nowhere, the commander a recognizable figure screaming bloody vengeance.  Or you could organize a Tri-Tach kidnap/steal operation.  Or ...

The whole thing just feels like it is setting up conditions for a much bigger series of subsequent events, and how those events play out will be strongly influenced by seemingly innocuous choices here.

Karengo is fun to hang out with.  My one regret where he's concerned is that it's limited.  But the only thing I can think of to address that would be making him some sort of mission agent with specifically exploration missions, but drawing on a set of somewhat custom descriptions.  I don't know if that would be interesting enough to justify itself.
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Wispborne on December 09, 2022, 12:13:36 PM
No plans at the moment for more Riley quests, but I'm amenable to it.

Lots more Karengo stuff is on the way, though. Just...very very slowly.

So far, I have roughly 4500 words written and am maybe 2/3 of the way through; the released content has a bit over 7000 words total for all quests, so at this rate the new stuff will be close to doubling the word count of the mod (not that word count is any measure of quality, of course).

More excitingly, there are a couple of new ships planned, which are mostly sprited and partially implemented with vfx.

One of the goals of this new quest is to be more than "read a bunch of text, fly somewhere, read more text, and get credits." There will be battles, a new ability, new weapons, and the aforementioned ships. And, of course, a lot of reading.

Karengo will still be limited to a side character in a static story, as opposed to a mission contact. Exploration missions given by him is a neat idea, though, I'll write that down, but overall we gamers see a lot of generated content and, no matter how well hidden it is, the pattern becomes clear after a while and it kind of breaks the illusion of a character's personality.

No ETA on all of this. I tend to work in fits and starts and have been working on this for over a year now without much to show for the last few months. Being disciplined is hard :)
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: brandonvortex on December 30, 2022, 03:01:06 AM
This quest is actually fun, im actually really intresthing if you somewhere make a bad decision and it comes back bite you, like for example, leaving the dragon raiders to their death if you left them behind option gonna have a consequence later on, example that one of the dragonriders somehow survive and manage to escape to space trying to find you and exact an vengence for their comrades that were killed all because you made a bad choice, stuff like this makes starsector fun.
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: NoCleverness on January 21, 2023, 12:20:29 PM
The Karengo missions are my favorite. The deep sea one led me to the perfect system for colonization, and now I produce something like 40% of the Sector's food.
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: mllhild on February 19, 2023, 10:39:38 AM
Thanks, this sounds quite nice. Starsector really needs to work on its characters/companions a lot more.
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: SeaSickSpartan1 on March 03, 2023, 05:35:48 AM
I love Persean chronicles, Karengo took me to a planet that ended up causing me to become an intergalactic drug dealer(long story), with 27% market share of drugs and 26% market share of heavy weapons, which made me an enemy of every "civil" faction. That led to an intergalactic war where I lost my whole fleet sans one OP supercapital carrier which I renamed death and am currently using to exterminate every world that took my perfectly crafted ships from me. Maybe they were right to try and stop me, but I digress, my most entertaining run in months was solely caused by your quests, and you deserve major praise for that! Big ups to you and your work!
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Wispborne on March 03, 2023, 08:15:17 AM
Thank you! It's funny to me how the part I focus on the least - the colony drug modifier - is one of the most important things about the mod. Makes perfect sense, of course, as gameplay effects are always very important, whereas story/lore stuff is largely secondary.

Still working on the next questline. I can't promise it'll be the highest quality, or the most fun, or the most interesting, but it'll at least be the longest and most varied! And whatever else, the new ships are fun, I think. Unique super-ships with very high maneuverability and damage but paper hulls; your typical glass cannon. The visual effects are pretty, too, if I do say so myself.

Ship teaser:
Spoiler
(https://i.imgur.com/fLrsSGk.png)
[close]
Title: Re: [0.9.1a] Persean Chronicles (updated 2021-2-26)
Post by: Stimky on April 10, 2023, 12:06:45 PM
Always excited for new quest mods, much rarer than ship/weapon mods. Will this expand with more quests later?

Yes, that's the plan. I'd like to add more interesting rewards and campaign-level interactions, things beyond text, in the future. Hopefully build on from some of the current quests based on the decisions you made. Add some interesting stuff to find scattered around that's nothing lengthy, just "huh, that's interesting" moments. Lots of ideas. It took me a year to finish this much, though, so we'll see how long this takes me, plus Story Points are coming.

edit: Also, I agree; the lack of story-based mods was what led me to create this. I recycled some content I'd written for an unreleased Endless Sky mod (Dragons and Depths), finished it up, adapted it for Starsector, and wrote a few other quests. Figured this was a good time to release it and get feedback before getting too far with more quests.

I knew it! While playing this mod's missions, I did think "woah, these missions feel and sound a lot like as if they are from Endless Sky", and so considered may have been intentional, to either give them a similar feeling, or them taking inspiration from it, haha. Didn't expect them though to be actually directly straight out of an unreleased mod for it. Pretty neat!
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: MrTwister on April 13, 2023, 12:20:46 AM
Does this work ok with the game in progress or needs a new game?

Looks like what i was looking for.
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Wispborne on April 13, 2023, 07:44:43 AM
Does this work ok with the game in progress or needs a new game?

Looks like what i was looking for.

It can be added to an existing game and you'll see all content.
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: MrTwister on April 13, 2023, 04:52:27 PM
Nice, thanks!

Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: MrTwister on April 14, 2023, 04:37:39 PM
Hmm, been flying around for some time, but haven't seen any new quest yet. Does it require completion of the main story first?

Using Lazylib 2.7b and Nexerelin 0.10.4d
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Ruddygreat on April 15, 2023, 03:26:06 AM
the quests don't randomly pop up, they start as bar events
iirc their text always mentions a "mr karengo" either in the option or in the blurb that pop up in the bar, they're fairly hard to miss
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: MrTwister on April 15, 2023, 04:31:41 PM
Yeah, I'm always at the bars but they are just not showing anything new.

Mod was added to an existing savegame though, it wasn't there from the beginning, so I'm wondering what are the prerequisites for it to work.
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: Argonaut on May 15, 2023, 12:53:37 PM
how's this on 0.96?
Title: Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
Post by: TMPhoenix on May 19, 2023, 12:28:32 PM
So far, it seems to be working on 0.96. I've done  the 2 Karengo quests without issue. Haven't seen the other quests yet.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-21)
Post by: Wispborne on June 21, 2023, 11:01:16 AM
Persean Chronicles v3.0.1
(3.0.0 was on Discord only, looking for bugs)

May be added to an existing save, can't be removed after.
https://github.com/wispborne/persean-chronicles/releases/download/3.0.2/Persean-Chronicles-3.0.2.zip

Added
  - Phase 1 of 3 of the new Telos questline (rhymes with Vell-os...), which starts a month after finishing the first two Karengo quests.
    - Only part one of three has been added.
    - Adds a unique new ship.
    - New music (turn up the sound!).
    - More Karengo.

Changed
  - Improvements in the five existing quests.
    - New art (mostly AI-gen).
    - Many various dialog improvements and fixes (some of them thanks to the Endless Sky adaptation).
    - A hidden ending is now slightly less hidden.


(https://github.com/wispborne/stories/blob/dev/graphics/nirvana/pulsar_MJ5.png?raw=true)
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-21)
Post by: Wispborne on June 21, 2023, 12:32:56 PM
Known issue:
The Riley quest crashes two days after accepting it. Working on a fix, sorry!


It was caused by a last-minute fix in 3.0.1 for a dialog softlock.

edit: Fixed.

Persean Chronicles v3.0.2
Fixed
    - Crash after Riley dialog that shows after 2 days (thanks to AERO).

https://github.com/wispborne/persean-chronicles/releases/download/3.0.2/Persean-Chronicles-3.0.2.zip
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-21)
Post by: Dal on June 22, 2023, 02:34:06 PM
Hype. The new encounters were awesome. Good to see someone pushing story events in the modiverse.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-21)
Post by: sadday on June 24, 2023, 10:52:36 AM
Found some small bug Riley doesn't pay the 70k for transport no matter what option you choose.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-21)
Post by: Wispborne on June 24, 2023, 12:28:32 PM
Thank you, fixing it now. If you didn't get paid, you'll get a message and a cheque.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-21)
Post by: Wispborne on June 24, 2023, 09:11:35 PM
Persean Chronicles v3.0.3

https://github.com/wispborne/persean-chronicles/releases/download/3.0.3/Persean-Chronicles-3.0.3.zip

Fixed
    - Depths was offered multiple times (thanks to Thaumaturge).
    - Riley never paid you! (thanks to sadday)
        - If you already completed the quest, you'll get paid shortly after loading your save.
Added
    - Cameo from Sierra during Riley quest (has no gameplay effects, only dialog).
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-24)
Post by: papasan on June 26, 2023, 07:23:12 PM
crash after the Telos Distress Call Battle (the flashback one)...

Code
772874 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.SectorManager.reportBattleFinished(SectorManager.java:289)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript.onTelosBattleEnded(Telos2BattleScript.kt:187)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript.advance(Telos2BattleScript.kt:161)
at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-24)
Post by: Wispborne on June 26, 2023, 11:51:44 PM
crash after the Telos Distress Call Battle (the flashback one)...

Persean Chronicles v3.0.4

https://github.com/wispborne/persean-chronicles/releases/download/3.0.4/Persean-Chronicles-3.0.4.zip

Fixed
    - Crash after the Telos battle if Nexerelin is enabled (thanks to papasan).
Added
    - For other modders: hooks for when Karengo/Riley/the laborer are in the fleet.
        - `$wisp_perseanchronicles_isKarengoInFleet`
        - `$wisp_perseanchronicles_isLaborerInFleet`
        - `$wisp_perseanchronicles_isRileyInFleet`Fixed


tip: Annoyed by having to install a bunch of bugfixes? Try out my SMOL mod manager for one-click updates :D
https://fractalsoftworks.com/forum/index.php?topic=24348.0

(https://i.imgur.com/OHz9X5E.png)
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-26)
Post by: Wispborne on June 28, 2023, 10:58:13 PM
There's currently a bug where Riley pays you at the start of any new game because I forgot to remove my debug code.

I'll have it fixed tomorrow or the day after, but there've been a lot of hotfixes in a short time so I wanted to take a little extra time and replace the boss ship in the Telos battle with something new so there's a little more oomph in the next update than just a tiny bugfix.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-26)
Post by: SpaceDrake on June 29, 2023, 12:30:21 AM
There's currently a bug where Riley pays you at the start of any new game because I forgot to remove my debug code.

I was wondering where that phantom 70k was coming from! :V
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-06-29)
Post by: Wispborne on June 29, 2023, 09:16:00 PM
Persean Chronicles v3.0.5

https://github.com/wispborne/persean-chronicles/releases/download/3.0.5/Persean-Chronicles-3.0.5.zip

edit: Get this hotfix and replace the file in the jars folder to fix a crash after the Telos battle: https://cdn.discordapp.com/attachments/1117521396197769378/1125498892495093821/PerseanChronicles.jar
(I will release it properly when I have time)

Fixed
    - Riley no longer pays you just for starting a new game (thanks to ganegrei).
    - Possible crash after the Telos battle ends.
    - Another crash after the Telos battle ends (if you did not take the <redacted>).
Added
    - New boss dreadnaught (unobtainable, for now) in Telos quest, the Firebrand.


tip: Annoyed by having to install a bunch of bugfixes? Try out my SMOL mod manager for one-click updates ;)
https://fractalsoftworks.com/forum/index.php?topic=24348.0

Spoiler
(https://cdn.discordapp.com/attachments/1117521396197769378/1124134877881700482/1985.png)
[close]
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-03)
Post by: Wispborne on July 03, 2023, 06:41:57 PM
Persean Chronicles v3.0.6

https://github.com/wispborne/persean-chronicles/releases/download/3.0.6/Persean-Chronicles-3.0.6.zip

Fixed
  - (Another) crash after the Telos battle (thanks to bifur).
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-03)
Post by: chad57 on July 17, 2023, 08:13:02 AM
Question, what if I fail the Riley - Visiting Home quest?
Can I trigger it again somehow by visiting relevant planets?
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-03)
Post by: Wispborne on July 17, 2023, 08:17:42 AM
Question, what if I fail the Riley - Visiting Home quest?
Can I trigger it again somehow by visiting relevant planets?

You won't get it again naturally, but you can reset it using Console Commands...though honestly those might be broken right now, I was fixing them.

Still, try PerseanChronicles_ResetRileyQuest.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-03)
Post by: Azrathud on July 17, 2023, 12:19:38 PM
Hey so I'm trying to return the dragon riders to "Pontico Retreat" in a star system, except I flew by all the planets in the star system and see nothing of the sort.. Am I missing something?
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-03)
Post by: Seamus Donohue on July 17, 2023, 04:10:53 PM
In the Karengo quest "Depths", upon arriving at the target planet, the narrative opens with this sentence:

"As before, on Gilead, Karengo guides you down to a landing spot far away from the local government."

The target planet is a decivilized world outside the Core Worlds.  Therefore, there is a mismatch between the narrative text and the scripted parameters for choosing a destination world.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-03)
Post by: Seamus Donohue on July 20, 2023, 06:50:15 PM
Persean Chronicles version 3.0.6, I'm unable to find the Telos quest legitimately.  I am using Nexerelin, but the Core Worlds are NOT randomized, it's been half-a-cycle since I completed "Depths", and I haven't found the "Delivery to Earth" bar prompt at any Independent market of size 5.  (No Independent markets of size 6 exist in my game, currently.)

I've also tried the console command "devmode on" and checking the Independent markets again.  There's no sign of it.

I do run a lot of mods, so I'm not sure if another mod might be interfering with Persean Chronicles, somehow.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-03)
Post by: Wispborne on July 20, 2023, 09:02:34 PM
In the Karengo quest "Depths", upon arriving at the target planet, the narrative opens with this sentence:

"As before, on Gilead, Karengo guides you down to a landing spot far away from the local government."

The target planet is a decivilized world outside the Core Worlds.  Therefore, there is a mismatch between the narrative text and the scripted parameters for choosing a destination world.

Ah, that's referring to the Dragons quest, which took place on Gilead. I'll adjust that to make it clearer.

Persean Chronicles version 3.0.6, I'm unable to find the Telos quest legitimately.  I am using Nexerelin, but the Core Worlds are NOT randomized, it's been half-a-cycle since I completed "Depths", and I haven't found the "Delivery to Earth" bar prompt at any Independent market of size 5.  (No Independent markets of size 6 exist in my game, currently.)

I've also tried the console command "devmode on" and checking the Independent markets again.  There's no sign of it.

I do run a lot of mods, so I'm not sure if another mod might be interfering with Persean Chronicles, somehow.

Hmm, could you upload your save file? If you compress it to a .zip, it might be small enough for the forum, or if you have Discord I'm @wispborne there. I know some people are getting the quest, but I'm not getting as much feedback as I'd expected, which could be for a number of reasons but the quest not reliably showing up is one of the more benign ones ;)

edit: The save file is in your game folder, under "saves". You can sort by Last Modified to find it easily, it's the campaign.xml file.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-03)
Post by: Seamus Donohue on July 22, 2023, 09:53:09 AM
or if you have Discord I'm @wispborne there.
"wispborne is not accepting friend requests. They'll have to add you to become friends."

My Discord username is: seamus_donohue
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-03)
Post by: Wispborne on July 23, 2023, 01:23:20 AM
3.0.7
- Fixed
  - Telos quest _required_ Nex's random mode instead of the other way around.
  - This fix means the quest will actually show up. Thank you Seamus Donohue!
- Added
  - Two new Telos weapons, a small and a medium beam.
- Changed
  - Corrected Vara's slots to 2x small turrets and 1x medium hardpoint, from 2x medium turrets.

https://github.com/wispborne/persean-chronicles/releases/download/3.0.7-rc2/Persean-Chronicles-3.0.7-rc2.zip
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-23)
Post by: Wispborne on July 23, 2023, 09:54:50 AM
RC Hotfix

If you use Nexerelin, please redownload to get the hotfix. There was a bug preventing the Telos quest from appearing if you didn't use Nex.

The reason is that I checked if Random Mode was enabled, but didn't check if Nex was enabled, and my defaults were set up so that it appeared like Random Mode was enabled if Nex was not enabled.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-23)
Post by: Jimminy Crimbles on July 24, 2023, 04:01:43 AM
looks like there's yet another post-telos combat crash. it seems to be the same crash reported by papasan. relevant logs:
Code
844729 [Thread-3] INFO  wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript  - Telos battle ended. Did player win? false
844754 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/factionTraits.json)]
844758 [Thread-3] INFO  exerelin.campaign.StatsTracker  - Tracker tracking battle
846191 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at progsmod.data.campaign.EngagementListener.reportBattleFinished(EngagementListener.java:62)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript.onTelosBattleEnded(Telos2BattleScript.kt:203)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript.advance(Telos2BattleScript.kt:172)
at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)

there's also an issue with ship loadouts, apparently, though it doesn't seem to be related to the crash.

Code
568968 [Thread-3] WARN  wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleCoordinator  - Unable to refit null 36f43ae.
java.lang.NullPointerException
at wisp.questgiver.wispLib.ExtensionsKt.refit(Extensions.kt:451)
at wisp.questgiver.wispLib.ExtensionsKt.refit$default(Extensions.kt:419)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleCoordinator.createInitialEnemyFleet(Telos2BattleCoordinator.kt:181)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleCoordinator.startBattle(Telos2BattleCoordinator.kt:97)
at wisp.perseanchronicles.telos.pt2_dart.Telos2SecondLandingDialog$14$1$1.invoke(Telos2SecondLandingDialog.kt:129)
at wisp.perseanchronicles.telos.pt2_dart.Telos2SecondLandingDialog$14$1$1.invoke(Telos2SecondLandingDialog.kt:127)
at wisp.questgiver.v2.json.PagesFromJson$1$4$1$1.invoke(PagesFromJson.kt:118)
at wisp.questgiver.v2.json.PagesFromJson$1$4$1$1.invoke(PagesFromJson.kt:116)
at wisp.questgiver.v2.InteractionDialogLogic$PageNavigator.onOptionSelected(InteractionDialogLogic.kt:215)
at wisp.questgiver.v2.InteractionDialog.optionSelected(InteractionDialog.kt:55)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.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.W.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)

---

 [Thread-3] WARN  wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript  - Unable to refit null 36f4167.
java.lang.NullPointerException
at wisp.questgiver.wispLib.ExtensionsKt.refit(Extensions.kt:451)
at wisp.questgiver.wispLib.ExtensionsKt.refit$default(Extensions.kt:419)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleCoordinator.createEugelFleetReinforcements(Telos2BattleCoordinator.kt:229)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript.<init>(Telos2BattleScript.kt:29)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleCoordinator.startBattle(Telos2BattleCoordinator.kt:112)
at wisp.perseanchronicles.telos.pt2_dart.Telos2SecondLandingDialog$14$1$1.invoke(Telos2SecondLandingDialog.kt:129)
at wisp.perseanchronicles.telos.pt2_dart.Telos2SecondLandingDialog$14$1$1.invoke(Telos2SecondLandingDialog.kt:127)
at wisp.questgiver.v2.json.PagesFromJson$1$4$1$1.invoke(PagesFromJson.kt:118)
at wisp.questgiver.v2.json.PagesFromJson$1$4$1$1.invoke(PagesFromJson.kt:116)
at wisp.questgiver.v2.InteractionDialogLogic$PageNavigator.onOptionSelected(InteractionDialogLogic.kt:215)
at wisp.questgiver.v2.InteractionDialog.optionSelected(InteractionDialog.kt:55)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.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.W.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)

there were over 60 of these refit errors, though i only grabbed the first ones that were discernably different

edit: additional note. there's a moment between defeating the initial fleet and eugel spawning in where it's possible to end combat early, though this just takes you back to the previous <relive combat> dialogue, where you can restart the combat as per usual. it doesn't crash the game if you do this, though. maybe eugel's related to the crash in some way?

telos quest was started during 3.0.6 using console commands, though i only started doing the quest after upgrading to 3.0.7
the 3.0.6 folder was deleted before extracting 3.0.7
nexerelin is enabled, random sector is not
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-23)
Post by: Wispborne on July 24, 2023, 08:20:36 AM
looks like there's yet another post-telos combat crash. it seems to be the same crash reported by papasan. relevant logs:
Spoiler
Code
844729 [Thread-3] INFO  wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript  - Telos battle ended. Did player win? false
844754 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/factionTraits.json)]
844758 [Thread-3] INFO  exerelin.campaign.StatsTracker  - Tracker tracking battle
846191 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at progsmod.data.campaign.EngagementListener.reportBattleFinished(EngagementListener.java:62)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript.onTelosBattleEnded(Telos2BattleScript.kt:203)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript.advance(Telos2BattleScript.kt:172)
at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
[close]

Huh, this is different; the other was, well, not caused by Nex, but surfaced by it...I was doing something weird that vanilla allowed but Nex didn't. That's probably the same situation here, but with Progressive S-Mods.

there's also an issue with ship loadouts, apparently, though it doesn't seem to be related to the crash.

Spoiler
Code
568968 [Thread-3] WARN  wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleCoordinator  - Unable to refit null 36f43ae.
java.lang.NullPointerException
at wisp.questgiver.wispLib.ExtensionsKt.refit(Extensions.kt:451)
at wisp.questgiver.wispLib.ExtensionsKt.refit$default(Extensions.kt:419)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleCoordinator.createInitialEnemyFleet(Telos2BattleCoordinator.kt:181)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleCoordinator.startBattle(Telos2BattleCoordinator.kt:97)
at wisp.perseanchronicles.telos.pt2_dart.Telos2SecondLandingDialog$14$1$1.invoke(Telos2SecondLandingDialog.kt:129)
at wisp.perseanchronicles.telos.pt2_dart.Telos2SecondLandingDialog$14$1$1.invoke(Telos2SecondLandingDialog.kt:127)
at wisp.questgiver.v2.json.PagesFromJson$1$4$1$1.invoke(PagesFromJson.kt:118)
at wisp.questgiver.v2.json.PagesFromJson$1$4$1$1.invoke(PagesFromJson.kt:116)
at wisp.questgiver.v2.InteractionDialogLogic$PageNavigator.onOptionSelected(InteractionDialogLogic.kt:215)
at wisp.questgiver.v2.InteractionDialog.optionSelected(InteractionDialog.kt:55)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.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.W.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)

---

 [Thread-3] WARN  wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript  - Unable to refit null 36f4167.
java.lang.NullPointerException
at wisp.questgiver.wispLib.ExtensionsKt.refit(Extensions.kt:451)
at wisp.questgiver.wispLib.ExtensionsKt.refit$default(Extensions.kt:419)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleCoordinator.createEugelFleetReinforcements(Telos2BattleCoordinator.kt:229)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleScript.<init>(Telos2BattleScript.kt:29)
at wisp.perseanchronicles.telos.pt2_dart.battle.Telos2BattleCoordinator.startBattle(Telos2BattleCoordinator.kt:112)
at wisp.perseanchronicles.telos.pt2_dart.Telos2SecondLandingDialog$14$1$1.invoke(Telos2SecondLandingDialog.kt:129)
at wisp.perseanchronicles.telos.pt2_dart.Telos2SecondLandingDialog$14$1$1.invoke(Telos2SecondLandingDialog.kt:127)
at wisp.questgiver.v2.json.PagesFromJson$1$4$1$1.invoke(PagesFromJson.kt:118)
at wisp.questgiver.v2.json.PagesFromJson$1$4$1$1.invoke(PagesFromJson.kt:116)
at wisp.questgiver.v2.InteractionDialogLogic$PageNavigator.onOptionSelected(InteractionDialogLogic.kt:215)
at wisp.questgiver.v2.InteractionDialog.optionSelected(InteractionDialog.kt:55)
at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.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.W.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
[close]
there were over 60 of these refit errors, though i only grabbed the first ones that were discernably different
I'm pretty sure these are fine, as long as they aren't causing any issues in the battle. I saw warnings that look like the same thing.

edit: additional note. there's a moment between defeating the initial fleet and eugel spawning in where it's possible to end combat early, though this just takes you back to the previous <relive combat> dialogue, where you can restart the combat as per usual. it doesn't crash the game if you do this, though. maybe eugel's related to the crash in some way?

telos quest was started during 3.0.6 using console commands, though i only started doing the quest after upgrading to 3.0.7
the 3.0.6 folder was deleted before extracting 3.0.7
nexerelin is enabled, random sector is not

Did you have devmode on? I'll double-check, but when I tested before, you couldn't end combat early. It is possible that in fixing the code interaction with Nex, I broke this.

Thank you for the reports! I don't love bugs, but it's much much better than having them and not knowing ;)
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-23)
Post by: Jimminy Crimbles on July 24, 2023, 03:42:34 PM
edit: additional note. there's a moment between defeating the initial fleet and eugel spawning in where it's possible to end combat early, though this just takes you back to the previous <relive combat> dialogue, where you can restart the combat as per usual. it doesn't crash the game if you do this, though. maybe eugel's related to the crash in some way?

telos quest was started during 3.0.6 using console commands, though i only started doing the quest after upgrading to 3.0.7
the 3.0.6 folder was deleted before extracting 3.0.7
nexerelin is enabled, random sector is not

Did you have devmode on? I'll double-check, but when I tested before, you couldn't end combat early. It is possible that in fixing the code interaction with Nex, I broke this.

Thank you for the reports! I don't love bugs, but it's much much better than having them and not knowing ;)

nope. it was normal gameplay.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-23)
Post by: Selfcontrol on July 24, 2023, 05:02:44 PM
Does updating the mod to the newest version will make the Telos quest spawn in an on-going playthrough ?
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-23)
Post by: Wispborne on July 24, 2023, 06:09:17 PM
3.0.8
I wonder if I can make it to 10 bugfix releases before the next feature release.

- Fixed
  - Crash with Progressive Smods enabled after the Telos battle (thanks to Jimminy Crimbles).
    - Found a different way to do what I was doing that won't bother other mods anymore.
  - Crash when starting Telos if you've started Nirvana before (introduced in 3.0.7).

https://github.com/wispborne/persean-chronicles/releases/download/3.0.8/Persean-Chronicles-3.0.8.zip


Does updating the mod to the newest version will make the Telos quest spawn in an on-going playthrough ?
Yep! No need to do anything except update it.

edit: additional note. there's a moment between defeating the initial fleet and eugel spawning in where it's possible to end combat early, though this just takes you back to the previous <relive combat> dialogue, where you can restart the combat as per usual. it doesn't crash the game if you do this, though. maybe eugel's related to the crash in some way?
I wasn't able to reproduce this, but I increased the time before you can end the battle just in case.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Kadatherion on September 11, 2023, 05:05:24 AM
Hey man, this mod has had a permanent spot in my modlist ever since you first released it, but I just recently had the chance to experience the beginning of the new Telos storyline and felt compelled to come here to let you know I've been blown away.

All the other older little quests have offered good writing and atmosphere (the depths quest "poem" was a bit silly maybe, but the writing is very aware of it), the only downside I could think of is they had little impact in the actual game, but as their primary focus was giving some more flavor to the setting there's very little to complain about. This first Telos chapter, though, wow: writing is very good, how the mission works
Spoiler
with the flashback battle
[close]
is very ingenious and detailed, plus you even get a reward that matters this time. I'm very eager to see the next chapter(s), thank you so much.

BTW, right now I'm starting a new campaign, just encountered the Riley quest again and was wondering
Spoiler
whether you would consider adding a resolution that actually lets Riley become an officer in our fleet. Perhaps if you give all the answers that already do give disposition increases with her and ask her and her core-ified father to come with in that last dialogue choice. She could have a custom officer skill to represent her father, or he could himself be an ai core officer too I guess. That would be much simpler and quicker than adding completely new quest appearances for them - as some had asked in the past - while still having the advantage of getting a little something that's impactful to carry along the whole playthrough to remember all that happened.

One of the things I feel are still missing in the game are officers that don't feel completely random but are actual npcs with a bit of personality and previously presented backstory. Only the UAF mod (that I can think of) has yet done something similar (a couple officers as a reward for a mission where they are given some backstory), I feel the Riley quest would very much fit this kind of scenario (even though her, as a character, isn't depicted as the "spacer" type: but one can learn).
[close]
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Wispborne on September 13, 2023, 02:29:05 PM
Hey man, this mod has had a permanent spot in my modlist ever since you first released it, but I just recently had the chance to experience the beginning of the new Telos storyline and felt compelled to come here to let you know I've been blown away.
Thank you!
All the other older little quests have offered good writing and atmosphere (the depths quest "poem" was a bit silly maybe, but the writing is very aware of it), the only downside I could think of is they had little impact in the actual game, but as their primary focus was giving some more flavor to the setting there's very little to complain about. This first Telos chapter, though, wow: writing is very good, how the mission works
Spoiler
with the flashback battle
[close]
is very ingenious and detailed, plus you even get a reward that matters this time. I'm very eager to see the next chapter(s), thank you so much.
Again, thank you - all feedback I wholly agree with. Poor rewards were always the number one "issue" with Pers Chron imo - the whole mod is a bit of a love letter to EV Nova, and the first two Karengo quests were written for Endless Sky, which is why all you got as a reward was credits (with the exception of the second Karengo quest, where I tried to improve things slightly with that planetary condition).

As you noted, I tried to take things up a few notches with the Telos quests, taking cues from SotF and many other great mods that have added campaign content in the last few years. When I started Pers Chron, vanilla barely had any one-off story quests, but Alex and David have really focused on that in the last couple of patches.

The Telos stuff takes way longer, but I've gotten a lot of help with it (music by Haplo, sprites by Selkie, Sleepfish, and Nia, plus feedback from others) - and I'm bouncing between quite a few different projects at this point.

BTW, right now I'm starting a new campaign, just encountered the Riley quest again and was wondering
Spoiler
whether you would consider adding a resolution that actually lets Riley become an officer in our fleet. Perhaps if you give all the answers that already do give disposition increases with her and ask her and her core-ified father to come with in that last dialogue choice. She could have a custom officer skill to represent her father, or he could himself be an ai core officer too I guess. That would be much simpler and quicker than adding completely new quest appearances for them - as some had asked in the past - while still having the advantage of getting a little something that's impactful to carry along the whole playthrough to remember all that happened.

One of the things I feel are still missing in the game are officers that don't feel completely random but are actual npcs with a bit of personality and previously presented backstory. Only the UAF mod (that I can think of) has yet done something similar (a couple officers as a reward for a mission where they are given some backstory), I feel the Riley quest would very much fit this kind of scenario (even though her, as a character, isn't depicted as the "spacer" type: but one can learn).
[close]

Spoiler
It has come up before, yeah, and my current thought is that it'd just be strange. Why would you give a musician command of one of your ships and the crew on board? Or her AI-ified father, who is a career AI researcher? I could pull the old "when he was young he had his own ship" but...I dunno, it seems out of place. Unless it's simply nepotism, and they're officers with no skills at all. As you said, they could learn but still - it wouldn't make much sense except for Game Logic.
[close]
Adding Riley as a Contact would be a neat bonus, and being able to follow up on things if you visit the planet again (or have Stelnet).

But you, at best, are a kind, expensive taxi driver to Riley; someone to talk to for a few weeks when she needed someone to talk to, someone who provided the emotional support that most decent people would provide, and then gone. She may stay on the planet you left her at, or she may eventually book a ride on a cheaper, slower passenger ship back to her own planet where her life - her house/apartment, friends, job, maybe lover(s) - are. For sure, you were an integral part of the most surprising and emotional part of her life, but home is home, and it's not in space, not without good reason.

Karengo, on the other hand, is probably going to be an officer. He's made for the uncertainties and opportunities of space; a showman, a narcissist, and a bit of a daredevil. Plus, he'll be able to fly those fancy new ships you get...
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Kadatherion on September 13, 2023, 04:07:10 PM
Karengo, on the other hand, is probably going to be an officer. He's made for the uncertainties and opportunities of space; a showman, a narcissist, and a bit of a daredevil. Plus, he'll be able to fly those fancy new ships you get...

Yeah, in my current campaign he already sort of is, heh. I edited the save to give one of my officers his portrait, and now he pilots the Telos frigate ;) . Actually, I was planning
Spoiler
to be a cheater and give him the destroyer or cruiser that already are in the game files waiting for the next chapters, but I've noticed they are still a bit buggy, they sometimes start spinning around with no way of stopping, so that will have to wait :P Their spritework is already pretty awesome though.
[close]

As for Riley, I understand your point, and I agree storywise it's much more consistent the way it is. I'm happy to see that might be what you are planning for Karengo though, as, like I mentioned, the reason why I suggested it for Riley and her father too in the first place is indeed the lack of any other alternative that has some personality and uniqueness. Some mods already offer contacts with quite a bit of depth, backstory and a bunch of dialogues to read through (not necessarily all of them a good read, perhaps, but at the very least they try and it's better than nothing), vanilla itself does a pretty decent job for a couple of main story related ones, but officers have been widely neglected as far as I know. Which is a shame, as you actually see their random faces and interact with them constantly, much more often than with contacts, as they have a very significant role in the gameplay loop.

I find quite surprising the classic rpg idea of questing around to recruit "followers" hasn't really caught on in Starsector, neither vanilla nor modded. I guess the main turnoff is the fact that once a character is an officer then that's it, they just become an item that gives bonuses to ships, the game really doesn't allow for further interactions with them other than mechanical ones (assigning and leveling according to one ship or the other), so all the story content, dialogues and whatnot would have to happen *before* that, which is kinda constraining. Plus, it could be said that the role of "followers" is kinda taken by the ships themselves, I suppose. Still, everytime I finish the main storyline and then keep sandboxing with my team of random officers with the same face as the next four station administrators, I kinda regret the plot didn't let me, for instance, offer Scylla and Elissa to actually come with my fleet as lieutenants (even if as puny lvl 1 officers with perhaps just some knowledge of sort of vaguely fitting skills like field modulation), while showing all together the finger to Baird.

Oh well, I digress: in any case, thanks again for your work. As you can tell, this is a "little" mod that tends to stick in the mind of the players. Which tells everything there is to say about how well it's written.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Selvaria on September 17, 2023, 03:12:18 PM
Hello I have a bug after the Talos mission with the nanomashines. After I leave the planet my ships no longer move normaly in space. There is no engine trail and they are just stuck in one position. I can still move in any direction but the ships themselfs are frozen and don't point themselfs in the direction of my cursor when I click on some place in space or a planet. And it's only my fleet that has that problem all other fleets function normaly.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Selvaria on September 17, 2023, 03:26:47 PM
Nevermind just fight a battle with some hostile fleet and it will reset itself back to normal :)
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: flarg on September 21, 2023, 08:01:55 AM
56490 [Thread-3] ERROR wisp.perseanchronicles.PerseanChroniclesModPlugin  - JSONObject["system_tags_to_blacklist"] not found.
org.json.JSONException: JSONObject["system_tags_to_blacklist"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getJSONArray(JSONObject.java:482)
   at wisp.perseanchronicles.PerseanChroniclesModPlugin.readConfiguration(PerseanChroniclesModPlugin.kt:219)
   at wisp.perseanchronicles.PerseanChroniclesModPlugin.onGameLoad(PerseanChroniclesModPlugin.kt:77)
   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.C.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.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.W.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

bug
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Wispborne on September 21, 2023, 08:42:46 AM
That isn't a bug and doesn't cause any problems. I changed that logging in the next version, though, so it stops spamming up the log file.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Selfcontrol on September 26, 2023, 09:56:10 AM
Hello. I think you might want to make the quests easier to find.

We recently got several popular mods which add new bar events (RAT, 1.6 AotD update especially, More Military Missions, etc for example). On top of that, we already have a few well-established mods that also increase the number of bar events (ex : Nexrellin with the Agents and the numerous custom bounties). They all make getting the later quests far harder, especially Karengo III. Independent Planets with a population of 5 or more are not that common and unless you spend several months (sometimes cycles) checking them in hope of finding it, you can sometime never find the last part.

Making the quest guaranted to spawn (through a prompt for example) when docking at one such planet would solve the issue.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Wispborne on September 26, 2023, 05:07:07 PM
Hello. I think you might want to make the quests easier to find.

We recently got several popular mods which add new bar events (RAT, 1.6 AotD update especially, More Military Missions, etc for example). On top of that, we already have a few well-established mods that also increase the number of bar events (ex : Nexrellin with the Agents and the numerous custom bounties). They all make getting the later quests far harder, especially Karengo III. Independent Planets with a population of 5 or more are not that common and unless you spend several months (sometimes cycles) checking them in hope of finding it, you can sometime never find the last part.

Making the quest guaranted to spawn (through a prompt for example) when docking at one such planet would solve the issue.

I think you're right. I'll drop the pop requirement down to 4 for the second two Karengo quests.

Little leery of making them forced encounters...honestly, I think it's time that Starsector break the bar into two different things, one for repeatable quests and one for one-offs. EV Nova used a Mission BBS and a Bar for this, way back in the day.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Kadatherion on October 02, 2023, 06:14:34 AM
Bug report.

It's been many cycles since I did the Telos quest in my current run, but I just recently noticed something pretty strange going on with an independent station (in this case the Kassadar one from Tahlan's Shipworks; as such, I'm not sure whether there might be some mod compatibility thing going on, or if it could have happened with any other vanilla independent station: my guts tell me the latter, as that colony isn't particularly special except for it having a custom submarket for modded ships, but it's just a feeling). The station seems to eternally be engaged in battle against an invisible fleet: at least on the sector view, as when you look at your military options in the colony menu, you can see the fleet is tagged as Luddic Church and definitely looks like your Telos flashback mission one, with that unique capital and the horde of Hegemony ships.

If you get there with the transponder off the menu allows you to "aid the attacking forces" (which should also trigger if you are hostile to the independents), but when you go into the actual battle there's no other ships, only yours. If you are instead recognized, you can only participate in the battle as a defender if you are hostile to the Luddic Church (as per usual): however, even if you destroy the fleet - which in this case does indeed spawn in the battlefield - the station will remain in that "engaged in battle" mode as before, only against an empty "unknown attack fleet".

I even tried destroying the orbital station with a kill console command and wait for it to regenerate after the repairs, but as soon as it respawned the engaged in battle situation kicked back in.

Only other experiment I did was trying to invade the colony (with Nex) to see if the issue would persist after the faction change: and unfortunately the permanent battle engagement does come back as soon as the station is repaired even after the takeover. Only, this time you can't even see any "military option" in the colony menu, nor you can interact with the supposedly ongoing battle in any way. However, at that point you can remove the orbital station alltogether from the colony management menu, and when you build a new one from scratch, finally the problem seems not to come back.

Now, as aforementioned, my game has been going perfectly fine for many cycles since I first noticed the issue and even much before that since when it triggered (I'd think during the Telos quest, for obvious reasons, although I have no proof of that), so nothing too bad is probably going on and the bug is relatively harmless. Even if it doesn't cause leaks, crashes or similar severe issues though, a station permanently in such an engaged mode might mess with certain things such as raids, Nex invasions logic et cetera: it being tied to an independent colony - at least in my case - definitely lowers the chances of such events overlapping (IE: no faction tries to invade independent planets in Nex), but I can't be sure the same would apply under different conditions.

I guess Kassadar could have been the colony where I got the Telos mission (it's a size 5+ independent market as required by the mission to trigger, and one I visit very often as I play with Nia's ships a lot), but it was relatively early game, it's been a couple weeks, so I definitely can't confirm that as I don't remember, don't even have a save from back then anymore. I would imagine perhaps you had to anchor the flashback mission fleet to something for it to work, and the code fails at removing it afterwards? Just speculation, of course, you obviously know much better what might be going on under the hood.

Spoiler
(https://i.ibb.co/1M9FCH2/persean01.jpg) (https://ibb.co/1M9FCH2) (https://i.ibb.co/LndbdZs/persean02.jpg) (https://ibb.co/LndbdZs) (https://i.ibb.co/3s9G9SF/persean03.jpg) (https://ibb.co/3s9G9SF)
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Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Wispborne on October 02, 2023, 07:42:16 AM
@Kadatherion thank you for the report. That fleet isn't spawned ingame, not by me anyway, so seeing it is very weird.
Still, I'll figure out how to specifically remove it from the game after the battle, and also remove it from the sector if there's a situation like yours. Next patch is still a ways off, though - I'm focused on MagicLib for now.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Kadatherion on October 02, 2023, 09:03:15 AM
Well, in my game I might have just solved it with the console (removeindustry - addindustry to the Kassadar star fortress: just like manually dismantling and rebuilding it after an invasion, the phantom fleet goes away). So all looks fine now (not that anything was really problematic before either, as mentioned, but still, better safe than sorry).

Should it help you for troubleshooting, here in the spoiler tag my current modlist, in case it could be something there what unintentionally calls for that fleet. It's actually quite a bit more lightweight than usual, as in this run I removed several faction/content mods I used to play with simply because I was getting annoyed at the lack of a real sorting function for weapons, which becomes a nightmare in the late game if you have too much modded content in it.

Spoiler
{"enabledMods": [
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "adjustable_skill_thresholds",
  "AttunedDriveField",
  "combatactivators",
  "lw_console",
  "customizablestarsystems",
  "DetailedCombatResults",
  "diableavionics",
  "edshipyard",
  "fleet_journal",
  "GrandColonies",
  "illustrated_entities",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "lockedAndLoaded",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "more_ship_names",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "objects_analysis",
  "officerExtension",
  "wisp_perseanchronicles",
  "planet_search",
  "portrait_changer",
  "assortment_of_things",
  "Recovery_Shuttles_Buff",
  "roider",
  "Rugged_Construction_buff",
  "scalartech",
  "SEEKER",
  "bruh_ship_browser",
  "swp",
  "Solar_Shielding_Buff",
  "stelnet",
  "scf",
  "tahlan",
  "Terraforming & Station Construction",
  "timid_tmi",
  "underworld",
  "US",
  "whichmod",
  "shaderLib",
  "ShipCatalogVariantEditor"
]}
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Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Selfcontrol on October 02, 2023, 10:43:45 AM
Bug report (and a weird one) :

During Karengo III, after interacting with the planet on which Karengo is stranded, the fleet animation is buggued in the campaign layer. The fleet is stuck in the direction it was looking when it interacted with the planet. The only way to debug the fleet is to fight another fleet.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: nathan67003 on October 13, 2023, 08:31:15 AM
Love me some EVN-inspired stuff. I need to make a namelist one of these days.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: masterchief0213 on November 09, 2023, 05:58:56 PM
You should probably credit Michael Zahniser for the entire content of the "Dragons" quest since it's directly ripped from the game Endless Sky, yeah?

Wait. I just looked up when that was added to that game. It was literally made by you and added by the developer. Ignore me *facepalm*
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: guardiangamer on December 14, 2023, 03:13:23 AM
Where do i get these missions at?
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Wispborne on December 14, 2023, 07:48:35 AM
Where do i get these missions at?

Check the "Quests & Starting Conditions" section on the first post.

You should probably credit Michael Zahniser for the entire content of the "Dragons" quest since it's directly ripped from the game Endless Sky, yeah?

Wait. I just looked up when that was added to that game. It was literally made by you and added by the developer. Ignore me *facepalm*

:D

Quote
<bugs>

I am reading all of the bug reports, and will have them fixed for the next release. MagicLib is still my main focus right now.
Once I get MagicLib v1.3 out the door (achievements, paintjobs, and bounty intel rework), I intend to do some work on SMOL (auto-backup mods + keep-one-version-at-a-time mode options), and THEN resume work on Persean Chronicles. Also trying to write some Karengo fiction in the background.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Shai the Greatest on January 03, 2024, 04:26:29 PM
Sad... No anime
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Simbach Vazo on January 03, 2024, 11:52:34 PM
As some have mentioned, Karengo II will mention "avoiding local government" on completely uninhabited worlds, if that was meant to have been changed, it remains in.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Wispborne on January 04, 2024, 12:03:10 AM
As some have mentioned, Karengo II will mention "avoiding local government" on completely uninhabited worlds, if that was meant to have been changed, it remains in.

Thanks, I have that fixed in the unreleased in-dev version (along with many other bug fixes).

Update on my queue: MagicLib 1.3 is released and is up to 1.3.7 now :S
but that'll be stabilized soon, and then I'm moving to SMOL.
A few days ago, I added a JRE 8 nag (if you're using JRE 7, it'll show a notification asking if you want to upgrade. You can permanently hide it (but why would you?)). Then I've gotta fix/finish the update-on-close feature, and finally finish the single-version mode and auto-backup features.
And then, Persean Chronicles!
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: vorpal+5 on January 08, 2024, 12:35:10 AM
Should I wait for your update before adding it to my ongoing campaign?

And thanks for not using anime-style graphics.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Wispborne on January 08, 2024, 07:23:43 AM
Should I wait for your update before adding it to my ongoing campaign?

No, it's likely going to take a while. 2+ months.

And thanks for not using anime-style graphics.

lol I've never enjoyed mods that use a style drastically different from the base game, in any game. If I were playing a hypothetical Pokemon game, I wouldn't use a mod that adds Starsector portraits, I'd use one that uses the same style of anime.
For better or worse, I associate mismatched styles with poor quality. Probably from seeing a LOT of mismatched style poor quality mods for Skyrim. Plus, it breaks the immersion when a mod makes itself stand out like that. For me, the best mods are the ones that feel like they could be official DLC.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: vorpal+5 on January 14, 2024, 02:07:26 AM
We are of the same mind here; it should follow the style of the original game/work, otherwise, suspension of disbelief takes a hit.
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: NITEGHXST on February 01, 2024, 04:20:39 PM
I am, absolutely, speechless. I (finally) got Riley's quest and just..I did not expect it to have the "interaction" that it had. (Non-story spoiling spoilers v)
Spoiler
The random "conversation" popups mid-flight on your way to her destination, all the different choices once you arrive there with somewhat completely different outcomes..
[close]
This is that bit of story-telling I'm missing in the main game, that just, adds something "human" to the game, characters with a deeper meaning that isn't
all about destroying one another or something but shows a human side of people in the sector that feels missing.

Thank you for making this. It may be a "small" thing, but to me at least had a surprisingly big impact as I was minding my business doing the "usual"
Starsector stuff and suddenly came across something so, different.

If you may allow me, I'd like to use your mod as inspiration and/or base/template to make more of such stories as its something I've wanted to mod into
the game for the longest time. Of course with all credits due cause this mod deserves every bit of attention it gets <3
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Wispborne on February 02, 2024, 09:44:37 PM
I am, absolutely, speechless. I (finally) got Riley's quest and just..I did not expect it to have the "interaction" that it had. (Non-story spoiling spoilers v)
Spoiler
The random "conversation" popups mid-flight on your way to her destination, all the different choices once you arrive there with somewhat completely different outcomes..
[close]
This is that bit of story-telling I'm missing in the main game, that just, adds something "human" to the game, characters with a deeper meaning that isn't
all about destroying one another or something but shows a human side of people in the sector that feels missing.

Thank you for making this. It may be a "small" thing, but to me at least had a surprisingly big impact as I was minding my business doing the "usual"
Starsector stuff and suddenly came across something so, different.

Thank you!

I started this mod in a different "era" of the game, before any of the main storyline content was put in, when the only two side quests were Red Planet and the Alpha Core acquisition.

Now that the story of the vanilla game has filled out beautifully - and many other mods have added their own stories - Persean Chronicles serves merely to add exactly what you said. It adds some interaction with people that aren't movers and shakers in the sector, but nonetheless have jobs for you, and their own problems of ...varying interest (the laborer dude exists on the low end).

If you may allow me, I'd like to use your mod as inspiration and/or base/template to make more of such stories as its something I've wanted to mod into
the game for the longest time. Of course with all credits due cause this mod deserves every bit of attention it gets <3

Of course! No permission is required - go and tell your story.
Word of warning; unless you're a professional programmer (and even if), don't look at the guts of this mod as a starting point for your own. It's extremely overcomplicated. I highly suggest learning how to use rules.csv. It's intimidating at first, but read the blog post on it a few times, don't give up, and in my opinion that'll end up being the quickest and easiest way to go from idea to mod.



I'm wrapping up the next update, which will add the second chapter of the Telos storyline. Karengo's questline goes Dragons, Depths, and then the multi-part Telos storyline. Nearly all of the dialog is written and implemented, so what's left is implementing the different ways it can end and then good old bug hunting.
And also killing bugs that still exist in the first Telos part :S

Hoping to get it out this month!
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: papasan on February 03, 2024, 07:17:20 AM
tried this on .97, the Riley quest crashes...

Code
656720 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.adjustRep(Lcom/fs/starfarer/api/characters/PersonAPI;FLcom/fs/starfarer/api/campaign/TextPanelAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.adjustRep(Lcom/fs/starfarer/api/characters/PersonAPI;FLcom/fs/starfarer/api/campaign/TextPanelAPI;)V
at wisp.perseanchronicles.riley.Riley_Stage4_Dialog$1.invoke(Riley_Stage4_Dialog.kt:19)
at wisp.perseanchronicles.riley.Riley_Stage4_Dialog$1.invoke(Riley_Stage4_Dialog.kt:17)
at wisp.questgiver.v2.InteractionDialog.init(InteractionDialog.kt:27)
at com.fs.starfarer.ui.newui.classsuper.void.void(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Selfcontrol on February 05, 2024, 04:52:56 PM
Just a heads up but Riley quest is also crashing when interacting with his dad's world.

Yeah, I know, shouldn't try to force a 0.96 mod to work in 0.97, but quest mods are so rare I couldn't resist :(
Title: Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
Post by: Wispborne on February 05, 2024, 04:55:19 PM
This mod is not now updated for 0.97a.

The next update will be 3.1.0 and contain the next part of the Telos arc.


(if anyone wants to do a compatibility update and post it here, that's fine)

edit: updated to show new hotfix
Title: Re: [0.97a] Persean Chronicles, a quest mod
Post by: Wispborne on March 10, 2024, 12:07:30 PM
3.0.9

- Recompile to fix the end of the Riley quest crashing.


I wanted to finish 3.1.0 soon after 0.97a released, but got distracted working on other things instead. In the meantime, here's a belated hotfix so it's at least playable.
Title: Re: [0.97a] Persean Chronicles, a quest mod
Post by: Seti on March 26, 2024, 11:22:04 AM
Hi! I want to work on my own mod, and trying to add quests and something else, i looked at your file and i dont understand some things, is it possible for me to have some contact with you to help me understand how to add quests like you have done? I will credit you if i upload it
Title: Re: [0.97a] Persean Chronicles, a quest mod
Post by: Wispborne on March 26, 2024, 11:25:52 AM
Hi! I want to work on my own mod, and trying to add quests and something else, i looked at your file and i dont understand some things, is it possible for me to have some contact with you to help me understand how to add quests like you have done? I will credit you if i upload it

I strongly advise against trying to do quests the way I did. You should instead read https://fractalsoftworks.com/2023/11/13/you-merely-adopted-rules-csv-i-was-born-into-it/.


I spent a very, very long time building a custom quest system that's meant for me only, mostly because I enjoyed it. Trying to use it will take more time and be buggier than just learning to use rules.csv.
Title: Re: [0.97a] Persean Chronicles, a quest mod
Post by: Seti on March 26, 2024, 11:32:28 AM
Hi! I want to work on my own mod, and trying to add quests and something else, i looked at your file and i dont understand some things, is it possible for me to have some contact with you to help me understand how to add quests like you have done? I will credit you if i upload it

I strongly advise against trying to do quests the way I did. You should instead read https://fractalsoftworks.com/2023/11/13/you-merely-adopted-rules-csv-i-was-born-into-it/.


I spent a very, very long time building a custom quest system that's meant for me only, mostly because I enjoyed it. Trying to use it will take more time and be buggier than just learning to use rules.csv.

So from what i understand I need: rules.cvs, portraits, and procgen if i want to add something custom?
Title: Re: [0.97a] Persean Chronicles, a quest mod
Post by: WREN_PL on April 05, 2024, 04:00:51 PM
Hi, I've got a bug to report, after re-living the fight against the hegemony captain, my next battle opened on similarly small space map.

See attachment.
Title: Re: [0.97a] Persean Chronicles, a quest mod
Post by: WREN_PL on April 05, 2024, 04:34:14 PM
Reloading the game fixed it