Fractal Softworks Forum

Starsector => Mods => Topic started by: Erick Doe on October 31, 2013, 05:28:06 AM

Title: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: Erick Doe on October 31, 2013, 05:28:06 AM
(http://i.imgur.com/tZbkrRT.png) (http://www.mediafire.com/download/zh51vcqqunlhpv1/ModdedStarsectorV3.zip)
Current version: ModdedStarsectorV3
Size: 88.3 MB

(http://i.imgur.com/D6VV3C0.png)

This mod compilation features the latest inter-compatible versions of a whole bunch of faction mods

All put together into one easy to download and easy to install package

This will save you the time to check on what mods are compatible with one another

These mods are overall fairly 'vanilla' balanced!

(these are also all Exerelin compatible, just download Exerelin and load up the mods in this pack alongside it)




NOTE TO LINUX USERS: Help me make this Linux compatible! If you get an error because of inconsistantly named files (upper- and lowercase) please post them here so I can address these issues and take it up with the modders.

Instructions:
Spoiler
#1 Download the package here:
(http://i.imgur.com/jW4sHDI.png) (http://www.mediafire.com/download/zh51vcqqunlhpv1/ModdedStarsectorV3.zip)

#2 Save the file in your "Starsector/mods" folder

#3 Install by unpacking / unzipping the file in the mods folder (right-click the file and select "unzip here")

#4 Start up Starsector and select the following mods: (select "Mods..." in the launch window)
-ASP Syndicate 0.36
-Blackrock Driveyards 0.42
-Bushi 1.20
-Hiigaran Descendants 1.0.0
-Junk pirates, Ship and mission mod 1.63
-Kadur Theocracy 1.1.7b
-Lazylib 1.6b
-Neutrino Corporation 1.75
-Shadowyards Heavy Industries Mod v0.4.3
-The Gedune Version 1.3.1
-The Nomads 1.0
-Zorg V17
-Project Valkyrie V1.2B
-Citadel 0.5b

#5 Play the game! Enjoy!

REMOVE ALL OLD MOD FOLDERS BEFORE INSTALLING NEW ONES. DO NOT OVERWRITE MOD FOLDERS.
[close]


List of mods included:
Spoiler
-LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (required for several mods to run)
-Neutrino Corp. (http://fractalsoftworks.com/forum/index.php?topic=2345.0)
-Zorg (http://fractalsoftworks.com/forum/index.php?topic=6522.0)
-Kadur Theocracy (http://fractalsoftworks.com/forum/index.php?topic=6649.0) *Requires LazyLib
-Bushi (http://fractalsoftworks.com/forum/index.php?topic=6413.0) *Requires LazyLib
-Hiigaran Descendants (http://fractalsoftworks.com/forum/index.php?topic=6347.0) *Requires LazyLib
-Junk Pirates (http://fractalsoftworks.com/forum/index.php?topic=161.0)
-The Gedune (http://fractalsoftworks.com/forum/index.php?topic=3865.0) *Requires LazyLib
-Shadowyards Heavy Industries (http://fractalsoftworks.com/forum/index.php?topic=3491.0) *Requires LazyLib
-Blackrock Drive Yards (http://fractalsoftworks.com/forum/index.php?topic=4018.0) *Requires LazyLib
-The Nomads (http://fractalsoftworks.com/forum/index.php?topic=162.0)
-ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=2333.0)
-Project Valkyrie (http://fractalsoftworks.com/forum/index.php?topic=5066.0)
-Citadel Fleet (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
[close]


Credits:
Spoiler
Much thanks to the following modders:
FlashFrozen
LazyWizard
Vayra
Gotcha!
mendonca
Hyph_K31
MShadowy
Cycerin
Trylobot
ValkyriaL
Foxer360
[close]


If you have any questions or comments, please post here in this thread or contact me by PM.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Gothars on October 31, 2013, 06:28:00 AM
Useful, thanks :)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Erick Doe on October 31, 2013, 06:33:05 AM
Useful, thanks :)

My pleasure!  :D
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: ValkyriaL on October 31, 2013, 06:43:49 AM
No valks T_T , anyway, extremely useful indeed, surprised why nobody made something like this sooner.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Erick Doe on October 31, 2013, 07:13:05 AM
Oops! Accidently edited your post, ValyriaL.

What I was trying to say...
...you can request that your mod gets added. I'll just have to test it first.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: ValkyriaL on October 31, 2013, 07:20:03 AM
Oho? well, I'd like it added then.

Nyahahah!...my empire will spread into every part of this forum!
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: NikolaiLev on October 31, 2013, 07:26:10 AM
This isn't going to be a competitor to UsS, is it?  Don't make me stare menacingly.   >:(
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Erick Doe on October 31, 2013, 07:38:42 AM
Why would you stare menacingly?

As this mod compilation doesn't alter any vanilla starsector files, it is not similar. It is vanilla Starsector + a whole bunch of fairly vanilla balanced mods. Adding new factions and systems to hyperspace.

The only thing that may be altered beyond what is included in the respective mods are faction relations.

This mod just offers an easy to download and install mod package that goes well with vanilla Starsector.  ;)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: HELMUT on October 31, 2013, 08:12:21 AM
I approve this. Also since 0.61a, UsS started a lot to look like a total conversion (or at least the gameplay). With this one, you'll be able to play a simple Vanilla Starsector game with some of your favorite faction without eventual compatibility bug.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Uomoz on October 31, 2013, 08:34:21 AM
I approve this. Also since 0.61a, UsS started a lot to look like a total conversion (or at least the gameplay). With this one, you'll be able to play a simple Vanilla Starsector game with some of your favorite faction without eventual compatibility bug.

Totally agree, mine is more of a mod effort while this is mostly a collection. This actually allows me to further specialize my stuff! Gj Erick, now back to TuP!!!
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Doogie on October 31, 2013, 10:08:05 AM
I approve this. Also since 0.61a, UsS started a lot to look like a total conversion (or at least the gameplay). With this one, you'll be able to play a simple Vanilla Starsector game with some of your favorite faction without eventual compatibility bug.

Totally agree, mine is more of a mod effort while this is mostly a collection. This actually allows me to further specialize my stuff! Gj Erick, now back to TuP!!!

I'd maybe like to see Antedilluvians get a .61a update. I always enjoyed picking on them in UsC.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Sproiet on October 31, 2013, 05:41:52 PM
Hey Erick love the mod pack, I was wondering could we use this for Exerelin as well, and just check this alongside Exerelin and Lazylib and profit?  ;D
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Erick Doe on October 31, 2013, 05:49:27 PM
Hey Erick love the mod pack, I was wondering could we use this for Exerelin as well, and just check this alongside Exerelin and Lazylib and profit?  ;D

Yes. The necessary changes to Blackrock Driveyards have already been made. Just check all the mods in this pack, plus Exerelin.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Sproiet on October 31, 2013, 05:57:12 PM
Sweet, thanks for the speedy reply, and thank you for saving me so much time (having to look up and update mods.)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Zaphide on October 31, 2013, 06:40:45 PM
Excellent idea Erick :)

One issue though.

The version of Blackrock Drive Yards you have included will indeed work with Exerelin fine but it won't run it's system generator code if not playing with Exerelin, which is probably less than ideal.

I have modified the appropriate BRDY files and they are located here:
https://bitbucket.org/Zaphide/exerelin/downloads/CharacterCreationPluginImpl.java (https://bitbucket.org/Zaphide/exerelin/downloads/CharacterCreationPluginImpl.java)
https://bitbucket.org/Zaphide/exerelin/downloads/BRModPlugin.java (https://bitbucket.org/Zaphide/exerelin/downloads/BRModPlugin.java)

You could add these to the version you have here and it will work properly for both Exerelin and non-Exerelin games (you will also need to un-comment the modPlugin line in BRDY's mod_info.json).

Otherwise, Cycerin has copies of these already so I suspect the next version of BRDY will be compatible out-of-the-box :) You could then just include that version.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Wunder on November 01, 2013, 03:20:30 AM
This is actually all my mods in one!
Can you put...
no... :(
I MISS IT SO MUCH :'(
Why? where are you Tore up Plenty?
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V1) - Easy to DL and Install!
Post by: Erick Doe on November 02, 2013, 03:41:25 AM
Excellent idea Erick :)

One issue though.

The version of Blackrock Drive Yards you have included will indeed work with Exerelin fine but it won't run it's system generator code if not playing with Exerelin, which is probably less than ideal.

I have modified the appropriate BRDY files and they are located here:
https://bitbucket.org/Zaphide/exerelin/downloads/CharacterCreationPluginImpl.java (https://bitbucket.org/Zaphide/exerelin/downloads/CharacterCreationPluginImpl.java)
https://bitbucket.org/Zaphide/exerelin/downloads/BRModPlugin.java (https://bitbucket.org/Zaphide/exerelin/downloads/BRModPlugin.java)

You could add these to the version you have here and it will work properly for both Exerelin and non-Exerelin games (you will also need to un-comment the modPlugin line in BRDY's mod_info.json).

Otherwise, Cycerin has copies of these already so I suspect the next version of BRDY will be compatible out-of-the-box :) You could then just include that version.

Done. I've added these files. They will be in the next update of Modded Starsector.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2) - Easy to DL and Install!
Post by: Erick Doe on November 02, 2013, 04:38:06 AM
Modded Starsector V2.5
(http://i.imgur.com/jW4sHDI.png) (http://www.mediafire.com/download/g6ylzr54cqpu8qq/ModdedStarsectorV2.5.zip)

Size: 86.5 MB

Code
ModdedStarsectorV2 changelog:
-Updated Zorg V16g to Zorg V16h
-Updated LazyLib 1.5 to LazyLib 1.6b
-Added Project Valkyrie (made compatible)
-Changed Blackrock Driveyards (Exerelin and Vanilla compatible)
-Removed 10 MB in unused files

REMOVE ALL OLD MOD FOLDERS BEFORE INSTALLING NEW ONES. DO NOT OVERWRITE MOD FOLDERS.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2) - Easy to DL and Install!
Post by: Erick Doe on November 02, 2013, 05:16:59 AM
Ack! I forgot to remove a reference to an old sound file. Uploading fix now!
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2) - Easy to DL and Install!
Post by: Wunder on November 02, 2013, 05:28:14 AM
Zorg
I am very angry with you Erick  >:(
Oh well, conflict test then please can you upload a 'stable' version of this mod, also
Well, I kinda dont know, with all my modding uses be KSP to World of tanks
Im a bit confused
To you put the Mod folder in there?
or all of the mods inside.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2) - Easy to DL and Install!
Post by: Erick Doe on November 02, 2013, 05:34:42 AM
The fix is up!

@GGMC
All the mods are put into one zip archive. Just unzip it in your mods folder. There's a detailed instruction on the opening post.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Wunder on November 02, 2013, 05:48:47 AM
Hugs Sir Doe!
Hugs.





HUUUUUGS
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Jazzrish on November 02, 2013, 10:39:33 AM
i wonder whether i can update some of those mods by myself.

it would be most kind of u to list the modifications on the OP.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: FiCho on November 05, 2013, 05:17:25 AM
Umm, I've got a problem with this mod...
You see every time I enter some of the other systems trough hyperspace, the game crashes...
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Erick Doe on November 05, 2013, 02:17:36 PM
Did you remove all earlier versions of mods in your mod folder? You should never overwrite mods. First delete the old versions before extracting the new ones.

Or is the game laggy? Might be a memory issue. Try disabling one or two mods, like Project Valkyrie or Kadur Theocracy.

Other than that, I don't know what the issue could be.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: FiCho on November 05, 2013, 02:36:26 PM
Did you remove all earlier versions of mods in your mod folder? You should never overwrite mods. First delete the old versions before extracting the new ones.

Or is the game laggy? Might be a memory issue. Try disabling one or two mods, like Project Valkyrie or Kadur Theocracy.

Other than that, I don't know what the issue could be.

Yes, I did remove all previous mods...
Nope, it's not laggy...
Okay, I'll try to disable a few mods...
Maybe this will help you to figure out what's the problem, it's from starfarer log...

217403 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.?0O000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.A.รด?0000(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Erick Doe on November 06, 2013, 03:44:43 AM
Quote
217403 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError

Looks like a memory issue. I'd definitely try running Starsector with a few less mods.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: ValkyriaL on November 06, 2013, 03:47:43 AM
Or, Allocate more memory. ;D
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: FiCho on November 06, 2013, 06:02:22 AM
Or, Allocate more memory. ;D

If you mean RAM memory, I have 8 gigabytes...  :-\
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Erick Doe on November 06, 2013, 06:32:23 AM
If you mean RAM memory, I have 8 gigabytes...  :-\

That may be so. But the game may only be using a part of that. You may have to allocate more memory to Starsector specifically. Also, it depends on your operating system. A 32 bit windows will not use 8 GB of RAM. 64 bit, on the other hand, will use more.

In your case though, it is likely that you will need to manually assign more memory to Starsector. Several people have written a guide on how to do this.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: FiCho on November 06, 2013, 06:52:31 AM
If you mean RAM memory, I have 8 gigabytes...  :-\

That may be so. But the game may only be using a part of that. You may have to allocate more memory to Starsector specifically. Also, it depends on your operating system. A 32 bit windows will not use 8 GB of RAM. 64 bit, on the other hand, will use more.

In your case though, it is likely that you will need to manually assign more memory to Starsector. Several people have written a guide on how to do this.

Okay, I'll try that...
By the way, I have 64 bit windows...
And thanks for helping me...  ;)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: ValkyriaL on November 06, 2013, 08:37:48 AM
having 64 bit windows doesn't mean SS uses it, you have to point starsector at you 64-bit java in Vmparams and then run it from the bat file. (because the shortcut won't work anymore.)

basically what the other guy said. ::)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: FiCho on November 06, 2013, 10:39:38 AM
having 64 bit windows doesn't mean SS uses it, you have to point starsector at you 64-bit java in Vmparams and then run it from the bat file. (because the shortcut won't work anymore.)

basically what the other guy said. ::)
Okay, I did that, but now I can't see any mods...

EDIT: Oh, it's okay... I had to put mods in the other mods folder in starsector-core...
        Now I just have to test it...  ;D
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Deathscreton on November 06, 2013, 10:44:20 AM
When loading up SS, there were a few crashes with SS complaining about not finding the correct resources (.jpg files and the such) when they were really there. Further inspection shows that the files were misnamed or there was a letter capitalized. While it's not your fault that the files are blowing up in peoples faces, it's probably a good idea to post this anyways so people know if they get a long winded error messages along with SS filling their screen with warnings about how it's going to leak onto your keyboard.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Erick Doe on November 06, 2013, 12:56:57 PM
When loading up SS, there were a few crashes with SS complaining about not finding the correct resources (.jpg files and the such) when they were really there. Further inspection shows that the files were misnamed or there was a letter capitalized. While it's not your fault that the files are blowing up in peoples faces, it's probably a good idea to post this anyways so people know if they get a long winded error messages along with SS filling their screen with warnings about how it's going to leak onto your keyboard.

Are you using Linux? Can you tell me what mods were causing the problems? Post a bug report maybe. That way I can straighten out the inconsistant (un)capitalised file types and file names.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Garmine on November 07, 2013, 10:44:24 AM
When loading up SS, there were a few crashes with SS complaining about not finding the correct resources (.jpg files and the such) when they were really there. Further inspection shows that the files were misnamed or there was a letter capitalized. While it's not your fault that the files are blowing up in peoples faces, it's probably a good idea to post this anyways so people know if they get a long winded error messages along with SS filling their screen with warnings about how it's going to leak onto your keyboard.

Are you using Linux? Can you tell me what mods were causing the problems? Post a bug report maybe. That way I can straighten out the inconsistant (un)capitalised file types and file names.

I've already reported Zorg related files, and I know for sure that Blackrock has some of them - but I completely forgot to report and I can't remember now. :(
I haven't tested Valkyres, though, but I believe I tested the rest (although with Exerelin but I doubt you changed the capitalizations randomly ;) )
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Erick Doe on November 07, 2013, 12:48:11 PM
I thought I fixed the issues in Zorg 16h. Did it still give you problems?
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Wunder on November 07, 2013, 12:50:40 PM
Bye, forever.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Deathscreton on November 08, 2013, 01:10:58 AM
I thought I fixed the issues in Zorg 16h. Did it still give you problems?
The Zorg Z Pyramid hull files were giving me issues. Then the Black Rock had a file as well. Id on't remember precisely, but now I'm having issues loading up my saves. SS keeps complaining about them being incompatible.

I'm having the issue on both Linux and Windows 7 x32.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Erick Doe on November 08, 2013, 02:27:18 AM
I thought I fixed the issues in Zorg 16h. Did it still give you problems?
The Zorg Z Pyramid hull files were giving me issues. Then the Black Rock had a file as well. Id on't remember precisely, but now I'm having issues loading up my saves. SS keeps complaining about them being incompatible.

I'm having the issue on both Linux and Windows 7 x32.

Do you use the mods in ModdedStarsectorV2.5? Or an earlier version? Because I fixed the Pyramid's file name in the latest version.

I don't know what it could be with Blackrock Driveyards. I suggest you post in that specific thread so Cycerin can look into it.

If you can post the starsector error log, I might be able to help.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V2.5) - Easy to DL and Install!
Post by: Erick Doe on November 13, 2013, 06:05:13 AM
Updating soon with the latest versions of several mods.

To modders: Please remove images and sounds that you don't use in your mod from your released versions. This helps cut down the size of the Modded Starsector package significantly! Even if it is just 2.5 MB in your mod, eight mods makes 20 MB. ;)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Erick Doe on November 13, 2013, 07:00:27 AM
Put Modded Starsector V3 up for download
Please read the instructions before installing

(http://i.imgur.com/jW4sHDI.png) (http://www.mediafire.com/download/zh51vcqqunlhpv1/ModdedStarsectorV3.zip)

Changelog:
-Updated Shadowyards Heavy Industries to v0.4.3
-Updated LazyLib to 1.6b
-Updated Zorg to V17
-Added Citadel
-Blackrock Driveyards edited to be both vanilla AND exerelin compatible (no need to change anything!)

Mods included:
-ASP Syndicate 0.36
-Blackrock Driveyards 0.42
-Bushi 1.20
-Hiigaran Descendants 1.0.0
-Junk pirates, Ship and mission mod 1.63
-Kadur Theocracy 1.1.7b
-Lazylib 1.6b
-Neutrino Corporation 1.75
-Shadowyards Heavy Industries Mod v0.4.3
-The Gedune Version 1.3.1
-The Nomads 1.0
-Zorg V17
-Project Valkyrie V1.2B
-Citadel 0.5b
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: FiCho on November 13, 2013, 08:51:48 AM
Put Modded Starsector V3 up for download
Please read the instructions before installing

(http://i.imgur.com/jW4sHDI.png) (http://www.mediafire.com/download/zh51vcqqunlhpv1/ModdedStarsectorV3.zip)

Changelog:
-Updated Shadowyards Heavy Industries to v0.4.3
-Updated LazyLib to 1.6b
-Updated Zorg to V17
-Added Citadel
-Blackrock Driveyards edited to be both vanilla AND exerelin compatible (no need to change anything!)

Mods included:
-ASP Syndicate 0.36
-Blackrock Driveyards 0.42
-Bushi 1.20
-Hiigaran Descendants 1.0.0
-Junk pirates, Ship and mission mod 1.63
-Kadur Theocracy 1.1.7b
-Lazylib 1.6b
-Neutrino Corporation 1.75
-Shadowyards Heavy Industries Mod v0.4.3
-The Gedune Version 1.3.1
-The Nomads 1.0
-Zorg V17
-Project Valkyrie V1.2B
-Citadel 0.5b

Well I get an error when starting the game...
Spoiler
97595 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
97599 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 744,86 MB of texture data so far
97599 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
97726 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
281590 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.oOoo] with id [hardened_subsystems] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.oOoo] with id [hardened_subsystems] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.loading.FleetCreationSpec.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.corvus.TriTachyonSpawnPoint.spawnFleet(TriTachyonSpawnPoint.java:39)
   at data.scripts.world.corvus.Corvus.generate(Corvus.java:70)
   at data.scripts.world.SectorGen.generate(SectorGen.java:61)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00o.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

EDIT: I disabled Citadel mod and it works...
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: HELMUT on November 13, 2013, 09:32:30 AM
I see Kadur's Theocracy there... Have you fixed the save bug for Vayra, Erick? I always liked that faction but couldn't play it because of that bug.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: FasterThanSleepyfish on November 13, 2013, 11:04:01 AM
Ficho, are you using an outdated version of starsector? Or are you a linux user?
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Erick Doe on November 13, 2013, 11:07:14 AM
Quote
EDIT: I disabled Citadel mod and it works...
I am experiencing no issues when running Citadel alongside the other mods.

@FiCho
Just to be sure: You did remove all older mod versions before unzipping the new ones, right? Also, are you running on Linux?

@ HELMUT
What bug are you referring to? Or are you talking about the memory leak?


NOTE TO LINUX USERS: Help me make this Linux compatible! If you get an error because of inconsistantly named files (upper- and lowercase) please post them here so I can address these issues and take it up with the modders.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Garmine on November 13, 2013, 12:01:54 PM
NOTE TO LINUX USERS: Help me make this Linux compatible! If you get an error because of inconsistantly named files (upper- and lowercase) please post them here so I can address these issues and take it up with the modders.

I don't promise anything, but I'll try to take a look at it this weekend. I'm quite busy this week.  :-\
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: HELMUT on November 14, 2013, 10:54:39 AM
@ HELMUT
What bug are you referring to? Or are you talking about the memory leak?

Yep, tried to play with them in your mod. F4cked up my game at first try to load. Welp, no Kadur for a while i guess.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Uomoz on November 14, 2013, 11:12:23 AM
@ HELMUT
What bug are you referring to? Or are you talking about the memory leak?

Yep, tried to play with them in your mod. F4cked up my game at first try to load. Welp, no Kadur for a while i guess.

It's not a proper memory leak, it's just that kadur spawns an absurd amount of fleets for many many factions. More then all UsS combined or an advanced exerelin game. vrparams need to be extremely high to handle that!
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: FiCho on November 14, 2013, 01:37:03 PM
Quote
EDIT: I disabled Citadel mod and it works...
I am experiencing no issues when running Citadel alongside the other mods.

@FiCho
Just to be sure: You did remove all older mod versions before unzipping the new ones, right? Also, are you running on Linux?

Well I reinstalled the game and now it works, at least for a while... until it crashes...  ;)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Sproiet on November 16, 2013, 09:46:39 AM
So, Chrome is calling this mod pack malicious. I thought I read somewhere in these forums that it's just being cautious but there's nothing to worry about. However after skimming the forums quickly I could not locate that reply, so...is it safe? Can something be changed so that Chrome doesn't detect a malicious item, and possibly turn off potential downloaders?
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Magician on November 16, 2013, 10:36:28 AM
Can you provide screenshot of this warning? I doubt that there is something malicious. And if there IS, I doubt Chrome is the right software to detect it. I seriously doubt Chrome, being nothing more than a browser, has any capabilities to detect real threats.
You can check discussion like this on such matter with Chrome troubles http://productforums.google.com/forum/#!topic/chrome/r-9JQIboUmc (http://productforums.google.com/forum/#!topic/chrome/r-9JQIboUmc)
Or just use another browser.

tl;dr Chrome decides if link is malicious or not by few very weak factors (is website in trusted list, is that a certain archive), not by actually testing and checking contents of files.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Sproiet on November 16, 2013, 11:40:20 AM
Just wanted some confirmation, that'll do  :D
I agree with you, and it was foolish of me to expect Chrome to be a capable malicious content detector
Cheers Magician ;D
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Uomoz on November 16, 2013, 12:14:10 PM
This collection is definitely dangerous for your social life...  ;D
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Erick Doe on November 16, 2013, 06:47:46 PM
I run the files I upload through several scans before uploading. They're very clean. You can also check the download link with some online scans if you want to be sure.  :)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: ValkyriaL on November 17, 2013, 01:29:34 AM
Yeh, it told me that the DL was malicious software, i Dled anyway and nothing happened, you're fine.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Ambient on December 15, 2013, 05:41:38 PM
Is there en event or a trigger for the nomads in this compilation?

I just went to their system, and it was empty, upon checking other areas including deep space, there was 0 sightings of any nomad vessel.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Sproiet on December 15, 2013, 09:08:56 PM
The nomads are just that...nomadic, look around there should be like 10 fleets circling their home ship. Might take a while to spawn though  ;)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install!
Post by: Ambient on December 16, 2013, 06:16:12 AM
yeah i know thats the case since ive seen them in the Uomoz compilation, but in there, ive reached rank 20 and still no sighting.

probably will just end up deactivating them since im sure its just bloating my save.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: Roddy Mcrizzle on April 05, 2014, 06:18:07 AM
I may be missing something here. But where is the DL link for this mod?

woops, I posted this in the wrong window... Sorry
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: Isaew on October 11, 2016, 12:35:50 PM
Hello there
Erick, thank you for that collection ) Its awesome
But I've got an issue -  my saves doesn't work.
I've downloaded from the first page of that thread, and activated all the modes at once.
I can start the game nice, in 1440 px resolution, and can do save, but when I'm trying to download the save, it gives me the error.
Please advice. thanks
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: CrashToDesktop on October 11, 2016, 12:39:33 PM
Christ almighty, this thread's bones have nearly turned to dust by time you commented.  The last comment was more than 3 years ago, and the thread title both mentions the version number and the fact that it's outdated.  Just leave it be. :)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: Isaew on October 11, 2016, 01:30:13 PM
Christ almighty, this thread's bones have nearly turned to dust by time you commented.  The last comment was more than 3 years ago, and the thread title both mentions the version number and the fact that it's outdated.  Just leave it be. :)
Thanks =)))
But still. Its like I've found grandpa's old Mustang '62, and managed to start it. But the wheel stuck.  
I've downloaded it, and proper version of the game, and it started working good. I just need some advice on the save problem.

Spoiler
735375 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading E:\starfarer\Starsector\starsector-core\..\saves\save_mea_4500428511041222774...
761622 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
761622 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Java heap space
java.lang.OutOfMemoryError: Java heap space
   at java.util.Arrays.copyOfRange(Arrays.java:3209)
   at java.lang.String.<init>(String.java:215)
   at com.sun.org.apache.xerces.internal.xni.XMLString.toString(XMLString.java:185)
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.getText(XMLStreamReaderImpl.java:1034)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullText(StaxReader.java:84)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:150)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.getValue(AbstractPullReader.java:180)
   at com.thoughtworks.xstream.io.ReaderWrapper.getValue(ReaderWrapper.java:48)
   at com.fs.starfarer.campaign.save.E.unmarshal(Unknown Source)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
[close]
Thanks
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: Erick Doe on October 14, 2016, 04:33:25 PM
It looks like a memory issue?
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: Seifer on October 14, 2016, 05:59:52 PM
It looks like a memory issue?

Absolutely. Isaew, you should take a look at that thread http://fractalsoftworks.com/forum/index.php?topic=8726 (http://fractalsoftworks.com/forum/index.php?topic=8726), and that one too if needed http://fractalsoftworks.com/forum/index.php?topic=10931 (http://fractalsoftworks.com/forum/index.php?topic=10931). Have fun  ;)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: Mr. Nobody on October 15, 2016, 02:30:56 AM
Would be possible to have a updated version with stuff like SS+/Dynasector+Ship&Weapon pack+whateverelseSS+hasbeensplitinto on top of Nexerelin and some of the faction mods?
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: Linnis on October 15, 2016, 01:12:34 PM
Would be possible to have a updated version with stuff like SS+/Dynasector+Ship&Weapon pack+whateverelseSS+hasbeensplitinto on top of Nexerelin and some of the faction mods?

Yesss plzzz :)
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: DownTheDrain on October 15, 2016, 02:20:17 PM
Would be possible to have a updated version with stuff like SS+/Dynasector+Ship&Weapon pack+whateverelseSS+hasbeensplitinto on top of Nexerelin and some of the faction mods?

Yesss plzzz :)

I'm sure this is a great mod, so please don't get me wrong, but at the end of the day it's still a compilation.
Any updated version would obviously only include mods that we already have access to, so it wouldn't be that much of an improvement.

If Erick Doe did return to work on mods I'd much rather see him resurrect Tore Up Plenty to be honest.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: Mr. Nobody on October 16, 2016, 04:04:33 AM
I'm sure this is a great mod, so please don't get me wrong, but at the end of the day it's still a compilation.
Any updated version would obviously only include mods that we already have access to, so it wouldn't be that much of an improvement.

If Erick Doe did return to work on mods I'd much rather see him resurrect Tore Up Plenty to be honest.

It could be a easy and convenient solution for more less experienced computer users or those who do not have much in terms of free time.
Instead of tracking down every single mod and library whenever they update one could simply install the pack and start a modded game.

The very best thing would be a mod repository of sort and a utility that allows to download every mod from there and handles all the required unzipping, installing and updating but that is far beyond the scope of a modpack.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: MesoTroniK on October 16, 2016, 03:30:34 PM
Instead of tracking down every single mod and library whenever they update one could simply install the pack and start a modded game.

We have Version Checker (http://bit.ly/1wSPmKE) so that means you only need to track down every single mod once (takes 5 to 10 mins to install the the entire Modiverse with a decent internet connection). Then after that "long" process, Version Checker notifies you when mods need to be updated and it is never a "long" process again at least until Starsector itself updates.
Title: Re: [0.6.1a] Erick Doe's Modded Starsector (V3) - Easy to DL and Install! OUTDATED!
Post by: Midnight Kitsune on October 16, 2016, 06:12:28 PM
Instead of tracking down every single mod and library whenever they update one could simply install the pack and start a modded game.
We have Version Checker (http://bit.ly/1wSPmKE) so that means you only need to track down every single mod once (takes 5 to 10 mins to install the the entire Modiverse with a decent internet connection). Then after that "long" process, Version Checker notifies you when mods need to be updated and it is never a "long" process again at least until Starsector itself updates.
Let's not forget that not everyone can or wants to run all the mods and downloading a mod pack would just be a waste of bandwidth, ESPECIALLY if you couldn't get them separate and one or more of the mods needed an update to fix a bug