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Messages - Draco

Pages: [1] 2
1
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: June 19, 2022, 06:26:45 PM »
In my case, the 2 ships I made, need permission, this is my version of the mod in nexus and it is the most current, technically need my permission to use these ships, which I already gave, now, directly from the original creator, I don't think so because I abandon it completely and since it does not use my mod but directly the one from the forum, it only asked me for permission for the ship, but I already told it that it can use my complete mod to improve or update parts and save time, but since the version based on this mod is on nexus created by me, you strongly need my permission because nexus is very strict for these things

2
Modding / Re: [0.9.1a] Hiigaran's Resurgence v0.4
« on: February 03, 2021, 07:14:37 AM »
i repost this from the higaaran descendants old mod forum so that you can read this

why its empty?? why the Hiigaran weapons BP is empty?? is this intentional? and it gets weirder bcs the faction fleet doctrine didnt even use their own weapon.... why?????????? i cant post the screenshot bcs the file is too big, like im not joking, the weapons blueprint didnt even have the list in it, and i cant right click to learn it??????

I understand that it is gamble, since the weapons are very powerful and in turn the technology, is a filler so that the weapons of the mod are not used in normal ships or of another mod, I am fixing things before updating it, as they asked above Weapons do a lot of damage, the objective is to be faithful and realistic and balanced against other species of the same mod, but feel difficult to defeat with other species, as for the rebellion against empire, they do not have the same power and need numbers to win, the blueprint with the construction I understand that it is delivered if you generate with hiigaran but you cannot obtain it externally, it is a limiter, even if I wanted to modify it I still don't know how, it's just me playing the mod and it's something new for me, I feel the delay

3
Modding / Re: [0.9.1a] Hiigaran's Resurgence v0.4
« on: November 06, 2020, 12:21:28 PM »
some of the weapons files have typos that result in some rather humorous situations, the kinetic driver and kinetic driver(light) have their damage per shot set to 120 and 125 respectively as well as having much greater range than they should, and the heeshk bomber wing has 560 ammunition when it should have 12, there also appears to be a problem with the hiigaran weapon package blueprint as it doesn't actually have any weapons in it, and finally the kinetic burst cannons have rather ridiculous range as 2000+ range is typically reserved for missiles

The mod is being built with its own balance, the weapons will be balanced with their real statistics, the conical cannons reach between 1 to 2 km, if you realize the shields of some ships are too strong, make a mod with the target scale at  What I want is not easy and I always recommend reading what is imposed above in it since I explain how it will be in a summarized way

4
Modding / Re: [0.9.1a] Hiigaran's Resurgence v0.3
« on: October 01, 2020, 02:31:10 PM »
Puhh I disabled all mods except yours + Lazylib + Graphiclib and I still get the same error.

So I can't confirm the crash is cause by Tiangdong Heavy Industries. Before THI worked fine with Hiigaran by NoFoodAfterMidnight.

Later I redownload your mod and reinstall Starsector to see if something was corrupted. I hope it's my fault and not someones mod.

EDIT: Btw... if I activate random core sector by nex everything is fine - even with THI. You use Nexerelin v0.9.7b?

With THI and nex not have error - I have already found the error, in a while I'll have it here and in nexus, first I will make sure that it works 100% and I have to make sure of one thing, since I am converging 3 versions in this one, so that it is the most complete, as I saw the problem is that it does not change the faction names correctly and when generating in natural it gives an error with other mods, now it should not do it - - Apparently it has a generation problem in the nucleus, with Nexerelin and random nucleus it works, the error jumps when you generate the world with the base game, that is, when you let the game generate the nucleus, for some reason it will try to spawn with another faction and it is when it explodes, I am trying to fix it but it is extremely difficult, because I cannot find what is wrong and on top of that the error that jumps only mentions the file of which there are 3 different -

5
Modding / Re: [0.9.1a] Hiigaran's Resurgence v0.3
« on: October 01, 2020, 02:03:33 AM »
Before I started the new game I updated a lot of mods. Maybe something went wrong. I will check it later :)

I compared our modlists and this are different (I use this mod and you not):

Spoiler
"anvil_industries",
"ArkLeg",
"audio_plus",
"capturecrew",
"chatter",
"DisassembleReassemble",
"exalted",
"FDS",
"HMI",
"hostileIntercept",
"interestingportraitspack",
"kadur_remnant",
"lw_radar",
"MayasuranNavy",
"RC_Second_Wave_Options",
"stellics", (Stellar Logistics)
"StopGapMeasures",
"sun_starship_legends",
"Sylphon_RnD",
"tahlan",
"THI", -> (Tiangdong Heavy Industires)
"toggleWeapons",
"TORCHSHIPS",
"ungp", (Unofficial New Game Plus)
"vayrashippack",
[close]

Keep in mind that some mods are incompatible with others, for example I have one that modifies exactly what another does and when I put it I threw a direct error, keep in mind that the error that you get in what you gave me is due to the generation of the galaxy, I recommend almost forced the nex mod and choose the random core option with all active factions, if it still gives you the same generation error, it is some mod that is incompatible from series for some reason that I do not know, but that you can find out, report it and if I can from my side fix it - The Tiangdong Heavy Industires if it is the mod that I think I tried to put it and I made a direct error saying that it had another mod that made it incompatible, it was the total conversion who gave the warning, it may be that, the case is that I cannot find it in the forum so I can not confirm that is that the one that gave me said error - - reviewed and it is possible that if it is the culprit, since I have finally found it with my browser history list and that I tried to put it and I skipped a direct error when starting the game it did not even reach the menu, the total conversion mod gave me a notice of incompatibility but without saying why - - I confirm that it is that mod at 100%, I have tried to start vanilla only by removing the total conversion and yes, it gives the same error as yours, so it is not Hiigaran's fault, it is the mod industries that does something to the generation that makes it incompatible with mine as with archeon, at least the archeon prevents you from starting the game - - According to I have reviewed for a while, and editing a couple of things about my mod it keeps throwing an error, but this time it is not with mine but with the nex, so the industrial mod is incompatible with almost any mod that plays the same as the , I remove the mod and the game starts normal, I don't know what the Tiangdong Heavy Industires has but it is almost incompatible with any mod -

6
Modding / Re: [0.9.1a] Hiigaran's Resurgence v0.3
« on: September 30, 2020, 01:50:25 PM »
I had a crash when I wanted to start a new game:

I think it has something to do with the mod Industrial Evolution?
http://fractalsoftworks.com/forum/index.php?topic=18011.0

Spoiler
...
222735 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - Chance for IndEvo_HullForge at 1.0
222735 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_HullDecon
222736 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - Chance for IndEvo_ResLab at 1.2
222736 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - Chance for IndEvo_HullDecon at 1.0
222736 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - Chance for IndEvo_RiftGen at 0.6
222736 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - Chance for IndEvo_HullForge at 1.0
222736 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.econ.impl.derelicts.IndEvo_Ruins  - picking upgrade for ruins: IndEvo_RiftGen
222959 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.HiigaraGen.initFactionRelationships(HiigaraGen.java:41)
   at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:18)
   at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
   at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Edit: Ok it's not Industrial Evolution (I disabled it)

Spoiler
....
186087 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: D:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS]
186088 [Thread-4] INFO  data.hullmods.DiableAvionicsUniversalDecksUpgrade  - WANZER GANTRY - Non wanzer wing found, no effect
186088 [Thread-4] INFO  data.scripts.world.systems.Diableavionics_stagging  - Surprise: Samarra Star System Samarra
186292 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
186369 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
186369 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
186548 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.HiigaraGen.initFactionRelationships(HiigaraGen.java:41)
   at data.scripts.world.HiigaraGen.generate(HiigaraGen.java:18)
   at data.scripts.world.HiiModPlugin.initHiigaranDescendants(HiiModPlugin.java:47)
   at data.scripts.world.HiiModPlugin.onNewGame(HiiModPlugin.java:54)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

It is strange I have both mods and without problems, it has to be someone else that derives the error, I put a list of the mods that I have and that I have zero problems:
 
Spoiler
"Adjusted Sector",
  "sd_advancedHullMods",
  "ApproLight",
  "ApproLightPlus",
  "archeus",
  "aria",
  "raccoonarms",
  "automatic-orders",
  "lw_autosave",
  "Battlestar Galactica Revived",
  "timid_admins",
  "blackrock_driveyards",
  "Celestial Mount Circle",
  "CombatAnalytics",
  "timid_commissioned_hull_mods",
  "COPS",
  "lw_console",
  "diyplanets",
  "istl_dam",
  "diableavionics",
  "edshipyard",
  "fluffships",
  "Aic",
  "sun_fuel_siphoning",
  "gates_awakened",
  "gflportraitpack",
  "hvbplussimple",
  "hiigaran_resurgence",
  "sun_hyperdrive",
  "hyperionsystems",
  "IndEvo",
  "Imperium",
  "kiith-nabaal-shipyard",
  "LTA",
  "lw_lazylib",
  "MagicLib",
  "missingships",
  "more_hullmods",
  "playermoreflag",
  "Neutrino",
  "nexerelin",
  "ORA",
  "wyv_planetaryShieldAccessControl",
  "Polaris_Prime",
  "PulseIndustry",
  "tahlan_scalartech",
  "SCY",
  "swp",
  "bonomel_skilledup",
  "solsystem",
  "sw",
  "timid_supply_forging",
  "Terraforming and Station Construction",
  "Templars",
  "underworld",
  "US",
  "URW",
  "va11portraits",
  "vayrasector",
  "lw_version_checker",
  "shaderLib"
[close]
I will review it as soon as I can and see what causes it, but I have never had that error, it may be another mod that you have that interferes with the creation of the faction in the game, to avoid those errors automatically I recommend you put the nexerelin and create a random nucleus, it is probably that two factions try to spawn on the same system when generating the galaxy and in that topic I have not touched anything just change the name of the faction so that it was only Hiigara without the descendants that makes no sense I'll check it and see if there's something wrong
Spoiler
To avoid confusion that I test the mods without the mods active, this is a photo of the day I got in and fixed because you had some anchors that did not spawn, All the mods on the list that I have put for you were active, the image is from a newly created game with them active, that way I know they are compatible, there is only one modified mod and it is the total conversion mod that has removed it. and withdrawn the postraits because it replaces all including the mods preventing me from loading them, the rest is as if a normal person were playing with many mods, I will check to see what it may be but it may not be the mod itself
[close]

7
Modding / Re: [0.9.1a] Hiigaran's Resurgence v0.2
« on: September 29, 2020, 12:07:29 AM »
Cool that you want to keep this mod up to date :) I will try it.

Btw... what's the difference to the version of "NoFoodAfterMidnight"?

The version that I am moding is 2.0.4, obviously it is not compatible with the previous versions, since I add a ship, change names and balance the ships and weapons, that's all for now, right now I'm editing a vaygr destroyer captured by the hiigara, you still need the plugin that your previous version but it is not the v5 version, since I saw people who had problems with that version or that there were ships that cost their own that came out even being basic for the hiigara army, so I opted for the 2.0.4 which was the most faithful since it was only a compatibility update - I highlight this in red so you know that it is added, I will thoroughly review v5 and add what is missing such as magic special effects, but I need to see what is missing and how to add it because I am still new creating mods in general and especially this game

8
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: September 27, 2020, 07:49:29 AM »
For now I have only added one ship, as I am new to this I will try to do this as quickly as possible, all the possible help is appreciated, I have also done a bit of balancing in the ships that are still balancing, the main objective is realism at certain points

Hiigaran's Resurgence

9
Modding / [0.9.1a] Hiigaran's Resurgence v0.4
« on: September 27, 2020, 07:17:26 AM »
This is simple, the mod created by Gotcha! and updated to 0.9.1a by bombasticmori, it has been collected by me, my intention is to add new ships based on previous designs or old ships next to its specific faction in the future, for now a ship has been added, it is the beast of the hiigaran and therefore very expensive, so much so that I do not know if for that reason it would not spawn, if it is the case I will have to review it, for now it has been added as a test mode, it is pending balance, although its objective is to be the most powerful of the Hiigara without becoming titan or similar.

Important: not compatible with previous versions, not compatible with saved games prior to version 0.1 due to changes in the names of the Hiigara faction

Problem solved in v0.4 but Nexerelin is still necessary with random central core start, because even though the error is solved it does not spawn naturaly in the galaxy, I don't know why but I am trying to fix it to upload v0.5, I repeat Nexerelin is now mandatory in random core mode, so I will not update with fixed error because it does not spawn in vanilla creation
--->Nexerelin<---


SHIPs
Spoiler
The new ship is Sajuuk Lemon Khar, it is the most expensive and powerful ship of hiigaran, the challenge is to get it and the money for it.
Old Ships + Sajuuk Lemon Khar
[close]

current content:
*All the content kept from the original mod abandoned by its creator and given to whoever wanted to continue it, me in this case
*All ships re-tuning for realism in rendering Hiigaran technology and more to come
*Reset of all weapons for greater realism and fidelity
*Re-adjustment of all small ships currently to fix problems of excessive damage and surreal distance from them
- in the process of review other than due to another mod -

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Objective:
Hiigaran- change of name to the ship sajuuk because it does not seem correct to use a name already specified for another ship that is not currently in the mod and can cause confusion.
Progenitors
Kushan
The beast
Bentusi
Vaygr
Taiidan
Kadeshi
Improve ships visually ect
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
New Ships:
Sajuuk Lemon Khar: cost - 15.500.000 cr - pending fix of weapons that go with the chassis but are visually visible
Reconditioned Destroyer Vaygr - 500.000 cr - pending fix of weapons that go with the chassis but are visually visible

10
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: September 23, 2020, 04:10:56 PM »
I am going to try to take over from the mod and turn it into a Homeworld mod not only of the hiigaran, I do not promise anything I am new to this

11
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: September 20, 2020, 11:58:32 AM »
The same thing happens to me, I balanced all the weapons and ships, now they are as what they should be at a realistic price, but always in a certain situation the game tries to spawn that wing and exploits java, I tried to find the problem but I can't find it, according to the file it must be a fighter, the problem is which one, there is a star wars mod that happened the same thing but in large ships and it was due to some wrong weapon according to its author

Yeah, I've looked in every file, can't find anything named tarii in title screen variants, wings, hulls, variants, etc. But I added a ballistic variant of the sajuuk, so that's nice at least.

First of all, what version do you have? I understand that V5 is incomplete, I have 2.0.4 but I have the same error, the difference in your case is that everything is in its place

12
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: September 20, 2020, 10:31:58 AM »
Ok, I've been playing around with this and trying to do a balance pass in what little free time I have. My only issue so far is an occasional ctd with the error "failed to find hii_tarii_wing" which is afaik always a missing entry in the ships csv file, and maybe I'm dumb but I can not for the life of me find anything anywhere with the name tarii, not in the wings, not in the hulls, not in the variants. Anyone else have this issue or know where I should look?

The same thing happens to me, I balanced all the weapons and ships, now they are as what they should be at a realistic price, but always in a certain situation the game tries to spawn that wing and exploits java, I tried to find the problem but I can't find it, according to the file it must be a fighter, the problem is which one, there is a star wars mod that happened the same thing but in large ships and it was due to some wrong weapon according to its author

13
Modding / Re: [0.9.1a] Star Wars 2020 v0.2.2
« on: September 20, 2020, 12:50:27 AM »
There are scale problems with some ships, mainly with the nebulon-b said ship is a capital and looks as big as a cr90

14
Class: Vidhvansak
Role: Heavy Destroyer not spawn in any shop

15
Modding / Re: More flags Pack
« on: September 17, 2020, 11:05:24 AM »
Is that Kuro from Sekiro ?!

I'm sorry for the question, but I don't understand the question

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