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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Kesh

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1
477984 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CampaignState.prepare(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:748)


This is a fresh start, but it crashes right after battle, be it in actual battle or simulation(defeat). Can someone help?

Here's my embarrassingly long list of mods.

"$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "advanced_gunnery_control_dbeaa06e",
  "A_S-F",
  "Angry Periphery",
  "apex_design",
  "armaa",
  "raccoonarms",
  "lw_autosave",
  "battle_music",
  "bsgportraitspack",
  "battletechportraitpack",
  "timid_admins",
  "better_deserving_smods",
  "better_variants",
  "BSC",
  "blackrock_driveyards",
  "BDRY_unofficial_exp",
  "ORK",
  "capturecrew",
  "CFT",
  "clearCommands",
  "CAS",
  "chatter",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "lw_console",
  "timid_cum",
  "diyplanets",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics",
  "Diktat Enhancement",
  "Everybody loves KoC",
  "exoticatechnologies",
  "XLU",
  "HHE",
  "fluffships",
  "GrandColonies",
  "HMI",
  "HexShields",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "Interstellar Federation Refurbished -unbalanced-",
  "Imperium",
  "timid_xiv",
  "jaa",
  "kadur_remnant",
  "kyeltziv",
  "LTA",
  "lw_lazylib",
  "ArkLeg",
  "lockedAndLoaded",
  "logisticsNotifications",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "su_CarrierHullmod",
  "nexerelin",
  "objects_analysis",
  "officerExtension",
  "pn",
  "Polaris_Prime",
  "progressiveSMods",
  "pt_qolpack",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "sclskl_scalingskilllimits",
  "SCY",
  "SEEKER",
  "swp",
  "speedUp",
  "StarfarersWorkshop",
  "sun_starship_legends",
  "stelnet",
  "alcoholism",
  "superweapons",
  "tahlan",
  "TORCHSHIPS",
  "transfer_all_items",
  "transpoffder",
  "underworld",
  "uaf",
  "UNSC",
  "US",
  "URW",
  "vic",
  "variants_lib",
  "vayrasector",
  "vayrashippack",
  "audio_plus",
  "shaderLib"

2
Is the 2.2b update save compatible if updating from 2.0.b??

3
first off, that's exploration content and I'd prefer you didn't spoiler it, second, check the planet main menu (where you can select things like "repair your ships...")

I am so sorry about that. I removed them now. Thank you though! Really great mod! Truly!

4
[REDACTED]

5
[REDACTED]

6
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
« on: May 02, 2021, 05:35:38 AM »
As I am already in the late game, and want to get a [RADACTED] capital and Quite a strong one, so I tried editing in the settings.json file so that Id have a max value of 50 automated points. But the max value doesn't change. I tried making the QC_AUTOMATED_THRESHOLD_DIVISOR to 4 with a battle size of 200 to have 200/4= 50, it doesn't really affect the skill. What can I do to adjust the max value?

7
General Discussion / Am I running on 64-bit now?
« on: May 02, 2021, 04:37:46 AM »
I have a 64 bit os. 8gm ram. I already increased the vprams file ram allocation to 4gb. Will running the game be in 64bit then?

8
I came across an orbital laboratory where you need to sacrifice some of your ships. I tried to sacrifice a small ship and it didn't do anything. Then I tried to sacrifice my biggest ship but then I wasnt able to now, I just salvaged everything. What does an orbital laboratory do?

9
I stumbled upon the minWarWearinessForPeace in the config file, but the description just says float. What does this setting do?

10
General Discussion / Re: Vram allocation
« on: April 28, 2021, 08:58:30 AM »
This could be an issue with the game using the wrong video card.

It could also be a non-issue; a number of people (me included) are getting low vram warnings when there doesn't seem to be anything actually wrong. You can go into the game's main config file and turn the warnings off if that seems to be the case for you.

On MacOS, you get there via right-click on the app, select 'show package contents', then navigate to Contents/Resources/Java/data/config/settings.json - open that with a text editor, find the line that says "doRAMandVRAMChecksWhenRunningWithMods":false, and edit that false to true. Make sure you don't delete the comma after it, though.

On other operating systems, the path to that file will presumably be at least similar in structure.

Hmmmm maybe this is what I need. Thank you for this

11
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 28, 2021, 08:31:11 AM »
Can this mod be added to an existing game?

12
General Discussion / Vram allocation
« on: April 28, 2021, 07:40:45 AM »
How can I allocate mor Vram to starsector? I already did it with Ram but I don't know how to do it with Video ram (vram)

13
I really like nexerelin. But I don't quite like a faction being destroyed before I could interact with them. What can I do in the config to like, lessen the frequency of invasions and saturation bombardment and maybe even make factions want to make peace rather than to be invaded or die horribly?

14
Modding / Re: Do you use level cap increase mods?
« on: April 24, 2021, 12:46:43 AM »
I usually don't have mods installed in the first run, and then when I'm finished I install mods and a little bit of mix to it and have fun to the new experience.

15
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 11, 2021, 05:15:59 AM »
So when will we expect compatibility update???

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