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Messages - GlenSkunk

Pages: [1]
1
Stupid question, but i can't find it in any guides and i don't believe i've seen it in-game.
Where do i get agents?

If memory serves, you have a chance of running into them at planetside bars available for hire; at least that's how it worked back in .91a, not sure if that's the same for this current version. Given how many new bar events there are it may be less frequent.

2
Running into a bit of an odd error when I try to get the game started with Nexerlin and a lot of mods. It's been a fair while since I last played Starsector - about a year I think? It's possible I'm running way too many mods but when I try to get started, I get this error right before the game can load into the menu:

Spoiler
53307 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Is this a specific problem with Nexerlin, did I install it all wrong, or is another mod I'm running interfering somehow?

3
Hmmm, that's a bit weird...in ApproLight the Dynasty Seeker is someone who exchanges special drops from specific factions for blueprints. Why it should try to make a ship blueprint for a fighter wing is pretty weird...what concerns me is, would this happen with any OTHER faction mod? Or is it just an unfortunate incompatibility with Tiandong? Hmmm.

4
Huh, this is odd - had a crash just now telling me it couldn't find the tiandong_hefei_wing hull for some reason. First time I've run into that, so I'm wondering if I installed the mod wrong somehow. I know the actual ships appear in the folders in the mod so I don't know why it'd bork on me at this point. Checking the log file for the run output this:

Code
1936857 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 5.0 for market [Asmoday Station]
1937060 [Thread-4] INFO  data.scripts.campaign.tahlan_LegioStealingHomework  - Interval elapsed, the space fascists gonna learn today
1937268 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 3.0 for market [Old Milix]
1937420 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
1937573 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Sovereignty.ogg]
1937589 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [nebula.ogg]
1937756 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [tiandong_hefei_wing] not found!
java.lang.RuntimeException: Ship hull spec [tiandong_hefei_wing] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.ShipBlueprintItemPlugin.init(ShipBlueprintItemPlugin.java:35)
at com.fs.starfarer.loading.returnsuper.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addSpecial(Unknown Source)
at data.scripts.utils.AL.CampaignUtils.tweakSpecialItem(CampaignUtils.java:51)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerTradeData$TradeEntry.init(AL_DynastySeekerTradeData.java:151)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerTradeData$TradeEntry.<init>(AL_DynastySeekerTradeData.java:96)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerTradeData.refreshEntryList(AL_DynastySeekerTradeData.java:45)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerIntel.addSeeker(AL_DynastySeekerIntel.java:132)
at data.scripts.campaign.dynastyseeker.AL_DynastySeekerIntel.advanceImpl(AL_DynastySeekerIntel.java:103)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1937852 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Ambush.ogg]
1937857 [Thread-10] INFO  sound.null  - Playing music with id [Ambush.ogg]

5
Modding / Re: Hullmod Expansion Disappeared/Taken Down
« on: January 17, 2020, 05:33:42 PM »
Afraid removing the Hullmod Expansion from an existing save will cause that save to break...at least it did for me when I tried it. Now I need to decide if I want to keep using the mod or if I want to just start a new game without it...been having to do a LOT of that new game making of late, what with how quickly some mods update and how often the changes they make end up breaking saves.

6
Just did a quick test on a save game using the new 3.1.3 update...unfortunately, it looks like that null exception's still getting thrown up, same way as before as far as I can tell.

Code
202896 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config ae_ixbattlegroup not found, using default
203152 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel  - Created ProcurementMissionIntel: rare_ore to Jangala
204692 [Thread-4] INFO  exerelin.campaign.intel.fleets.OffensiveFleetIntel  - Notifying raid ended: FAILURE, null
204727 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
205438 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config ae_ixbattlegroup not found, using default
205680 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Sindria to Athulf
205807 [Thread-4] INFO  data.scripts.OfficerManagerEvent  - Added admin at 2d6fb, 30 total available
205908 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderNonEventFleetManager  - Cleaning up orphaned fleet [Kadur justiciars] of [0] ships
205923 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [StellarRemnant.ogg]
205957 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Mobilization.ogg]
205958 [Thread-10] INFO  sound.null  - Playing music with id [Mobilization.ogg]
206061 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderNonEventFleetManager.advance(VayraRaiderNonEventFleetManager.java:281)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

7
Mods / Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« on: January 15, 2020, 10:08:12 AM »
Did a little digging in the files between the old and new versions of the mod, and I think I know the problem - the .wpn designations for the VLRM systems in the mod got renamed, or else the older VLRMs got removed from the mod. The new version has vayra_vlrms_med and vayra_vlrms_large instead of the vayra_vlrms_2/4/8 designations. This does consequently mean that older saves will be looking for those older weapons, and since they're no longer in the folder the save no longer loads. You COULD add those old weapons back in manually but I have no idea how that'd affect the game - would that create duplicate VLRM entries?

Also, this is my first post on this forum, but that's not exactly important in this context, but still, hello!

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