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Messages - Iridescens

Pages: [1] 2 3 4
1
Modding / Re: [0.95a] Extra System Reloaded v.0.7.5
« on: August 21, 2021, 03:49:23 PM »
as for those "split" upgrades, they aren't difficult to add by any means so if Iridescens approves it i'll put them in.
Well, if you two (BaBosa and Matt) think it is worth the hassle and will actually net a positive game experience, instead of just more tedious upgrading (imagine +2 more dialog option to cover and lvl to max), I'm fine with it. Personally, I see no point in over-engineering.

2
Modding / Re: [0.95a] Extra System Reloaded v.0.7.5
« on: August 18, 2021, 02:11:02 PM »
I player with this mod and Archean Order, and got some random crashes, not sure if it just bug or incompatibility between these two mods, but here two crashlogs which I got, they appear randomly during campaign, and both AO and ESR was older versions (because they both isn't save compatible with never versions), AO 1.4.0.2 and ESR 0.7.1.
--snip--
Or rather not vanilla, but AO. Because the nature of total conversions to alter almost every stuff. Definitely not ESR issue, as it does not tamper with hyperspace physics.

3
Modding / Re: [0.95a] Extra System Reloaded v.0.7.1
« on: August 10, 2021, 04:50:01 AM »
is this safe compatible?
The version 0.7.2 is BREAKING SAVES in case of version upgrades.
Adding mid-game prior to not having this mod altogether is SAFE.

4
Modding / Re: [0.95a] Extra System Reloaded v.0.7.3
« on: August 10, 2021, 04:47:58 AM »
I've been looking for one that increases the OP a ship can have, can you add one to this mod too? or do you know a mod that allows you to increase OP for a price/resource?
Next time, please consider looking a few previous pages of the thread before asking (or maybe use search?). Thank you!
As for now, I'll paste it for you:
Hey, I have a quick question: iirc you said you added upgrades that increased ordnance points on a ship some time ago, but for some reason I can't find those anywhere... were those removed again or do I need to enable them in the config?
Actually nevermind, must've overlooked the quote on that one comment a bit ago... kinda sad it had to be removed, wouldve loved to have a 10 quality shrike with 180 ordnance points :D

yeah, i think one of alex's recent comments on it was that it just isn't intended for hullmods to change the OP costs. it IS possible using negative cost hullmods, but then it can't be built in

5
Modding / Re: help with a persistent CTD
« on: November 10, 2020, 12:29:30 PM »
Last spoiler may refer to Extra Systems Reloaded. Make sure you are using latest 0.5.1 version. Then, if it's still crashing, memorize extra levels which you made into ships with ESR, open console, enter esr_clearAllData. You may receive warning about Pause script, ignore it. Save as copy, then load from it and try flying around. If it was ESR's fault, it now should be fixed.
You may continue to you ESR, but bullet-proof it by changing enableAIUpgrades to false in mods\Extra System Reloaded\data\config\settings.json and restart StarSector.

It was reported to happen to Yuri (YREX, ARIA, etc.) too. If it's Yuri's fault, then go ping creature, the creator of Yuri.

6
Modding / Re: [0.9.1a] Extra System Reloaded v.0.5.0
« on: October 25, 2020, 11:45:45 AM »
New update, added NPE protection and emergency esr_clearAllData command to prevent mouseover NPE on fleets with modular ship(s)
AIUpgrades should work now, please keep it ON and test.
Grab it HERE

7
Hi, comrades!
As quick API check yielded no results, I'll ask here - Is there some vanilla (or lazy/magic) method to know whether Playerfleet has changed Location recently (e.g, jumped to/from Hyperspace or Transverse jumped)? Apparently, I could inject some 'thing' in hyper-dialog, but what about Transverse J?

8
Modding / Re: [0.9.1a] Extra System Reloaded v.0.5.0
« on: September 24, 2020, 02:08:48 PM »
That was fixed in latest JAR, which lies HERE.
Just make sure to turn "enabledAIUpgrade":false at settings.json for now.
If you won't do this, you will eventually get NullPointerException. I am working on it, but did not figure out yet what exactly triggers it.

Seems, like I have got it for real. You can play "enabledAIUpgrade":true again. Be sure to test and feedback.

9
I did implement autofit wiper before save and after load, but still crashing. EDIT: And every 2 days.
Spoiler
public static void removeESHullmodFromAutoFitGoalVariants() {
        try {
            for (ShipHullSpecAPI spec : Global.getSettings().getAllShipHullSpecs()) {
                for (ShipVariantAPI v : Global.getSector().getAutofitVariants().getTargetVariants(spec.getHullId())) {
                    if(v != null) removeESHullModsFromVariant(v);
                }
            }
        } catch (Exception e) {
            e.printStackTrace();
        }
    }
public static void removeESHullModsFromVariant(ShipVariantAPI v) {
        for (int i = 0; i <= ORDNANCE_HULLMOD_MAX_LEVEL; ++i) {
            v.removePermaMod("es_shiplevelHM"+i);
        }
        List<String> slots = v.getModuleSlots();

        for(int i = 0; i < slots.size(); ++i) {
            ShipVariantAPI module = v.getModuleVariant(slots.get(i));
            if (module != null) {
                removeESHullModsFromVariant(module);
            }
        }
    }
[close]
What else can I do to troubleshoot this issue futher?

NPE can occur with player interaction with entity or without, like inter-faction battle somewhere in the system.
The only similar code is:
Spoiler
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
...
[close]

10
Hi!

I'd be very glad to have this pinpointed, because I don't have a clue where to start debugging. It just doesn't seem to relate to specific mod.
NPE CTD error
987839 [Thread-4] INFO  data.scripts.OfficerManagerEvent  - Removed officer from mairaath_abandoned_station2, 40 total available
988067 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Cibola to Baetis
988317 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Tri-Tachyon
988896 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [ApproLight_bg_music02.ogg]
989073 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.C$2.??O000(Unknown Source)
   at com.fs.starfarer.ui.impl.C$2.beforeShown(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
989240 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [ApproLight_bg_music02.ogg]
989240 [Thread-10] INFO  sound.null  - Playing music with id [ApproLight_bg_music02.ogg]
[close]
Modlist
{"enabledMods": [
  "Adjusted Sector",
  "ApproLight",
  "ApproLightPlus",
  "timid_admins",
  "blackrock_driveyards",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "lw_console",
  "diableavionics",
  "extra_system_reloaded",
  "gates_awakened",
  "gladiatorsociety",
  "deconomics",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "MagicLib",
  "Neutrino",
  "nexerelin",
  "ORA",
  "tahlan_scalartech",
  "SCY",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Sylphon_RnD",
  "Terraforming and Station Construction",
  "Templars",
  "US",
  "URW",
  "vayrasector",
  "lw_version_checker",
  "toggleWeapons",
  "XhanEmpire",
  "audio_plus",
  "shaderLib"
]}
[close]

11
Modding / Re: [0.9.1a] Extra System Reloaded v.0.5.0
« on: September 17, 2020, 03:59:03 PM »
Version 0.5.0 is here! LINK
Now requires LazyLib, Console Commands
+Ordnance points upgrades (5 steps only, 1/2/3/4 OP per size per step)
+2 console commands (esr_) for debugging. Now disabling/enabling upgrades costs (stats AND quality)
=changed ore and rare_ore to organics and hand_weapons (heavy armaments) and adjusted weights
=some refactoring and code cleanup
This update is breaking saves!

Can we have fire rate/dmg and range separate? I feel like it would keep the ai even with officers from being demolished if say I only want to pick one or two of those instead of all plus damage.
Ugh, it is...unlikely, as this will require creating a separate entry for menus and dealing with every underlying array to accommodate for new entry for just weap range. Imagine if later someone will ask to separate something else... It is possible but definitely not a priority.

12
Modding / Re: [0.9.1a] Extra System Reloaded v.0.4.3
« on: September 17, 2020, 01:43:00 AM »
Kudos for you, @Sench!
It was true, I've applied modifications to wrong "meta"-variable (why the heck did it work in campaign mode?!) Check the LINK
Now it applies correctly, I've checked Durability and Weapons upgrades in simulation.

Also, expect +Ordnance points upgrades in future versions and console commands for debugging like disabling costs and insta-upgrade to max.

13
Modding / Re: [0.9.1a] Extra System Reloaded v.0.4.3
« on: September 16, 2020, 09:10:57 AM »
The mod currently semi-works, it shows the correct values on campaign screen and functions there, but bonuses do not apply in battle.
Whoa, that is a bold accusation.
Could you be more specific? How did you test that exactly?
If buff is applied to a fleet member, it should be carried to tactical battle as well, and that's Starsector's business. This mod only applies the buffs via checks and menus.

14
Modding / Re: [0.9.1a] Extra System Reloaded v.0.4.3
« on: September 11, 2020, 03:01:22 PM »
OK, now try same LINK (new patched jar). SS's buff system baffles me...

15
Modding / Re: [0.9.1a] Extra System Reloaded v.0.4.3
« on: September 10, 2020, 07:38:03 AM »
Got this in 0.4.3. Brand new game, went to the colony nearest me, and soon as I left, got this.

Code
1130636 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at extrasystemreloaded.hullmods.ExtraSystemHM.applyEffectsBeforeShipCreation(ExtraSystemHM.java:31)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:133)
at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
Please try this jar - LINK (replace the ExtraSystemCore.jar at jars subdir) and let me know the result.[/code]
If it works, I will stealthily replacehotfix the release's archive bundle.

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