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Messages - Rafs

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1
Mods / Re: [0.96a] Officer Extension (0.5)
« on: December 23, 2023, 06:09:00 AM »
Hi!  So, a small thing I noticed in this mod is that you cannot add an officer from an officer promotion event (Where you can spend a story point to get an officer form your crew after a battle) if you are above the vanilla officer limit. Is there any way this could be added? Awesome mod btw!

Edit: Also noticed the same thing with the Luddic Pather bar event where you can spend a story point to have them join you.

This is also the case with alternate sources of officers from other mods like Wingcom and Ashes of The Domain.
Would be nice some added support for those if the modders allow it since it's way less of a time waster than going around every single market.

2
Mods / Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« on: November 22, 2023, 11:44:24 AM »
I'm having a problem where removing a core doesn't reset the OP cost of weapons and is having some weird conflicts with Reverse Engineered mods where Armament Support System is actually increasing the OP cost of weapons instead of decreasing them if it's installed after a Exotica Core, Expanded Fighter Manufactory doesn't seem to have an effect at all other than adding the extra bay, Daemon core also doesn't seem to check for those so you can install them side by side, not sure if intended or not.

3
Mods / Re: [0.95.1a] Green Knight Security (v3.0)
« on: November 18, 2023, 07:50:39 AM »
Has anyone tested the mod with the new version? I am tempted to simply bump the version in the files but I don't want this to suddenly brick late into the game.

4
Mods / Re: [0.9.1a] Green Knight Security (v2.0c)
« on: February 23, 2023, 12:09:49 PM »
all right I'm not dead I will try my best to update it, I didn't knew people liked this mod so much, I thought everybody forgot about it after a while

You underestimate our love for this mod, this is always a must in any of my games, I had lost hope at this point, so glad you and GSK are back.

5
Mods / Re: [0.95a] Automated Commands
« on: May 18, 2022, 01:11:48 PM »
hello! any chance of this mod including the kind of global default retreat thresholds for cr / ppt that automatic orders had available through the settings json file? i know i'll forget a ton of ships if i have to slap on hullmods to each one individually, and then i'll be wondering why they aren't automatically retreating

Its possible, but its not efficient.

Automatic orders had it in its mod because it was not actually using hullmods properly. A hull mod automatically runs a small chunk of code every tick and u just put the correct code there and it happens automatically in a properly structured way that it taken care of inside the main game loop.

What Automatic Orders was doing was every tick it was getting a list of every ship that exists and filtering that list to get a list of applicable ships and then dividing that list by the hulmods and ....... its a very slow and convoluted way. Think of it like going into a supermarket with a shopping list and instead of walking down each isle once and adding the items to the cart as u pass them, u look at item 1 on the list and walk down every isle until u find the item and then return to the front of the store, looking at the next item on the list and walking down every isle until u find it ... over and over until u got every item on the list.

TL:DR
It would be better to have a setting in the json file that lets u select a default set of of hullmods that get added to every ship when u enter the refit screen. I have asked a few times if anybody is interested in that. and most ppl have said no.

Was about to ask the same thing, and find it weird most people react negatively to it, especially when it's optional, not sure in what situations you would want a almost dead and almost broken down ship to stay.
On another note, any plans for something like automated carrier strike orders? I have been feeling lately that carriers seem to be all over the place with targeting, which ends up having them not actually getting close to overloading even small ships because of inconsistent strikes, I have no modding expertise so wondering if that could even be reasonably possible.
Also thank you for your work, Automatic Orders was a must have for me, you saved me a lot of trouble.

6
Modding / Re: Crashing happening.
« on: June 06, 2020, 03:49:36 PM »
Ha I see, my apologies did not notice the modded sub page for reports, as for memory I have 8GB allocated which I take it is the limit the game can take?
Mod list is as follows:

Light Show
Trailer Moments
Activate Gates
Another Portrait Pack
Arsenal Expansion
Automatic Orders
Autosave
Blackrock Drive Yards
Combat Alarm Sounds
Combat Analytics
Combat Chatter
Common Blueprints
Common Radar
Console Commands
Dassault-Mikoyan Engineering
Diable Avionics with Snowblast skin pack
Lonestate Uninion
Green Knight Security
Girls Frontlines Portrait Pack
Industrial Evolution
Interstellar Imperium
Kantai Collection Portrait Pack
LazyLib
Leading Pip
Legacy of Arkgneisis
MagicLib
Neutrino Corporation
Nexerelin
Outer Rim Alliances
Portrait Pack
Target Practice
Scy Nation
Ships and Weapons Pack
Skilled Up
Speed Up
Starship Legends
Sylphon RnD
Terraforming and Station Construction
The Mayorat
Tiadong Heavy Industries
Transfer All Items
Unknown Skies
Unofficially New Game Plus
Upgraded Rotary Weapons
Versions Checker
Weapon Group Controls
Yuri Expendition
Audio Plus
GraphicLib
prv Starworks

As far as specs go I have 16GB of RAM, 7700K and a 1070 non Ti, did some testing and this time crashed in the production menu while I was modifying my preferred ships, Starsector was using about 4GB of ram and I had 5 still left to use.

7
Modding / Crashing happening.
« on: June 06, 2020, 01:19:53 PM »
Not sure where it would be the best place to put this, I assumed modding since I don't see a specific channel for problem solving in modded play-troughs, basically been playing for a while and I am now getting this erros making my game crash after 1h or so of playing, those are the last few lines in the log:

748202 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at skathi, 40 total available
748307 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
748321 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Seeking_Answers.ogg]
748403 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [StellarRemnant.ogg]
748404 [Thread-10] INFO  sound.null  - Playing music with id [StellarRemnant.ogg]
748522 [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.StandardTooltipV2$9.public.float(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$9.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)

Not sure what is causing it, seems to be music related but I don't think I have any music mods installed atm, not to mention being playing for quite a while, enough to just about strip the whole sector of artifacts and survey about everything.

8
Mods / Re: [0.9.1a] Girls Frontline Portrait Pack v1.3
« on: May 26, 2020, 07:12:07 PM »
Hello there,

So I got permission from Haze on discord to update the portrait pack in his place

Nice to know someone is working on it still, and double the original count nonetheless, can't really complain about anything other than the lack of TMP.

On another note and for future reference the change in naming scheme is rather inconvenient for those of us already using the older version, personally breaks my current run slightly since I am using the Garm as my portrait (Don't ask me how I steer a ship using robot paws), so gona hold out until my next playthrough to update it.

9
When I read "Yuri" I was expecting an entirely different kind of mod, still a pleasant surprise, I il be sure to try it on my next playtrough.

Concerning the reskins, would it not be possible to make them 0 cost mods that just change aesthetics? Like how Imperium packages modify the looks of the craft slightly.

All in all looks like a great mod, looking forward to more, keep up the good work.

10
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: December 18, 2019, 11:07:20 AM »
It's a shame, hopefully Buttery comes back or gives green light for someone to continue his work, I would love to be able to fill a Astral with Gundam Frame's.

11
Mods / Re: [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« on: December 18, 2019, 09:36:02 AM »
Another mod that makes it easier for me to get the tech I want and that has devolved into a cancerous discussion.

Like other's pointed out this affects BPs, which are a vanilla feature nothing modded, so it doesn't directly affect any mods that really don't want some of their stuff being replicated (like IBB bounty ships), personally gona use the crap out of it since Vespirion Combine is not in a playable state atm and I am sick of exploring the whole sector and finding about 40% of the games BPs, and hopefully modders add support for this mod, awesome work Crimson Sky Guardian you are a life saver for my tech hungry playthroughs.
Vespirion Combine is not playable ?

There have been reported bugs of the person you need to talk to not showing up after you talk to them the first time, and being extremely rare in the first place, from what I heard the mod author doesn't plan on releasing an hotfix and is only gona fix it in the next batch of changes, and from what I saw it's not out yet? Unless I am mistaken, but yea I mean you can try, but for me that is not a playable state.

More to the point since this is getting off topic, is there a way to teak the drop rates myself in the mod settings? Personally not really looking for a balanced mod, I just want to get BPs since I am running a heavily modded game (47 mods 14 of which are factions) and it's increasingly hard for me to find what I want with that much content being pushed in the galaxy.

Side note: It seems I can't exchange most of BPs with Prism Freeport, not sure if vanilla behavior or introduced by this mod.

12
Mods / Re: [0.9.1a] Girls Frontline Portrait Pack v1.3
« on: December 16, 2019, 03:26:05 PM »
Yes! Finally I can create my harem, thank you Haze, now not only am I gona have to struggle to get Officers with skills I want, but also raifus I like  ;D

13
Mods / Re: [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« on: December 16, 2019, 02:31:12 PM »
Another mod that makes it easier for me to get the tech I want and that has devolved into a cancerous discussion.

Like other's pointed out this affects BPs, which are a vanilla feature nothing modded, so it doesn't directly affect any mods that really don't want some of their stuff being replicated (like IBB bounty ships), personally gona use the crap out of it since Vespirion Combine is not in a playable state atm and I am sick of exploring the whole sector and finding about 40% of the games BPs, and hopefully modders add support for this mod, awesome work Crimson Sky Guardian you are a life saver for my tech hungry playthroughs.

14
Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: December 16, 2019, 01:19:58 PM »
Can't wait for the update to drop, current playthrough exploring about the last 10% of the galaxy, and I am still missing tons of BPs, can't wait until the update so I can start a new game and satiate my hunger for tech.

One question tough, would this be safe to add after starting a game?

15
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: December 15, 2019, 03:10:25 PM »
Which mod are the Uranium and Crown class ships from?

Uranium if I am not mistaken is form Lonestate Union, the Crown doesn't ring a bell to me.

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