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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - th3boodlebot

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1
Mods / Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
« on: October 02, 2019, 05:47:08 PM »
could you make a more detailed explanation of how to add steelclad that works with nexerelin? thanks!
just so you know ive tried and figured out that (im guessing) the one that has nex at the end in the folder is the one that is for nexerelin

edit- it says im missing underground city 1.jpg but i found that in graphics so i dont know what the issue is

edit 2- i turned off all other mods and now it says that it cant find asteroids.jpg

2
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: October 01, 2019, 11:47:07 AM »
It would be cool to add support for Steelclad that came out recently

It would also be cool (although this one may be a stretch) to make a Nexerelin that would work with the excellent Archean Order total conversion

3
not sure if this matters, but i thought id share: ironclads sans the bg update seems to run even smoother than vanilla starsector... i wonder why that is?

4
omg you rock!!!!! thank you so much!!!!!

5
also is there a way to have it not load as a 4k x 4k image?

6
yea i chose the background i liked most from ironclads, made 32 copies, and renamed them accordingly. no luck! i guess ill try changing the quality, even though it probably wont work. worth a shot for such an awesome mod! sadly if i want to play it ill probably have to use a super outdated version of it starsector, and lose out on the awesome updates to both.

7
is there a way i can fix the white screen issue? the game runs fine even on my 32bit system; the only issue is i think the backgrounds for this mod are too graphically intense or something. is there a way to make them all plain black? can i force it to use vanilla backgrounds?

8
hahaha yea i noticed that just now; it works a good bit of the time even though it's not updated. i guess i was hoping there was a trick to make it work, maybe removing a certain ship/weapon/hull variant. guess ill just have to be patient! shout out to the modder for making such a cool mod, i really enjoy the retrofitting mechanic. looking forward to the update!

9
hey guys im having an error! can anyone tell me what i can do to fix this?


6493637 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.setJitter(Ljava/awt/Color;FIF)V
   at data.shipsystems.scripts.tiandong_fluxOverrideStats.apply(tiandong_fluxOverrideStats.java:58)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)

10
Mods / Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
« on: April 07, 2015, 06:09:38 PM »
I had no idea. Thanks for the tip!! Maybe with that i can run more mods simultaneously. The more mods the crazier fleets that i can go up against; I always use (n)excelerin with random relations enabled because it ends up creating some really interesting allainces that can be super difficult to deal with. Patrian Navy & Imperium combo was especially interesting.

11
Mods / Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
« on: April 07, 2015, 04:19:11 PM »
Also big thanks to you mesotronik for helping me get it sorted out!!

12
Mods / Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
« on: April 07, 2015, 04:17:48 PM »
I always have shaderlib enabled as without it certain mods i use frequently won't work. I believe it was Valkyrians that I disabled.

13
Mods / Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
« on: April 06, 2015, 07:55:48 AM »
I deactivated one of the mods i was using and now everything is working! Thanks so much for the support!!

14
Mods / Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
« on: April 06, 2015, 07:51:53 AM »
Well I made it past the initial loading screen!! Whenever it goes to do the first load of the campaign it loads completely and then I get a blank screen with the cursor showing (and movable) for a few seconds then a crash without an error window.

15
Mods / Re: [0.65.2a] Exigency Incorporated v0.7.1 - Updated 4/4/15
« on: April 06, 2015, 07:39:57 AM »
It was a typo lol.

Intel Core 2 Duo 2.66 GHz 3 Gb ram. Intel G33/G31 Express Chipset Family. Downloading the file now gonna give it a try

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