Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10]

Author Topic: [0.9a] Vesperon Combine 1.2.0 - 03/03/19  (Read 108339 times)

Super Neko

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« Reply #135 on: April 04, 2020, 11:21:27 AM »

So, I was able to complete a Level 1 mission. Anything higher than a Level 1 will result in the error "Illegal Argument Exception: n must be positive" in the dialogue screen withe Vesperon representative, after paying for the information.

This error doesn't crash the game, no CTD. The game continues, just the location of higher level cache not reveled.
Logged

Unnamed_Shadow

  • Lieutenant
  • **
  • Posts: 65
    • View Profile
Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« Reply #136 on: April 21, 2020, 07:50:27 AM »

I hope this mod gets updated someday. Truly brings a unique mechanic, and with so many mod factions, you end up missing many blueprints.
Logged

NephilimNexus

  • Commander
  • ***
  • Posts: 139
    • View Profile
Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« Reply #137 on: April 21, 2020, 02:39:50 PM »

Finally an alternative to having to spam colonies onto every worthless planet that happens to have ruins hoping to find that ONE rare blueprint!
Logged

EatLikeAnOuroboros

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« Reply #138 on: June 25, 2020, 03:17:17 AM »

Is there a way to get the agent to spawn with console commands? I'm at cycle 230 and still can't get one to spawn.
Logged

rui9606

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« Reply #139 on: July 02, 2020, 07:30:49 AM »

Maybe consider have the agent stationed on a fixed location? While the mod is superb, finding this little s%^* is just way too hard, the first time I find him I have no money, and I cannot find him the second time around ::)(not even with console teleportation).  Pls just consider letting him stay put.  :-\
Logged

maxi1.1

  • Ensign
  • *
  • Posts: 11
    • View Profile
    • Email
Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« Reply #140 on: August 16, 2020, 10:25:59 AM »

Ladies and Gentlemen,

Feedback: I really like your mod. The idea behind it is cool. It also fits the game lore nicely. The in game execution is good. There are some things that could be improved but, other users have already mentioned most of what I could think of in terms of bugs or improvements.

Suggestion: Upon first meeting, the recruiter offers the player a small comm device. When the player is ready, he can activate the comm device to talk to the agent and pay the fee. This would make it easier to join after first contact. No more hopping the universe trying to find the one bar he currently is at.

Bug 1: If I start a new a game with the mod enabled, the recruiter appears at the first bar i visit. He can later be found for about 2 or 3 months but then completely disappears.

Workaround: Start the game without the mod. Then, when you have the 1 Million credit entry fee and wish to begin, add the mod to your existing game. The recruiter will appear at the first bar your visit. I did this a few hours earlier and it worked well. 

Potential Bug 2: After finishing the first mission all of the other agents offer no new contracts. Several months have passed. Always just "We are working on getting some new intel, please wait". Is this normal?


Summary: Please keep developing this mod. It is fun, helpful and adds more options to the game. More options are always great. If people don't like this particular one, they can just decide not use it. Please do not be discouraged!
Logged

fellabrando

  • Ensign
  • *
  • Posts: 20
    • View Profile
    • Email
Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« Reply #141 on: November 06, 2020, 12:53:11 PM »

Can we just be told how to activate the mission in console or the mod files?
Logged
Pages: 1 ... 8 9 [10]