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Author Topic: [Solved]A little trouble shooting help?  (Read 5546 times)

agentstapler

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[Solved]A little trouble shooting help?
« on: October 06, 2016, 06:27:23 PM »

Hi guys, I've put off modding this for a long time but after watching a letsplay I can't put it off anymore. Inevitably though I crashed after adding a load of mods, the same mods which the lets play used so they should be compatible (maybe not if there have been updates though).

Anyway I hate asking for help but I think I have everything someone (more experienced than me) will need to know whats up, here is the list of mods I have

blackrock
Interstellar imperium
Diable Avionics
LazyLib
Neutrino
New Galatic order
Ship Weapon pack
Tiandong heavy industries
Version checker
Graphics Lib
Dynasector
Nexerelin
save transfer


And here is the last couple of lines from the log starting from the error.
Code
1269858 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomShips(FleetFactoryV2.java:583)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:101)
at exerelin.world.MiningFleetManager.spawnMiningFleet(MiningFleetManager.java:167)
at exerelin.world.MiningFleetManager.updateMiningFleetPoints(MiningFleetManager.java:227)
at exerelin.world.MiningFleetManager.advance(MiningFleetManager.java:251)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(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)
« Last Edit: October 06, 2016, 10:09:00 PM by agentstapler »
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MesoTroniK

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Re: A little trouble shooting help?
« Reply #1 on: October 06, 2016, 06:27:48 PM »

Remove the New Galactic Order.

Midnight Kitsune

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Re: A little trouble shooting help?
« Reply #2 on: October 06, 2016, 06:36:37 PM »

Remove the New Galactic Order.
The reason behind Meso's reply is because the modder has been told several times to fix this simple as hell to fix issue but he has been lazy and has not fixed it. Most popular mods have been blamed for this issue EXCEPT his mod and that makes the other mods look bad as well
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agentstapler

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Re: A little trouble shooting help?
« Reply #3 on: October 06, 2016, 06:39:09 PM »

Remove the New Galactic Order.

That sorted it, Thanks a bunch :)

Just curios, how was you able to tell that was the mod causing the issue?
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Wyvern

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Re: A little trouble shooting help?
« Reply #4 on: October 06, 2016, 06:43:01 PM »

Because it's a known issue - the mobile headquarters hull mod was removed from SS+ a while back (due to various bugs that I never actually understood the details of but apparently caused it to not function properly), and the NGO ship using it hasn't been fixed yet.  It's also possible to patch the NGO mod to fix the issue yourself; instructions for how to do that are buried somewhere towards the end of that mod's thread.
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Orikson

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Re: A little trouble shooting help?
« Reply #5 on: October 06, 2016, 06:44:48 PM »

Remove the New Galactic Order.

That sorted it, Thanks a bunch :)

Just curios, how was you able to tell that was the mod causing the issue?

The first line of the log says 'mobile_headquarters' not found.

This is a hull mod from a previous version of "Starsector +" by Dark.Revenant, which was removed about 2 or 3 months ago when the mod was broken up for easier management.

NGO has this hull mod on one of its ships, but the mod itself doesn't contain the data file it needs to use the hull mod since it originally came from somewhere else.

Aside from that, this issue has been going around for months, so majority of the forumers know this. There is a workaround (which is to remove the hull mod manually) that enables you to play the mod, but it has some bug issues I think.

EDIT: Someone beat me to it while writing up this response, so I'll provide the workaround solution.

To remove this hull mod in question open this file here, you can use notepad, or any other text editor. Preferably, use Notepad ++, as it makes it much easier to scroll and search.

/gamedir/mods/NGO/data/hulls/ngo_battlefreighter.ship

Do a search for this command below, and simply delete mobile_headquarters from the file, save and you should be good to go.

"builtInMods": [
    "NGOhullmod",
    "mobile_headquarters"
  ],

.

There is a link on the last page of the mod thread that has another fix related to phase ships that also covers this fix. Download that if you wish. To make it simpler: here's the link and the comment related to the fix.

By DrakonST: (With some grammatical corrections)

This is a fixed version of this mod (New Galactic Order). Works without requiring the old version of "Starsector+".
Contains fix for the destroyer "Dellingr". The fix makes it so that the phase cloak system of that ship matches the parameters set by the core game/Vanilla (cool down of phase cloak is now 2).
Link - https://yadi.sk/d/GSUKyTHDtGQ6V

.

Warning: Use at your own risk as this mod has some other situations where it will crash. It is recommended to try activating mods one by one to test compatibility with the mod you want to play with, particularly when dealing with big game changing mods such as Nexerelin.
« Last Edit: October 08, 2016, 11:12:24 PM by Mr. K »
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Alex

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Re: A little trouble shooting help?
« Reply #6 on: October 06, 2016, 07:24:15 PM »

Updated NGO's entry in the mod index and added a link pointing here.
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agentstapler

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Re: A little trouble shooting help?
« Reply #7 on: October 06, 2016, 08:43:24 PM »

Thanks for all the info guys, super informative, judging from what's been mentioned about NGO I'm just gonna leave it out, I didn't know much about the mods anyway, I assume it's just a faction/ship mod so nothing major.

I might try it out later on when I've played through the mods and lurked on here a bit too.
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Tartiflette

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Re: A little trouble shooting help?
« Reply #8 on: October 06, 2016, 11:35:33 PM »

[...]about 2 or 3 months ago[...]
Heh, it was back in April, 6 months ago! Time flies...  :D
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