Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

Pages: 1 2 [3]

Author Topic: [0.9.1a] Luddic Enhancement Mod 1.2.0  (Read 63220 times)

bazalisk

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
« Reply #30 on: February 18, 2020, 10:39:52 AM »

wow that's an awesome work around and very well explained, thank you.

i'll look into doing just this. 

thank you for the swift reply.

:)
Logged

TaylorItaly

  • Lieutenant
  • **
  • Posts: 51
    • View Profile
Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
« Reply #31 on: February 18, 2020, 07:10:00 PM »

hi

nice mod, really enjoying it.

just a small issue.  i've been getting CTDs recently, its probably mod conflicts for sure but i'm mentioning it here in hopes of finding a solution or work around.

i'm getting a CTD regarding a fatal slot id (ws 015) not found on hull (dominator_luddic).

i've checked the file and there is a weapon slot there, not sure why it wont notice it.  any ideas? 

i've been having this issue with another mod, the Archean Order, with their mule and buffalo ships.

maybe these two mods don't play nice?

anyways, thanks for any insight you can provide.

Archean Order replaces a lot of vanilla files with its own, and many of those files have significant changes to the slot ids. The mule is particularly likely to cause crashes, because it looks like the author not only edited every single hardpoint but also renamed them from the format "WS 001" to "WS001", so any other mod that makes a mule variant is going to crash with it.

If you get stuck on any crashes that look sort of like "Slot id [WS 010] not found on hull [aurora_ix]," it probably means that some mod created a variant, "aurora_ix" of the vanilla ship "aurora", but archean order deleted the weapon slot [WS 010] in the original file.

So for Archean Order, you can fix this by going into "Starsector\starsector-core\data\hulls", finding the relevant .ship file, opening with a text editor, finding "WS 010" in that file, copying the entire section between (and including) curly brackets, and then pasting it into the same place in the file of the same name in "Starsector\mods\Archean Order TC v1.3.4e\data\hulls". That section is structured as a comma separated list of bracket-enclosed hardpoint definitions, so you need to make sure that each item has a comma after it except the last one.

I've been resolving most of the incompatibilities with Archean Order this way as they come up. It's a really hacky way of fixing it, but it keeps it from crashing, and I haven't had to restart my play through.

Woah , thank you for that !!!!
With that solution one can make many factions-mods compatible with AO .
I had problems with AO and Arsenal and posted it under bugs , but without proper help how to solve it.
So , thank you!!!!
Logged

King Alfonzo

  • Admiral
  • *****
  • Posts: 551
  • -- D O C T O R --
    • View Profile
    • Email
Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
« Reply #32 on: February 18, 2020, 07:20:05 PM »

Thanks for the catch bblargh3! I'm afraid I'm unfamiliar with Archean Order, and wasn't sure how it played with other faction mods.

Morrokain

  • Admiral
  • *****
  • Posts: 1063
  • Megalith Dreadnought - Archean Order
    • View Profile
Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
« Reply #33 on: February 18, 2020, 07:40:52 PM »

Archean Order replaces a lot of vanilla files with its own, and many of those files have significant changes to the slot ids. The mule is particularly likely to cause crashes, because it looks like the author not only edited every single hardpoint but also renamed them from the format "WS 001" to "WS001", so any other mod that makes a mule variant is going to crash with it.

If you get stuck on any crashes that look sort of like "Slot id [WS 010] not found on hull [aurora_ix]," it probably means that some mod created a variant, "aurora_ix" of the vanilla ship "aurora", but archean order deleted the weapon slot [WS 010] in the original file.

So for Archean Order, you can fix this by going into "Starsector\starsector-core\data\hulls", finding the relevant .ship file, opening with a text editor, finding "WS 010" in that file, copying the entire section between (and including) curly brackets, and then pasting it into the same place in the file of the same name in "Starsector\mods\Archean Order TC v1.3.4e\data\hulls". That section is structured as a comma separated list of bracket-enclosed hardpoint definitions, so you need to make sure that each item has a comma after it except the last one.

I've been resolving most of the incompatibilities with Archean Order this way as they come up. It's a really hacky way of fixing it, but it keeps it from crashing, and I haven't had to restart my play through.

Thanks for that description! I'm working on changes along those lines for the next update anyway, but since you have taken the time to do this already :) - am I correct in implying from this that I won't have to change all the variant files' corresponding references to those ids in regards to their weapon loadouts in the mod?? That would be awesome if true! I kind of assumed I would have to edit each variant file by hand for that part.

Not crashing is already a great start, but did this seem to mess with the variants at all from your playthrough or upon starting a new game? Also, if you are adding the ids, not replacing the old ones, it may cause additional weapon slots to be available upon the ship outfitting screen (sometimes in the exact same place so it can be hard to see).

Those are all assumptions, though. I've already handled weapons in the variants, but I was planning on working on the weapon ids last- after fighters and hullmods were corrected to be merge-able.
Logged
Pages: 1 2 [3]