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Author Topic: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11  (Read 364073 times)

Hushed

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #465 on: January 15, 2020, 09:08:15 AM »

I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.

the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
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GlenSkunk

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #466 on: January 15, 2020, 10:08:12 AM »

Did a little digging in the files between the old and new versions of the mod, and I think I know the problem - the .wpn designations for the VLRM systems in the mod got renamed, or else the older VLRMs got removed from the mod. The new version has vayra_vlrms_med and vayra_vlrms_large instead of the vayra_vlrms_2/4/8 designations. This does consequently mean that older saves will be looking for those older weapons, and since they're no longer in the folder the save no longer loads. You COULD add those old weapons back in manually but I have no idea how that'd affect the game - would that create duplicate VLRM entries?

Also, this is my first post on this forum, but that's not exactly important in this context, but still, hello!
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tindrli

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #467 on: January 15, 2020, 11:52:12 AM »

I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.

the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

i believe that you should delete kadur mod folder. and extract that new version to a same place. never overwrite. all mods
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majorfreak

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #468 on: January 15, 2020, 03:18:54 PM »

I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.

the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

i believe that you should delete kadur mod folder. and extract that new version to a same place. never overwrite. all mods
well, i'll be damned...
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Hushed

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #469 on: January 15, 2020, 05:08:06 PM »

That was it, I had overwritten instead of deleting first.

Cheers
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Hellya

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #470 on: January 15, 2020, 06:25:28 PM »

Is it intentional that capital sized weapons fire at fighters and missiles with this mode?
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Cyber Von Cyberus

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #471 on: January 16, 2020, 07:23:28 AM »

Hello, so ever since the update this mod seems to crash, it happens as I'm making a new character. I play with nexerlin along with some faction and utility mods.

Fatal: data/scripts/VayraModPlugin
Cause: data.scripts.VayraModPlugin
Check starsector.log for more info

Below is the log.

« Last Edit: January 16, 2020, 07:37:55 AM by Cyber Von Cyberus »
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Diktat Admiral:"What do we have here ? A dissident ? A pirate ? Or maybe a degenerate ?"

Me:"Yes, I'm all of those."

dantesrb

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #472 on: January 16, 2020, 09:30:26 AM »

I played like 30 mins and I found derelict of about 1 mil good ships, and without a flow!!! (maybe few..)  WTF?
Is there a normal mod here without "here is best ships, so u don't need to bother, this is what wanted, right?"
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asahibiiru

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #473 on: January 16, 2020, 12:08:51 PM »

Quick question, one of my markets has the "raider activity" status for several cycles giving debuffs because of "Kadur Retribution".
I am neutral to Kadur and the system has no Kadur Retribution activity on the intel screen, like so many other core systems have. The game is giving me no clues in bars or on the intel screen as where i am being attacked from. How can i get rid of this status/find the base if there is any?
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Vayra

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #474 on: January 16, 2020, 01:17:53 PM »

Is it intentional that capital sized weapons fire at fighters and missiles with this mode?

Hmmm. For some, yes. I'll see if I can make it so Jahannams and Joachims don't in the next release.

Hello, so ever since the update this mod seems to crash, it happens as I'm making a new character. I play with nexerlin along with some faction and utility mods.

Fatal: data/scripts/VayraModPlugin
Cause: data.scripts.VayraModPlugin
Check starsector.log for more info

Below is the log.


Oh bother. That's a bug - I included a reference to a VS script. I'll try to have an update for this out today.

I played like 30 mins and I found derelict of about 1 mil good ships, and without a flow!!! (maybe few..)  WTF?
Is there a normal mod here without "here is best ships, so u don't need to bother, this is what wanted, right?"

Where did you find these? This mod adds very few pregenerated recoverable derelicts, and they're only 2 frigates, 1 destroyer, and a logistics ship... and only the frigates are guaranteed to be recoverable. Hardly 1 mil.

Quick question, one of my markets has the "raider activity" status for several cycles giving debuffs because of "Kadur Retribution".
I am neutral to Kadur and the system has no Kadur Retribution activity on the intel screen, like so many other core systems have. The game is giving me no clues in bars or on the intel screen as where i am being attacked from. How can i get rid of this status/find the base if there is any?

This one's interesting. I suspect it's just not spawning the bar event due to RNG, but I'll check it out.

Thanks for the feedback, all!
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Kneight

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #475 on: January 16, 2020, 01:35:13 PM »


MAJOR UPDATE! v3.1.0


- added Capacitive Rod Driver medium antishield/EMP strike weapon


You just ruined my game and my life. It's unhealthy how much I wanna punch pirates and everything into the Sun with it. Haven't tried all of the other weapons yet, but wanted to let you know that I LOVE this thing ;D
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e

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #476 on: January 17, 2020, 12:50:56 PM »

After some messing around with the stuff, my favorite ship is definitely the Prophet. I just appreciate that it's basically a miniature Caliph in terms of how it feels and handles.

Also those Chem Rails man... that Ultracaliber Heavy Chemrail has won me over, i just like that it shoots very fast, constantly, it's not too bad in terms of flux economy and it makes short work of anything (so long as you have some shield/armor piercing, obviously).
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LtRazgriz

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #477 on: January 23, 2020, 10:35:41 PM »

hey I'm running into a vayra_vlrms spec missing issue after I updated, any tips on how to fix this?
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Vayra

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #478 on: January 24, 2020, 09:12:13 PM »

You just ruined my game and my life. It's unhealthy how much I wanna punch pirates and everything into the Sun with it. Haven't tried all of the other weapons yet, but wanted to let you know that I LOVE this thing ;D

Hah! Glad you're liking it.  ;D

After some messing around with the stuff, my favorite ship is definitely the Prophet. I just appreciate that it's basically a miniature Caliph in terms of how it feels and handles.

Also those Chem Rails man... that Ultracaliber Heavy Chemrail has won me over, i just like that it shoots very fast, constantly, it's not too bad in terms of flux economy and it makes short work of anything (so long as you have some shield/armor piercing, obviously).

The chemrails were just a little strong, heh, so I've brought them back in line - the small one turns much slower, the large does slightly less damage at slightly less range, and they're all just a touch less accurate - but should still be very effective.

Minor update - 3.1.1, get it from the OP
3.1.1
- fixed accidental dependency issue (again)
- halved light chemrail turn speed
- lowered all chemrail accuracy and projectile speed slightly
- lowered heavy chemrail damage to 450, was 500
- lowered heavy chemrail range to 1000, was 1100
- lowered hauberk CIWS range to 400, was 450
- lowered Jaya VLRMS sprint speed
- switched sozzer's drones to BOMBER AI
- a few typos excised
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

e

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #479 on: January 24, 2020, 09:30:51 PM »

The chemrails were just a little strong, heh, so I've brought them back in line - the small one turns much slower, the large does slightly less damage at slightly less range, and they're all just a touch less accurate - but should still be very effective.

While it does make me a bit bummed that the chem rails got nerfed, i will agree that the large variant was in fact pretty powerful, even on it's own without armor/shield breaking. (which i still have anyway cuz i'm paranoid.)

Btw, quick question, while i'm here:

Can you get the blueprints for the Qamar Insurgency stuff? Namely: the medicant, the camel and the laser weapon (Which i forgot the name of, but i am missing it as a BP.)

Also i haven't seen Qamar themed ships at all in my games, i only know they exist cuz they are referenced in the changelog.
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