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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.9a] Vesperon Combine 1.2.0 - 03/03/19  (Read 92343 times)

Super Neko

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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.
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Unnamed_Shadow

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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.
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NephilimNexus

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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!
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EatLikeAnOuroboros

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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.
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rui9606

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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.  :-\
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