Fractal Softworks Forum

Starsector => Mods => Topic started by: Konturga on July 31, 2022, 09:07:24 PM

Title: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Konturga on July 31, 2022, 09:07:24 PM
ONLY THE UI MOD/PLAYER FACTION MOD CAN BE REMOVED MID GAME,
PLAYER FACTION MERGE DISABLER MOD CANNOT BE APPLIED TO EXISTING
GAMES, FOR THOSE UPGRADING SAVES FROM 2.2 TO 2.3, ENABLE THE
MERGE DISABLER SUB MOD TO CONTINUE.


Download Konturga's Multi-pack 3.4.9 (https://drive.google.com/uc?export=download&id=1xAyTL1ZyZ3ZHdtevkS7g-o2JfBEpnQXS)

Offers changes to the player faction to make it feel more part of
the world + other optional add ons

This mod is broken into six distinct submods that can be enabled or disabled independently.

[WARNING]
Player Faction overhaul - safe to add, remove, all saves
XIII Vanilla Ships - Safe to add,  Unsafe to remove midsave.
XIII Weapons / Ships - Safe to add,  Unsafe to remove midsave.
UI / Fleet color - Safe to add or remove, all saves
BP/Recovery - Safe to add, probably unsafe to remove midsave.
Player Merge Disabler - Safe to add,  Unsafe to remove midsave.

[Player Faction overhaul]
Expands player faction and flavor for the faction with custom descriptions,
fleet names, fleet dialogue, etc. As a template, it is heavily commented out
for anyone who wants to make their own changes to their file to really bring
out the faction that they want and have the description reflect it. It should
now be more accessible than ever before.

This comes with a default template for the Lost Battalion, claiming your past
as a domain general overseeing the unfortunate 13th Battlegroup.

Other presets can be found inside its folders, working but not yet complete.

[XIII Vanilla Ships]
This submod includes only the vanilla 13th Battlegroup ships, sporting high armor,
high forward speed, but a steep cost in maneuverability.
INCOMPATIBLE WITH XIII WEAPONS/SHIP SUBMOD

[XIII Weapons/ Ships]
This submod includes all 13th Battlegroup ships, sporting high armor,
high forward speed, but a steep cost in maneuverability. Also included
are a set of converted themed ballistic weaponry focused on extended
magazines and themed fighter wings. There is also a bounty for some
rare blueprints that can't be gained anywhere else.
INCOMPATIBLE WITH XIII VANILLA SHIPS SUBMOD

[UI / Fleet Color]
Changes the color of the UI, Maroon with orange subcolor.

[BP/Recovery]
Recoverable [Redacted], [Redacted] weapon blueprints, Restored Ziggurat.

[Merge Disabler]
This is designed so that the player faction file will not be merged with others.
If you want a portrait pack to supply portraits to your faction, copy or rename
the player.faction file in the portrait pack to playeralt.faction. This should allow
you to potentially create player factions with only the portraits you want.

If you have the Merge Disabler mod enabled, and you have a portrait pack to
add portraits to your faction, rename the portrait pack's player.faction file to
playeralt.faction.

Screenshots
(https://cdn.discordapp.com/attachments/1225339633945022557/1225341025241792584/image.png?ex=6620c6c2&is=660e51c2&hm=ca5851dd1d4bc8c631c2ba61c21fd3cbebfacaec0fd55399941623f3c3109420&])
(https://cdn.discordapp.com/attachments/1225339633945022557/1225341025610895390/image.png?ex=6620c6c2&is=660e51c2&hm=f7b9c661039fbaa1c42124987c3396207c9562e61dd78b83f6290155c2495e50&])
(https://cdn.discordapp.com/attachments/1225339633945022557/1225341025950896159/image.png?ex=6620c6c2&is=660e51c2&hm=b270d011d710bb79931eebcb4b8869af3d47c5c548386298ce3f412ec8f98484&])
[close]

Blueprint additions / New [VERY REDACTED] Ship recovery:
Gameplay Tweaks
Rare Blueprint Additions:
Lux blueprint, Spark blueprint, Flash blueprint,[VERY REDACTED] Weapon blueprints,
[VERY REDACTED] ships are now recoverable if you have the Automated Ships skill.
Very Redacted Ships
Tesseract, Guardian
[close]
Ziggurat to it's original, (fiendishly overpowered) non-destroyed form.

Wings added to drops / rare blueprints:
VERY REDACTED
Cryoblaster, Cryoflamer, Rift Torpedo, Reality Disruptor, S/M/L Rift Weapons, Minipulser, Disintegrator, Volatile Particle Driver(?)
All four variants of the Aspect wing, tiered for doctrine use
[close]
[close]
All of the tweaks can be freely edited or easily deleted from inside its folder.
The modifications in the playeralt.faction file should help for people who want to mod their personal faction by customizing its properties.


Credits
Bangle - for many of the new ship and fighter additions in 2.0 and many adjustments to the ships and hulls.
Kaerenmott - For extensive testing of the weapon systems and suggestions
Roque the Rogue - For crash testing, experimentation, good pointers, great ideas.
Chyvachok - For the baseline listener and replacer code that would be integrated into the mod.


Changelog:
Nothing to see here
3.4.8
-Added a bounty to reference the 13th Legion's Lieutenant Mars, with the higher end XIII (But not experimental) ship bundle is attached to it.


3.4.7
-Fixed Secondary Blueprint packages being empty
-Added Magazine Autoloader
-Added new S mod built in option.

3.4.6
-Update to Deluge Cannon sprite to make it stand out a little more from hulls.

3.4.5
-Recolored dauntless and components to match color of the rest of XIII ships
-Added Deluge Cannon.

3.4.4
-Separated mods

3.4.3
-Fixed Dauntless Cannon using EMP instead of damage.

3.4.2
-Reduced OP cost for Dirge
-fixed a particle glitch with the Dauntless Cannons

3.4.1
-Added Dirge SRM, added to bounty
-Modified Dauntless

3.3.9
-Segmented mod further for those who want a mostly vanilla experience,
-fixed magic bounty,
-Added the Dauntless (XIII) Semi-Automated Cruiser

3.3.8
-Fixed player.faction file not having all the default vanilla portraits

3.3.7
-Rebuilt Tarsus

3.3.6
-Added Tarsus,
-ship changes.

3.3.5
-Added a bounty, requires magiclib. If you defeat the fleet, you can get borderline unique blueprints that are extremely difficult to get anywhere else.
-Weapon changes?

3.3.4
-Added in a configurable setting as an option to add specific S-Mods to your 13th Battlegroup ships or all hulls.

3.3.3
-Mining laser tweaks
-Prices are now properly adjusted.

3.3.2
-Fixed some player faction presets
-XIII Weapons now show up in player fleets.
-Cleaned up a lot of useless files.
-Solved a crash with the factions.csv
-XIII Blueprint packages now can be chosen in Nex faction start.

3.3.1
-Weapon stat/AI updates

3.3.0
-Fixed Hephaetus reload
-Player faction merging can be disabled through enabling the new mod.
-Buffalo now has damper, will have another feature added to this.
-Eradicator / Hammerhead now have maneuvering jets.

3.2.2
-Extensive weapon edits,
-fixed blueprint package not giving all weapons,
-new bluerprint packages for standard and rare hulls

3.2.1
-Weapon edits
-new blueprint packages
-Separated player.faction file from this mod's faction file to prevent unwanted merging.
-Presets left in folder


3.1.0
-Added new super ship start
-Added around 20 magazine focused weapons, expanded magazines improve weapon capability
-fixed enforcer engines
-XIII ships at start will spawn with the new weapons

3.0.4
-Added Kinetic Blaster to Rare BP list

3.0.3
-Fixed Kite Variant,
-Fixed [REDACTED] stat changes
-Added Gigacannon to Rare BP list.

3.0.2
-Blacklist Patch for Ruthless Sector so it (hopefully) doesn't remove rep from other factions if you are high relations with your own faction.

3.0.1
-Text and sprite tweaks

3.0
-New built in hull mod distributed to some of the ships
-Two completely new mech based automated ships,
-Text Corrections

2.9
-Major edits to almost all sprites
-Added Tempest / Omen
-Fixed two variant templates
-Added High Tech Thrusters

2.8
-Added Manticore and Eradicator
-Edited spark sprite

2.7
-Overhaul of brawler, gryphon, kite, and a couple other sprites,
-Improved the HUD UI colors
-Modified Nex Start

2.6
-Drastically cleaned up the player faction file to make it easier to modify and understand potential changes.

2.5
-Retouched Ship Sprites
-Added version checker support

2.4
-Split the color changes from the backstory changes, separated them into two distinct mods.
-Added new HUD elements.

2.3
-Fixed Hammerhead OP and system
-Ship Weapon Covers changed slightly

2.2
-Adjusted some of the new fighters. Still powerful, but not *that* powerful
-Is now using the reinforced sprites for the Falcon, Eagle, and Onslaught

2.1
-Update to 0.97
-Fix for missing Vanguard
-Fighter wings adjusted
-New Faction Start Hidden from Intel
-New Hulls

2.0
-A lot of new hulls added
-new fighters and descriptions
-faction start added to start with XIII Equipment unlocked
-Legion Ordinance points pushed up to regular levels
-And more

1.10
-Reduced Maneuverability loss for XIII ships from 23 to 13,
-Added 2 combat chatter profiles for Player faction
-Added AI combat "default" chatter files for Friendly AI Core officers
-Updated Large Fuel Hull

1.09
-Patchwork fix 0.96a

1.08
-Fixed the trade ship blueprint

1.07
-Moved the mod order to last to avoid the player faction from being overwritten

1.06
-Fixed several crashes due to poor code

1.05
-Separates the additions into three sub-mods

1.04
-Added ships to game
-Added blueprint package
-Added Hullmod

1.03
-Added flag and hull graphics

1.02:
-Added a new attitude description.
-Changed the long player faction name so it could be used easier from the start.
-Slightly different dialogue and descriptions depending on whether or not you committed atrocities.

1.01:
-Changed Player Faction fleet dialogue based on the Hegemony.
-Slightly changed the name of the roles.
[close]
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Konturga on August 17, 2022, 02:14:02 PM
New update, 1.06

It should have fixed all the issues.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: JenkoRun on August 24, 2022, 02:40:04 PM
Most of the images seem to be broken, also could we have more details on how the SUPER REDACTED ships have been incorporated into player use?
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Konturga on August 24, 2022, 04:43:25 PM
Good idea, I added it to the description here.
For your convenience, I'll write it here as well.

Very Redacted Ship Recovery
Spoiler
Tesseract, Guardian
[close]

If you have the automated ships skill, these become recoverable albeit horrendously overpowered ships.

Could you add more information about the broken images?

I have a feeling it's the ones I left in as extra variants that aren't used but could be renamed to be used instead, like the Onslaught.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: JenkoRun on August 25, 2022, 04:33:32 AM
My mistake, my wifi was bad last night and only loaded 1 image for some reason.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Konturga on August 26, 2022, 05:35:05 PM
Ha, you're all good, I'm just glad it's working.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Einsy on August 27, 2022, 10:05:13 AM
Hallu! don't meant to bother, but is there a guide somewhere on how to get started with this mod? am gettin' big confusion just trying to understand how to use the player.faction.

Edit; to give context on what amst is stuck on, mod is loaded in; it changes the names of fleets and people and such- but it doesn't show my faction on the intel screen, and am stuck on making it show it in the first place.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Konturga on August 27, 2022, 10:37:27 AM
Interesting. It should have done it all on its own. All the changes should be automatic. A lot of the changes, including the Intel screen changes come from the player.faction file included inside the Player Faction mod.


The specific line that puts your faction in the intel tab is shown here:
Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1013139399837487274/unknown.png)
[close]



And the file is located here:
Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1013139023268679740/unknown.png)
[close]


Edit:
I read this through and I thought you might have been talking about the faction tab and not the intel tab.

Is the problem in the Intel Tab(1) or Faction Tab(3)?
Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1013143608595054602/unknown.png)
[close]
If you're not seeing it in the bottom at the intel tab, it means that there are no new or pressing notifications for your faction.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Chryvrius on August 27, 2022, 06:28:34 PM
It's super funny, I was just thinking about wanting a player faction shipset. Lo-and-behold, this manifests from the ether. Thank you for making this, having a blast with it!
(The flavor changes are lovely as well, it's great to finally feel like you actually are the leader of a faction.)

On top of new original hulls, do you have any intention of adding some of the midlines/high-techs to the player faction's repertoire? Would love to see an Odyssey in these colors!
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Einsy on August 27, 2022, 06:44:44 PM
Thanmkies Kon! also uh, managed to fix it last night before I slept so this is in the morning rn; all I did was made it load first by putting in ~~~ to the name so it doesn't get overwritten, works like a charm now!

...Now to make things right and make myself SUPREME OVERLORD and not heckin' Security Officer lol.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Konturga on August 27, 2022, 07:12:33 PM
It's super funny, I was just thinking about wanting a player faction shipset. Lo-and-behold, this manifests from the ether. Thank you for making this, having a blast with it!
(The flavor changes are lovely as well, it's great to finally feel like you actually are the leader of a faction.)

On top of new original hulls, do you have any intention of adding some of the midlines/high-techs to the player faction's repertoire? Would love to see an Odyssey in these colors!


My skills are rather limited so I usually need other designs to use as a basis for recoloring and redesigning. I've asked a couple of the other modders if I could use their assets. I want to see if I could add the other XIV ships as XIII ships... Hmm... No promises but let me test out the waters and see what I can do.

That being said, I'm glad you're enjoying it. The player faction doesn't get enough love if you ask me, it surprises me what just a couple tweaks can do to bring life to the game. I'm certain it's still only scratching the surface too..

Thanmkies Kon! also uh, managed to fix it last night before I slept so this is in the morning rn; all I did was made it load first by putting in ~~~ to the name so it doesn't get overwritten, works like a charm now!

...Now to make things right and make myself SUPREME OVERLORD and not heckin' Security Officer lol.

Ha, if I remember correctly I believe the security officer title is a title for patrolling fleet commanders. Still trying to figure out how to have them call you by your role. It would be nice if we could have them say,

------------Overlord-----
"Yes, my $playerRank."
or
(After demanding you turn on your transponder)
---------Overlord-------Officer---Wright----------------------------------------------------
"Ahh... $playerRank." $rank $lastName looks at you nervously. "Have I disturbed you?"

Might take more digging. If possible, could you share a little more with me what you did?
Is this a change to the mod_info.json file?
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Konturga on August 27, 2022, 07:59:53 PM
I think if I were to add High Tech to the roster, most of the ships would probably follow this color style.

Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1013281388461563994/odysseyXIII.png)
[close]
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Einsy on August 27, 2022, 09:14:01 PM
Yee, modified the mod.json itself by adding ~~~ in the name section right before the quotes to make it load first

   "name":"~~~Konturga's Game Tweaks - Player Faction",

anywhomst; other thing, am trying to see if I can change the description because its showing the one for the Lost Battalion in-game, but the player.faction file doesn't have anything pertaining to it am not think?
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: Konturga on August 27, 2022, 09:38:08 PM
Yee, modified the mod.json itself by adding ~~~ in the name section right before the quotes to make it load first

   "name":"~~~Konturga's Game Tweaks - Player Faction",

anywhomst; other thing, am trying to see if I can change the description because its showing the one for the Lost Battalion in-game, but the player.faction file doesn't have anything pertaining to it am not think?

What you're looking for is the descriptions file located here:
(https://cdn.discordapp.com/attachments/1007967280279334962/1013305530032328836/unknown.png)

Should be fairly easy to change from here. It's formatted for two paragraphs but I think you could have up to four. See what you can do.

Also, I think you might be interested in this.
This is the file that adds all the fleet dialogue, so you can give it a go and make it something unique:
(https://cdn.discordapp.com/attachments/1007967280279334962/1013306223417905162/unknown.png)

Also, thanks for the information, it should be updated now so no one else runs into the same problem.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.06
Post by: Chryvrius on August 30, 2022, 11:59:05 AM
I think if I were to add High Tech to the roster, most of the ships would probably follow this color style.

Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1013281388461563994/odysseyXIII.png)
[close]

This looks fantastic! I hope they make it into the roster  :D
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: Konturga on August 31, 2022, 12:14:37 PM
Ha, I'll give it a shot then. Let's see what happens.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: plebianweeb on September 01, 2022, 04:43:06 AM
Very promising mod i do love me some mods that can make me feel like an actual ruler instead of some rando nut job. Great idea to make seperate mods for different things but i think you can just release [SUPER REDACTED] as a seperate mod with a simple name. It migth make it more user friendly for people looking into mods that let them to take those ships but they migth be unable to find it on mod nexus later on.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: Konturga on September 01, 2022, 08:40:14 AM
Very promising mod i do love me some mods that can make me feel like an actual ruler instead of some rando nut job. Great idea to make seperate mods for different things but i think you can just release [SUPER REDACTED] as a seperate mod with a simple name. It migth make it more user friendly for people looking into mods that let them to take those ships but they migth be unable to find it on mod nexus later on.

I think it makes sense, we'll see. There used to be a mod called Boardable Unboardables that only changed tag on each line of the ships.csv file. If that can be considered a  mod.. I'll need to think on it.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: RoquetheRogue on September 01, 2022, 03:31:00 PM
I heard it was very hard to make custom avatars for the players faction, and have all player faction AI use that exclusively. But if you can do that, it would be awesome.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: Konturga on September 01, 2022, 03:43:20 PM
I heard it was very hard to make custom avatars for the players faction, and have all player faction AI use that exclusively. But if you can do that, it would be awesome.

I think the easy part is making it exclusive to the player faction, the hard part is making the portraits. If I remember correctly, each faction file has a list of portraits names and their locations and the player faction is no difference.

I'm testing the waters, but I'll likely have to modify what's already there. But let's see what's possible.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: RoquetheRogue on September 04, 2022, 07:28:56 AM
I heard it was very hard to make custom avatars for the players faction, and have all player faction AI use that exclusively. But if you can do that, it would be awesome.

I think the easy part is making it exclusive to the player faction, the hard part is making the portraits. If I remember correctly, each faction file has a list of portraits names and their locations and the player faction is no difference.

I'm testing the waters, but I'll likely have to modify what's already there. But let's see what's possible.
Well that could be a plugin on it's own as something to inspire artists to make custom portraits for the PC faction
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: Konturga on September 04, 2022, 10:17:54 AM
Here, let me show you what I mean. Inside the player faction file is a portraits list.
These are are locations of the portraits which it uses to load them up. As you can see, they look into the graphics folder, then portraits, and then the name of the one you want loaded into the game for the faction.
Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1016030826112229376/unknown.png)
[close]



Here's one place it would look for them, and note the location and name of the files:

Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1016031568038477834/unknown.png)
[close]

It's not a very hard thing to do, but the issue more lies in the fact that I can comment in a bunch of fake lines pointing to portraits that don't exist but people would still need to go into the files to remove the #. And if I didn't comment them out, then I think you might find your faction filled with these portraits:

Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1016034249217949846/portrait_generic.png)
[close]



Although, to be honest it might just not start.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: RoquetheRogue on September 05, 2022, 09:51:37 AM
It's just a matter of better structuration, the template for most factions is there and creating a new one exclusive for the player faction might not be as hard as I thought then
Making  the player faction exclusive portraits could be similar to these new flag design mods, potentially?

Images for the portraits is easy to swap around, I did a bit of that myself in the Interesting portraits pack mod, changing some I didn't like much.

Thanks for replying and your hard work, I appreciate it  ;)
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: Konturga on September 05, 2022, 10:04:09 AM
It's just a matter of better structuration, the template for most factions is there and creating a new one exclusive for the player faction might not be as hard as I thought then
Making  the player faction exclusive portraits could be similar to these new flag design mods, potentially?

Images for the portraits is easy to swap around, I did a bit of that myself in the lore friendly portraits mod, changing some I didn't like much.

Thanks for replying and your hard work, I appreciate it  ;)

You hit the nail on the head, it's pretty much exactly like the flag mods, although it might actually be easier than that since there are two links for every flag. You can look through the player.faction file in either the core resources or this mod,

(I recommend the mod since this one pretty much copies that file and makes changes on top of it. The base game version omits a lot of options too, like your port music.)

It's way easier to adjust a file to your liking than to start from scratch. And with everything you need in one set of folders, figuring out how it works gets a lot easier.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: OrgaShortstick on September 05, 2022, 02:43:32 PM
This looks great. I look forward to what you come up with next
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: Konturga on September 05, 2022, 04:25:57 PM
This looks great. I look forward to what you come up with next

Ha, I guess we'll see. I hope it won't disappoint.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: Lowest Hegemon on September 05, 2022, 07:37:49 PM
One of the best mods right now, love the aesthetic. with my current version i start with a civilian ship blueprint, but it isn't activatable in any way and doesn't show that it has any blueprints on it, i'm not playing with any mod that changes how blueprints are and i recall that it had "auxiliary" in the name and sells for 20,000.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: Konturga on September 05, 2022, 08:54:15 PM
One of the best mods right now, love the aesthetic. with my current version i start with a civilian ship blueprint, but it isn't activatable in any way and doesn't show that it has any blueprints on it, i'm not playing with any mod that changes how blueprints are and i recall that it had "auxiliary" in the name and sells for 20,000.

Interesting, I checked through the two unique ship descriptions, as well as the two blueprint packages. They are:
"13th Battlegroup Armored Convoy Package"
"13th Battlegroup Combat Package"

I didn't see Auxiliary in the descriptions of the new dram or phaeton, or in the descriptions of the BP packages, but that may have been changed a while back.

With that said, let me see what I can find.

Edit: Yup, looks like you are right, one of the tags was written wrongly. The BP package should be working now with 1.08
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
Post by: RoquetheRogue on September 06, 2022, 08:18:29 AM
That's something I've always felt was missing from the player faction, faction exclusive portraits

if you use a mod that expands the amount of portraits from factions while immersive and cool, your faction will inherit all the portraits - ever since I started playing this game I dreamed of creating a unique faction and portraits are pretty much a necessary aspect of it
imagine for instance you lock your faction to pirate only portraits, or.. Tech Priest portraits like those awesome ones from 40k mechanicus, or another radical luddic path cult, or run a militarist mercenary faction but the portraits are a bunch of civilian ones, you could get the ships with a nanoforge but the portraits would never have the same uniformity like the factions get.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 06, 2022, 08:23:42 AM
Hmm, could you give an example of those portrait packs? I'd like to check something.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 06, 2022, 08:29:58 AM
I think, based on some of the other portrait packs I've seen, all you really need to do is go in and delete the player.faction file inside the data/world/factions folder of the portrait mods. That should make sure that they don't add any portraits to your player faction.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: RoquetheRogue on September 06, 2022, 11:11:03 AM
I think, based on some of the other portrait packs I've seen, all you really need to do is go in and delete the player.faction file inside the data/world/factions folder of the portrait mods. That should make sure that they don't add any portraits to your player faction.

YES, you are right about that, seem it is the largest file in the case of Interesting Portraits Pack, you could indeed individually remove and swap portraits around, it's rather crude, but gets the job done so far, you'd still have to worry about vanilla portraits taking point, but now at least with that I can tweak the modded ones to follow a specific theme I want

Wonder if we could have a mechanic ingame like in arma armatura that you could change portraits but for your whole faction.

Right now for interesting portraits pack you get this whole dump of portraits in it;

Spoiler
{
   "portraits":{
      "standard_male":[
         "graphics/portraits/interesting_portrait_hegemony16.png",
         "graphics/portraits/interesting_portrait_hegemony18.png",
         "graphics/portraits/interesting_portrait_hegemony20.png",
         "graphics/portraits/interesting_portrait_hegemony21.png",
         "graphics/portraits/interesting_portrait_hegemony23.png",
         "graphics/portraits/interesting_portrait_hegemony25.png",
         "graphics/portraits/interesting_portrait_hegemony27.png",
         "graphics/portraits/interesting_portrait_hegemony28.png",
         "graphics/portraits/interesting_portrait_hegemony29.png",
         "graphics/portraits/interesting_portrait_hegemony30.png",
         "graphics/portraits/interesting_portrait_hegemony35.png",
         "graphics/portraits/interesting_portrait_hegemony37.png",
         "graphics/portraits/interesting_portrait_hegemony42.png",
         "graphics/portraits/interesting_portrait_hegemony44.png",
         "graphics/portraits/interesting_portrait_hegemony45.png",
         "graphics/portraits/interesting_portrait_hegemony48.png",
         "graphics/portraits/interesting_portrait_independent01.png",
         "graphics/portraits/interesting_portrait_independent03.png",
         "graphics/portraits/interesting_portrait_independent04.png",
         "graphics/portraits/interesting_portrait_independent05.png",
         "graphics/portraits/interesting_portrait_independent07.png",
         "graphics/portraits/interesting_portrait_independent08.png",
         "graphics/portraits/interesting_portrait_independent09.png",
         "graphics/portraits/interesting_portrait_independent15.png",
         "graphics/portraits/interesting_portrait_independent17.png",
         "graphics/portraits/interesting_portrait_independent18.png",
         "graphics/portraits/interesting_portrait_independent20.png",
         "graphics/portraits/interesting_portrait_independent21.png",
         "graphics/portraits/interesting_portrait_independent22.png",
         "graphics/portraits/interesting_portrait_independent25.png",
         "graphics/portraits/interesting_portrait_independent27.png",
         "graphics/portraits/interesting_portrait_independent28.png",
         "graphics/portraits/interesting_portrait_independent29.png",
         "graphics/portraits/interesting_portrait_independent30.png",
         "graphics/portraits/interesting_portrait_independent33.png",
         "graphics/portraits/interesting_portrait_independent36.png",
         "graphics/portraits/interesting_portrait_independent37.png",
         "graphics/portraits/interesting_portrait_independent41.png",
         "graphics/portraits/interesting_portrait_independent42.png",
         "graphics/portraits/interesting_portrait_independent43.png",
         "graphics/portraits/interesting_portrait_independent44.png",
         "graphics/portraits/interesting_portrait_league07.png",
         "graphics/portraits/interesting_portrait_league09.png",
         "graphics/portraits/interesting_portrait_league11.png",
         "graphics/portraits/interesting_portrait_league12.png",
         "graphics/portraits/interesting_portrait_league14.png",
         "graphics/portraits/interesting_portrait_league15.png",
         "graphics/portraits/interesting_portrait_league17.png",
         "graphics/portraits/interesting_portrait_league20.png",
         "graphics/portraits/interesting_portrait_league21.png",
         "graphics/portraits/interesting_portrait_league24.png",
         "graphics/portraits/interesting_portrait_league26.png",
         "graphics/portraits/interesting_portrait_league28.png",
         "graphics/portraits/interesting_portrait_league29.png",
         "graphics/portraits/interesting_portrait_league30.png",
         "graphics/portraits/interesting_portrait_league31.png",
         "graphics/portraits/interesting_portrait_league32.png",
         "graphics/portraits/interesting_portrait_league37.png",
         "graphics/portraits/interesting_portrait_league38.png",
         "graphics/portraits/interesting_portrait_league40.png",
         "graphics/portraits/interesting_portrait_league45.png",
         "graphics/portraits/interesting_portrait_league46.png",
         "graphics/portraits/interesting_portrait_league48.png",
         "graphics/portraits/interesting_portrait_corporate08.png",
         "graphics/portraits/interesting_portrait_corporate09.png",
         "graphics/portraits/interesting_portrait_corporate10.png",
         "graphics/portraits/interesting_portrait_corporate11.png",
         "graphics/portraits/interesting_portrait_corporate14.png",
         "graphics/portraits/interesting_portrait_corporate15.png",
         "graphics/portraits/interesting_portrait_corporate18.png",
         "graphics/portraits/interesting_portrait_corporate19.png",
         "graphics/portraits/interesting_portrait_corporate20.png",
         "graphics/portraits/interesting_portrait_corporate25.png",
         "graphics/portraits/interesting_portrait_corporate26.png",
         "graphics/portraits/interesting_portrait_corporate29.png",
         "graphics/portraits/interesting_portrait_corporate30.png",
         "graphics/portraits/interesting_portrait_corporate31.png",
         "graphics/portraits/interesting_portrait_corporate32.png",
         "graphics/portraits/interesting_portrait_corporate33.png",
         "graphics/portraits/interesting_portrait_corporate40.png",
         "graphics/portraits/interesting_portrait_corporate42.png",
         "graphics/portraits/interesting_portrait_corporate43.png",
         "graphics/portraits/interesting_portrait_corporate44.png",
         "graphics/portraits/interesting_portrait_corporate46.png",
         "graphics/portraits/interesting_portrait_diktat11.png",
         "graphics/portraits/interesting_portrait_diktat12.png",
         "graphics/portraits/interesting_portrait_diktat14.png",
         "graphics/portraits/interesting_portrait_diktat15.png",
         "graphics/portraits/interesting_portrait_diktat16.png",
         "graphics/portraits/interesting_portrait_diktat20.png",
         "graphics/portraits/interesting_portrait_diktat22.png",
         "graphics/portraits/interesting_portrait_diktat23.png",
         "graphics/portraits/interesting_portrait_diktat26.png",
         "graphics/portraits/interesting_portrait_diktat27.png",
         "graphics/portraits/interesting_portrait_diktat29.png",
         "graphics/portraits/interesting_portrait_diktat30.png",
         "graphics/portraits/interesting_portrait_diktat32.png",
         "graphics/portraits/interesting_portrait_diktat33.png",
         "graphics/portraits/interesting_portrait_diktat34.png",
         "graphics/portraits/interesting_portrait_diktat37.png",
         "graphics/portraits/interesting_portrait_diktat39.png",
         "graphics/portraits/interesting_portrait_diktat40.png",
         "graphics/portraits/interesting_portrait_diktat42.png",
         "graphics/portraits/interesting_portrait_diktat47.png",
         "graphics/portraits/interesting_portrait_diktat48.png",
         "graphics/portraits/interesting_portrait_lionsguard01.png",
         "graphics/portraits/interesting_portrait_lionsguard03.png",
         "graphics/portraits/interesting_portrait_luddic08.png",
         "graphics/portraits/interesting_portrait_luddic10.png",
         "graphics/portraits/interesting_portrait_luddic12.png",
         "graphics/portraits/interesting_portrait_luddic14.png",
         "graphics/portraits/interesting_portrait_luddic16.png",
         "graphics/portraits/interesting_portrait_luddic19.png",
         "graphics/portraits/interesting_portrait_luddic20.png",
         "graphics/portraits/interesting_portrait_luddic21.png",
         "graphics/portraits/interesting_portrait_luddic23.png",
         "graphics/portraits/interesting_portrait_luddic24.png",
         "graphics/portraits/interesting_portrait_luddic25.png",
         "graphics/portraits/interesting_portrait_luddic28.png",
         "graphics/portraits/interesting_portrait_luddic29.png",
         "graphics/portraits/interesting_portrait_luddic30.png",
         "graphics/portraits/interesting_portrait_luddic35.png",
         "graphics/portraits/interesting_portrait_luddic36.png",
         "graphics/portraits/interesting_portrait_luddic38.png",
         "graphics/portraits/interesting_portrait_luddic39.png",
         "graphics/portraits/interesting_portrait_luddic41.png",
         "graphics/portraits/interesting_portrait_luddic45.png",
         "graphics/portraits/interesting_portrait_luddic46.png",
         "graphics/portraits/interesting_portrait_luddic47.png",
         "graphics/portraits/interesting_portrait_luddic48.png",
         "graphics/portraits/interesting_portrait_luddicpath01.png",
         "graphics/portraits/interesting_portrait_luddicpath04.png",
         "graphics/portraits/interesting_portrait_luddicpath06.png",
         "graphics/portraits/interesting_portrait_luddicpath07.png",
         "graphics/portraits/interesting_portrait_luddicpath08.png",
         "graphics/portraits/interesting_portrait_luddicpath09.png",
         "graphics/portraits/interesting_portrait_luddicpath11.png",
         "graphics/portraits/interesting_portrait_luddicpath14.png",
         "graphics/portraits/interesting_portrait_luddicpath16.png",
         "graphics/portraits/interesting_portrait_luddicpath18.png",
         "graphics/portraits/interesting_portrait_luddicpath19.png",
         "graphics/portraits/interesting_portrait_luddicpath21.png",
         "graphics/portraits/interesting_portrait_luddicpath23.png",
         "graphics/portraits/interesting_portrait_luddicpath24.png",
         "graphics/portraits/interesting_portrait_luddicpath28.png",
         "graphics/portraits/interesting_portrait_knightsofludd01.png",
         "graphics/portraits/interesting_portrait_knightsofludd04.png",
         "graphics/portraits/interesting_portrait_knightsofludd05.png",
         "graphics/portraits/interesting_portrait_knightsofludd07.png",
         "graphics/portraits/interesting_portrait_mercenary10.png",
         "graphics/portraits/interesting_portrait_mercenary11.png",
         "graphics/portraits/interesting_portrait_mercenary12.png",
         "graphics/portraits/interesting_portrait_mercenary13.png",
         "graphics/portraits/interesting_portrait_mercenary14.png",
         "graphics/portraits/interesting_portrait_mercenary15.png",
         "graphics/portraits/interesting_portrait_pirate04.png",
         "graphics/portraits/interesting_portrait_pirate06.png",
         "graphics/portraits/interesting_portrait_pirate07.png",
         "graphics/portraits/interesting_portrait_pirate11.png",
         "graphics/portraits/interesting_portrait_pirate12.png",
         "graphics/portraits/interesting_portrait_pirate14.png",
         "graphics/portraits/interesting_portrait_pirate16.png",
         "graphics/portraits/interesting_portrait_pirate18.png",
         "graphics/portraits/interesting_portrait_pirate19.png",
         "graphics/portraits/interesting_portrait_pirate22.png",
         "graphics/portraits/interesting_portrait_pirate23.png",
         "graphics/portraits/interesting_portrait_pirate26.png",
         "graphics/portraits/interesting_portrait_pirate27.png",
         "graphics/portraits/interesting_portrait_pirate28.png",
         "graphics/portraits/interesting_portrait_pirate29.png",
         "graphics/portraits/interesting_portrait_pirate32.png",
         "graphics/portraits/interesting_portrait_pirate34.png",
         "graphics/portraits/interesting_portrait_pirate35.png",
         "graphics/portraits/interesting_portrait_pirate36.png",
         "graphics/portraits/interesting_portrait_pirate37.png",
         "graphics/portraits/interesting_portrait_pirate42.png",
         "graphics/portraits/interesting_portrait_pirate43.png",
         "graphics/portraits/interesting_portrait_pirate44.png",
         "graphics/portraits/interesting_portrait_pirate47.png",
         "graphics/portraits/interesting_portrait_scavengers02.png",
         "graphics/portraits/interesting_portrait_scavengers07.png",
         "graphics/portraits/interesting_portrait_scavengers08.png",
         "graphics/portraits/interesting_portrait_scavengers10.png",
         "graphics/portraits/interesting_portrait_scavengers11.png",
         "graphics/portraits/interesting_portrait_scavengers13.png",
         "graphics/portraits/interesting_portrait_scavengers15.png",
         "graphics/portraits/interesting_portrait_scavengers16.png",
         "graphics/portraits/interesting_portrait_scavengers17.png",
         "graphics/portraits/interesting_portrait_scavengers19.png",
         "graphics/portraits/interesting_portrait_scavengers21.png",
         "graphics/portraits/interesting_portrait_scavengers23.png",
         "graphics/portraits/interesting_portrait_scavengers24.png",
         "graphics/portraits/interesting_portrait_scavengers25.png",
         "graphics/portraits/interesting_portrait_sleeper01.png",
         "graphics/portraits/interesting_portrait_sleeper02.png",
         "graphics/portraits/interesting_portrait_sleeper10.png",
         "graphics/portraits/interesting_portrait_sleeper11.png",
      ],
      "standard_female":[
         "graphics/portraits/interesting_portrait_corporate12.png",
         "graphics/portraits/interesting_portrait_corporate13.png",
         "graphics/portraits/interesting_portrait_corporate16.png",
         "graphics/portraits/interesting_portrait_corporate17.png",
         "graphics/portraits/interesting_portrait_corporate21.png",
         "graphics/portraits/interesting_portrait_corporate22.png",
         "graphics/portraits/interesting_portrait_corporate23.png",
         "graphics/portraits/interesting_portrait_corporate24.png",
         "graphics/portraits/interesting_portrait_corporate27.png",
         "graphics/portraits/interesting_portrait_corporate28.png",
         "graphics/portraits/interesting_portrait_corporate34.png",
         "graphics/portraits/interesting_portrait_corporate35.png",
         "graphics/portraits/interesting_portrait_corporate36.png",
         "graphics/portraits/interesting_portrait_corporate37.png",
         "graphics/portraits/interesting_portrait_corporate38.png",
         "graphics/portraits/interesting_portrait_corporate39.png",
         "graphics/portraits/interesting_portrait_corporate41.png",
         "graphics/portraits/interesting_portrait_corporate45.png",
         "graphics/portraits/interesting_portrait_corporate47.png",
         "graphics/portraits/interesting_portrait_corporate48.png",
         "graphics/portraits/interesting_portrait_hegemony15.png",
         "graphics/portraits/interesting_portrait_hegemony17.png",
         "graphics/portraits/interesting_portrait_hegemony19.png",
         "graphics/portraits/interesting_portrait_hegemony22.png",
         "graphics/portraits/interesting_portrait_hegemony24.png",
         "graphics/portraits/interesting_portrait_hegemony26.png",
         "graphics/portraits/interesting_portrait_hegemony31.png",
         "graphics/portraits/interesting_portrait_hegemony32.png",
         "graphics/portraits/interesting_portrait_hegemony33.png",
         "graphics/portraits/interesting_portrait_hegemony34.png",
         "graphics/portraits/interesting_portrait_hegemony36.png",
         "graphics/portraits/interesting_portrait_hegemony38.png",
         "graphics/portraits/interesting_portrait_hegemony39.png",
         "graphics/portraits/interesting_portrait_hegemony40.png",
         "graphics/portraits/interesting_portrait_hegemony41.png",
         "graphics/portraits/interesting_portrait_hegemony43.png",
         "graphics/portraits/interesting_portrait_hegemony46.png",
         "graphics/portraits/interesting_portrait_hegemony47.png",
         "graphics/portraits/interesting_portrait_independent02.png",
         "graphics/portraits/interesting_portrait_independent06.png",
         "graphics/portraits/interesting_portrait_independent10.png",
         "graphics/portraits/interesting_portrait_independent11.png",
         "graphics/portraits/interesting_portrait_independent12.png",
         "graphics/portraits/interesting_portrait_independent13.png",
         "graphics/portraits/interesting_portrait_independent14.png",
         "graphics/portraits/interesting_portrait_independent16.png",
         "graphics/portraits/interesting_portrait_independent19.png",
         "graphics/portraits/interesting_portrait_independent23.png",
         "graphics/portraits/interesting_portrait_independent24.png",
         "graphics/portraits/interesting_portrait_independent26.png",
         "graphics/portraits/interesting_portrait_independent31.png",
         "graphics/portraits/interesting_portrait_independent32.png",
         "graphics/portraits/interesting_portrait_independent34.png",
         "graphics/portraits/interesting_portrait_independent35.png",
         "graphics/portraits/interesting_portrait_independent38.png",
         "graphics/portraits/interesting_portrait_independent39.png",
         "graphics/portraits/interesting_portrait_independent40.png",
         "graphics/portraits/interesting_portrait_league08.png",
         "graphics/portraits/interesting_portrait_league10.png",
         "graphics/portraits/interesting_portrait_league13.png",
         "graphics/portraits/interesting_portrait_league16.png",
         "graphics/portraits/interesting_portrait_league18.png",
         "graphics/portraits/interesting_portrait_league19.png",
         "graphics/portraits/interesting_portrait_league22.png",
         "graphics/portraits/interesting_portrait_league23.png",
         "graphics/portraits/interesting_portrait_league25.png",
         "graphics/portraits/interesting_portrait_league27.png",
         "graphics/portraits/interesting_portrait_league33.png",
         "graphics/portraits/interesting_portrait_league34.png",
         "graphics/portraits/interesting_portrait_league35.png",
         "graphics/portraits/interesting_portrait_league36.png",
         "graphics/portraits/interesting_portrait_league39.png",
         "graphics/portraits/interesting_portrait_league41.png",
         "graphics/portraits/interesting_portrait_league42.png",
         "graphics/portraits/interesting_portrait_league43.png",
         "graphics/portraits/interesting_portrait_league44.png",
         "graphics/portraits/interesting_portrait_league47.png",
         "graphics/portraits/interesting_portrait_diktat09.png",
         "graphics/portraits/interesting_portrait_diktat10.png",
         "graphics/portraits/interesting_portrait_diktat13.png",
         "graphics/portraits/interesting_portrait_diktat17.png",
         "graphics/portraits/interesting_portrait_diktat18.png",
         "graphics/portraits/interesting_portrait_diktat19.png",
         "graphics/portraits/interesting_portrait_diktat21.png",
         "graphics/portraits/interesting_portrait_diktat24.png",
         "graphics/portraits/interesting_portrait_diktat25.png",
         "graphics/portraits/interesting_portrait_diktat28.png",
         "graphics/portraits/interesting_portrait_diktat31.png",
         "graphics/portraits/interesting_portrait_diktat35.png",
         "graphics/portraits/interesting_portrait_diktat36.png",
         "graphics/portraits/interesting_portrait_diktat38.png",
         "graphics/portraits/interesting_portrait_diktat41.png",
         "graphics/portraits/interesting_portrait_diktat43.png",
         "graphics/portraits/interesting_portrait_diktat44.png",
         "graphics/portraits/interesting_portrait_diktat45.png",
         "graphics/portraits/interesting_portrait_diktat46.png",
         "graphics/portraits/interesting_portrait_diktat49.png",
         "graphics/portraits/interesting_portrait_lionsguard02.png",
         "graphics/portraits/interesting_portrait_lionsguard04.png",
         "graphics/portraits/interesting_portrait_luddic09.png",
         "graphics/portraits/interesting_portrait_luddic11.png",
         "graphics/portraits/interesting_portrait_luddic13.png",
         "graphics/portraits/interesting_portrait_luddic15.png",
         "graphics/portraits/interesting_portrait_luddic17.png",
         "graphics/portraits/interesting_portrait_luddic18.png",
         "graphics/portraits/interesting_portrait_luddic22.png",
         "graphics/portraits/interesting_portrait_luddic26.png",
         "graphics/portraits/interesting_portrait_luddic27.png",
         "graphics/portraits/interesting_portrait_luddic31.png",
         "graphics/portraits/interesting_portrait_luddic32.png",
         "graphics/portraits/interesting_portrait_luddic33.png",
         "graphics/portraits/interesting_portrait_luddic34.png",
         "graphics/portraits/interesting_portrait_luddic37.png",
         "graphics/portraits/interesting_portrait_luddic40.png",
         "graphics/portraits/interesting_portrait_luddic42.png",
         "graphics/portraits/interesting_portrait_luddic43.png",
         "graphics/portraits/interesting_portrait_luddic44.png",
         "graphics/portraits/interesting_portrait_luddic49.png",
         "graphics/portraits/interesting_portrait_luddic50.png",
         "graphics/portraits/interesting_portrait_luddicpath02.png",
         "graphics/portraits/interesting_portrait_luddicpath03.png",
         "graphics/portraits/interesting_portrait_luddicpath05.png",
         "graphics/portraits/interesting_portrait_luddicpath10.png",
         "graphics/portraits/interesting_portrait_luddicpath12.png",
         "graphics/portraits/interesting_portrait_luddicpath13.png",
         "graphics/portraits/interesting_portrait_luddicpath15.png",
         "graphics/portraits/interesting_portrait_luddicpath17.png",
         "graphics/portraits/interesting_portrait_luddicpath20.png",
         "graphics/portraits/interesting_portrait_luddicpath22.png",
         "graphics/portraits/interesting_portrait_luddicpath25.png",
         "graphics/portraits/interesting_portrait_luddicpath26.png",
         "graphics/portraits/interesting_portrait_luddicpath27.png",
         "graphics/portraits/interesting_portrait_knightsofludd02.png",
         "graphics/portraits/interesting_portrait_knightsofludd03.png",
         "graphics/portraits/interesting_portrait_knightsofludd06.png",
         "graphics/portraits/interesting_portrait_pirate05.png",
         "graphics/portraits/interesting_portrait_pirate08.png",
         "graphics/portraits/interesting_portrait_pirate09.png",
         "graphics/portraits/interesting_portrait_pirate10.png",
         "graphics/portraits/interesting_portrait_pirate13.png",
         "graphics/portraits/interesting_portrait_pirate15.png",
         "graphics/portraits/interesting_portrait_pirate17.png",
         "graphics/portraits/interesting_portrait_pirate20.png",
         "graphics/portraits/interesting_portrait_pirate21.png",
         "graphics/portraits/interesting_portrait_pirate24.png",
         "graphics/portraits/interesting_portrait_pirate25.png",
         "graphics/portraits/interesting_portrait_pirate30.png",
         "graphics/portraits/interesting_portrait_pirate31.png",
         "graphics/portraits/interesting_portrait_pirate33.png",
         "graphics/portraits/interesting_portrait_pirate38.png",
         "graphics/portraits/interesting_portrait_pirate39.png",
         "graphics/portraits/interesting_portrait_pirate40.png",
         "graphics/portraits/interesting_portrait_pirate41.png",
         "graphics/portraits/interesting_portrait_pirate45.png",
         "graphics/portraits/interesting_portrait_pirate46.png",
         "graphics/portraits/interesting_portrait_scavengers01.png",
         "graphics/portraits/interesting_portrait_scavengers03.png",
         "graphics/portraits/interesting_portrait_scavengers04.png",
         "graphics/portraits/interesting_portrait_scavengers05.png",
         "graphics/portraits/interesting_portrait_scavengers06.png",
         "graphics/portraits/interesting_portrait_scavengers09.png",
         "graphics/portraits/interesting_portrait_scavengers12.png",
         "graphics/portraits/interesting_portrait_scavengers14.png",
         "graphics/portraits/interesting_portrait_scavengers18.png",
         "graphics/portraits/interesting_portrait_scavengers20.png",
         "graphics/portraits/interesting_portrait_scavengers22.png",
         "graphics/portraits/interesting_portrait_sleeper03.png",
         "graphics/portraits/interesting_portrait_sleeper04.png",
         "graphics/portraits/interesting_portrait_sleeper05.png",
         "graphics/portraits/interesting_portrait_sleeper06.png",
         "graphics/portraits/interesting_portrait_sleeper07.png",
         "graphics/portraits/interesting_portrait_sleeper08.png",
         "graphics/portraits/interesting_portrait_sleeper09.png",
         "graphics/portraits/interesting_portrait_mercenary08.png",
         "graphics/portraits/interesting_portrait_mercenary09.png",
      ],
   },
},
[close]

I will create a specific theme for each playthrough I have, something like: Corporation, Military, Luddic and independent portrait themes by renaming the player.faction and swapping between them if I want a specific theme from one of the above.

A very interesting a idea for a mod would be able to swap these portraits ingame and have your whole faction focus on a single theme, such mod could in the future be further improved with compatch for Combat Chatter, for example if you've chosen a luddic theme for your faction to follow, locking them to luddic portraits, combat chatter should reflect that choice by having ludd chatter by choosing that the luddic theme.

Focusing on a faction theme should be doable-ish, because if you have several player.faction files for several themes.. the game should be able to recognize these and swap them?
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 06, 2022, 11:20:42 AM
Instead of renaming them, what if you just separated them into different mods so you could toggle them from start up instead? Give them a name like l..
Player Origin - Military
Player Origin - Corporate
etc.

Edit:
Also if you go to the player faction file in the game with this link:
\Fractal Softworks\Starsector\starsector-core\data\world\factions

You can remove the vanilla portraits from your faction.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: RoquetheRogue on September 06, 2022, 11:46:30 AM
Instead of renaming them, what if you just separated them into different mods so you could toggle them from start up instead? Give them a name like l..
Player Origin - Military
Player Origin - Corporate
etc.

Edit:
Also if you go to the player faction file in the game with this link:
\Fractal Softworks\Starsector\starsector-core\data\world\factions

You can remove the vanilla portraits from your faction.

That would require further butchery and it wouldn't guarantee that player faction ai fleets would forcefully use those specific themes, would it? Hmmmm. I think I would need to delete the player.faction from the portraits mod, kinda afraid of messing around starsector-core but I think I can easily make backups, I'll see what I can come up.
I'm creating the corporate theme.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 06, 2022, 11:58:16 AM
Instead of renaming them, what if you just separated them into different mods so you could toggle them from start up instead? Give them a name like l..
Player Origin - Military
Player Origin - Corporate
etc.

Edit:
Also if you go to the player faction file in the game with this link:
\Fractal Softworks\Starsector\starsector-core\data\world\factions

You can remove the vanilla portraits from your faction.

That would require further butchery and it wouldn't guarantee that player faction ai fleets would forcefully use those specific themes, would it? Hmmmm. I think I would need to delete the player.faction from the portraits mod, kinda afraid of messing around starsector-core but I think I can easily make backups, I'll see what I can come up.
I'm creating the corporate theme.

To be honest, I think it would. I wouldn't recommend deleting the starsector-core player faction file, but if you go to every one of these:

         "graphics/portraits/portrait_hegemony01.png",

and comment it out by putting a # in front of it so it's

         #"graphics/portraits/portrait_hegemony01.png",

you should be able to keep the AI from using those portraits. But if you're still using my player faction file, you'll need to comment out mine as well.

Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: UnqualifiedGentleman on September 07, 2022, 04:30:19 PM
Greetings Fellow Starfarers,Star Captains and Mod DEV !! I am new to this posting in forum stuff so I'll categorize it for easy reading if I may  8)  ;D .

Few Ideas for the mod

Faction History: Editable Text so me or other Players of the mod will get the chance to make our own story of our factions or be imaginative haha, Whatever makes it enjoyable in our Playthrough!

Contraband/Banned Commodities (What we want to ban :P ) : Editable Banned Commodities (E.G Heavy Armaments . Recreational Drugs , Harvested Organs . NEW ITEM/Commodity Idea is also Welcome if you want to :P .

Faction Ships and Weapons: Can have a mix Variety if you would prefer or making new ones to make it more fun,challenging and strategic. Just only an Idea!

Faction Color: Editable HEX/Html code colors so we can play around with the settings if we wished :D and make a new color as well on the Factions Information Color so we wont be stuck in Scarlet Red Color Palette :3 .

Player Portraits : I might be able to help you with that since I know making one .hit me up on the Private Message if you like! I might add in some custom portraits for you in my spare time :D

Patrols: Editing Text for partol that suits our playstyle or naming them :3 . Example The Holy Armada,Security Fleet,Defensive or Desolate Fleet something like that whatever comes to mind.

Flags: I can also make custom ones! that should be it that I see .


Pardon me if that is too much to ask for but I really enjoy what mod you created . just a few ideas I just thought about a few days ago cant get it out of my head so here it is Have good Day/Afternoon/Evening to you.


Greetings from the Philippines!  :)  Ladies and Gents!
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 07, 2022, 06:33:36 PM
Greetings Fellow Starfarers,Star Captains and Mod DEV !! I am new to this posting in forum stuff so I'll categorize it for easy reading if I may  8)  ;D .

Few Ideas for the mod

Faction History: Editable Text so me or other Players of the mod will get the chance to make our own story of our factions or be imaginative haha, Whatever makes it enjoyable in our Playthrough!

Contraband/Banned Commodities (What we want to ban :P ) : Editable Banned Commodities (E.G Heavy Armaments . Recreational Drugs , Harvested Organs . NEW ITEM/Commodity Idea is also Welcome if you want to :P .

Faction Ships and Weapons: Can have a mix Variety if you would prefer or making new ones to make it more fun,challenging and strategic. Just only an Idea!

Faction Color: Editable HEX/Html code colors so we can play around with the settings if we wished :D and make a new color as well on the Factions Information Color so we wont be stuck in Scarlet Red Color Palette :3 .

Player Portraits : I might be able to help you with that since I know making one .hit me up on the Private Message if you like! I might add in some custom portraits for you in my spare time :D

Patrols: Editing Text for partol that suits our playstyle or naming them :3 . Example The Holy Armada,Security Fleet,Defensive or Desolate Fleet something like that whatever comes to mind.

Flags: I can also make custom ones! that should be it that I see .


Pardon me if that is too much to ask for but I really enjoy what mod you created . just a few ideas I just thought about a few days ago cant get it out of my head so here it is Have good Day/Afternoon/Evening to you.


Greetings from the Philippines!  :)  Ladies and Gents!

Ha, I'm glad you're so invested. My modding expertise is quite limited, but you can edit any number of the files in this mod to get mostly what you want.

History:
The faction history is in the data/strings folder I believe, it should be called descriptions.csv, if you wanted to rewrite it into what you want it to be, it's right there for you to change.

Controband:
The banned commodities can be edited in the player.faction file, I believe in the data/world/factions folder, although I'll need to see if I included it. Keep in mind any commodities made illegal in the player faction can only be sold to player faction free ports.

Faction ships:
So far this origin alludes to the 13th Battlegroup, I think any more added ships will probably still have that maroon finish and specially hullmod. Trying not to make it too different, but I definitely want to play around with the damper field..

Faction colors can be changed by changing the UI colors in the player.faction file mentioned earlier. It's kind of difficult to make it work without ruining your Intel tabs and map screen. These were really just the personal colors that worked for me. But hey, give it a shot, you might make something cool.

Portraits:
Let me see how I feel about the portraits, but we can talk it over. I'll probably segment it into the multipack as another modular piece.

Patrols:
You can edit the player.faction file to change your fleet names. There's also a rules.csv file somewhere in that player faction pack that you can edit if you want to change what they say.

I hope that when you experiment you'll find what works for you. I think tweaking these things to how we want is the way we really start to feel a personal attachment to our games.

Best regards, from the Americas.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Aldazar on September 14, 2022, 03:23:39 PM
Really love the faction ui color. It's dark and I actually like how it makes looking at the hullmod refit section more crisp and pleasing to look at.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 15, 2022, 11:39:52 AM
Really love the faction ui color. It's dark and I actually like how it makes looking at the hullmod refit section more crisp and pleasing to look at.

I'm glad that you appreciate it. I feel like it has such a powerful color to it.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Warnoise on September 17, 2022, 08:31:57 AM
Hi i think the XIII hullmod effects arent applied. kindly check.

Also, i found the military package blueprint but the thing is that it doesn't have legion and onslaught in itt. Are their BP separate? Are they found like any other normal ship blueprint for example in Prism freeport or something like that?

Thanks
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 17, 2022, 09:02:45 AM
Hi i think the XIII hullmod effects arent applied. kindly check.

Also, i found the military package blueprint but the thing is that it doesn't have legion and onslaught in itt. Are their BP separate? Are they found like any other normal ship blueprint for example in Prism freeport or something like that?

Thanks

First I checked the codex which showed the increases there.
Second, I checked in the hull refit screen as I removed all the flux caps and vents, and all non-built in hull mods. I saw the armor increase, the vents and caps increase, and the top speed increase.
Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1020724318965084280/unknown.png)
[close]

All of the other ships had similar results.


You are correct, the other two BPs are rare BPs, seeing that you have the prism port, you can find the two there, as a random rare drop through salvaging, or (Can't remember if this was base game or through a mod like Nerexelin(?)) the bar event with the flashily dressed man or woman.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Warnoise on September 17, 2022, 03:05:10 PM
Hi, thanks for the reply :)

Hmm, Maybe it's just an enforcer thing?

Because I checked with XIII enforcer and there aren't any stat increases. I'll check with other ships later
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 17, 2022, 04:18:35 PM
I'll double check soon, there's always a possibility I missed something.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 18, 2022, 09:58:43 AM
Hi, thanks for the reply :)

Hmm, Maybe it's just an enforcer thing?

Because I checked with XIII enforcer and there aren't any stat increases. I'll check with other ships later

Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1021101808413839400/unknown.png)
[close]

Spoiler
(https://cdn.discordapp.com/attachments/1007967280279334962/1021101968640446524/unknown.png)
[close]

I checked both the codex and the ship refit for the enforcer (XIII), both of them had the 13th Battlegroup hullmod and were benefitting from it through armor and top speed. However, the flux capacity and vent rate only appeared once they were in-game which I think is fairly normal. I have tested both a ship that was bought from the market and built through custom production and they had similar results.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Warnoise on September 18, 2022, 04:06:36 PM
Hi, thank you for checking.

I checked on my side again and it seems the effects appear normally now. Damn I wish I took a screenshot.

As about the Flux stats increase, on the XVI battlegroup Enforcer they show up in the codex, are the XIII Flux stats modifications different from the the XVI one?

Either way The problem is fixed for now.

Amazing mod by the way :)
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 18, 2022, 07:02:52 PM
Hi, thank you for checking.

I checked on my side again and it seems the effects appear normally now. Damn I wish I took a screenshot.

As about the Flux stats increase, on the XVI battlegroup Enforcer they show up in the codex, are the XIII Flux stats modifications different from the the XVI one?

Either way The problem is fixed for now.

Amazing mod by the way :)

It's possible that the preview for the flux is different and that's why they appear that way. I'll have to look into it and see if I can figure it out.

It should be the normal +5% but strangely enough it seems to be +6% after I did the math. But that has its benefits too, I suppose.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: RoquetheRogue on September 20, 2022, 05:31:33 AM
Hey Kon
Ever wanted to create other faction themes and profiles? there's plenty of potential here for pirates, junkers, ludd and corporate themes
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 21, 2022, 06:44:35 PM
Hey Kon
Ever wanted to create other faction themes and profiles? there's plenty of potential here for pirates, junkers, ludd and corporate themes

I've thought about it. Still thinking about it. Time is getting harder to find. I'll need to think through some origins if that's the case. The faction description and the fleet dialogue might take a while too.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: RoquetheRogue on September 22, 2022, 05:43:51 AM
Hey Kon
Ever wanted to create other faction themes and profiles? there's plenty of potential here for pirates, junkers, ludd and corporate themes

I've thought about it. Still thinking about it. Time is getting harder to find. I'll need to think through some origins if that's the case. The faction description and the fleet dialogue might take a while too.

Some like the pirates doesn't need to be lore rich like the lost battalion, but the goodies like UI/menus, something to nudge-nudge that these pirates are a a bit above your usual narcotics starved pirates, junkers/miners conglomerate, need to do a bit of the "Thought", so far, I'm really satisfied with what you've done with the last battalion but it doesn't not fit every character I have, I'll help you with writing whenever I can too.
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Skyforgejason on September 23, 2022, 04:23:02 AM
how can you use other theme on the market music? i got the music file here but every time i create colony it crashes
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on September 23, 2022, 07:30:02 PM
how can you use other theme on the market music? i got the music file here but every time i create colony it crashes

Can you put a screenshot of what you edited?


Hey Kon
Ever wanted to create other faction themes and profiles? there's plenty of potential here for pirates, junkers, ludd and corporate themes

I've thought about it. Still thinking about it. Time is getting harder to find. I'll need to think through some origins if that's the case. The faction description and the fleet dialogue might take a while too.

Some like the pirates doesn't need to be lore rich like the lost battalion, but the goodies like UI/menus, something to nudge-nudge that these pirates are a a bit above your usual narcotics starved pirates, junkers/miners conglomerate, need to do a bit of the "Thought", so far, I'm really satisfied with what you've done with the last battalion but it doesn't not fit every character I have, I'll help you with writing whenever I can too.

I'll see if I can take from the pirate description, and write something that still sounds fairly vanilla. Considering most players will usually employ better equipment later on, have to use something broad..

Perhaps some name like the Exiles, which would explain why they start without a planet.
Title: Re: [0.96a] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.09
Post by: Konturga on May 09, 2023, 07:08:28 PM
Did a quick update for 0.96, need to test out the honorifics and see if that changes anything. But it should work.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.09
Post by: Big Bee on May 10, 2023, 02:48:04 AM
Oh I love this!

I love having a unique set of ships for my faction that sets it apart from the other factions, but that seems to be pretty rare cause most ships are either used by a major faction or independents. Getting all the Rossenritter BPs early was the only time I managed to really get that, actually.

Title: Re: [0.96a] Kon's Player Faction Bundles v.1.09
Post by: Konturga on May 24, 2023, 05:10:15 PM
Oh I love this!

I love having a unique set of ships for my faction that sets it apart from the other factions, but that seems to be pretty rare cause most ships are either used by a major faction or independents. Getting all the Rossenritter BPs early was the only time I managed to really get that, actually.

I'm glad you liked it, while it's true that we can eventually use a lot of special ships that the other factions don't always use.. I for one made some slight modifications it so I could get the bounty ships from the mod that includes that... What was it..? The IBB Bounty Board something or other? I felt like there's nothing that really feels like it belongs to your faction. It's nice to have a place in the galaxy and its story, even if your own history has been swept under the rug a little.

The Rossenritters are beautiful ships, I always search but wow are they rare.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.09
Post by: Sarix on May 27, 2023, 09:26:52 AM
Hi, thank you for creating this mod.
Have you considered messaging the mods,so they could include your mod into mod index?That way many people will find out about your mod.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.09
Post by: Konturga on August 26, 2023, 10:16:25 AM
Hi, thank you for creating this mod.
Have you considered messaging the mods,so they could include your mod into mod index?That way many people will find out about your mod.

I've messaged a couple I think, if it fits the bill I'm sure it'll be added soon. Let's see where it goes.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.09
Post by: Soviet Tom Bombadil on August 26, 2023, 11:00:07 AM
I'm just learning about this because of this post. Are the ultra-redacted blueprints as rare as something like that should be? I like the idea of ultra rare blueprints in general, ultra-ultra rare naughty blueprints even moreso.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.09
Post by: Konturga on August 26, 2023, 01:49:15 PM
I'm just learning about this because of this post. Are the ultra-redacted blueprints as rare as something like that should be? I like the idea of ultra rare blueprints in general, ultra-ultra rare naughty blueprints even moreso.

Hmm, they’re about as rare as most rare blueprints, which for my playthroughs with mods it tends to be hard to collect them because the sheer volume of choices. But there are no blueprint packages for them, and like other rare blueprints, you can only potentially get one at a time from any rare salvage, like the base game abandoned laboratory for example. I also included them as tier 3 historian choice.

Even with the larger map that I use, it can be hard to collect them all if you’re not using nerexin(spelled?) for the pirate rare BP bar event, but I think it’ll come down to your luck. But if forbidden tech interests you like it did me, I hope that you enjoy it too.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.09
Post by: ChesedPearl on August 26, 2023, 11:11:09 PM
This mod looks interesting. I'm frankly getting tired of getting called a random spacer when I have excessive firepower to take over the Persean Sector but doesnt cus it would get really boring, im gonna try this later can this mod be added mid-game? ;D

I really like the XIII colors, esp since I mostly use 14th Battlegroup ships and at times with the Tahlan shipworks' Great Houses. This will be a great addition to my collection.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.09
Post by: Konturga on August 27, 2023, 12:18:40 PM
This mod looks interesting. I'm frankly getting tired of getting called a random spacer when I have excessive firepower to take over the Persean Sector but doesnt cus it would get really boring, im gonna try this later can this mod be added mid-game? ;D

I really like the XIII colors, esp since I mostly use 14th Battlegroup ships and at times with the Tahlan shipworks' Great Houses. This will be a great addition to my collection.

It’s been so long since I tried it, it should be fine though. It doesn’t remove anything and doesn’t do any massive overhauls, I think I remember testing it out a while ago and it working.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.09
Post by: UnqualifiedGentleman on September 02, 2023, 11:06:34 PM
Hey its me Again Anyway can this mod be with Lunalib Options or some sorts cause it will be useful as well to change by code cause some color codes are hard to make out since it has 4 as said on another post its kinda complicated

we got R G B and A(Alpha Code "(OPACITY)" )since I do art I have knowledge about colors and stuff such as these RGB stuff. Anyway cause it would be cool and maybe shorten things instead of going to notepad ++ sorry if its too much but its just an idea :D and for the descriptions and stuff so it would be easy as well. Patrols and other fancy things your faction needs you can edit in LUNALIB instead of Notepad++ or Notepad any software you guys use.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Konturga on September 03, 2023, 02:02:10 AM
Hey its me Again Anyway can this mod be with Lunalib Options or some sorts cause it will be useful as well to change by code cause some color codes are hard to make out since it has 4 as said on another post its kinda complicated

we got R G B and A(Alpha Code "(OPACITY)" )since I do art I have knowledge about colors and stuff such as these RGB stuff. Anyway cause it would be cool and maybe shorten things instead of going to notepad ++ sorry if its too much but its just an idea :D and for the descriptions and stuff so it would be easy as well. Patrols and other fancy things your faction needs you can edit in LUNALIB instead of Notepad++ or Notepad any software you guys use.

I'll look into it a bit more, but it's unfortunately not likely to be something I can do.

Based on what I've seen so far in the brief look I had at it, Luna Lib requires config files, and the issue tends to be that my coding expertise is limited. To expand on that, a config file on its own is useless, I think a script is used to call variables from these config files and overwrite data in the game. That sounds simple. But I only know the language as far as I reverse engineered it, which in of itself is very, very little. What remains here is the end result of someone who searched through the base game and cut out all the relevant data and put it into notepads so someone else doesn't have to do nearly as much patchwork editing.

For anything and everything related to the player faction, from the colors to the patrols, it's in those files and a needle is a lot easier to find when it's not in the proverbial haystack.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Uther Phobos on November 19, 2023, 10:07:31 AM
Hey its me Again Anyway can this mod be with Lunalib Options or some sorts cause it will be useful as well to change by code cause some color codes are hard to make out since it has 4 as said on another post its kinda complicated

we got R G B and A(Alpha Code "(OPACITY)" )since I do art I have knowledge about colors and stuff such as these RGB stuff. Anyway cause it would be cool and maybe shorten things instead of going to notepad ++ sorry if its too much but its just an idea :D and for the descriptions and stuff so it would be easy as well. Patrols and other fancy things your faction needs you can edit in LUNALIB instead of Notepad++ or Notepad any software you guys use.

I'll look into it a bit more, but it's unfortunately not likely to be something I can do.

Based on what I've seen so far in the brief look I had at it, Luna Lib requires config files, and the issue tends to be that my coding expertise is limited. To expand on that, a config file on its own is useless, I think a script is used to call variables from these config files and overwrite data in the game. That sounds simple. But I only know the language as far as I reverse engineered it, which in of itself is very, very little. What remains here is the end result of someone who searched through the base game and cut out all the relevant data and put it into notepads so someone else doesn't have to do nearly as much patchwork editing.

For anything and everything related to the player faction, from the colors to the patrols, it's in those files and a needle is a lot easier to find when it's not in the proverbial haystack.
I'm sure you can get some of the relevant devs to give you a hint or two.

On that note, you might want to look into how to make it so that you don't overwrite the nexerelin faction music setting on every game startup. I rather dislike the Diktat music myself and it kept resetting to that until i figured out where it came from.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Konturga on November 23, 2023, 10:37:14 AM
Hey its me Again Anyway can this mod be with Lunalib Options or some sorts cause it will be useful as well to change by code cause some color codes are hard to make out since it has 4 as said on another post its kinda complicated

we got R G B and A(Alpha Code "(OPACITY)" )since I do art I have knowledge about colors and stuff such as these RGB stuff. Anyway cause it would be cool and maybe shorten things instead of going to notepad ++ sorry if its too much but its just an idea :D and for the descriptions and stuff so it would be easy as well. Patrols and other fancy things your faction needs you can edit in LUNALIB instead of Notepad++ or Notepad any software you guys use.

I'll look into it a bit more, but it's unfortunately not likely to be something I can do.

Based on what I've seen so far in the brief look I had at it, Luna Lib requires config files, and the issue tends to be that my coding expertise is limited. To expand on that, a config file on its own is useless, I think a script is used to call variables from these config files and overwrite data in the game. That sounds simple. But I only know the language as far as I reverse engineered it, which in of itself is very, very little. What remains here is the end result of someone who searched through the base game and cut out all the relevant data and put it into notepads so someone else doesn't have to do nearly as much patchwork editing.

For anything and everything related to the player faction, from the colors to the patrols, it's in those files and a needle is a lot easier to find when it's not in the proverbial haystack.
I'm sure you can get some of the relevant devs to give you a hint or two.

On that note, you might want to look into how to make it so that you don't overwrite the nexerelin faction music setting on every game startup. I rather dislike the Diktat music myself and it kept resetting to that until i figured out where it came from.

https://cdn.discordapp.com/attachments/1007967280279334962/1177316271080083476/Konturga_-_Player_Faction.zip?ex=65721038&is=655f9b38&hm=2b9c383a9a62ecc36940514c3e3e795074bf16b95831cbbf6f4a6f42988f9f26&

Here you go, this one will have no pre-set music.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Raxos149 on November 24, 2023, 12:53:54 PM
Is there a way for me to change the UI color to another color?
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Raxos149 on November 24, 2023, 07:44:52 PM
Nvm. It is in the data/world/factions/player.faction file.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Konturga on November 24, 2023, 07:47:47 PM
Yeah, it's a bit goofy, a lot of the colors affect other things you might not have expected them to. Parts of the UI in the base game are connected to the colors you see on the map and around the ships. Some affect the ones in your colony screen too. I hope for the best of luck on that one, it was hard to set mine up.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Raxos149 on November 24, 2023, 09:27:18 PM
Seems easy enough. The color section seems to be pulled from player.faction in the starsector-core folder and was easy enough to modify.

Honestly, the biggest pain in the butt must have been deciding the rgb values you wanted to use.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Uther Phobos on November 25, 2023, 05:03:08 AM
Seems easy enough. The color section seems to be pulled from player.faction in the starsector-core folder and was easy enough to modify.

Honestly, the biggest pain in the butt must have been deciding the rgb values you wanted to use.

That should really be a thing set in game setup or options. Preferably with a colour wheel.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Scrubbernaut on December 13, 2023, 11:23:14 AM
I intend to mess around with the faction colors, is there a way to edit the custom ship colors as well?
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Gris on December 31, 2023, 06:24:54 AM
Good day! Konturga you forgot to increase your 13th Battlegroup Legion to 310 op points .
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Daredevil on January 19, 2024, 03:33:46 PM
I checked both the codex and the ship refit for the enforcer (XIII), both of them had the 13th Battlegroup hullmod and were benefitting from it through armor and top speed. However, the flux capacity and vent rate only appeared once they were in-game which I think is fairly normal. I have tested both a ship that was bought from the market and built through custom production and they had similar results.

Those flux buffs are likely related to character skills.
If you start a fresh game with a 0 skills PC and cheat in the relevant hulls, you'll see that the flux bonus from the Thirteenth Battlegroup Hullmod is not applied for any XIII ships.
See Screenshots:

Spoiler
Base Variant
(https://i.imgur.com/LnTgkhi.png)
[close]

Spoiler
XIV Variant
(https://imgur.com/fsMNt7o.png)
[close]

Spoiler
XIII Variant
(https://imgur.com/1FAakMc.png)
[close]
Title: Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
Post by: Konturga on January 24, 2024, 03:59:56 PM
I checked both the codex and the ship refit for the enforcer (XIII), both of them had the 13th Battlegroup hullmod and were benefitting from it through armor and top speed. However, the flux capacity and vent rate only appeared once they were in-game which I think is fairly normal. I have tested both a ship that was bought from the market and built through custom production and they had similar results.

Those flux buffs are likely related to character skills.
If you start a fresh game with a 0 skills PC and cheat in the relevant hulls, you'll see that the flux bonus from the Thirteenth Battlegroup Hullmod is not applied for any XIII ships.
See Screenshots:

Spoiler
Base Variant
(https://i.imgur.com/LnTgkhi.png)
[close]

Spoiler
XIV Variant
(https://imgur.com/fsMNt7o.png)
[close]

Spoiler
XIII Variant
(https://imgur.com/1FAakMc.png)
[close]


That is really unfortunate. Okay, when I’m off work today I’ll comb through it, that is unacceptable on my part. That is a good catch, thank you for the tests.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Konturga on January 24, 2024, 04:00:36 PM
Good day! Konturga you forgot to increase your 13th Battlegroup Legion to 310 op points .

Oh, it was improved? I’ll have to fix that then. Thank you.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Konturga on January 24, 2024, 04:02:03 PM
I intend to mess around with the faction colors, is there a way to edit the custom ship colors as well?

I wish, I went through some extensive work to color it. Although I’m sure other people have done their work too.
Title: Re: [0.96a] Kon's Player Faction Bundles v.1.10
Post by: Gris on January 24, 2024, 09:07:11 PM
Good day! Konturga you forgot to increase your 13th Battlegroup Legion to 310 op points .

Oh, it was improved? I’ll have to fix that then. Thank you.

You're Welcome!
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Gris on January 26, 2024, 08:50:08 AM
Thank you for updating the 13th battlegroup legion!  :D
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Konturga on January 26, 2024, 07:22:05 PM
Thank you for updating the 13th battlegroup legion!  :D

You’re very welcome. I hope you like the new additions in the new update as well.
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: alexoconnel on February 14, 2024, 12:51:31 AM
Hello,

I stumbled across this mod while looking for something to make my colonies more unique, and loving it so far!

But while I managed to use the mods "Konturga - Player Faction" and "Konturga - BPs and Rebalance" just fine, "Konturga - XIII Ships" keeps giving me the following error:

57367 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [eis_vanguard_xiv] not found!
java.lang.RuntimeException: Ship hull spec [eis_vanguard_xiv] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:482)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:476)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:461)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Would you happen to know where the problem is coming from? I'm really looking forward to having some unique colours in my fleet.

Many Thanks, and such a great mod!
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Gris on February 14, 2024, 01:30:48 AM
Could you alteast remove the shard spawner hullmod from recoverable Doritos from Automated Skill since they can Break the Game?  :-\ Thank you and Good day! I hope you update this to 0.97a.
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Konturga on February 18, 2024, 11:15:39 PM
Hmm, let me see if I can find a way that works for everyone. I should hopefully have some time over the weekend to implement a couple fixes and get it right as rain.

One patchwork fix for now.. You (should) be able to get it to work with 0.97 by changing the mod_info.json file.
Open it with notepad, should be something like GameVersion: "0.96-RCA - something". Can't remember it perfectly.

But if you change what is inside the "" marks, change it from 0.96-RCA to just  0.97, it might still work until I get a chance to actually sit down and look at everything.

Still needs to be updated to all the new stats though.
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Gris on February 19, 2024, 12:33:02 AM
Ok thank you for the reply!  :D
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Szasz on February 19, 2024, 06:21:22 AM
Hello,

I stumbled across this mod while looking for something to make my colonies more unique, and loving it so far!

But while I managed to use the mods "Konturga - Player Faction" and "Konturga - BPs and Rebalance" just fine, "Konturga - XIII Ships" keeps giving me the following error:

57367 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [eis_vanguard_xiv] not found!
java.lang.RuntimeException: Ship hull spec [eis_vanguard_xiv] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:482)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:476)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:461)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Would you happen to know where the problem is coming from? I'm really looking forward to having some unique colours in my fleet.

Many Thanks, and such a great mod!

A leftover reference (probably from some earlier version) is causing you trouble.
Here's a fix for now, extract it to your mods folder.
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Szasz on February 23, 2024, 10:37:38 PM
I wonder if you did something dirty, because I have serious performance issues throughout the game since my last run to the point I don't want to play anymore - and all I did was to remove Roider Union, reinstalled Starsector to get 0.97a and added your mods.
This is certainly not reassuring as it looks like something unfinished.
So could it be a 0.97a thing or something in your mod?
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Uther Phobos on February 24, 2024, 05:42:09 AM
I wonder if you did something dirty, because I have serious performance issues throughout the game since my last run to the point I don't want to play anymore - and all I did was to remove Roider Union, reinstalled Starsector to get 0.97a and added your mods.
This is certainly not reassuring as it looks like something unfinished.
So could it be a 0.97a thing or something in your mod?
Did you adjust your java version?
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Szasz on February 24, 2024, 08:40:20 PM
Did you adjust your java version?
Yes, I did everything in the "Adding mods to your game: first steps" as usual.
I'm exploring other possibilities as this modd seem less and less suspicious but I'm running out of ideas. It's weird that just by going from 0.97a RC6 to RC11 I've  experienced about 30% lower average Idle time measured by the game (from 80-90%) with regular fps drops (obviously idle time is 0% then) that make the game so stuttery that it causes eye strain.
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Enganacious on February 24, 2024, 09:42:50 PM
I hope to see this updated, I want to try this out.
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Nick9 on February 24, 2024, 11:27:41 PM
Yup, same, just first saw this mod, hope for an update!
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Konturga on February 26, 2024, 11:53:48 PM
Hello,

I stumbled across this mod while looking for something to make my colonies more unique, and loving it so far!

But while I managed to use the mods "Konturga - Player Faction" and "Konturga - BPs and Rebalance" just fine, "Konturga - XIII Ships" keeps giving me the following error:

57367 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [eis_vanguard_xiv] not found!
java.lang.RuntimeException: Ship hull spec [eis_vanguard_xiv] not found!
   at com.fs.starfarer.loading.M.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:482)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:476)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:461)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Would you happen to know where the problem is coming from? I'm really looking forward to having some unique colours in my fleet.

Many Thanks, and such a great mod!

A leftover reference (probably from some earlier version) is causing you trouble.
Here's a fix for now, extract it to your mods folder.

Thank you for the patchwork fix.
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Konturga on February 27, 2024, 12:04:23 AM
I wonder if you did something dirty, because I have serious performance issues throughout the game since my last run to the point I don't want to play anymore - and all I did was to remove Roider Union, reinstalled Starsector to get 0.97a and added your mods.
This is certainly not reassuring as it looks like something unfinished.
So could it be a 0.97a thing or something in your mod?

I had to figure out why it was showing up, sometimes I forget what it's like without the Nexerelin mod. Normally it would have auto hidden that, it's a faction that can be joined through another mod to give you all the XIII ship blueprints right off the bat. That did give me a pointer that I have to hide that one for vanilla players.

As for performance issues, this mod has three modules.

The mod for blueprints only make it so some ships and equipment can be salvaged.

For the player faction mod, it's a lightweight mod that changes the names of fleets, titles, ui color, player allied fleet dialogue, and reveals your faction in the intel screen. It doesn't spawn a faction either and there are no added scripts so while I can't rule out the possibility, I can't really see what could cause it.

The XIII ships adds a hullmod, a starting faction profile for another mod, ships and fighters.

All three of the modules are extremely lightweight, should be with low overhead unless I'm missing something.
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Konturga on February 27, 2024, 12:07:14 AM
Could you alteast remove the shard spawner hullmod from recoverable Doritos from Automated Skill since they can Break the Game?  :-\ Thank you and Good day! I hope you update this to 0.97a.

I'm still racking my brain on that one, I think I need to find out how the [REDACTED] phase ship is scavenged. I know that the version you get is different than the one that you fight. Using that as a basis... If I could find a way to have them drop the specific ships I could make a version without the hullmod.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.1
Post by: Jimminy Crimbles on February 27, 2024, 12:10:08 AM
just a heads up, all the images on the first post are broken for me
Title: Re: [0.97] Kon's Player Faction Bundles v.2.1
Post by: Konturga on February 27, 2024, 12:13:16 AM
just a heads up, all the images on the first post are broken for me

...I see.. That is unfortunate. Thank you for letting me know. Let me see if I can get them fixed.
Title: Re: [0.96a] Kon's Player Faction Bundles v.2.0
Post by: Szasz on February 27, 2024, 01:08:30 PM
I wonder if you did something dirty, because I have serious performance issues throughout the game since my last run to the point I don't want to play anymore - and all I did was to remove Roider Union, reinstalled Starsector to get 0.97a and added your mods.
This is certainly not reassuring as it looks like something unfinished.
So could it be a 0.97a thing or something in your mod?

I had to figure out why it was showing up, sometimes I forget what it's like without the Nexerelin mod. Normally it would have auto hidden that, it's a faction that can be joined through another mod to give you all the XIII ship blueprints right off the bat. That did give me a pointer that I have to hide that one for vanilla players.

As for performance issues, this mod has three modules.

The mod for blueprints only make it so some ships and equipment can be salvaged.

For the player faction mod, it's a lightweight mod that changes the names of fleets, titles, ui color, player allied fleet dialogue, and reveals your faction in the intel screen. It doesn't spawn a faction either and there are no added scripts so while I can't rule out the possibility, I can't really see what could cause it.

The XIII ships adds a hullmod, a starting faction profile for another mod, ships and fighters.

All three of the modules are extremely lightweight, should be with low overhead unless I'm missing something.

Thanks for the explanation. I don't think either that your mods are to blame.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.2
Post by: Konturga on March 03, 2024, 11:17:49 PM
I wonder if you did something dirty, because I have serious performance issues throughout the game since my last run to the point I don't want to play anymore - and all I did was to remove Roider Union, reinstalled Starsector to get 0.97a and added your mods.
This is certainly not reassuring as it looks like something unfinished.
So could it be a 0.97a thing or something in your mod?

I had to figure out why it was showing up, sometimes I forget what it's like without the Nexerelin mod. Normally it would have auto hidden that, it's a faction that can be joined through another mod to give you all the XIII ship blueprints right off the bat. That did give me a pointer that I have to hide that one for vanilla players.

As for performance issues, this mod has three modules.

The mod for blueprints only make it so some ships and equipment can be salvaged.

For the player faction mod, it's a lightweight mod that changes the names of fleets, titles, ui color, player allied fleet dialogue, and reveals your faction in the intel screen. It doesn't spawn a faction either and there are no added scripts so while I can't rule out the possibility, I can't really see what could cause it.

The XIII ships adds a hullmod, a starting faction profile for another mod, ships and fighters.

All three of the modules are extremely lightweight, should be with low overhead unless I'm missing something.

Thanks for the explanation. I don't think either that your mods are to blame.

You're very welcome. I'm glad that it helped.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.2
Post by: Daredevil on March 05, 2024, 12:26:59 PM
Hey Kon, love the new ships (and the mod in general), but I have a question:

Why does the XIII Hammerhead have HEF instead of AAF? Are you supposed to put AM-Blasters into the two small front hybrid mounts?
It also has 10 less OP than the base Hammerhead.
Was this done for balancing reasons or is this something you accidentally adopted from what I assume to have been your template, the LG Hammerhead?
Title: Re: [0.97] Kon's Player Faction Bundles v.2.2
Post by: Konturga on March 05, 2024, 01:01:55 PM
Hey Kon, love the new ships (and the mod in general), but I have a question:

Why does the XIII Hammerhead have HEF instead of AAF? Are you supposed to put AM-Blasters into the two small front hybrid mounts?
It also has 10 less OP than the base Hammerhead.
Was this done for balancing reasons or is this something you accidentally adopted from what I assume to have been your template, the LG Hammerhead?

You hit it square on the head with that one, yeah that was an accident. Let me see about getting that fixed.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.3
Post by: JaeSunRyoo on March 05, 2024, 02:39:49 PM
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!
Title: Re: [0.97] Kon's Player Faction Bundles v.2.3
Post by: Konturga on March 05, 2024, 08:19:59 PM
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.3
Post by: JaeSunRyoo on March 06, 2024, 03:11:38 AM
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.3
Post by: Konturga on March 06, 2024, 10:53:06 AM
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.

I’m just glad it helped. If there was just a way to remove lines from the merging.. There would be a lot more than I could do. 

Before I forget, with the same vein of thought, if you take out the player.faction file in the place I mentioned, it means it won’t be able to merge the portraits from there. It could help if you wanted to have only specific portraits in your army as specified in your mod’s player faction file.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.3
Post by: JaeSunRyoo on March 06, 2024, 05:37:31 PM
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.

I’m just glad it helped. If there was just a way to remove lines from the merging.. There would be a lot more than I could do. 

Before I forget, with the same vein of thought, if you take out the player.faction file in the place I mentioned, it means it won’t be able to merge the portraits from there. It could help if you wanted to have only specific portraits in your army as specified in your mod’s player faction file.

It's been very helpful, thank you. I went on a non-recommended route and decided to just edit the player faction file in the core file location to have the same illegal commodities as I have in your mod. Would that... work? I'll have to test it myself later tonight, but I've made one too many mistakes in the past with renaming or deleting files whilst tinkering with mods.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.3
Post by: Konturga on March 06, 2024, 07:51:26 PM
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.

I’m just glad it helped. If there was just a way to remove lines from the merging.. There would be a lot more than I could do. 

Before I forget, with the same vein of thought, if you take out the player.faction file in the place I mentioned, it means it won’t be able to merge the portraits from there. It could help if you wanted to have only specific portraits in your army as specified in your mod’s player faction file.

It's been very helpful, thank you. I went on a non-recommended route and decided to just edit the player faction file in the core file location to have the same illegal commodities as I have in your mod. Would that... work? I'll have to test it myself later tonight, but I've made one too many mistakes in the past with renaming or deleting files whilst tinkering with mods.

Short answer, yes, it should work.

Long answer, I think modifying it is pretty similar to deleting or renaming it in the sense it's generally not recommended. But it's what needs to be done in order to have everything tweaked exactly as we want it. To answer, yes, that should work just fine. Or rather, unless there is information disproving it, I should say I think that's one of the only ways it will work. I think it's completely understandable to not delete it.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: Iwe Eri on March 07, 2024, 08:46:29 AM
Hi just to clarify on the above thread, do all the player.faction files need to be edited to change the illegal commodities? in both the mod and the core game?
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: Konturga on March 07, 2024, 10:44:17 AM
Hi just to clarify on the above thread, do all the player.faction files need to be edited to change the illegal commodities? in both the mod and the core game?

Sort of.
Because of the way it merges the files, you can add illegal commodities without modifying both, but if you want to remove some, you also have to modify the one in the core game folder.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.3
Post by: JaeSunRyoo on March 07, 2024, 02:51:47 PM
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.

I’m just glad it helped. If there was just a way to remove lines from the merging.. There would be a lot more than I could do. 

Before I forget, with the same vein of thought, if you take out the player.faction file in the place I mentioned, it means it won’t be able to merge the portraits from there. It could help if you wanted to have only specific portraits in your army as specified in your mod’s player faction file.

It's been very helpful, thank you. I went on a non-recommended route and decided to just edit the player faction file in the core file location to have the same illegal commodities as I have in your mod. Would that... work? I'll have to test it myself later tonight, but I've made one too many mistakes in the past with renaming or deleting files whilst tinkering with mods.

Short answer, yes, it should work.

Long answer, I think modifying it is pretty similar to deleting or renaming it in the sense it's generally not recommended. But it's what needs to be done in order to have everything tweaked exactly as we want it. To answer, yes, that should work just fine. Or rather, unless there is information disproving it, I should say I think that's one of the only ways it will work. I think it's completely understandable to not delete it.

Thanks Kon. I just made a new save to test (with all the edits etc), but it seems like it hasn't changed at all. Do I need to find EVERY player.faction file involved (across all other mods)? I wouldn't have thought, but it looks like I'm going to have to try...
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: Konturga on March 07, 2024, 03:52:30 PM
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.

I’m just glad it helped. If there was just a way to remove lines from the merging.. There would be a lot more than I could do. 

Before I forget, with the same vein of thought, if you take out the player.faction file in the place I mentioned, it means it won’t be able to merge the portraits from there. It could help if you wanted to have only specific portraits in your army as specified in your mod’s player faction file.

It's been very helpful, thank you. I went on a non-recommended route and decided to just edit the player faction file in the core file location to have the same illegal commodities as I have in your mod. Would that... work? I'll have to test it myself later tonight, but I've made one too many mistakes in the past with renaming or deleting files whilst tinkering with mods.

Short answer, yes, it should work.

Long answer, I think modifying it is pretty similar to deleting or renaming it in the sense it's generally not recommended. But it's what needs to be done in order to have everything tweaked exactly as we want it. To answer, yes, that should work just fine. Or rather, unless there is information disproving it, I should say I think that's one of the only ways it will work. I think it's completely understandable to not delete it.

Thanks Kon. I just made a new save to test (with all the edits etc), but it seems like it hasn't changed at all. Do I need to find EVERY player.faction file involved (across all other mods)? I wouldn't have thought, but it looks like I'm going to have to try...

To my knowledge, the mods I've seen rarely touch on that. Could you send your player faction file from starsector-core/world/factions? I could have a look.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: JaeSunRyoo on March 10, 2024, 03:10:05 PM
Hey Kon! Really appreciate the mod, thank you.
I just had a question about the faction intel description tab. You know the line that displays the illegal commodities, ranging from drugs to AI cores? What exactly do I need to edit to actually change what is illegal or not for my faction whilst using this mod pack?

I've gone into world/factions and edited all the player-related files to just have drugs/organs to be illegal, not heavy armaments and ai cores. Is there anything else that I'm missing? Great mod again by the way - love that I can customise my own faction description now from the get go, along with the ships!

So this one gets a bit tricky, first things first, I'll start with this.

The Illegal commodities seem to be set at the beginning of a save, they don't seem to be able to changed after you start your save. Other things edited in the player.faction file change too, but not all of them switch after you've already started. One such example would be the illegal commodities.

Now, you've changed the illegal commodities in your player.faction file. You're wondering why it didn't change anything. The answer to that one is actually quite simple. While you can specify what illegal commodies *ARE* illegal, you cannot specify what *AREN'T*. Why is that a problem? Because even though we remove them from ours, there's actually one more player.faction file that is messing with that.

In Starsector/starsector-core/data/world/factions/

There is the original player.faction file.

While ours does overwrite it, it's probably more correct to say that it merges it. That's why other mods can add portraits to the player faction without overwriting the rest of our changes. Since all we did was erase some illegal commodities, the other player faction, since it still had them merged the information in there with ours and that doesn't help us at all.

That player faction file we mentioned earlier, you can rename it, overwrite it, or delete it, and that should get rid of other issues. As long as you're using a player faction file, for instance, my mod's player faction file, the game will still run as intended.

And here I didn't even think about or realise that the player faction files would just be "merged" so to speak. That's definitely something I will need to go ahead and tinker with.

I suspected that the changes wouldn't be visible mid-save. Oh well. Thanks Kon.

I’m just glad it helped. If there was just a way to remove lines from the merging.. There would be a lot more than I could do. 

Before I forget, with the same vein of thought, if you take out the player.faction file in the place I mentioned, it means it won’t be able to merge the portraits from there. It could help if you wanted to have only specific portraits in your army as specified in your mod’s player faction file.

It's been very helpful, thank you. I went on a non-recommended route and decided to just edit the player faction file in the core file location to have the same illegal commodities as I have in your mod. Would that... work? I'll have to test it myself later tonight, but I've made one too many mistakes in the past with renaming or deleting files whilst tinkering with mods.

Short answer, yes, it should work.

Long answer, I think modifying it is pretty similar to deleting or renaming it in the sense it's generally not recommended. But it's what needs to be done in order to have everything tweaked exactly as we want it. To answer, yes, that should work just fine. Or rather, unless there is information disproving it, I should say I think that's one of the only ways it will work. I think it's completely understandable to not delete it.

Thanks Kon. I just made a new save to test (with all the edits etc), but it seems like it hasn't changed at all. Do I need to find EVERY player.faction file involved (across all other mods)? I wouldn't have thought, but it looks like I'm going to have to try...

To my knowledge, the mods I've seen rarely touch on that. Could you send your player faction file from starsector-core/world/factions? I could have a look.

Hi Kon, apologies for the late reply.
I went diving for other player.faction files and found that a certain portrait mod had kept in the unedited default illegal commodities lines in their code. Can't remember which one, but I did away with it. It works as intended now!
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: Konturga on March 11, 2024, 02:40:19 AM
Hi Kon, apologies for the late reply.
I went diving for other player.faction files and found that a certain portrait mod had kept in the unedited default illegal commodities lines in their code. Can't remember which one, but I did away with it. It works as intended now!

I'm glad that it does. I took a bit of what you said and reorganized the player faction file in the new version. It might have come a bit too late, but there's a lot more options that most people might not be aware are possible.

If you do check it, I hope you enjoy the new options.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.7
Post by: Katapy on March 13, 2024, 06:34:47 AM
Damn, exactly what I was looking for.

I'm not new to Starsector, but I'm too dumb with codes and sprites to make my own faction.
You, my fellow starfarer, have made me want to learn about how to create or at least edit the mods for personal use.

Maybe not the best place, but do we have a way to start with the blueprints already?
Title: Re: [0.97] Kon's Player Faction Bundles v.2.7
Post by: Konturga on March 13, 2024, 10:38:24 AM
I threw a couple readme.txts in the player faction mod, but for blueprints, they work on a tag based system. Should be able to see some examples in the XIII ship mod. The game
procedurally generates blueprints so there’s not any spriting unless you’re making a package. Use notepad++, have a look around. And when you’re comfortable you can copy over some of the files from the main game and have a more in depth look.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.7
Post by: Neopetkyrii on March 13, 2024, 05:51:53 PM
Amazing mod, but out of curiosity, do you intend to add other domain battlegroups so the player has access to even more fleet doctrines or will it remain just the thirteenth?
Title: Re: [0.97] Kon's Player Faction Bundles v.2.7
Post by: Uther Phobos on March 14, 2024, 04:49:44 AM
Amazing mod, but out of curiosity, do you intend to add other domain battlegroups so the player has access to even more fleet doctrines or will it remain just the thirteenth?
There's enough other mods that do so. Off-Hand, i can remember 4th, 6th, 9th, 13th, 14th (vanilla) and there is a 1st in the works for AotD.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.7
Post by: Konturga on March 14, 2024, 05:10:27 PM
I think Uther Phobos put it best. There's a lot of potential for different battlegroups considering that a lot of what you see is the stagnant technology of over 200 years of chaos and as such, there are also many people much more skilled than I who could do so much more than what I can currently do. I know I wouldn't be able to add any ships that are visually different enough to warrant new battlegroups.

For now, I think I enjoy my small niche and I am forever thankful that other people can enjoy what is essentially a personal mod (mostly) made for me.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.7
Post by: Neopetkyrii on March 14, 2024, 07:01:07 PM
I see, well I don't really know how to express appreciation for a mod. So um keep up the amazing work

Hope to see this mod continue expanding
Title: Re: [0.97] Kon's Player Faction Bundles v.2.7
Post by: Konturga on March 19, 2024, 12:18:09 AM
I see, well I don't really know how to express appreciation for a mod. So um keep up the amazing work

Hope to see this mod continue expanding

I appreciate the kind words. Thank you. Let's see where it goes. For now, there's a small update now, should be good.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.9
Post by: Mtal on March 19, 2024, 02:37:48 PM
Unless i'm being dumb right now mod link still gives out 2.8.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.9
Post by: Konturga on March 19, 2024, 11:28:42 PM
Unless i'm being dumb right now mod link still gives out 2.8.

It looks like it didn't set up right. It should work now.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.9
Post by: Mtal on March 20, 2024, 08:34:03 PM
Cheers.
Title: Re: [0.97] Kon's Player Faction Bundles v.3.0
Post by: Sajuuk on March 24, 2024, 07:46:18 AM
Are 2.9.1 saves compatible with 3.0?
Title: Re: [0.97] Kon's Player Faction Bundles v.3.0
Post by: Konturga on March 24, 2024, 09:23:26 AM
Are 2.9.1 saves compatible with 3.0?

I did a quick test with a 2.7 save to 3.0, it looks like it worked fine. Everything in the save appears to be where it needs to be and properly updated.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: OmegaInfinita on March 24, 2024, 12:45:48 PM
Hi Kon, apologies for the late reply.
I went diving for other player.faction files and found that a certain portrait mod had kept in the unedited default illegal commodities lines in their code. Can't remember which one, but I did away with it. It works as intended now!

I'm glad that it does. I took a bit of what you said and reorganized the player faction file in the new version. It might have come a bit too late, but there's a lot more options that most people might not be aware are possible.

If you do check it, I hope you enjoy the new options.


Late to the party, had the same issue and am glad someone brought it up since my memory makes Dory from Finding Nemo look good lol
Am I to understand that you've "fixed" and/or added the ability to easily change/remove Illegal Commodities for the Player Faction, or am I going to go delving into my mod list to find every trace of it?
Regardless, thank you SO SO SO SO SO very much for your work on this amazing mod(s)- an absolute MUST-HAVE that I would recommend to any and every SS player
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: Konturga on March 25, 2024, 08:38:44 AM
Hi Kon, apologies for the late reply.
I went diving for other player.faction files and found that a certain portrait mod had kept in the unedited default illegal commodities lines in their code. Can't remember which one, but I did away with it. It works as intended now!

I'm glad that it does. I took a bit of what you said and reorganized the player faction file in the new version. It might have come a bit too late, but there's a lot more options that most people might not be aware are possible.

If you do check it, I hope you enjoy the new options.


Late to the party, had the same issue and am glad someone brought it up since my memory makes Dory from Finding Nemo look good lol
Am I to understand that you've "fixed" and/or added the ability to easily change/remove Illegal Commodities for the Player Faction, or am I going to go delving into my mod list to find every trace of it?
Regardless, thank you SO SO SO SO SO very much for your work on this amazing mod(s)- an absolute MUST-HAVE that I would recommend to any and every SS player

I’m still looking for a way to keep the player.faction file in starsector-core from merging it back in. You could edit, rename or delete the one in starsector-core/world/factions, but if you ever deleted or renamed it and you remove this mod, starsector very likely won’t work since the only player faction file would likely come from this mod. Do at your own risk. That being said, that’s what I do so that it appears in the way I want it to.

There’s a lot of readme.txts with extra explanations and a lot of the files have descriptions if you wanted to make some pretty interesting modifications. There’s a lot of good potential here, a lot that just isn’t in the regular player faction file.

And with that out of the way, thank you for using it and I’m glad you’re enjoying it. I feel like it really does bring the life into the game, even without the ships it feels good to know that the game recognizes that you and your faction exist.
Title: Re: [0.97] Kon's Player Faction Bundles v.3.0.2
Post by: Gris on March 26, 2024, 10:29:47 PM
Good day Konturga!  :)

It seems you forgot to add Militarized Subsystems to the 13th Battlegroup kite.  :-\

And The [SUPER ALABASTER] Volatile Particle Driver Has been buffed in version 0.97a:

*Increased range to 1000 (was: 700)
*Reduced flux/shot to 100 (was: 150)

Your Blueprints mod should be edited.

I kinda wish Alex, David and co would atleast declare your 13th battlegroup mod legally canon in the lore.
And Make the Player a bit more special not just some nobody.
Your Ships really fit the setting of Vanilla Starsector.

That is all and thank you!  :D
Title: Re: [0.97] Kon's Player Faction Bundles v.3.0.2
Post by: Konturga on March 27, 2024, 10:19:28 AM
Good day Konturga!  :)

It seems you forgot to add Militarized Subsystems to the 13th Battlegroup kite.  :-\

And The [SUPER ALABASTER] Volatile Particle Driver Has been buffed in version 0.97a:

*Increased range to 1000 (was: 700)
*Reduced flux/shot to 100 (was: 150)

Your Blueprints mod should be edited.

I kinda wish Alex, David and co would atleast declare your 13th battlegroup mod legally canon in the lore.
And Make the Player a bit more special not just some nobody.
Your Ships really fit the setting of Vanilla Starsector.

That is all and thank you!  :D

That was a really good catch.

I was a really big fan of the Volatile Particle Driver, but I could never put it on ships, it's nice that they made that change. I updated the stats of the VPD and the reality disruptor while adding the Gigacannon to the BP list as well.

The Kite should now be given the appropriate hullmods. I think there might have been one other thing, but I can't remember..


Most of the ships should fit with vanilla starsector, there are two new automated ones now that are unique creations. Hopefully they still don't shatter the immersion too much.

I can understand them not wanting to establish a player backstory, although it would be nice to have some options. Maybe it's about time for some templates to be added..
Title: Re: [0.97] Kon's Multi-Pack v.3.0.3 - Player Faction Expansion
Post by: Gris on March 27, 2024, 07:37:02 PM
Thanks for the Reply and the Update!  :D

It seems you forgot to add SD Kinetic Blaster on your BP list as well.  :-\
Title: Re: [0.97] Kon's Multi-Pack v.3.0.3 - Player Faction Expansion
Post by: Konturga on March 27, 2024, 09:23:10 PM
Thanks for the Reply and the Update!  :D

It seems you forgot to add SD Kinetic Blaster on your BP list as well.  :-\

Another good catch. Thank you. I didn't know they added a new weapon, looks like it should be around that time to find out what it's like.
Title: Re: [0.97] Kon's Multi-Pack v.3.0.4 - Player Faction Expansion
Post by: Gris on March 27, 2024, 09:46:05 PM
You're Welcome!
Title: Re: [0.97] Kon's Multi-Pack v.3.0.4 - Player Faction Expansion
Post by: Gris on March 29, 2024, 10:52:03 PM
Good day Konturga!  :)

Do you still have any plans to add more 13th battlegroup vanilla ships in your mod?  :-\

Would be kinda cool if we have the 13th battlegroup version of invictus and retribution
since we have the 13th version of a vanguard.  :D
Title: Re: [0.97] Kon's Multi-Pack v.3.0.4 - Player Faction Expansion
Post by: Konturga on March 31, 2024, 11:26:56 AM
Good day Konturga!  :)

Do you still have any plans to add more 13th battlegroup vanilla ships in your mod?  :-\

Would be kinda cool if we have the 13th battlegroup version of invictus and retribution
since we have the 13th version of a vanguard.  :D

I still have ships I want to add, that much is certain. But for now, we have some magazine focused weapons for the XIII ships. Hopefully that should be nice.
Title: Re: [0.97] Kon's Multi-Pack v.3.1.0 - Player Faction Expansion
Post by: Gris on March 31, 2024, 05:57:18 PM
Okay thank you for the reply! :)
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: Konturga on April 01, 2024, 06:45:35 PM
Hi Kon, apologies for the late reply.
I went diving for other player.faction files and found that a certain portrait mod had kept in the unedited default illegal commodities lines in their code. Can't remember which one, but I did away with it. It works as intended now!

I'm glad that it does. I took a bit of what you said and reorganized the player faction file in the new version. It might have come a bit too late, but there's a lot more options that most people might not be aware are possible.

If you do check it, I hope you enjoy the new options.


Late to the party, had the same issue and am glad someone brought it up since my memory makes Dory from Finding Nemo look good lol
Am I to understand that you've "fixed" and/or added the ability to easily change/remove Illegal Commodities for the Player Faction, or am I going to go delving into my mod list to find every trace of it?
Regardless, thank you SO SO SO SO SO very much for your work on this amazing mod(s)- an absolute MUST-HAVE that I would recommend to any and every SS player

It took what feels like two years but you can now edit the commodities without having to edit every player faction file. The new setup prevents merging player faction files together so you should be able to edit it to your heart's content.
Title: Re: [0.97] Kon's Multi-Pack v.3.2.0 - Player Faction Expansion
Post by: Why_zEo on April 02, 2024, 05:15:17 AM
Hello, I have a question that I want to ask. Do you have a plan to add super capital ship?
Title: Re: [0.97] Kon's Multi-Pack v.3.2.0 - Player Faction Expansion
Post by: ZordaN on April 02, 2024, 08:53:10 AM
Greetings, Konturga.

I noticed that the blueprint of the 13th battlegroup weapons provides only a small part of what is in the mod itself.

And so I'm wondering: is this how it should be or is there some kind of omission?
Title: Re: [0.97] Kon's Multi-Pack v.3.2.0 - Player Faction Expansion
Post by: Konturga on April 02, 2024, 05:33:20 PM
Greetings, Konturga.

I noticed that the blueprint of the 13th battlegroup weapons provides only a small part of what is in the mod itself.

And so I'm wondering: is this how it should be or is there some kind of omission?

That’s a good question. I was rushing to get it all finished before the next work spree. I think I’ll check into it again later tonight because I was hoping that I labelled them all right so you could get them all at once.
Title: Re: [0.97] Kon's Multi-Pack v.3.2.0 - Player Faction Expansion
Post by: Konturga on April 02, 2024, 05:41:11 PM
Hello, I have a question that I want to ask. Do you have a plan to add super capital ship?

I haven’t had it on a list but it might be interesting. It might take a while though.
Title: Re: [0.97] Kon's Multi-Pack v.3.2.2 - Player Faction Expansion
Post by: Daredevil on April 04, 2024, 07:46:39 AM
Hey Kon, a few things:

1. Do you think you could give XIII-Weapons the "XIII Battlegroup" Design-Type designation rather than the "Common" one?

2. The Hephaestus AG (XIII) does not regenerate its ammunition.

3. The Thumper (XIII) does not display its damage the same way the vanilla Thumper does (Vanilla is 100 x 20, XIII should display it as 90*30 (I think)). I have also found that phase ships will generally not phase when under attack by one or two of these, likely because the low damage-per-hit makes them register the weapon as a non-threat, even though it shreds Gremlins, Afflictors and other weakly armored phase ships.

4. The Mining Laser (XIII) is identical in stats to the vanilla one.

5. Do you think you could add the Light AC and Light Dual AC as well as the HMG and the Chaingun in (XIII) variants?

6. The Buffalo (XIII) has, for some reason, Delicate Machinery as an integrated hullmod instead of the Insulated Engine Assembly usually found on XIII logistics ships. Might be intentional, but I figured I might bring it to your attention in case it is not.

7. The Eradicator (XIII) costs 18 DP, the same as the Eradicator (P), despite having the AAF found on regular Eradicators.

8. As it stands, XIII BG ships are basically better than XIV BG ones in every regard. The armor buff is better, they get a speed bonus rather than a malus, and while the maneuverability penalty does hurt the ships a little bit, I feel they remain uncontested when compared to XIV ships. Additionally, I feel like, with the addition of more High Tech and Midline ships, Fleet Doctrine starts falling apart from a thematic POV.

Still, it's a great mod and I'm having a lot of fun, thank you for creating it!
Title: Re: [0.97] Kon's Multi-Pack v.3.2.2 - Player Faction Expansion
Post by: Konturga on April 04, 2024, 10:15:53 AM

1: 1. Do you think you could give XIII-Weapons the "XIII Battlegroup" Design-Type designation rather than the "Common" one?

“Sure, I’m going to try to see how to add that. It was easier for the ships, that was just a quick change.”


2: The Hephaestus AG (XIII) does not regenerate its ammunition.

“Oh heavens, that is horrendous. I’m going to try to fix that.”


3: The Thumper (XIII) does not display its damage the same way the vanilla Thumper does (Vanilla is 100 x 20, XIII should display it as 90*30 (I think)). I have also found that phase ships will generally not phase when under attack by one or two of these, likely because the low damage-per-hit makes them register the weapon as a non-threat, even though it shreds Gremlins, Afflictors and other weakly armored phase ships.

“That is a good point to make. Let me see if I can figure out how to make it display like that. I wouldn’t want it to unfairly destroy phase ships.”


4: The Mining Laser (XIII) is identical in stats to the vanilla one.

“I might need to test that one, looks like one or two of the things aren’t working. Let me see what I can do. Maybe I changed it in a test build? I’ll see if I can fix it on the weekend.”


5: Do you think you could add the Light AC and Light Dual AC as well as the HMG and the Chaingun in (XIII) variants?

“That sounds like it would be a good idea. I think I’ll do just that.”


6: The Buffalo (XIII) has, for some reason, Delicate Machinery as an integrated hullmod instead of the Insulated Engine Assembly usually found on XIII logistics ships. Might be intentional, but I figured I might bring it to your attention in case it is not.

“Ahh, that reminds me. That was an offshoot of unfinished work. I’ll need to pencil this for later. I was going to give it the same abilities as the dram and phaeton, as well as swapping out the flare. I’ll have to add that to the list. I’ll have to add the logistics mod back too.”


7: The Eradicator (XIII) costs 18 DP, the same as the Eradicator (P), despite having the AAF found on regular Eradicators.

“That is a good point. I feel like I’m missing a lot of things. A lot of these tests are done in vacuum environments, I’m trying to remember the last time I actually did a playthrough. It’s a rather bizarre feeling. Now this leads to another question I must consider.. Burn drive/18 or the AAF. Hmm. I like the AAF, but the burn drive might be more useful for finishing off an enemy. I’ll switch the deployment cost for now I think.”


8A: As it stands, XIII BG ships are basically better than XIV BG ones in every regard. The armor buff is better, they get a speed bonus rather than a malus, and while the maneuverability penalty does hurt the ships a little bit, I feel they remain uncontested when compared to XIV ships.

“Hmm. There’s a lot I think I will say, still, I’m going to think on that one. I’ve been testing the smaller ships and the decrease in maneuverability has pretty rough consequences on some of the ships, particularly the smaller ones that need to change direction on a dime. Even with the increased top speed they seem to never have the time to benefit from it. I might as well swap it out for a 0-flux bonus or remove it altogether.

A pattern I’ve noticed is that when XIII ships are exposed and are in a bad position, they won’t be able to speed enough away since the 13% reduction in maneuverability means less turn rate, acceleration, and deceleration. You won’t catch a ship of the same hull, you won’t escape from it, especially if it outranges you. Once their flux drops to allow a 0-flux boost, and they can pelt you little by little it’s practically over.

That was the same problem I had with XIV ships but exemplified here. Low-Tech ships can usually weather that no problem because they generally compensate with a burn drive, but Mid-Tech starts to take on the burden.

I have been thinking about this, and I will put your concerns with those thoughts. The question I ask myself: Are these bonuses justified by the nearly double decrease in maneuverability compared to XIV?”


8B: Additionally, I feel like, with the addition of more High Tech and Midline ships, Fleet Doctrine starts falling apart from a thematic POV.

“I think that’s an understandable point and I won’t dog on you for saying that. I’ve been initially trying to aim for a lowtech, midline mix, with a couple of my favorite experimental high techs thrown in to keep things interesting. The XIV had a mix of Falcons and Eagles so integration between the Low tech and Mid tech made sense to me. But the strongest ships will probably still be the low tech, with the bulk of bonuses benefiting them. The Gryphon is pretty good though with the setup it has.

High tech I think would be a rarity, and I think looking over it, they will continue to remain a niche strike force.

The shield, the sword, the spear.

It might not be perfect reasoning, but maybe I’ll try not to overstep the bounds I’ve already crossed.


9: Still, it's a great mod and I'm having a lot of fun, thank you for creating it!

Thank you for your feedback, I’m glad that you’re enjoying the mod. Let’s see if we can’t make it a bit better, hmm?”
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: Uther Phobos on April 04, 2024, 11:17:48 AM
Hi Kon, apologies for the late reply.
I went diving for other player.faction files and found that a certain portrait mod had kept in the unedited default illegal commodities lines in their code. Can't remember which one, but I did away with it. It works as intended now!

I'm glad that it does. I took a bit of what you said and reorganized the player faction file in the new version. It might have come a bit too late, but there's a lot more options that most people might not be aware are possible.

If you do check it, I hope you enjoy the new options.


Late to the party, had the same issue and am glad someone brought it up since my memory makes Dory from Finding Nemo look good lol
Am I to understand that you've "fixed" and/or added the ability to easily change/remove Illegal Commodities for the Player Faction, or am I going to go delving into my mod list to find every trace of it?
Regardless, thank you SO SO SO SO SO very much for your work on this amazing mod(s)- an absolute MUST-HAVE that I would recommend to any and every SS player

It took what feels like two years but you can now edit the commodities without having to edit every player faction file. The new setup prevents merging player faction files together so you should be able to edit it to your heart's content.
Downside being that it breaks every single portrait mod for the player faction.
Title: Re: [0.97] Kon's Multi-Pack v.3.2.2 - Player Faction Expansion
Post by: Konturga on April 04, 2024, 01:37:00 PM
Hi Kon, apologies for the late reply.
I went diving for other player.faction files and found that a certain portrait mod had kept in the unedited default illegal commodities lines in their code. Can't remember which one, but I did away with it. It works as intended now!

I'm glad that it does. I took a bit of what you said and reorganized the player faction file in the new version. It might have come a bit too late, but there's a lot more options that most people might not be aware are possible.

If you do check it, I hope you enjoy the new options.


Late to the party, had the same issue and am glad someone brought it up since my memory makes Dory from Finding Nemo look good lol
Am I to understand that you've "fixed" and/or added the ability to easily change/remove Illegal Commodities for the Player Faction, or am I going to go delving into my mod list to find every trace of it?
Regardless, thank you SO SO SO SO SO very much for your work on this amazing mod(s)- an absolute MUST-HAVE that I would recommend to any and every SS player

It took what feels like two years but you can now edit the commodities without having to edit every player faction file. The new setup prevents merging player faction files together so you should be able to edit it to your heart's content.
Downside being that it breaks every single portrait mod for the player faction.
I am considering rolling back the changes. For portrait packs you can enable them for the new player faction by renaming the portrait pack’s player.faction to playeralt.faction.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: Konturga on April 04, 2024, 06:26:18 PM
Hi Kon, apologies for the late reply.
I went diving for other player.faction files and found that a certain portrait mod had kept in the unedited default illegal commodities lines in their code. Can't remember which one, but I did away with it. It works as intended now!


I'm glad that it does. I took a bit of what you said and reorganized the player faction file in the new version. It might have come a bit too late, but there's a lot more options that most people might not be aware are possible.

If you do check it, I hope you enjoy the new options.


Late to the party, had the same issue and am glad someone brought it up since my memory makes Dory from Finding Nemo look good lol
Am I to understand that you've "fixed" and/or added the ability to easily change/remove Illegal Commodities for the Player Faction, or am I going to go delving into my mod list to find every trace of it?
Regardless, thank you SO SO SO SO SO very much for your work on this amazing mod(s)- an absolute MUST-HAVE that I would recommend to any and every SS player

It took what feels like two years but you can now edit the commodities without having to edit every player faction file. The new setup prevents merging player faction files together so you should be able to edit it to your heart's content.
Downside being that it breaks every single portrait mod for the player faction.

I think I have a way to have both options. I’ll give that option with the next update.
Title: Re: [0.97] Kon's Multi-Pack v.3.2.2 - Player Faction Expansion
Post by: Mold on April 04, 2024, 07:44:15 PM


“I think that’s an understandable point and I won’t dog on you for saying that. I’ve been initially trying to aim for a lowtech, midline mix, with a couple of my favorite experimental high techs thrown in to keep things interesting. The XIV had a mix of Falcons and Eagles so integration between the Low tech and Mid tech made sense to me. But the strongest ships will probably still be the low tech, with the bulk of bonuses benefiting them. The Gryphon is pretty good though with the setup it has.

High tech I think would be a rarity, and I think looking over it, they will continue to remain a niche strike force.

Maybe the 13 could be sort of mid-transition to the late domain cruiser school doctrine that was gaining popularity before the collapse?

Then it would make much more sense to have existing decisive battle era lowtech ships already in the fleet refitted to serve the role, a bulky selection of new midline cruisers and a small limited flock of high-tech phase skimmers and support ships in the fleet before the collapse?

I just get the impression battlegroup XIII's theme is all about that cruiser school doctrine from it's ship lineup including it's hullmod.
Title: Re: [0.97] Kon's Player Faction Bundles v.2.4
Post by: Konturga on April 04, 2024, 11:09:23 PM

Downside being that it breaks every single portrait mod for the player faction.

I created a new fix. You can now opt in to disable faction merging by enabling the new sub mod, you will unfortunately probably need a new save unless you use the merge disabler for that specific save. I hope that will be a good middle ground.
Title: Re: [0.97] Kon's Multi-Pack v.3.2.2 - Player Faction Expansion
Post by: Daredevil on April 07, 2024, 05:21:13 AM
*Snip*

A good read, I appreciate your reply!
Personally, I haven't found the maneuverability debuff to be crippling on smaller ships, but that may be due to my tendency to have them staffed by officers with relevant maneuverability skills.
Still, it's definitely something to consider. It essentially locks the XIII ships into a more committed version of Hegemony Doctrine - relentless assault with a wall of unyielding metal. I admittedly do play a game wildly divergent to Vanilla Starsector, so my perception may be warped, in that regard.
On the topic of doctrine: I do suppose it makes some sense to operate differing tech levels to fulfill purposes not covered by standard doctrine (As demonstrated by the Hegemony Wolf, which seems to be a post-collapse adaptation into Hegemony fleet doctrine for specifically this reason). Aesthetically, I feel the Condor would fit better into XIII fleets than the Drover, though its origins as (potentially post-collapse) conversion of the Tarsus makes use in Domain Battlegroups dubious at best. And the Mora, well, it's just plain boring. The Heron fits very well in my opinion.

Regardless, this is your mod, and you should work on fulfilling your vision for it, not what others wish it to be.

That said, do you think you might add an (improved) XIII BG version of the Tarsus? I adore that ship, but it's simply not worth using compared to more economical alternatives.

Edit: Oh, and by the way, XIII Weapons seem to all cost 200 Credits to manufacture.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.3 - Player Faction Expansion
Post by: Konturga on April 07, 2024, 05:34:25 PM


D:A good read, I appreciate your reply!

As I appreciate yours.

D:Personally, I haven't found the maneuverability debuff to be crippling on smaller ships, but that may be due to my tendency to have them staffed by officers with relevant maneuverability skills.
Still, it's definitely something to consider. It essentially locks the XIII ships into a more committed version of Hegemony Doctrine - relentless assault with a wall of unyielding metal. I admittedly do play a game wildly divergent to Vanilla Starsector, so my perception may be warped, in that regard.

Hmm, given that thought, what would you recommend to help bring it in line so that the choice is more interesting? I could think of a couple debuffs, more crew required to staff, higher cost for supplies, could increase shield upkeep but that one is especially dangerous.


D:On the topic of doctrine: I do suppose it makes some sense to operate differing tech levels to fulfill purposes not covered by standard doctrine (As demonstrated by the Hegemony Wolf, which seems to be a post-collapse adaptation into Hegemony fleet doctrine for specifically this reason). Aesthetically, I feel the Condor would fit better into XIII fleets than the Drover, though its origins as (potentially post-collapse) conversion of the Tarsus makes use in Domain Battlegroups dubious at best. And the Mora, well, it's just plain boring. The Heron fits very well in my opinion.

I think, I might have a couple ideas. Maybe I should separate the two into Pre-Collapse and Post-Collapse, in the case of the wolf, that one is labeled as an auxiliary ship and not necessarily of the 13th Battlegroup make, inducted after the collapse. I’ll have to think on it.

D:Regardless, this is your mod, and you should work on fulfilling your vision for it, not what others wish it to be.

I think engagement is nice, everyone has a point of view and not all opinions are made equal. I think you’ve thought this through quite a bit and it turned into an amicable discussion.

D: That said, do you think you might add an (improved) XIII BG version of the Tarsus? I adore that ship, but it's simply not worth using compared to more economical alternatives.

Hmm, that one might be easy to do, let me see what I can do.

D: Edit: Oh, and by the way, XIII Weapons seem to all cost 200 Credits to manufacture.

Should be fixed now. My weapons.csv might have been old and used base_value instead of base value.
Title: Re: [0.97] Kon's Multi-Pack v.3.2.2 - Player Faction Expansion
Post by: Konturga on April 07, 2024, 05:39:08 PM


“I think that’s an understandable point and I won’t dog on you for saying that. I’ve been initially trying to aim for a lowtech, midline mix, with a couple of my favorite experimental high techs thrown in to keep things interesting. The XIV had a mix of Falcons and Eagles so integration between the Low tech and Mid tech made sense to me. But the strongest ships will probably still be the low tech, with the bulk of bonuses benefiting them. The Gryphon is pretty good though with the setup it has.

High tech I think would be a rarity, and I think looking over it, they will continue to remain a niche strike force.

Maybe the 13 could be sort of mid-transition to the late domain cruiser school doctrine that was gaining popularity before the collapse?

Then it would make much more sense to have existing decisive battle era lowtech ships already in the fleet refitted to serve the role, a bulky selection of new midline cruisers and a small limited flock of high-tech phase skimmers and support ships in the fleet before the collapse?

I just get the impression battlegroup XIII's theme is all about that cruiser school doctrine from it's ship lineup including it's hullmod.

I think this makes sense to me. The appeal of low tech is that it is effective without a lot of complex working parts underneath. The more complicated a machine gets, the more it wears down and the less effective it becomes overtime. You would actually see this with the complicated warmachines of the germans during world war 2 because they had to compensate for the lack of rubber. I imagine a lot of the low tech really had no reason to be updated as more advanced technology became available hitting a variety of niche roles that could individually outperform their jack of all trades counterparts. I think a lot of this philosophy is finding the tech that combines these different tech levels into one that is closer to mid tech with some
High tech sprinkled in.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.3 - Player Faction Expansion
Post by: Daredevil on April 08, 2024, 04:25:00 AM

K: Hmm, given that thought, what would you recommend to help bring it in line so that the choice is more interesting? I could think of a couple debuffs, more crew required to staff, higher cost for supplies, could increase shield upkeep but that one is especially dangerous.

A good question, and one not easily answered. Perhaps lean further into the Decisive Battle doctrine?
Some suggestions: Keep the armor and speed buffs. Increase damage taken by the engines, but (if possible on a technical level) reduce the debuff to acceleration - or even go as far as turning it into a buff, but significantly increase the debuff to deceleration. Keep the rest of the maneuvarability debuff as it is. Give XIII ships front shields exclusively, but increase shield efficiency and give them a higher shield upkeep. Remove the buff to flux dissipation and double the flux capacity buff instead.
These changes would make for a fleet doctrine that does not lend itself to breaking off from an engagement, while also allowing for XIII ships to catch up and give chase. The front shields would make them vulnerable to flanking, requiring a proper battle line, and would additionally make it riskier to turn and burn away from an enemy to negate the deceleration debuff.
Not sure about all of this, what do you think?

K: I think, I might have a couple ideas. Maybe I should separate the two into Pre-Collapse and Post-Collapse, in the case of the wolf, that one is labeled as an auxiliary ship and not necessarily of the 13th Battlegroup make, inducted after the collapse. I’ll have to think on it.

Indeed, auxilliary units to cope with the loss of Domain infrastructure and the change in doctrine across the sector would seem to make sense. Though those would likely not be able to sport modifications to the baseline designs without some performance tradeoffs. Modifications to design chips are stated to come with an increase in D-Mods.

D: That said, do you think you might add an (improved) XIII BG version of the Tarsus? I adore that ship, but it's simply not worth using compared to more economical alternatives.

K: Hmm, that one might be easy to do, let me see what I can do.

On that note, the Codex mentions combat refits of the Tarsus, alongside uparmored variants.

Thanks for all your work!

Edit: fixed formatting.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.4 - Player Faction Expansion
Post by: Sarix on April 08, 2024, 11:18:51 AM
If you are going to add more high tech and midline ships you can make them:
1.Expiremental Pre-Colapse attempts to adapt the to Decisive Battle doctrine (I belive Paragon fits here well;how succesful that will be is up to you of course)
2.Post-Collapse modifications to ships to adapt them to the new reality of the sector.
Naturally,balancing this stuff won`t be easy,but I think it`s doable through trial and error.
Edit:Fixed typos and other stuff.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.3 - Player Faction Expansion
Post by: Konturga on April 10, 2024, 11:34:54 PM
////////

I'll get to the rest one of these days, but the new update includes a Tarsus, that one looked small enough to do, ended up doing a rather large design change. I'm not sure if you'll like the new midline aesthetic, but hopefully it lands?
Title: Re: [0.97] Kon's Multi-Pack v.3.3.3 - Player Faction Expansion
Post by: Daredevil on April 11, 2024, 06:27:19 AM
I'll get to the rest one of these days, but the new update includes a Tarsus, that one looked small enough to do, ended up doing a rather large design change. I'm not sure if you'll like the new midline aesthetic, but hopefully it lands?

It's certainly... interesting. It vaguely reminds me of a Conquest (I think you used that as a template?) which got a Domain Explorarium drone makeover, then was painted red.

That said, I am a little interested in making some skins for myself. Do you have any recommendations on which programs to use, and some guides on colouring ships you'd recommend?
Title: Re: [0.97] Kon's Multi-Pack v.3.3.3 - Player Faction Expansion
Post by: Konturga on April 11, 2024, 09:03:39 AM
I'll get to the rest one of these days, but the new update includes a Tarsus, that one looked small enough to do, ended up doing a rather large design change. I'm not sure if you'll like the new midline aesthetic, but hopefully it lands?

It's certainly... interesting. It vaguely reminds me of a Conquest (I think you used that as a template?) which got a Domain Explorarium drone makeover, then was painted red.

That said, I am a little interested in making some skins for myself. Do you have any recommendations on which programs to use, and some guides on colouring ships you'd recommend?


Hmm, we can see about getting a more faithful version one of these days then. But what I would recommend to you, there is a pretty good program with the rather unfortunate name of GIMP, I think you could look up gimp editing software, should be able to find it at gimp.org.

A lot of what I learned I ended up learning on my own, I’m not sure if I have a lot of tips to give but what I heavily recommend is learning about layers and layer masks. Those two should
make huge differences.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.3 - Player Faction Expansion
Post by: Konturga on April 12, 2024, 12:01:58 AM
I'll get to the rest one of these days, but the new update includes a Tarsus, that one looked small enough to do, ended up doing a rather large design change. I'm not sure if you'll like the new midline aesthetic, but hopefully it lands?

It's certainly... interesting. It vaguely reminds me of a Conquest (I think you used that as a template?) which got a Domain Explorarium drone makeover, then was painted red.

That said, I am a little interested in making some skins for myself. Do you have any recommendations on which programs to use, and some guides on colouring ships you'd recommend?

There should be a new update, I think this one should be a bit more faithful. I think I'll keep the other design for something special.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.6 - Player Faction Expansion
Post by: zephyr_zavala on April 12, 2024, 01:17:54 PM
Hi! Thanks for such a great mod! I downloaded the new update but I'm having problem with the XIII module. I'm on Linux and it just doesn't want to properly start up with it. I tried other mods that had this problem before too and it might be due to Linux being very case sensitive compared to Windows and some assets not having the same exact names in the .csv compared to the actual files.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.6 - Player Faction Expansion
Post by: Konturga on April 12, 2024, 02:31:38 PM
Hi! Thanks for such a great mod! I downloaded the new update but I'm having problem with the XIII module. I'm on Linux and it just doesn't want to properly start up with it. I tried other mods that had this problem before too and it might be due to Linux being very case sensitive compared to Windows and some assets not having the same exact names in the .csv compared to the actual files.

Hmm, that is strange. I could see what I can do. Do you have a log? Maybe that could help me find where it’s going awry.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.6 - Player Faction Expansion
Post by: Gris on April 13, 2024, 02:31:04 AM
Good day Konturga!  :)

Some issues:
*It seems the Tarsus (XIII Version) in the Main Menu Codex Doesn't have a complete description it just says: No Description Yet...
*Thank you for giving Tarsus some love. Just Adding Militarized subsystems and Shielded Cargo Holds make it worthwhile using.

*It seems your mod cause some of the Player Character Portraits in the New Game Character Creation to not show up and disappear.
*I really want all the Vanilla Faction Portraits in the Character creation even in my Faction.

*Try to atleast stay faithful to the Vanilla lore even the Ships and weapons. Im slightly concerned.
*Sorry if Im rude its still your mod.  :'(

That is all and thank you.  :D   
Title: Re: [0.97] Kon's Multi-Pack v.3.3.6 - Player Faction Expansion
Post by: Konturga on April 13, 2024, 08:54:57 AM
Good day Konturga!  :)

Some issues:
*It seems the Tarsus (XIII Version) in the Main Menu Codex Doesn't have a complete description it just says: No Description Yet...
*Thank you for giving Tarsus some love. Just Adding Militarized subsystems and Shielded Cargo Holds make it worthwhile using.

*It seems your mod cause some of the Player Character Portraits in the New Game Character Creation to not show up and disappear.
*I really want all the Vanilla Faction Portraits in the Character creation even in my Faction.

*Try to atleast stay faithful to the Vanilla lore even the Ships and weapons. Im slightly concerned.
*Sorry if Im rude its still your mod.  :'(

That is all and thank you.  :D

For now I managed to do a quick patchwork fix, looks like I was pulling from the old player.faction.  file.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.6 - Player Faction Expansion
Post by: Konturga on April 13, 2024, 10:34:54 AM
Good day Konturga!  :)

Some issues:
*It seems the Tarsus (XIII Version) in the Main Menu Codex Doesn't have a complete description it just says: No Description Yet...
*Thank you for giving Tarsus some love. Just Adding Militarized subsystems and Shielded Cargo Holds make it worthwhile using.

*It seems your mod cause some of the Player Character Portraits in the New Game Character Creation to not show up and disappear.
*I really want all the Vanilla Faction Portraits in the Character creation even in my Faction.

*Try to atleast stay faithful to the Vanilla lore even the Ships and weapons. Im slightly concerned.
*Sorry if Im rude its still your mod.  :'(

That is all and thank you.  :D

I think what I will do, some people want vanilla, some people want things that add new ships, weapons, etc. I have some very non-vanilla ideas I want to implement.. So I think what I’m going to do is separate the two into mods that can be enabled on top of each other. That way everyone gets what they want.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.8 - Player Faction Expansion
Post by: El Jojo on April 14, 2024, 02:32:17 AM
Hi
getting some sudden crashes very often and I believe I narrowed it down to the player faction mod
looking at the log nothing is abnormal except this:

106277 [Thread-3] WARN  org.magiclib.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kpf_bounty_large.variant
org.json.JSONException: JSONArray[2] not found.
   at org.json.JSONArray.get(JSONArray.java:204)
   at org.json.JSONArray.getString(JSONArray.java:327)
   at org.magiclib.util.MagicCampaign.loadVariant(MagicCampaign.java:167)
   at org.magiclib.bounty.MagicBountyLoader.validateAndCorrectIds(MagicBountyLoader.java:526)
   at org.magiclib.bounty.MagicBountyLoader.validateAndCullLoadedBounties(MagicBountyLoader.java:346)
   at org.magiclib.bounty.MagicBountyCoordinator.onGameLoad(MagicBountyCoordinator.java:65)
   at org.magiclib.Magic_modPlugin.onGameLoad(Magic_modPlugin.java:138)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int. 00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

kpf_bounty_large.variant I assume is the newly introduced bounty ? Could this be it ?
Title: Re: [0.97] Kon's Multi-Pack v.3.3.8 - Player Faction Expansion
Post by: Konturga on April 14, 2024, 07:42:37 AM
Hi
getting some sudden crashes very often and I believe I narrowed it down to the player faction mod
looking at the log nothing is abnormal except this:

106277 [Thread-3] WARN  org.magiclib.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kpf_bounty_large.variant
org.json.JSONException: JSONArray[2] not found.
   at org.json.JSONArray.get(JSONArray.java:204)
   at org.json.JSONArray.getString(JSONArray.java:327)
   at org.magiclib.util.MagicCampaign.loadVariant(MagicCampaign.java:167)
   at org.magiclib.bounty.MagicBountyLoader.validateAndCorrectIds(MagicBountyLoader.java:526)
   at org.magiclib.bounty.MagicBountyLoader.validateAndCullLoadedBounties(MagicBountyLoader.java:346)
   at org.magiclib.bounty.MagicBountyCoordinator.onGameLoad(MagicBountyCoordinator.java:65)
   at org.magiclib.Magic_modPlugin.onGameLoad(Magic_modPlugin.java:138)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int. 00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

kpf_bounty_large.variant I assume is the newly introduced bounty ? Could this be it ?

Strange. You are right though. Let me see if I can fix it.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.8 - Player Faction Expansion
Post by: Konturga on April 14, 2024, 09:32:32 AM
Hi
getting some sudden crashes very often and I believe I narrowed it down to the player faction mod
looking at the log nothing is abnormal except this:

106277 [Thread-3] WARN  org.magiclib.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kpf_bounty_large.variant
org.json.JSONException: JSONArray[2] not found.
   at org.json.JSONArray.get(JSONArray.java:204)
   at org.json.JSONArray.getString(JSONArray.java:327)
   at org.magiclib.util.MagicCampaign.loadVariant(MagicCampaign.java:167)
   at org.magiclib.bounty.MagicBountyLoader.validateAndCorrectIds(MagicBountyLoader.java:526)
   at org.magiclib.bounty.MagicBountyLoader.validateAndCullLoadedBounties(MagicBountyLoader.java:346)
   at org.magiclib.bounty.MagicBountyCoordinator.onGameLoad(MagicBountyCoordinator.java:65)
   at org.magiclib.Magic_modPlugin.onGameLoad(Magic_modPlugin.java:138)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int. 00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

kpf_bounty_large.variant I assume is the newly introduced bounty ? Could this be it ?

The new one should be working, along with a new ship added to the reward.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.9 - Player Faction Expansion
Post by: El Jojo on April 14, 2024, 10:43:13 AM
Strange, the crashes still happen and according to the log the error with bounties isn't gone.

Maybe its something on my end.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.9 - Player Faction Expansion
Post by: Konturga on April 14, 2024, 10:47:38 AM
Strange, the crashes still happen and according to the log the error with bounties isn't gone.

Maybe its something on my end.

Hmm, let me reformat I think. I split the mods but I think the original XIII ships folder is still being a problem. So I’m going to change the name so it’ll properly overwrite the old one.
Title: Re: [0.97] Kon's Multi-Pack v.3.3.9 - Player Faction Expansion
Post by: Konturga on April 14, 2024, 10:52:58 AM
Strange, the crashes still happen and according to the log the error with bounties isn't gone.

Maybe its something on my end.

Alright, made a tweak, just make sure if a folder is labelled XIII Ships and weapons, you can delete that. The XIII ships folder will house that mod again.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.2 - Player Faction Expansion
Post by: Solus_Dantelion on April 15, 2024, 02:14:23 AM
So since a new ship has been added is it safe to update that particular submod midsave?
Title: Re: [0.97] Kon's Multi-Pack v.3.4.2 - Player Faction Expansion
Post by: Konturga on April 15, 2024, 05:32:47 AM
So since a new ship has been added is it safe to update that particular submod midsave?

Should be good, just use the XIII weapon and ships submod alone without the vanilla ships mod. But luckily even if you do use them together, you can still switch off the Vanilla ships submod afterward as long as you’re using the XIII weapon and ships submod.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.3 - Player Faction Expansion
Post by: Iwe Eri on April 18, 2024, 05:26:39 AM
Hi love your mod and what your adding, if you can, could you make a separate mod pack for the weapons?
I'm mostly interested in vanilla+ and the prospect of utilizing magazine weapons is very intriguing.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.3 - Player Faction Expansion
Post by: Konturga on April 18, 2024, 06:53:10 PM
Hi love your mod and what your adding, if you can, could you make a separate mod pack for the weapons?
I'm mostly interested in vanilla+ and the prospect of utilizing magazine weapons is very intriguing.

Hmm, I’m worried about segmenting it a bit too much, but let me think about it. Some of the new weapons, including the soon to released special energy weapon and the currently released SRM, and non-vanilla ships are locked behind a bounty. As long as you don’t choose them from the Nex start, they should be good.

On a side note, I hope you’re enjoying the new Merge Disabler submod to let you actually have the illegal commodities you had wanted before, without altering the starsector-core player.faction file. If I’m remembering correctly at least.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.3 - Player Faction Expansion
Post by: Iwe Eri on April 19, 2024, 10:59:01 AM

Hmm, I’m worried about segmenting it a bit too much, but let me think about it. Some of the new weapons, including the soon to released special energy weapon and the currently released SRM, and non-vanilla ships are locked behind a bounty. As long as you don’t choose them from the Nex start, they should be good.

On a side note, I hope you’re enjoying the new Merge Disabler submod to let you actually have the illegal commodities you had wanted before, without altering the starsector-core player.faction file. If I’m remembering correctly at least.

So thats what it does, i'll try them out, thanks for your work once gain.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.3 - Player Faction Expansion
Post by: Konturga on April 19, 2024, 12:48:57 PM

Hmm, I’m worried about segmenting it a bit too much, but let me think about it. Some of the new weapons, including the soon to released special energy weapon and the currently released SRM, and non-vanilla ships are locked behind a bounty. As long as you don’t choose them from the Nex start, they should be good.

On a side note, I hope you’re enjoying the new Merge Disabler submod to let you actually have the illegal commodities you had wanted before, without altering the starsector-core player.faction file. If I’m remembering correctly at least.



So thats what it does, i'll try them out, thanks for your work once gain.

Sure thing. One note: It disables the merging by using a file called playeralt.faction file instead of the player.faction file. If you do use it and want to use a portrait pack, rename the portrait pack's player.faction file to playeralt.faction file.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.5 - Player Faction Expansion
Post by: GemAye on April 20, 2024, 01:06:23 AM
Nice mod!

Quote
"makesPirateBases":false,   #TRIED IT AND DIDN'T SEE ANYTHING. PROBABLY MAKES ACTUAL PIRATE-ALIGNED PIRATE BASES.
My experience is that this makes it possible for the faction to make pirate-like bases.
In other words, "faction" can create bases anywhere in unoccupied systems (most likely, not sure), where it can spawn "faction"-ships fleets.

Quote
"pirateBehavior":false,      #NOT ENTIRELY SURE. UNTESTED. RAIDING?
Not sure either, but I do believe one of the behaviours is putting fleets at the end of slipstreams.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.5 - Player Faction Expansion
Post by: Konturga on April 20, 2024, 02:15:24 PM
Nice mod!

Quote
"makesPirateBases":false,   #TRIED IT AND DIDN'T SEE ANYTHING. PROBABLY MAKES ACTUAL PIRATE-ALIGNED PIRATE BASES.
My experience is that this makes it possible for the faction to make pirate-like bases.
In other words, "faction" can create bases anywhere in unoccupied systems (most likely, not sure), where it can spawn "faction"-ships fleets.

Quote
"pirateBehavior":false,      #NOT ENTIRELY SURE. UNTESTED. RAIDING?
Not sure either, but I do believe one of the behaviours is putting fleets at the end of slipstreams.

I’ve been testing out the pirate bases for a little bit but so far I haven’t seen it make any yet. At the same time I suppose it’s hard when they haven’t been seen yet. Could have spawned at my enemies’ worlds without my knowledge. Will need to test.

Pirate behavior is interesting. Their fleet transponders will go off as well if it’s enabled, I haven’t seen if they go out of their way to hunt though. Did not know about the end of slipstreams, but having your own troops at random checkpoints sounds like a plus to me.

This is very informative, hopefully it can help paint a picture of these rather obscure mechanics.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
Post by: Glitch_out on April 22, 2024, 12:05:40 PM
I think I encountered a bug. Are the blueprint packages supposed to be empty? Screenshots are too big to be linked but the standardized and specialized BP packages are empty.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
Post by: jtcbrown on April 22, 2024, 03:03:02 PM
Would there be a way to make like a "blank fill in the blanks" template to select the ships / variants / weapons you want for your faction?  I am just now looking into this, have an idea of what I want for my faction but no idea how to accomplish it.  Was directed here as a start.  :D
Title: Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
Post by: Jakened on April 23, 2024, 12:08:58 AM
hey konturga whats the difference between "xiii mostly vanilla ships"
and the other "xiii ships"?
Title: Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
Post by: Konturga on April 23, 2024, 05:03:42 PM
I think I encountered a bug. Are the blueprint packages supposed to be empty? Screenshots are too big to be linked but the standardized and specialized BP packages are empty.

Hmm, that’s a good catch, that’s definitely a problem, let me see if I could pencil in some time and take a look later on today. Thank you for bringing that to my attention.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
Post by: Konturga on April 23, 2024, 05:08:54 PM
Would there be a way to make like a "blank fill in the blanks" template to select the ships / variants / weapons you want for your faction?  I am just now looking into this, have an idea of what I want for my faction but no idea how to accomplish it.  Was directed here as a start.  :D

Hmm, so you only want to see certain weapons, ships and equipment with no others? Let me see if I know what you’re looking for.. You want the base_bp removed from the player faction and only have them use specific ships and loadouts? If you’re on the discord, you could probably send a message. I might not be able to reply immediately, but I might be able to help a bit better there.

Otherwise, I would go into the playeralt.faction file, remove base_bp and replace it with the bp package you want them to draw from. Then use the merge disabler submod as a part of the multipack to make sure the other player.faction files don’t merge them back in.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
Post by: Konturga on April 23, 2024, 05:12:14 PM
hey konturga whats the difference between "xiii mostly vanilla ships"
and the other "xiii ships"?

“Mostly Vanilla XIII ships” have no custom ships or weapons, while “XIII ships” is the full package. There’s a bounty for the three new ships and two new weapons in the full package as well, if you want to mess around with some mechs.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.8 - Player Faction Expansion
Post by: xelius on April 25, 2024, 06:15:24 AM
Hi, first off thank you for an awesome mod. Anything that adds some distinction to the player faction is great in my book.

In my current campaign I've found the XIII bp package, however I can't acquire any of the bp's since the game claims they're already known despite me discovering them for the first time. I perused the doctrine & blueprints tab to confirm they weren't unlocked and it checked out. Is this a bug or have I set it up wrong? I'm using all the submods with the full XIII package, not just vanilla ships, except the merge disabler. I looked at the playeralt.faction file and it starts me out with the base_bp, which I assume is intended as you're supposed to find the XIII_bp first yourself? I would appreciate any help, thx in advance.

(https://i.imgur.com/nE5n282.jpeg)

(https://i.imgur.com/BZ2dKvt.jpeg)
Title: Re: [0.97] Kon's Multi-Pack v.3.4.8 - Player Faction Expansion
Post by: Simbot34 on April 25, 2024, 09:32:43 AM
Every image in this thread seems broken for me. It's likely the images were deleted off of discord or otherwise made unavailable, might I suggest an image hosting site?
Title: Re: [0.97] Kon's Multi-Pack v.3.4.8 - Player Faction Expansion
Post by: Konturga on April 25, 2024, 11:43:59 AM
Hi, first off thank you for an awesome mod. Anything that adds some distinction to the player faction is great in my book.

In my current campaign I've found the XIII bp package, however I can't acquire any of the bp's since the game claims they're already known despite me discovering them for the first time. I perused the doctrine & blueprints tab to confirm they weren't unlocked and it checked out. Is this a bug or have I set it up wrong? I'm using all the submods with the full XIII package, not just vanilla ships, except the merge disabler. I looked at the playeralt.faction file and it starts me out with the base_bp, which I assume is intended as you're supposed to find the XIII_bp first yourself? I would appreciate any help, thx in advance.

(https://i.imgur.com/nE5n282.jpeg)

(https://i.imgur.com/BZ2dKvt.jpeg)

There was an issue with a previous version, it should be working now in 3.4.7 and above. Although it looks like I needed to do the fix for the vanilla XIII ships mod as well. Should be working now.

The blueprints are usually needed to be found on their own, but if you want to start with the majority of them and most of the weapons, you can choose one of the Nex starts as XIII battlegroup.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.8 - Player Faction Expansion
Post by: Konturga on April 25, 2024, 11:44:57 AM
Every image in this thread seems broken for me. It's likely the images were deleted off of discord or otherwise made unavailable, might I suggest an image hosting site?

It would be nice not to have to keep fixing it. What image hosting site would you recommend?
Title: Re: [0.97] Kon's Multi-Pack v.3.4.8 - Player Faction Expansion
Post by: Bugatti on April 25, 2024, 10:40:16 PM
Every image in this thread seems broken for me. It's likely the images were deleted off of discord or otherwise made unavailable, might I suggest an image hosting site?

It would be nice not to have to keep fixing it. What image hosting site would you recommend?
imgur.com
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Hyperkayak on May 01, 2024, 10:46:19 AM
At post-battle ship recovery, the color background of "my recoverable losses" is barely distinguishable from the normal background. If both sides had similar amounts of D-mods and S-mods and the ships aren't all that different either (such as low-tech vs pirates), it turns from "gotta click *these* and browse the rest" into a squintfest. Which file (or line) is it?
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Neopetkyrii on May 07, 2024, 01:48:25 AM
Since there's a drone mech cruiser and a drone mech frigate all that's left is a drone mech fighter and capital sized mech.

Another amazing update with wonderful sprite work for those new ships and weapons, especially like the way the onslaught looks now. Do you intend to do similar reinforced sprites for other ships?
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Jodelbert on May 12, 2024, 11:37:08 AM
Just wanted to say that the Legion XIII absolutely slaps with drones, 2 cyclone and 5 typhoon reaper launchers. chefs kiss - this has been my flagship for this playthrough and is now accompanied by the Onslaught XIII with shield shunt and lots of DAKKA!. Just tell my ships to move from the bottom to the top of the map and et voila, everything is gone.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Mtal on May 24, 2024, 05:53:05 AM
Hey Konturga, any thoughts on expanding the lore for the 13th.

"Nearly two grueling centuries passed as they traveled at sublight speeds with power systems threading the line of failure. Only a fraction of the original battalion would actually wake from cryosleep, surviving the harrowing trip to the Pearson Sector. The fallen general, awakened many years too late by a cruel twist of fate, returns from the dead to change the fate of the sector as they have once before."

With this bit, it would be a nice explanation as to why the starfarer is capable of uniting the sector (or burning it for some of you lot) as no one (that I remember) has the institutional knowledge of running a battlegroup in a given sector. Also it wouldn't be far fetched that the fallen general (I'm going to assume that the general was bumped up to fleet admiral due to the chaos that was the collapse) would have command staff positions filled with the best of those who survived the collapse be it military or civilian, and who would still be with the general in cryo. Given that the remainder of the 13th comes from a time imminently after the collapse, I would think that those who survived the last battle (both military and enlisted civilians) would still *possess* more knowledge of domain systems than the factions in the current setting. As far as vanilla goes.

I could say more but I feel like I rambled on for to long. If I got any of the lore wrong someone tell me because I get more invested with this stupid game with every mod I install.








Help
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: maxismooth on June 04, 2024, 11:11:50 PM
Hello there!
I am a bit confused about the Merge disabler mod, so does the mod only allow you to have one portrait pack only? Or can you rename many "player.faction" files from other portrait mods? Can I paste the contents of the "player.faction" files of portrait mods and put them in the "Merge Disabler" playeralt.faction?

I am not good at these things, many thanks!
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Uther Phobos on June 05, 2024, 05:51:53 AM
Hello there!
I am a bit confused about the Merge disabler mod, so does the mod only allow you to have one portrait pack only? Or can you rename many "player.faction" files from other portrait mods? Can I paste the contents of the "player.faction" files of portrait mods and put them in the "Merge Disabler" playeralt.faction?

I am not good at these things, many thanks!
You can just make a copy of the player.faction file of the portrait pack and rename the copy to playeralt.faction. Leave it in that mods faction directory, it won't do anything unless you also load Merge Disabler.

The merge disabler does not actually disable merging, it just creates a new faction that isn't merged because there isn't anything to merge with.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Konturga on June 06, 2024, 05:31:51 PM
At post-battle ship recovery, the color background of "my recoverable losses" is barely distinguishable from the normal background. If both sides had similar amounts of D-mods and S-mods and the ships aren't all that different either (such as low-tech vs pirates), it turns from "gotta click *these* and browse the rest" into a squintfest. Which file (or line) is it?

Hmm, it’s been a while since I’ve been able to look at everything, I’ll see what I can do to figure it out, that does sound problematic. Until I can manage to get to my computer to work on it.. there are two files controlling the colors, the settings file and the player.faction or playeralt.faction files.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Konturga on June 06, 2024, 05:33:32 PM
Since there's a drone mech cruiser and a drone mech frigate all that's left is a drone mech fighter and capital sized mech.

Another amazing update with wonderful sprite work for those new ships and weapons, especially like the way the onslaught looks now. Do you intend to do similar reinforced sprites for other ships?

I’m glad you like the Onslaught, I remember being very much on the fence on that one. Let me see what I can do, although a drone capital would probably be at the top of that list. Or the fighter now that you bring it up..
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Konturga on June 06, 2024, 05:37:37 PM
Hey Konturga, any thoughts on expanding the lore for the 13th.

"Nearly two grueling centuries passed as they traveled at sublight speeds with power systems threading the line of failure. Only a fraction of the original battalion would actually wake from cryosleep, surviving the harrowing trip to the Pearson Sector. The fallen general, awakened many years too late by a cruel twist of fate, returns from the dead to change the fate of the sector as they have once before."

With this bit, it would be a nice explanation as to why the starfarer is capable of uniting the sector (or burning it for some of you lot) as no one (that I remember) has the institutional knowledge of running a battlegroup in a given sector. Also it wouldn't be far fetched that the fallen general (I'm going to assume that the general was bumped up to fleet admiral due to the chaos that was the collapse) would have command staff positions filled with the best of those who survived the collapse be it military or civilian, and who would still be with the general in cryo. Given that the remainder of the 13th comes from a time imminently after the collapse, I would think that those who survived the last battle (both military and enlisted civilians) would still poses more knowledge of domain systems than the factions in the current setting. As far as vanilla goes.

I could say more but I feel like I rambled on for to long. If I got any of the lore wrong someone tell me because I get more invested with this stupid game with every mod I install.








Help

I think I’ll need to think on that one a bit, really let it simmer. I think the extra experience puts them on the other major players like the old warlord who controlled a portion of the persean sector before the Hegemony routed them out. Ideally I would also like to interject story dialogue choices that let you bring up your past but that’s going to be a long while away. It’s always difficult with backstory though since I’m sure every person has their own idea of their history, the balance of where the past and the entrenched past tends to be a fine and yet blurred line. Let me think on this.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Konturga on June 06, 2024, 05:38:25 PM
Hello there!
I am a bit confused about the Merge disabler mod, so does the mod only allow you to have one portrait pack only? Or can you rename many "player.faction" files from other portrait mods? Can I paste the contents of the "player.faction" files of portrait mods and put them in the "Merge Disabler" playeralt.faction?

I am not good at these things, many thanks!
You can just make a copy of the player.faction file of the portrait pack and rename the copy to playeralt.faction. Leave it in that mods faction directory, it won't do anything unless you also load Merge Disabler.

The merge disabler does not actually disable merging, it just creates a new faction that isn't merged because there isn't anything to merge with.

Thank you, a fantastic explanation as always.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: sawert42 on June 15, 2024, 12:46:58 PM
Guardian recovery doesn't seem to work, at least for me, I can recover super redacted, but not the Guardian
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Konturga on June 19, 2024, 01:58:14 AM
Guardian recovery doesn't seem to work, at least for me, I can recover super redacted, but not the Guardian

Off the top of my head, I remember one of the domain drone mods changes it so the guardian is unrecoverable. One thing to note though, ship recovery, like with other ships, seems to not necessarily be guaranteed 100% of the time.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: sawert42 on June 19, 2024, 09:04:19 AM
Off the top of my head, I remember one of the domain drone mods changes it so the guardian is unrecoverable. One thing to note though, ship recovery, like with other ships, seems to not necessarily be guaranteed 100% of the time.
Yup it was Domain Explorarium Expansion, changing files in that mod made it recovelable, well now i know for the future, Thanks.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Inhilicon on June 22, 2024, 01:00:11 AM
Screenshots not working!
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Xjdjaws on July 12, 2024, 09:14:20 PM
By far my personal favorite mod for Starsector.
I have nothing but praise for it!
Especially for all the lovely ships that look splendid.
I hope that more XIII variants for other ships like the Conquest or hell even Paragon (imagine that) are made one day but Im already satisfied.
Thank you.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Gris on July 13, 2024, 02:19:23 AM
Good Xjdjaws! :)

13th Battlegroup Paragon kinda seems Lore Breaking To Me!  :-\

I really want a 13th Battlegroup Conquest so badly to flex it on an Old School Hegemony!  :'(

That is all and Thank you!  :D
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Crimsteel on July 15, 2024, 06:05:54 PM
Soft incompatibility with Music Switcher: while playing them together doesn't crash the game, the player faction tracks in Music Switcher can't be played when the Player Faction mod is on.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: thuls on August 27, 2024, 07:52:05 PM
I am a player from China, may I ask for your permission to translate these mods into Chinese and post them onto the Chinese Starsector Forum(https://fossic.org) with your author infomation?
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: N3N on September 20, 2024, 10:08:56 AM
Yup it was Domain Explorarium Expansion, changing files in that mod made it recovelable, well now i know for the future, Thanks.

Could you please write here, what you have to change, to make it work with both mods?
 
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: vagabond1 on September 24, 2024, 01:54:39 PM
I think there is something wrong specifically with the XIII pack, not the mostly vanilla version.

It keeps having issue with ship data for dauntless_xiii, saying that it is missing.

XIII vanilla ships, on the other hand, has no issues.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Iwe Eri on September 25, 2024, 12:07:46 PM
the modularity of this mod allows for non coders to swiftly create thier own player factions and edit so much more, this mod is just incredible 8)
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Phoebe Core on October 25, 2024, 12:48:07 PM
Hello!! Loving the mod, great stuff, just here to report what I think is a bug or at least some weird interaction with vanilla faction AI being altered mid-game (I know nothing of programming lol). But I had set my faction to perform punitive raids and such and the first one that the AI decided to do... was against myself, launching a raiding force from one world, to go raid another one of worlds, in the same system lol
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: PFleur on October 26, 2024, 09:32:41 AM
Good Xjdjaws! :)

13th Battlegroup Paragon kinda seems Lore Breaking To Me!  :-\

I really want a 13th Battlegroup Conquest so badly to flex it on an Old School Hegemony!  :'(

That is all and Thank you!  :D

It could always be something more akin to a retrofit of a Paragon-class from the player faction (to keep it better in line with fleet doctrine and colours) than a Tri-Tac intended design. After all "borrowing" (or just flat out licensing) designs isn't all that unheard of to round out military equipment.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Aaroooon on January 18, 2025, 06:12:24 AM
Love the mod, very fun to mess with.
I've recently been using Emergent Threats, which changes the way the old remnant fighters work, any considerations for some cross mod compatibility to change the XIII model ones if ET is also installed? Not sure if that would make for a lot of work.

Either way thank you a lot for the mod. :D
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Vaelophisnyx on January 26, 2025, 04:42:31 PM
I've been seeing random fleets that have XIII Spark wings
is this normal?
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: geminitiger on February 09, 2025, 05:58:19 AM
Screenshots not working!
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: PFleur on March 09, 2025, 11:30:53 AM
Does anyone know how to make the player faction give commissions since with AOTD question of Loyalty it'd be neat to try and make it so that you can go through all the normal commission stuff but for your own faction. I've currenty been using the no merging version and playeralt.faction and so far the only issue I've had was with the commission.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Vilekyrie on March 10, 2025, 07:06:04 AM
Are you considered to always be commissioned by your own faction with this mod? Because I have a few other mods that tell me I can't raise my reputation with that faction past a certain point because I'm commissioned by another faction. (The IXth Battlegroup is one and there are a few others I think can't remember off the top of my head.)
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: PFleur on March 10, 2025, 03:12:14 PM
Are you considered to always be commissioned by your own faction with this mod? Because I have a few other mods that tell me I can't raise my reputation with that faction past a certain point because I'm commissioned by another faction. (The IXth Battlegroup is one and there are a few others I think can't remember off the top of my head.)
Nope, this mod changes the default player faction.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Vilekyrie on March 11, 2025, 06:58:10 AM
Are you considered to always be commissioned by your own faction with this mod? Because I have a few other mods that tell me I can't raise my reputation with that faction past a certain point because I'm commissioned by another faction. (The IXth Battlegroup is one and there are a few others I think can't remember off the top of my head.)
Nope, this mod changes the default player faction.

Thank you for letting me know, I think I just read their descriptions wrong in game and it means I have to be commissioned by those factions to get better reputation, not that I am commissioned with another faction.
Title: Re: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion
Post by: Vaelophisnyx on March 11, 2025, 05:51:07 PM
I've noticed that there's some sprites for ships not included in the hull files in the mod, in both versions of it
Are these cut content? planned?