Fractal Softworks Forum

Starsector => Bug Reports & Support => Bug Reports & Support (modded) => Topic started by: Dark.Revenant on March 31, 2016, 12:06:48 AM

Title: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Dark.Revenant on March 31, 2016, 12:06:48 AM
Mod Troubleshooting Guide

Have a problem with modded Starsector?  Look no further!

Please suggest additional items or sections for this guide, in the comments.




Start Issues
Starsector won't launch to the main menu.


The launcher doesn't appear!
This usually indicates that Java is not configured correctly.  Check to make sure that the 'jre' folder is present and that the 'vmparams' settings are valid.  If the -xms or -xmx values are over 1024m, this could indicate that the 'jre' folder contains a 32-bit JVM.  If this is the case, you should switch the JVM in that folder to a 64-bit JVM: http://fractalsoftworks.com/forum/index.php?topic=8726.0.

Rarely, other issues can cause the launcher to not appear; for more information about your problem, run Starsector.exe from the command line.


Array-index crash!  (ArrayIndexOutOfBoundsException)
This crash is usually due to having a prerequisite mod disabled, such as LazyLib, GraphicsLib, or TwigLib.  Occasionally, this can also indicate that a mod is out-of-date with the current version of Starsector, or that your own Starsector version is out-of-date.


Out-of-memory / heap full crash!  (OutOfMemoryError)
If you are running a huge number of mods, this could indicate that you need to allocate more memory to Starsector.  Do this by increasing the -xms and -xmx values in 'vmparams'.  This requires a 64-bit JVM; see http://fractalsoftworks.com/forum/index.php?topic=8726.0.

If you are not running that many mods, or if the previous step doesn't fix the problem, this could indicate that your graphics device cannot handle the number of textures being loaded into the game.  The culprit, in this case, is GraphicsLib.  The following is a step-by-step guide to get GraphicsLib to work on your system by editing the GRAPHICS_OPTIONS.ini file within the GraphicsLib folder in a program like Notepad++.  After each step, check to see if the problem is gone:
1. Set "useLargeRipple":false.  The large ripple uses a lot of video memory.
2. Set "use64BitBuffer":false.  The 64-bit buffer option uses some video memory.
3. Set "loadSurface":false.  Surface maps use a lot of video memory.  Disabling this will slightly reduce the quality of lighting.
4. Set "enableNormal":false.  Normal maps use a lot of video memory.  Disabling this will noticeably reduce the quality of lighting.
5. Set "loadMaterial":false.  Material maps use a lot of video memory.  Disabling this will reduce the quality of lighting.
6. Set "enableBloom":false.  This disables the HDR bloom effect in the lighting engine, which uses some video memory.
7. Set "enableDistortion":false.  This disables distortion effects, which use some video memory.
8. Set "enableShaders":false.  This completely disables all GraphicsLib functionality, but remains compatible with mods that require GraphicsLib.  If you still have problems at this point, then GraphicsLib is not at fault.


Loading is extremely slow!
This is usually caused by your graphics driver forcing vsync on for Starsector, which will cause the loading screen to take an extremely long time (a half an hour or more).  Make sure that Starsector.exe and java.exe are set to not force vsync.





Graphics Issues
Starsector looks wrong.


Constant glitchy / artifacted graphics in the menu!
This problem is caused by incompatibility between your graphics driver and GraphicsLib.  First, if you are using a laptop, ensure that your computer's primary graphics device is being used by Starsector.  The exact method to do this depends on laptop manufacturer, but ultimately you should set Starsector.exe and also java.exe in the jre/bin folder to use your primary graphics device (typically, a dedicated graphics card instead of the integrated chipset on your CPU).

If that isn't applicable or doesn't work, try updating your graphics drivers and restarting.

If that does not work, then you will need to change the GraphicsLib configuration settings until the artifacts go away.  The following is a step-by-step guide to get GraphicsLib to work on your system by editing the GRAPHICS_OPTIONS.ini file within the GraphicsLib folder in a program like Notepad++.  After each step, check to see if the problem is gone:
1. Set "use64BitBuffer":false.
2. Set "enablePostProcess":false.  This will disable post-processing effects, which are fortunately not used in many situations.
3. Set "useLargeRipple":false.  The large ripple uses a lot of video memory, which could cause issues on some graphics drivers.
4. Set "enableDistortion":false.  This disables distortion effects, as some users find that their graphics device does not support it.
5. Set "extraScreenClear":false.
6. Set "enableBloom":false.  This disables the HDR bloom effect in the lighting engine, which could potentially improve performance.
7. Set "loadSurface":false.  Surface maps use a lot of video memory, which could cause issues on some graphics drivers.  Disabling this will slightly reduce the quality of lighting.
8. Set "enableNormal":false.  Normal maps use a lot of video memory, which could cause issues on some graphics drivers.  Disabling this will noticeably reduce the quality of lighting.
9. Set "loadMaterial":false.  Material maps use a lot of video memory, which could cause issues on some graphics drivers.  Disabling this will reduce the quality of lighting.
10. Set "enableShaders":false.  This completely disables all GraphicsLib functionality, but remains compatible with mods that require GraphicsLib.  If you still have problems at this point, then GraphicsLib is not at fault.


Intermittent glitchy / artifacted graphics in combat!
As above, this problem is caused by incompatibility between your graphics driver and GraphicsLib.  Ensure that your computer's primary graphics device is being used by Starsector.  If that isn't applicable or doesn't work, try updating your graphics drivers and restarting.

If that does not work, then you will need to change the GraphicsLib configuration settings until the artifacts go away.  The following is a step-by-step guide to get GraphicsLib to work on your system by editing the GRAPHICS_OPTIONS.ini file within the GraphicsLib folder in a program like Notepad++.  After each step, check to see if the problem is gone:
1. Set "use64BitBuffer":false.
2. Set "useLargeRipple":false.  The large ripple uses a lot of video memory, which could cause issues on some graphics drivers.
3. Set "enableDistortion":false.  This disables distortion effects, as some users find that their graphics device does not support it.
4. Set "enablePostProcess":false.  This will disable post-processing effects, which are fortunately not used in many situations.
5. Set "extraScreenClear":false.
6. Set "enableShaders":false.  This completely disables all GraphicsLib functionality, but remains compatible with mods that require GraphicsLib.  If you still have problems at this point, then GraphicsLib is not at fault.





Campaign Issues
Starsector has problems during the campaign.


Save game crash / corruption!  (OutOfMemoryError)
99% of the time, this happens because Starsector ran out of memory.  Allocate more memory to Starsector by changing the -xms and -xmx values in 'vmparams' (recommended to be at least 2048m for Starsector+, up to 4096m if Nexerelin and a huge number of factions are also enabled).  This requires a 64-bit JVM; see http://fractalsoftworks.com/forum/index.php?topic=8726.0.

You can try to recover your save by going into the 'saves' folder and entering the correct character folder.  Delete 'campaign.xml' and 'descriptor.xml', then copy 'campaign.xml.bak' as 'campaign.xml' and copy 'descriptor.xml.bak' as 'descriptor.xml'.

If the problem continues with increased memory, there are three possible causes:





Combat Issues
Starsector has problems during combat.


Very poor performance!
Our recommended system requirements for vanilla Starsector are:

Alert: There are known OpenGL problems with AMD video card drivers, which could cause unusually low performance.

If you are running on a laptop, make sure that your power settings are set for maximum performance, and that your most powerful graphics device is being used for Starsector.  You should set Starsector.exe and also java.exe in the jre/bin folder to use your primary graphics device (typically, a dedicated graphics card instead of the integrated chipset on your CPU).  Never force vsync on through the graphics driver control panel!

If your hardware meets these specifications, it could be that you're running some tougher mods.  Of particular note are the mods GraphicsLib, Starsector+, and the Knights Templar.

Starsector+: This mod increases the recommended system requirements:

Knights Templar: This mod adds a pair of new shaders.  Poor performance, particularly when using Templar ships or weapons, can be solved by changing options in Templars/TEMPLAR_OPTIONS.ini to disable Templar-specific effects.

GraphicsLib: This mod's default settings increase the recommended system requirements:

In order to improve GraphicsLib performance, follow the following step-by-step guide by editing the GRAPHICS_OPTIONS.ini file within the GraphicsLib folder in a program like Notepad++.  After each step, check to see if performance is improved enough:
1. Set "use64BitBuffer":true.  This is known to cause odd performance issues.
2. Set "use64BitBuffer":false.  Yes, toggle it back off.  People have reported better performance with this enabled, and others have reported better performance with this disabled.
3. Set "enablePostProcess":false.  This will disable post-processing effects, which are fortunately not used in many situations.
4. Set "enableBloom":false.  This disables the HDR bloom effect in the lighting engine, which is a fairly expensive subsystem.
5. Set "enableDistortion":false.  This disables distortion effects, which can be hard on certain graphics cards.
6. Set "extraScreenClear":false.  Turning this off can't hurt performance.
7. Set "enableNormal":false.  Turning this off will significantly reduce lighting quality; however, it will load a simplified lighting shader that could improve performance.
8. Set "enableShaders":false.  This completely disables all GraphicsLib functionality, but remains compatible with mods that require GraphicsLib.  If you still have problems at this point, then GraphicsLib is not at fault.


Turret cover crash!  (NullPointerException)
This problem is caused by a mod that has incorrectly-configured turret cover sprites interfacing with GraphicsLib's lighting engine.  You can fix this by updating Starsector to the latest version: 0.7.2_RC3.  Make sure that your version is exactly 0.7.2_RC3.  RC2 will not work.





Help!  I'm still stuck!
Nothing in the guide describes the issue.

Have no fear!  Just follow these simple steps:
1. Dump starsector.log (in the starsector-core folder, in Windows) into http://pastebin.com/.  If you can't find this file, make sure that Windows is not hiding file extensions.  You can read this file with Notepad or your choice of text editing program.
2. Make a thread in this subforum with a link to your starsector.log.  Describe the problems you had and the steps you tried to take to fix it.
3. Wait for replies!
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: gofastskatkat on April 21, 2016, 02:05:42 PM
No body else using this yet? Ok I'll be first, had this error using the new GraphicsLib and Dynasector and im not using ss+ and i might just delete it anyway http://pastebin.com/hEnCkFjk
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Dark.Revenant on April 21, 2016, 03:30:00 PM
Some preset variant in a mod is using a hullmod that isn't in the game w/o SS+ or SWP.  Probably NGO.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: samsaq on April 21, 2016, 08:16:52 PM
How would one disable vsync in the starsector and java .exe? I see no actual settings in game and I haven't found anything to show how to do this otherwise.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: gofastskatkat on May 02, 2016, 06:43:05 PM
Heres yet another error I have, not 100% certain but I think it has to do with the AI mod. http://pastebin.com/PVbVmgfg Also, as you can see, theres 2 seperate errors, but with what I can see it seems that both deal with AI functions, or lack thereof. Thanks for any feedback on what I should do.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Dark.Revenant on May 02, 2016, 07:50:08 PM
Post it in the relevant mod's thread.
Title: Using a lot of mods, keep getting this error
Post by: a_strauss on March 04, 2017, 01:08:55 PM


I know I'm supposed to use the pastebin thing but my log is just too long. This is the error within the log, please help if you can.

Mod list:
1. SS+
2. Dynasector
3. Combat analytics
4. Common radar
5. Diable Av.
6. Interstellar Imperium
7. LazyLib
8. Leading Pip
9. Neutrino
10. NGO
11. Nexerelin
12. P9
13. Portrait pack
14. Scy nation
15. ship/weapon pack
16. knights tempalr
17. mayorate
18. twiglib
19. underworld
20. upgraded rotary weapons
21. version checker
22. zz audio plus
23. zz graphics lib

437514 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.Ô00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.Õ00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: MesoTroniK on March 04, 2017, 03:18:19 PM
Remove NGO.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Goldendragonfinn on May 14, 2017, 12:26:04 AM
hi um GraphicLib is not downloding as a .zip help pleas!
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Bolt on July 16, 2017, 08:40:44 AM
I am also having the same problem as Dragon, I'm playing on mac and Graphics Lib won't download as a .zip
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Harmful Mechanic on July 16, 2017, 12:38:49 PM
If you need to open .7z files on a Mac I recommend Keka (http://www.kekaosx.com/en/).
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Bolt on July 16, 2017, 01:35:13 PM
Tried this ^^ and it worked like a charm! Thanks so much!
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Mr.sincere on September 29, 2017, 09:52:21 AM
42048 [Thread-VC-Main] ERROR exerelin.utilities.versionchecker.VersionChecker  - Failed to load vanilla update data from URL "https://bitbucket.org/LazyWizard/version-checker/downloads/vanilla.txt"
java.net.UnknownHostException: bitbucket.org
   at java.net.AbstractPlainSocketImpl.connect(Unknown Source)
   at java.net.PlainSocketImpl.connect(Unknown Source)
   at java.net.SocksSocketImpl.connect(Unknown Source)
   at java.net.Socket.connect(Unknown Source)
   at sun.security.ssl.SSLSocketImpl.connect(Unknown Source)
   at sun.security.ssl.BaseSSLSocketImpl.connect(Unknown Source)
   at sun.net.NetworkClient.doConnect(Unknown Source)
   at sun.net.www.http.HttpClient.openServer(Unknown Source)
   at sun.net.www.http.HttpClient.openServer(Unknown Source)
   at sun.net.www.protocol.https.HttpsClient.<init>(Unknown Source)
   at sun.net.www.protocol.https.HttpsClient.New(Unknown Source)


I been having trouble playing mods that require graphicslib.
when I start the launch to load up the game it will crash giving me a a message stating starsector 0.8.1a-rc8 Faltal:index0, SIze:0 check starsector.log for more info.
This happen when I try playing the mods requiring graphicslib..(I have graphicslib in the mods folder)
But when I play with mods that don't require graphicslib  the game will load up just fine.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Midnight Kitsune on September 29, 2017, 10:35:42 AM
Have you redownloaded the mod to be sure it wasn't messed up? Is the mod turn on in the launcher?
Also, that error is a small error from version checker not being able to reach the listed website, not because of GLib
Title: NullPointerException while going to a bar
Post by: kilerdude56 on August 13, 2019, 03:46:38 PM
Every time I tried to access the local bar of a planet or station, it gave me the normal intro to the bar, and then right below it said "NullPointerException: Null" and I was effectively stuck since there was no option to get out of it, or any option to select from at all. Tried posting this on Pastebin but the log was just too long. Found the error in the logs.

Mods in use:

1. $$$ Lightshow 1.40
2. Active Gates 1.0.0
3. Arsenal Expansion 1.5.3g
4. Automatic Orders 0.3.2
5. Autosave 1.1
6. Blackrock Drive Yards 0.9.5
7. Boardable Unboardables
8. Combat Alarms Sounds 1.31
9. Combat Analytics & Detailed Combat Results 4.3
10. Combat Chatter 1.9.2d
11. Common Radar 2.5
12. Console Commands 3.0
13. Diable Avionics 3.0
14. Fix All Empty Planets 1.0
15. Foundation Of Borken 0.2.4-RC3
16. High Tech Armada 0.7.1d
17. Leading Pip 1.8.3
18. Luddic Enhancement 0.1.0b
19. Neutrino Corporation 1.85-RC4.1
20. New Beginnings 1.1.1
21. Nexerelin 0.9.3
22. Planetary Shield: Access Control 1.1
23. Ship/Weapon Pack 1.10.3
24. SkilledUp 1.1
25. SpeedUp 0.5.2
26. Starship Legends 1.1.13
27. Sylphon RnD 0.9.5c
28. Transponder Reminders 0.1.0
29. Unknown Skies 0.42
30. Upgraded Rotary Weapons 1.41
31. Vayra's Sector 2.4.3
32. Version Checker 2.0
33. Vesperon Combine 1.2.0
34. ZZ Audio Plus 1.1.1


106282 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
106282 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv

I apologize if I posted this wrong.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Vonseris1 on August 18, 2019, 03:06:58 PM
I tried to do as directed when making this post but I'm to dumb to figure it out so here is the error that I get.

http://piclair.com/data/007ry.jpg

If for some reason that link doesnt work then this is what the error says. Fatal: Ship hull variant [Kite_Stock] not found! check starsector.log for more info.

I am using for other mods:
Audio plus
Autosave
Blackrock Drive Yards
combat chatter
Console commands
dassualt-mikoyan engineering
dynasector
graphicslib
interstellar imperium
kadur remnant
lazylib
magiclib
save transfer
SCY
ship and weapons pack
starship legends
tahlan
Vayra's sector
Vayra's ship pack
Version checker
I hope that is enough info and hope someone can help me.

Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Vonseris1 on September 12, 2019, 09:34:05 PM
I only have this mod plus lazylib. whenever i try to start the game it loads for a second then gives me this error.
Fatal: Ship hull variant [Kite_Stock] not found! check starsector.log for more info.
Here is my pastbin i hope I did this right. https://pastebin.com/
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Malignity. on September 14, 2019, 07:53:13 AM
The game crashes when i try to load my save.
https://pastebin.com/8fHG2x2G // Error message : weapon spec [thruster-fighter_sm] not found
Thanks and kind regards
Malignity
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Malignity. on September 14, 2019, 08:02:25 AM
The game crashes when i try to load my save.
https://pastebin.com/8fHG2x2G // Error message : weapon spec [thruster-fighter_sm] not found
Thanks and kind regards
Malignity

This now also happens after re-installing the game without any mods.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on September 14, 2019, 09:07:01 AM
I only have this mod plus lazylib. whenever i try to start the game it loads for a second then gives me this error.
Fatal: Ship hull variant [Kite_Stock] not found! check starsector.log for more info.
Here is my pastbin i hope I did this right. https://pastebin.com/
DynaSector isn't updated for Starsector 0.9, don't use it.

The game crashes when i try to load my save.
https://pastebin.com/8fHG2x2G // Error message : weapon spec [thruster-fighter_sm] not found
Thanks and kind regards
Malignity
The weapon is in one of the xenoargh mod pack mods (Rebal C, specifically). You won't be able to play your existing save without it; consider starting a new game.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Malignity. on September 14, 2019, 09:50:56 AM
The game crashes when i try to load my save.
https://pastebin.com/8fHG2x2G // Error message : weapon spec [thruster-fighter_sm] not found
Thanks and kind regards
Malignity
The weapon is in one of the xenoargh mod pack mods (Rebal C, specifically). You won't be able to play your existing save without it; consider starting a new game.

Thanks for the fast reply =)
Isnt there a way to get this to work?
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on September 14, 2019, 07:35:47 PM
In principle it's possible to scrub all references to the weapon from the save file, but I doubt most people could do it without breaking the save.

You could try reinstalling and re-enabling that one mod for now, and if it still crashes do the same with the other mods you were previously using one by one.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: xlr271 on September 23, 2019, 08:05:55 PM
mods like audio plus and dynasector are not showing up to be check marked in mods is it because they are in this format 7Z File (.7z)
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: XylloXybyn on December 21, 2019, 11:00:05 PM
My game gets a FATAL error after activating DynaSector in my mods list.
DynaSector seems to be the main issue.

21219 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [kite_Stock] not found!
java.lang.RuntimeException: Ship hull variant [kite_Stock] not found!
   at com.fs.starfarer.loading.B.super(Unknown Source)
   at com.fs.starfarer.loading.B.super(Unknown Source)
   at com.fs.starfarer.loading.V$Oo.getFPCost(Unknown Source)
   at com.fs.starfarer.loading.V.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.øO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

The ship hull variant isnt found, but i've redownloaded the mod several times in attempts to see if something just didn't download. The launcher works, but the loading screen to the main menu is where it crashes. Any help would be appreciated.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: MesoTroniK on December 21, 2019, 11:08:42 PM
Dynasector is not updated for the current version of Starsector.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Chewzie on January 06, 2020, 06:43:18 AM
What causes stuttering (very high CPU load) on hypermap and while flying in hyperspace with mods like Grand Sector and Adjusted Sector? Fleets pathfinding? Then why it is also noticeable on  the hypermap?
I have a pretty beefy PC for a game like this - i7 4770k, 32gb RAM, 8gb VRAM, so I'm puzzled.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Chairman Suryasari on January 08, 2020, 02:36:25 PM
Cathedral-Hubship no longer spawning both in Bounty and Market in the campaign, i'm already check it with console command and deactivating mod and start a new game but still the ship refuse to spawn, i'm firmly believe this doesn't happen before the last update.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Acepitar on January 29, 2020, 10:46:21 PM
So I've googled around and found this error one other place but they didnt have any solutions. https://pastebin.com/N6gVxm9v any help would be awesome! Solved it through finding a mod disabled.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Kai Zer on January 29, 2020, 11:23:57 PM
Hi there

In kinda mid game when i start my own empire game start frezze and lag spikes
im not sure what going on
i got i7/16 gb ram win 10  and gtx1050
all drivers up to date the system is fresh and clean
and im already allocate more memory for ss and now it using 5-6 gb all the time but still lagin

the mods i use
another portrait pack
beter colonies
boogled terrafroming
combat chatter
foundation of a broken
hazard mining incorporated
interstellar imperium
lazylib
magiclib
graphiclib
nexerelin
starshiplegends
station contruction
tahian shipworks
underworld
unknown skies
varya sector
varya ships


i dont understand cause on my another win7 laptop i got more mods and even in late game it runing smooth

plz if u have any advise i will be realy gratefull

p.s. sorry for bad english


Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: warnlz on February 09, 2020, 09:53:23 AM
Getting a fatal error on launch when using Nexerelin and Tiandong Heavy Industries 1.2.1a. This only happens with Tiandong and even with just Nexerelin and Tiandong.

12472 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: MesoTroniK on February 09, 2020, 04:04:35 PM
The issue is you are not running the required library mods...

Also not sure why you posted this here *and* in the Tiandong mod thread.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Neophobic on March 01, 2020, 04:33:38 PM
So I asked on the discord too but didn't get an answer
https://pastebin.com/BkVmz9xx
this is fairly obviously about nex, but here is my modlist if needed:
autosave, better colonies, boggled station construction, boggled terraforming, fuel siphoning, industrial evolution, lazylib, logistics notifications, roider union, secrets of the frontier, skilledup, supply forging, transfer all items, unknown skies, version checker
also disabled atm are celestial mount circle, graphicslib (which I had to turn off shaders for), and prv starworks
I did have an issue with graphicslib (I got rid of a colon on accident) but I fixed it
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on March 02, 2020, 03:59:36 AM
So I asked on the discord too but didn't get an answer
https://pastebin.com/BkVmz9xx
this is fairly obviously about nex, but here is my modlist if needed:
autosave, better colonies, boggled station construction, boggled terraforming, fuel siphoning, industrial evolution, lazylib, logistics notifications, roider union, secrets of the frontier, skilledup, supply forging, transfer all items, unknown skies, version checker
also disabled atm are celestial mount circle, graphicslib (which I had to turn off shaders for), and prv starworks
I did have an issue with graphicslib (I got rid of a colon on accident) but I fixed it
Don't know why it'd fail to find the command; try a clean install of the latest Nexerelin version then if it's still breaking make sure the file /mods/Nexerelin/jars/ExerelinCore.jar is present.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Neophobic on March 02, 2020, 02:01:22 PM
thanks, that seems to have fixed it.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Karamitsuko on March 17, 2020, 01:40:03 PM
Hi, I'm getting crash-to-desktop every time I try to quicksave the game. This hasn't happened before, this only happened after I defeated and invaded a Hegemony station. They offered me a ceasefire, and after accepting it the game crashed. To fix it, I allocated more memory, getting up to 6gb allocated just because it crashed when I tried to quicksave after accepting it. Then, I was able to accept it finally, but the game then started crashing any time I tried to quicksave.
Since this bug is happening with quicksaves, I'm omitting the rest of the log because it's too long for me to post with pastebin.

https://pastebin.com/0SEKtQHR

My modlist is:

1. Another Portrait Pack
2. Automatic Orders
3. Blackrock Drive Yards
4. Boggled Terraforming
5. Combat Alarm Sounds
6. Combat Chatter
7. Common Radar
8. Dassault-Mikoyan Engineering
9. Diable Avionics
10. ED Shipyard
11. Industrial Evolution
12. Interesting Portraits Pack
13. LazyLib
14. Leading Pip
15. Legacy of Arkgneisis
16. MagicLib
17. Neutrino Corporation
18. Nexerelin
19. SkilledUp
20. Starship Legends
21. Station Construction
22. The Mayorate
23. Transponder Reminders
24. Unknown Skies
25. Vayra's Sector
26. Xhan Empire
27. Audio Plus
28. GraphicsLib

Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Karamitsuko on March 17, 2020, 09:16:37 PM
Hi, I'm getting crash-to-desktop every time I try to quicksave the game. This hasn't happened before, this only happened after I defeated and invaded a Hegemony station. They offered me a ceasefire, and after accepting it the game crashed. To fix it, I allocated more memory, getting up to 6gb allocated just because it crashed when I tried to quicksave after accepting it. Then, I was able to accept it finally, but the game then started crashing any time I tried to quicksave.
Since this bug is happening with quicksaves, I'm omitting the rest of the log because it's too long for me to post with pastebin.

https://pastebin.com/0SEKtQHR

My modlist is:

1. Another Portrait Pack
2. Automatic Orders
3. Blackrock Drive Yards
4. Boggled Terraforming
5. Combat Alarm Sounds
6. Combat Chatter
7. Common Radar
8. Dassault-Mikoyan Engineering
9. Diable Avionics
10. ED Shipyard
11. Industrial Evolution
12. Interesting Portraits Pack
13. LazyLib
14. Leading Pip
15. Legacy of Arkgneisis
16. MagicLib
17. Neutrino Corporation
18. Nexerelin
19. SkilledUp
20. Starship Legends
21. Station Construction
22. The Mayorate
23. Transponder Reminders
24. Unknown Skies
25. Vayra's Sector
26. Xhan Empire
27. Audio Plus
28. GraphicsLib



Update: After nearly 10 new games, removing a few mods from the modlist, and reverting to an older version of nexerelin, the game continues to crash to desktop in similar scenarios. The game is consistently crashing now as soon as I capture any market.

3743011 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.getWarConsequen ces(deconomics_ambassadorPersonManager.java:108)
   at com.fs.starfarer.api.plugins.deconomics_ambassadorPersonManager.advance(deconomics_ambassadorPersonManager.java:63)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
3743129 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Seeking_Answers.ogg]
3743129 [Thread-10] INFO  sound.null  - Playing music with id [Seeking_Answers.ogg]
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on March 18, 2020, 02:00:03 AM
The crash is from the ambassador feature in Industrial Evolution. Try updating it to 1.4b if you haven't already.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Karamitsuko on March 18, 2020, 09:09:57 AM
I actually uninstalled the mod last night. Atleast I can rest easy knowing that I can (hopefully) be free from this issue now
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: mojodaddy133 on May 12, 2020, 10:27:54 AM
Can't run the game with Nexerelin v0.9.6d. All mods are up to date and I have done a fresh reinstall of Starsector.
Any help would be appreciated, I'm new to the game and modding in general.  https://pastebin.com/DMCmudV7

I hope this is posted correctly.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on May 13, 2020, 02:41:30 AM
Can't run the game with Nexerelin v0.9.6d. All mods are up to date and I have done a fresh reinstall of Starsector.
Any help would be appreciated, I'm new to the game and modding in general.  https://pastebin.com/DMCmudV7

I hope this is posted correctly.
Are you certain LazyLib and GraphicsLib are enabled in the mod launcher?
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: mojodaddy133 on May 13, 2020, 08:37:45 AM
I am certain, that they are enabled and working. The game runs fine with out Nexerelin enabled.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Mavy on May 22, 2020, 06:10:43 PM
Recently updated a number of mods, however it seems diableavionics is preventing me from accessing my save. Something about weapon spec not found.

https://pastebin.com/25sAcAYN

Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on May 23, 2020, 07:18:11 PM
Recently updated a number of mods, however it seems diableavionics is preventing me from accessing my save. Something about weapon spec not found.

https://pastebin.com/25sAcAYN
It sounds like you either updated from an older non-compatible version of the mod, or possibly didn't do a clean install (delete the old mod folder before adding the new one).
Diable thread OP states that the for the current release (2.51 RC4), last save-compatible version was 2.50 BETA 8
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: omegalord on June 12, 2020, 09:52:36 AM
Hi, so iam having an unknown issue with what i presume to be a mod that crashes my game after a couple of saves or after i leave the game running for a while. its probably not my memory either as i allocated 8gb to the game and these crashes happen regardless. here is what i have found that might be the cause of the issue. any help would be much appreciated.

https://pastebin.com/wGDhccyf
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: omegalord on June 18, 2020, 04:00:50 AM
any reply would be much appreciated, plz help really wanna fix the issue and enjoy this game.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on June 19, 2020, 06:06:04 PM
Hi, so iam having an unknown issue with what i presume to be a mod that crashes my game after a couple of saves or after i leave the game running for a while. its probably not my memory either as i allocated 8gb to the game and these crashes happen regardless. here is what i have found that might be the cause of the issue. any help would be much appreciated.

https://pastebin.com/wGDhccyf
May be an issue with a mod doing something strange. See crossposted bug report and Alex's reply here (http://fractalsoftworks.com/forum/index.php?topic=18728)
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Rei Akiba on July 14, 2020, 08:14:50 AM
i need help... This problem happened after i defeated the luddic church that invaded my colony, but they still have some ship survived, so I "join the battle" Or join the pursuit" But it crashed as soon as I clicked it

8099067 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advanceSeenEnemies(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on July 15, 2020, 11:52:53 PM
That's a rare bug you can't fix, but it's fixed in next Starsector version.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: MagicKarpson on August 06, 2020, 09:34:11 PM
I noticed that hullmods from BRDY and More hull mods are missing from the game, even after finding blueprints for them. Here are my mods.

1. Adjusted Sector
2. Anvil Industries
3. Arsenal Expansion
4. Automatic Orders
5. Better Colonies
6. Blackrock Drive Yards
7. CWSP
8. Combat Analytics
9. Combat Chatter
10. Commissioned Crews
11. Common Radar
12. Console Commands
13. Diable Avionics
14. Disassemble reassemble
15. Extratential Lanestate Union
16. Hyperddrive
17. Kadur Remnant
18. Lazylib
19. Magiclib
20. Mayasuran Navy
21. Missing Ships
22. More Hullmods
23. Nexerelin
24. Oculian Armada
25. Ruthless Sector
26. Second Wave Options
27. Shadowyards
28. Ship/Weapon Pack
29. Skilled Up
30. Speed Up
31. Starship Legends
32. Sylphon RnD
33. Terraforming + Station Construction
34. Unknown Skies
35. Vayra's Sector
36. Vayra's Ship Pack
37. ZZ Graphics Lib
 
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: flarg on August 09, 2020, 09:09:06 AM
16920 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [diableavionics_draftarmor] not found in ship_systems.csv
17006 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.this.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Unable to open SS now with the new diableavionics update
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on August 09, 2020, 05:02:01 PM
@MagicKarpson: Check your filters at the bottom of the hullmod screen, the relevant factions/categories may not have been checked after learning.

@flarg: Do a clean install of Diable Avionics (delete old folder before copying new one). (Always update mods in this way)

Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: FangABXY on August 15, 2020, 02:21:31 PM
Got an error that doesn't seem to match the common ones that have been listed above. Gameplay has been mostly normal, slightly slower than vanilla but not problematic. It worked fine yesterday but when I loaded it up today, the main menu load worked, but loading my save file failed and returned an error message (cause exception?). The normal thing I did was begin the vayra's ship pack bounty subquests, working through about three bounties and salvaging several of the specially modified ships.

I have (all enabled)
Diable Avionics 2.53 rc1
Fluff Ship Pack 0.1.11 playtest release
Foundation of Borken 0.2.4-RC3
Galaxy Tigers Faction 1.4.4
LazyLib 2.4f
MagicLib 0.29
Nexerelin 0.96g
Ship/weapon pack 1.11.0
Terraforming and Station Construction 5.4.1
Tiandong Heavy Industries 1.2.1a
Vayra's Sector 3.1.5
Vayra's Ship Pack 1.1.4
Vesperon Combine 1.2.0
zz GraphicsLib 1.4.2

Here's the log portion where everything starts going wrong;

85143 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.90477294
85155 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config sector not found, using default
85156 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config everything not found, using default
85156 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config domain not found, using default
85156 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config galaxytigers_memes not found, using default
85156 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config galaxytigers_drone_guard not found, using default
85156 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config vesperon not found, using default
85156 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config hvb_hostile not found, using default
85156 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config vayra_domain not found, using default
85157 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
85160 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.918904
85173 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/allianceNames.json)]
85175 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.923869
85180 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
85181 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 610025
class[1]            : java.util.WeakHashMap$Entry
class[2]            : [Ljava.util.WeakHashMap$Entry;
converter-type[1]   : com.thoughtworks.xstream.converters.collections.ArrayConverter
class[3]            : java.util.WeakHashMap
class[4]            : data.hullmods.FOB_BowlWorkShop$WorkShopData
class[5]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[6]            : com.fs.starfarer.campaign.ModAndPluginData
class[7]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 610025
class[1]            : java.util.WeakHashMap$Entry
class[2]            : [Ljava.util.WeakHashMap$Entry;
converter-type[1]   : com.thoughtworks.xstream.converters.collections.ArrayConverter
class[3]            : java.util.WeakHashMap
class[4]            : data.hullmods.FOB_BowlWorkShop$WorkShopData
class[5]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[6]            : com.fs.starfarer.campaign.ModAndPluginData
class[7]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.ArrayConverter.unmarshal(ArrayConverter.java:55)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:73)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:110)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:503)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:429)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1486)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.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.O0Oo.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: com.thoughtworks.xstream.io.StreamException:
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:73)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:148)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:333)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 67 more
Caused by: javax.xml.stream.XMLStreamException: ParseError at [row,col]:[610025,78]
Message: An invalid XML character (Unicode: 0x{2}) was found in the value of attribute "{1}" and element is "13".
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.next(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:58)
   ... 73 more
85183 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11
85183 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12
85183 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 13
85183 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 14
85192 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading progress: 0.93494475
85192 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
85192 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
85192 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 15
85193 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 16
85193 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 17
85193 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 18
85193 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 19
85193 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 20


Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on August 15, 2020, 06:10:05 PM
See here (http://fractalsoftworks.com/forum/index.php?topic=16781.msg265589#msg265589) and here (http://fractalsoftworks.com/forum/index.php?topic=17673.msg278129#msg278129) for an explanation.
Thought: You might be able to find all variants in the mod with the bugged character, and search for those variant names in the save file (or search for the character directly, if it can be copied into the search field). Then delete the unwanted characters.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: FangABXY on August 15, 2020, 11:07:40 PM
See here (http://fractalsoftworks.com/forum/index.php?topic=16781.msg265589#msg265589) and here (http://fractalsoftworks.com/forum/index.php?topic=17673.msg278129#msg278129) for an explanation.
Thought: You might be able to find all variants in the mod with the bugged character, and search for those variant names in the save file (or search for the character directly, if it can be copied into the search field). Then delete the unwanted characters.

Thanks for the help. It took me a while to understand fully, but i deleted the undesirable characters and the save loads without fail. One of your links mentioned the Foundation of Borken mod's file location data/variants/FOB_gnophkeh_Standard.variant having a line:

 "displayName": "\u0013Standard",

and "cleaning it up" would prevent the problem from happening again in the future but exactly what did "cleaning it up" mean?
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Rei Akiba on September 30, 2020, 09:27:54 AM
just started the game to continue my last save and then immediatelly crashed....hel please?



634695 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Barantar on October 31, 2020, 09:04:48 AM
Why am I getting 10 fps in 400 point battle (graphicslib test mission) with GTX 1080 8Gb with graphicslib and gpu is utilized only 7%? Turning off every option in grahhicslib config brings back solid 60fps and gpu is utilized at 12%.

Specs:
- i5-2500k
- GTX 1080 8gb
- 16Gb ram
- ssd

vmparams are set correctly with 8gb allocated memory and starsector.exe and java.exe are forced to use gtx1080 in Nvidia control panel.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Dark.Revenant on October 31, 2020, 09:55:55 PM
Why am I getting 10 fps in 400 point battle (graphicslib test mission) with GTX 1080 8Gb with graphicslib and gpu is utilized only 7%? Turning off every option in grahhicslib config brings back solid 60fps and gpu is utilized at 12%.

Specs:
- i5-2500k
- GTX 1080 8gb
- 16Gb ram
- ssd

vmparams are set correctly with 8gb allocated memory and starsector.exe and java.exe are forced to use gtx1080 in Nvidia control panel.

Your CPU, being 5 years older than your video card, is pretty heavily bottlenecked there.  Note that Starsector is, for basically any modern video card, always going to be CPU-bottlenecked.  You could be running a GTX 680 or something and see little to no difference in performance.  On top of that, GraphicsLib basically tacks several additional renderers on top of the game (the ships are redrawn potentially three additional times each, not to mention all the shader buffers & other setup miscellany, and the lighting engine).

Between 10 and 60 fps (I kind of doubt those are the averages reported at the end of the run; you need to let it finish or the results are too unreliable), it's no surprise the one with 6x the frames pushes your GPU harder than the other.

I ran the benchmark at windowed 1080p with GraphicsLib and LazyLib alone, sounds enabled, with vsync off and the frame limiter set to 165.  GraphicsLib had the deluxe preset.
Run length: 18.8 minutes
Average FPS: 51.6
Minimum FPS: 22.1
Average Frame Variance: 4.39 ms
Perceived Game Speed: 99%
Battle Size: 802

I ran again with GraphicsLib's shaders disabled (the other non-shader scripts were left on).
Run length: 20.1 minutes
Average FPS: 80.2
Minimum FPS: 28.1
Average Frame Variance: 3.15 ms
Perceived Game Speed: 100%
Battle Size: 762

If we consider the average frame rates and account for the slightly smaller battle size that the second run wound up with, we can conclude that GraphicsLib's Deluxe-preset shaders are eating up about 1/3 of my potential performance.  A 33% reduction in FPS is more-or-less what anyone using GraphicsLib should expect.  This is all CPU-limited, as I mentioned before.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Barantar on November 01, 2020, 01:05:06 AM
Why am I getting 10 fps in 400 point battle (graphicslib test mission) with GTX 1080 8Gb with graphicslib and gpu is utilized only 7%? Turning off every option in grahhicslib config brings back solid 60fps and gpu is utilized at 12%.

Specs:
- i5-2500k
- GTX 1080 8gb
- 16Gb ram
- ssd

vmparams are set correctly with 8gb allocated memory and starsector.exe and java.exe are forced to use gtx1080 in Nvidia control panel.

Your CPU, being 5 years older than your video card, is pretty heavily bottlenecked there.  Note that Starsector is, for basically any modern video card, always going to be CPU-bottlenecked.  You could be running a GTX 680 or something and see little to no difference in performance.  On top of that, GraphicsLib basically tacks several additional renderers on top of the game (the ships are redrawn potentially three additional times each, not to mention all the shader buffers & other setup miscellany, and the lighting engine).

Between 10 and 60 fps (I kind of doubt those are the averages reported at the end of the run; you need to let it finish or the results are too unreliable), it's no surprise the one with 6x the frames pushes your GPU harder than the other.

I ran the benchmark at windowed 1080p with GraphicsLib and LazyLib alone, sounds enabled, with vsync off and the frame limiter set to 165.  GraphicsLib had the deluxe preset.
Run length: 18.8 minutes
Average FPS: 51.6
Minimum FPS: 22.1
Average Frame Variance: 4.39 ms
Perceived Game Speed: 99%
Battle Size: 802

I ran again with GraphicsLib's shaders disabled (the other non-shader scripts were left on).
Run length: 20.1 minutes
Average FPS: 80.2
Minimum FPS: 28.1
Average Frame Variance: 3.15 ms
Perceived Game Speed: 100%
Battle Size: 762

If we consider the average frame rates and account for the slightly smaller battle size that the second run wound up with, we can conclude that GraphicsLib's Deluxe-preset shaders are eating up about 1/3 of my potential performance.  A 33% reduction in FPS is more-or-less what anyone using GraphicsLib should expect.  This is all CPU-limited, as I mentioned before.

Got it, need to upgrade CPU, thank you  :)
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Dhodho on December 18, 2020, 02:24:46 AM
https://pastebin.com/QGLJudH5
I been having problems with my game crashing with Fatel:Null I checked my starsector Logs and apparently it has something to with sfx's, I've tryed using openAL but it has not worked I don't know what to do, to fix this.
This crash keeps happening randomly whenever I fight high tech ships

If im correct about 44 mods in total
List of mods: Alphabetical
Autosave
Better Colonies
Blackrock Drive Yards
Common Radar
Console Commands
Dassult-Mikoyan Engineering 1.18
DIABLEAVIONICS
DisassembleReassemble_v1.6.9
DIYPlanets
ED Shipyard
GraphicsLib
HMI
HMI_Brighton
HMI_Supervillains
JP_RC
KAdur Remnant
Kingdom of Terra
LazyLib
Luddic_Enhancement
MagicLib
Mayasuran Navy
Missing Ships
More HullMods
Nexerelin
ORA
PulseIndustry
Scalartech
SCY
Seeker_UC
Shadowyards
Ship And Weapons Pack
SkilledUp
SpeedUP
Starship Legends
Tahlan
Terraforming And Station Contruction
Tiandong Heavy Industries 1.2.1a
Torchships
Underworld
UnknownSkies
Vayra's Sector
Vayra's Ship Pack
Version Checker
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on December 19, 2020, 05:32:00 PM
It's failing to load the sounds from disk. Try a reinstall first.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Yokor on December 27, 2020, 06:56:37 PM
Hello i just reinstalled whole game and few mods basic modes
Game crashed so i checked which mod was it.
It looks like Ship and Weapon Pack mode is making my game crash.

18628 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Please help , Thank you
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: MesoTroniK on December 28, 2020, 12:09:03 AM
You are missing required library mods.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Outlander on January 31, 2021, 12:43:23 PM
I wanted to share a little trick that seems to work for me. Don't know how useful it will be for others.

What I did was closing down my antivirus software, which is Kaspersky Internet Security, latest version. Obviously, I'm playing "offline" as it were. I'm using a "potato" laptop and the difference is like night and day. Before, adding any content mods was a struggle, and faction mods I simply couldn't handle having more than 1 (plus Nexerelin) without having constant drops in performance and VERY long loading times when starting (and closing, though not as long) the game. Now, the loading part still takes a while, but not anywhere near the ~20 minutes it took before and, while I'm still testing just how much I can get away with, content mods seem to have almost no impact on performance and several (2 or 3) factions don't seem to impact much either. Maybe I'll post somethin more specific, but for now I just wanted to share my experience.

Needles to say, shutting down your AV software is not recommended in general and one should do that at their own risk.

If this post somehow goes against any of the forum's rules, please let me know.

Edit: By the way, I wanted to ask a doubt I had but forgot to. It's about this section of this post's guide.

Quote
Loading is extremely slow!
This is usually caused by your graphics driver forcing vsync on for Starsector, which will cause the loading screen to take an extremely long time (a half an hour or more).  Make sure that Starsector.exe and java.exe are set to not force vsync.

How do I do that exactly?
Title: Nexerelin NoSuchMethodError
Post by: machello77 on February 07, 2021, 05:11:03 PM
https://pastebin.com/Zf7ttw4b

Just upgraded to latest Nexerelin and started a new game, wait a few days and this always happens for me.
Title: Re: Nexerelin NoSuchMethodError
Post by: Histidine on February 08, 2021, 04:50:25 PM
https://pastebin.com/Zf7ttw4b

Just upgraded to latest Nexerelin and started a new game, wait a few days and this always happens for me.
You're using Nexerelin Queued? Get the latest version.

(post bug reports in the mod thread or (if the mod is unknown) a new thread in this subforum, not this guide)
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: NikoTheGuyDude on February 08, 2021, 08:19:00 PM
Yeah, sorry about that. I have a new version up to date that works now.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Rollack on March 25, 2021, 10:21:42 PM
I just got back into Starsector and updated all my mods and now have this error when I try and load this mod
3291 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [swp_revenant] not found!
java.lang.RuntimeException: Ship hull spec [swp_revenant] 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.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: RustyCabbage on March 26, 2021, 07:38:25 AM
I just got back into Starsector and updated all my mods and now have this error when I try and load this mod
3291 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [swp_revenant] not found!
java.lang.RuntimeException: Ship hull spec [swp_revenant] 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.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
When updating your mods, you should always delete the previous version before extracting the update. If you overwrite, you're going to have leftover files that could cause issues when starting your game. In this case, you need to delete and re-extract Ship and Weapon Pack (though you should probably do the same with all the mods you've updated).
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Dinkleburgh on March 30, 2021, 08:35:56 PM
Hey seems like im haveing an issue with GraphLib

https://pastebin.com/TtbiDqzy

Been looking around for problems connected to Java cant find much. Hopefully this makes more sense to anyone here :)
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: MesoTroniK on April 01, 2021, 02:05:01 AM
Dinkleburgh, update your game as you are trying to use GraphicsLib made for 0.95 in an older version of SS.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: S1on on April 11, 2021, 06:17:56 AM
the game crashed and i dont know what to do

5300132 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:507)
   at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:493)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:644)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:458)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:942)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1302)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)

here's the mod im using
1. Autosave
2. Diable Avionics
3. fluff ship's pack
4. Industrial evolution
5. Kadur remnant
6. Lazylib
7. Magiclib
8. Nexerelin
9. Outer Rim Alliance
10. SCY
11. Starship Legends
12. Tahlan shipworks
13. Vayra's ship pack
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on April 12, 2021, 06:37:54 PM
the game crashed and i dont know what to do

5300132 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:507)
   at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:493)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:644)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:458)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:942)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1302)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)
If you're still having trouble, use the latest Nexerelin update (v0.10b).
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: LordKiwi on May 06, 2021, 07:40:03 AM
Hi, so I'm having issues with Starsector, every time I try to access to the market (I) of few hegemony's colonies (Ragnar Complex, Chicomoztoc...) the game crash and it give me a :   Fatal: null          Check starsector.log for more info.
[EDIT]:it also did the same with an independant colonie and Yama I think it's for every colinies with more than 6 population and it's due to Grand Colonies.

AND also when I pass my cursor on the Restoration Docks when I manage my colonie, it does the same except that now it give me:     Fatal: Conversion = b, Flags =       Check....

this is for Hegemony's markets:
https://pastebin.com/GUxVy4JU

and this for the Restoration Docks:
https://pastebin.com/crNSwu6w

and this my mods list (I've enable all those mods before starting this save)
-A New Level of Confidence - 40
-Adjusted Sector v0.3.3
-Another Portrait Pack
-Audio Plus
-Combat Chatter
-Diableavionics
-Grand Colonies 1.0c
-GraphicsLib
-Hiigaran Descendants
-Industrial Evolution 2.1c
-LazyLib
-Legacy of Arkgneisis
-Lightshow
-MagicLib
-Nexerelin
-Oculian Armada
-Ocutek Pirates
-ORA
-SpeedUp
-Starship Legends
-Terraforming and Station Construction
-XhanEmpire
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on May 06, 2021, 05:39:01 PM
That looks like the recent Industrial Evolution bug. You'll need to update to the latest version of that mod (and then start a new game, unfortunately).
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Scorched Earth on May 07, 2021, 03:02:32 PM
I keep trying to change the memory limit in vmparams to 4gbs but after I change it starsector refuses to start up, so I tried with 2gbs as well and I have the same issue.

Just for further clarification, I couldn't edit the vmparams file so I downloaded an application call Atom to make the changes.
Title: Re: Mod Troubleshooting Guide (Read BEFORE posting!)
Post by: Histidine on May 08, 2021, 06:30:53 PM
I keep trying to change the memory limit in vmparams to 4gbs but after I change it starsector refuses to start up, so I tried with 2gbs as well and I have the same issue.

Just for further clarification, I couldn't edit the vmparams file so I downloaded an application call Atom to make the changes.
Is your OS 64 bit? What's your system RAM?

One likely reason for the game not starting after changing the vmparams is Java not being able to grab that much memory at start.
(The other is messing up the file after editing it. To avoid this, you can grab the premade files (linked on Discord, or if you don't want to go there, get them from here; click on the project with the right allocation and then the Download page.)) (https://bitbucket.org/MesoTroniK/)