Fractal Softworks Forum

Starsector => Mods => Topic started by: Vayra on August 14, 2019, 09:05:30 PM

Title: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Vayra on August 14, 2019, 09:05:30 PM
(https://i.imgur.com/PKcEgLn.png)
Download now! (https://drive.google.com/uc?authuser=0&id=1iC2V4boJY7wmedtnBG82_nOSSq65KND-&export=download)
REQUIRES LAZYLIB. GET IT HERE (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Note: Edit "VAYRA_SETTINGS.ini" in the mod directory to toggle options.
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!
 (http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)

User Testimonials
(https://i.imgur.com/QKd4BZj.png)

So what's in the mod?
Vayra's Sector is a "megamod" which changes, adds, or replaces several core campaign-level gameplay mechanics, most of which are easily extensible by other mods for additional content.
Note: The above options will be 'ON' by default -- you can turn them off or adjust them in VAYRA_SETTINGS.ini

The mod also adds several mod frameworks -- easily extensible by other mods for simple addition of features:

Integration Details for Modders
Spoiler
Bounties
- All bounty config files are located in <moddirectory>/data/config/vayraBounties/ and will merge if you include the same directory and filename in your mod.
- Description strings for regular bounties are read from bounty_strings.json. Bounty strings are selected entirely randomly, and are a good way to add some color to the sector as well as give possible reasons for why, exactly, a faction might want this specific bounty target dead.
- Rare flagships for regular bounties are read from rare_flagships.csv. Rare Flagships are an excellent way to implement a ship that should only be available rarely but is not quite unique, or give a particular faction rare access to a ship they would not normally have (e.g., the Medusa as a rare flagship for pirate and independent bounties).
- Factions are whitelisted as capable of posting (and hunting) player-targeted bounties in player_bounty_factions.csv. This is required if you want your mod factions to be capable of posting bounties on the player and spawning bounty hunters to hunt them.
- High-Value Bounties are defined in unique_bounty_data.csv. High-Value Bounties are a good way to implement unique ships available once only, and inject a little extra story into the campaign as they support entirely custom intel text.
- If you want an example of a High-Value Bounty minimod, I have created the thgualsnO bounty mod (http://fractalsoftworks.com/forum/index.php?topic=16347) as a template for the 'minimum viable implementation'. Note that this does not use some newer features, so also check out the "core" .csv file in Vayra's Sector if you're interested in more elaborate things such as prerequisite bounties, special item rewards, et cetera!
- You can test your HVBs with the list HVBs and ForceHVB <bounty_id> Console Commands, assuming you have the Console Commands mod enabled

Colony Factions
- All colony faction config files are located in <moddirectory>/data/config/vayraBounties/ and will merge if you include the same directory and filename in your mod.
- Colony factions are loaded in colony_factions.csv and defined in a .json file with the same filename as their faction id and line id in colony_factions.csv. Colony factions are a good way to implement a faction in a limited context, without having to devise an entire campaign implementation and handmade star system(s) and/or market(s).
Ships/skins can be added to colony factions and auto-assigned faction hullmods using the following tags:
- Rimward Venture Trading Company - faction tag: mercantile - hullmod tag: vayra_merchant_marine
- Ashen Keepers - faction tags: ashen and ashen_rare - hullmod tag: vayra_ashen_bulwark
- Persean Democratic People's Revolutionary Concil - faction tag: revolutionary - hullmod tag: vayra_red_army
- Independent AI Research Mandate - faction tags: science or science_post_ai - hullmod tag: vayra_science_hull
- Stormhawk Republic - faction tag: warhawk - hullmod tag: vayra_warhawk_modular

Procgen Entities
- All procgen entity config files are located in <moddirectory>/data/config/vayraProcgenEntities/ and will merge if you include the same directory and filename in your mod.
- Listening posts are defined in lore_objects.csv. Listening posts are a super-simple, extremely easy way to add some additional flavor and background to your mod.
- Procgen entities are loaded in entities.csv and defined in a .json file with the same filename as their line id in entities.csv. Procgen entities are a great way to implement exploration content, factions or mini-factions, without having to devise an entire campaign implementation and handmade star system(s) and/or market(s).

Raider Bases
- All raider base config files are located in <moddirectory>/data/config/vayraRaiders/ and will merge if you include the same directory and filename in your mod.
- Factions to spawn raider bases are loaded in raider_factions.csv and defined in a .json file with the same filename as their faction id and line id in in raider_factions.csv. Raider bases are a good way to bother and annoy players while adding a little extra flavor to a faction or mini-faction.
[close]

This mod is compatible with utilities, faction mods, ship/weapon packs, Nexerelin, and other non-Total Conversion content mods.
It does, however, make one notable modification to vanilla which may cause incompatibilities with other mods in the future:

Comments and constructive criticism encouraged.

If you enjoy my content, please consider supporting me on Ko-Fi (https://ko-fi.com/vayraa) or Patreon (https://www.patreon.com/vayra)!
(https://i.imgur.com/nYXN58D.png) (https://ko-fi.com/vayraa)(https://i.imgur.com/fznejci.png?1) (https://www.patreon.com/vayra)

Changelog: (note: changelog is updated "live", thus the topmost entry will usually be WIP/unreleased. The latest release will always be the one linked to from the OP.)
Spoiler
3.2.1
- HVBs now have more robust logging for data errors - check your logs if your HVB isn't working
- added the new colony factions skins to their nexerelin starts
- Venture (MM) no longer has a universal slot
- buffed Kashtan Scattergun range to 300, from 200
- science_fuckers will now use AI cores sold on their markets. they haven't figured out how to use ones you donate... yet
- you can play a procedurally generated tabletop RPG in bars now
- improved bounty hideout location picking - less likely to 'stack up' in the same system/around the same planet
- improved bounty target picking - now more likely to pick eligible bounty target factions it hasn't picked in a while
- stars with no planets will now have one barren planet (this assists with reducing bounty stacking)

3.2.0
- deleted RaiderNonEventFleets entirely 8)
- added even more error handling to HVB system - malformed rows (THANKS SOZZER :argh:) will no longer crash the system and cause bounties after them to not load
- added Manifesto Nexerelin start
- notable Persean League subfactions will now spawn diverse fleets to defend their homes, including two new skins
- finally fixed bug where HVBs don't actually autorecover (thanks nicke)
- finally fixed bug where player-targeted bounties scaled unintentionally way above what they were supposed to
- also set the default FP scaling to 1.1 from 1.2
- also fixed the bug where they cared more about war deaths than war crimes
- tweaked some other settings
- set Blessed Reach spawn to default to FALSE
- L'Interstellaire will spawn in a random system instead of hyperspace now
- added a number of skins for the Rimward Venture Trading Company and Stormhawk Republic (thanks Alfonzo)
- fixed bug where sometimes Stormhawk ships would cause all fighters of a given spec to refit instantly, forever, which somehow nobody told me about until right now
- the new behavior for Stormhawk Modular Engineering is a flat 20% buff to fighter replacement rate
- fixed bug where the Ascendancy would sell [REDACTED] materiel if they Ascended before having any colonies (possible in Nexerelin)
- added really good music - no, actually, it's really good, this isn't a meme - to PDPRC as neutral/friendly theme, by Samuel Choi (https://www.hanawub.com/)
- added ForceHVB <bounty_id> Console Command
- added list HVBs Console Command
- added getBountyFaction(), getPostingFaction(), getPerson(), getFleet(), and getFlagship() methods to VayraPersonBountyIntel and VayraUniqueBountyIntel
- added maximumFleetFP field to unique_bounty_data.csv - optional field, defaults to Integer.MAX_INT
- fixed Galleon variant (assigned unspent OP, fixed weapon groups)
- set all .variant files to goalVariant: true, without looking at them. you may notice a slight itching sensation
- fixed .version file hosting (moved to github)

3.1.5
- added loredump "Listening Post" object framework
- increased colonial expedition pick weight for low-hazard worlds
- fixed Flying Dutchman haunting your fps counter, cpu cycles, and starsector.log
- i can feel the communism overtaking me

3.1.4
- actually fixed crash bug in nonevent fleet thingy for real this time

3.1.3
- fixed thingy where new old portraits overrode some vanilla portraits
- added some logging and a null check to nonevent fleet handler

3.1.2
- buncha new portraits
- toned down nonevent raid fleets from raider bases
- finally fixed double bounty advance bug (thanks histidine)
- added nex diplomacy traits to colony factions
- raider factions will no longer target markets they are not hostile with
- further improvements to unique bounty error handling (check the log if yours aren't working!)
- player is no longer forced to fight unique bounties after talking to them, if nonhostile with bounty faction
- added nanite bug spray, out on the fringes (check research stations)
- new pirate HVB and custom non-Nexerelin start

3.1.1
- some cleanup on ghost ship effects

3.1.0
- fixed issue where colony faction colonies would never be removed from the "to remove" list, and ran the "colony changing owner to noncolony faction" script... every frame
- added IBB-style forced recovery of High-Value Bounties
- added chanceToAutoRecover value for High-Value Bounties
- added some more error handling to Unique Bounty system - check the log if your bounties aren't spawning!
- added null variant handling for non-flag variants to Unique Bounty system - will log a WARN line and skip variants if not found, for preset non-flag variants
- - YES this means you can use other mods' variants in the preset fleet section now :pandaDevil:
- upped perLevel bounty reward scaling to 1.5x (was 1.2x)
- added hook to player-targeted bounties to display bounties posted on you by delivery mission givers and tri-tachyon loan sharks
- added ghost ships
- added some excellent artwork courtesy of Chloe Kesshoo (https://chloe-kesshoo.jimdo.com/) and JamieSue Heise (https://inkypuppy.wordpress.com/)
- added more D-mods
- replaced Corvid Crow portrait (thanks Mendonca)
- fixed issue where [REDACTED] faction icon would disappear sometimes when loading save
- set [REDACTED] to check colonies that it did not create itself (i.e. starting, gifted, or conquered colonies in Nexerelin) for... things
- fixed tricksy treasure memory leak bug (thanks Alex!)
- halved player-targeted bounty fleet scaling

3.0.4
- moved colony faction blueprints over from Kadur Remnant, where they definitely did not belong
- fixed PDPRC faction hullmod, for real this time
- reduced colony "special" chance from 25% to 10%
- set Blessed Reach back to hidden, which should prevent constant delivery missions
- hardcoded unique bounty spawn chance per month to 10%, which should fix error where rolls would always fail after updating mods on an existing save
- dropped Pegasus OP cost to 20, tweaked Galleon and Gemini (MM) variants to compensate
- fixed bounty spawner ignoring non-planet-attached stations when picking bounty hideouts
- fixed crash with Rimward Venture treasure fleets missing intel icon FOR REAL THIS TIME
- fixed several issues with variables not being saved/reloaded properly due to 'static' mismatch

3.0.3
- L'Interstellaire will now properly decivilize when saturation bombed
- fixed bug where personal bounties would not pick valid hideouts
- added setting for bounty duration

3.0.2
- adjusted colony faction hullmod fixer script to recognize tags
- added mod integration help to forum OP
- set colony factions to noHomeworld and !enabledByDefault in Nexerelin random sector
- fixed several little bugs with colony system, especially Independent AI Research Mandate
- added wreck functionality to procgenEntity framework
- fixed crash with Rimward Venture treasure fleets missing intel icon (wasn't defined in settings.json, d'oh)

3.0.1
- split the damn mod into three separate mods god DAMN it
[close]
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Hrothgar on August 15, 2019, 12:19:01 AM
Is it better to use ship pack of vayra sector with nerelexin?
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Sarissofoi on August 15, 2019, 02:09:02 AM
So it not add any new ships, weapons, mod ships, fighter wings, or core systems?
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Vayra on August 15, 2019, 01:29:57 PM
So it not add any new ships, weapons, mod ships, fighter wings, or core systems?

It adds a handful of new ships, as "test case" content for the unique bounty system and faction content for the colony factions. Besides that, no.

Is it better to use ship pack of vayra sector with nerelexin?

It's not any better or any worse. They're compatible, if you want to play both at once you can. The only incompatibility is that if you're using Nexerelin, you'll only see Nexerelin start options - not Vayra's Sector start options. :)
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: ActiveTurtle on August 15, 2019, 11:33:53 PM
Love the mod, works very well with Nexerelin, just wanted to point out a bug that may be caused by it after downloading the 3.0.1 version. I just downloaded the new update (and the other two) and I made a new save and now for some weird reason when I go to inhabited planets and I go to the bar and if the game only gives me one option for somebody to talk to (Speak to pather, talk to academic, etc) it will only have that option on the screen, and it will have no option to leave, and if I click on the option, or type 1 (selecting the option with keyboard) it makes the sound as if I've selected it but nothing happens. I can't exit the screen or anything I have to forceclose the game and now I guess I'm just gonna save before every bar encounter just in case. I also downloaded the Artefact update at the same time but I'm not sure if it messes with the scripts enough to cause a bug like this.
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Star Lord on August 16, 2019, 05:50:54 AM
After installing your 3 new mods along with Nexerelin, I tried starting a new game with Prism Freeport enabled, but I have not been able to find it. I started multiple games to ensure it wasn't a fluke, and I still cannot find it. Did you change something to inhibit its appearance?
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Vayra on August 16, 2019, 10:56:06 AM
Love the mod, works very well with Nexerelin, just wanted to point out a bug that may be caused by it after downloading the 3.0.1 version. I just downloaded the new update (and the other two) and I made a new save and now for some weird reason when I go to inhabited planets and I go to the bar and if the game only gives me one option for somebody to talk to (Speak to pather, talk to academic, etc) it will only have that option on the screen, and it will have no option to leave, and if I click on the option, or type 1 (selecting the option with keyboard) it makes the sound as if I've selected it but nothing happens. I can't exit the screen or anything I have to forceclose the game and now I guess I'm just gonna save before every bar encounter just in case. I also downloaded the Artefact update at the same time but I'm not sure if it messes with the scripts enough to cause a bug like this.

I'm 90% sure this is Vesperon, and 99% sure it's not me. Just in case though, what's the one option it has? Or is it different every time?

After installing your 3 new mods along with Nexerelin, I tried starting a new game with Prism Freeport enabled, but I have not been able to find it. I started multiple games to ensure it wasn't a fluke, and I still cannot find it. Did you change something to inhibit its appearance?

Excellent, the Communist Clouds have finally swallowed that bastion of bourgeoisie decadence, Prism Freeport...

J/K, I don't touch that either! Do you happen to have SCY Nation active, by chance, and if so: have you checked their star system?  :)
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: ActiveTurtle on August 16, 2019, 04:09:25 PM
The option is different every time, one time it was speaking to a Pather, one time it was talking to mercenaries, one time it was a shady guy. Only happens when there’s only one option, if there’s two or more it works fine but one causes the glitch, and I noticed it kind of already selects the option, cause even though it gives the option as if you just entered the bar it still says ‘you follow the pather’ Or ‘you talk to x and y happens’ but at the end it says ‘null exception something.’ Not at computer at the moment. I’ll have to redownload Vesperon and see what happens
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Lifeforce on August 16, 2019, 10:34:36 PM
Looks very promising! Testing it now
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Sarissofoi on August 17, 2019, 08:43:43 AM
I must admit.
I really like extra options and stuff that this mod brings but tips are extra immersion breaking for some reason.
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Windowlicker on August 17, 2019, 09:01:19 AM
Quick question, will this work with pre-existing saves? The idea of not playing colony babysitter being raided by damn pirates and Luddic Pathers every 5 minutes sounds very appealing (and the bounties on the player too) but I didn't wanna bork my game
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Space Pirate Kobold on August 17, 2019, 01:52:00 PM
Been Getting a Crash since the split at the same moment every time that I pass by the star on the way to survey the next planet in the system.

Code
747540 [Thread-4] INFO  data.scripts.campaign.fleets.VayraTreasureFleetManager  - Added treasure fleet from Tartiflette to Chicomoztoc
747542 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
747551 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Atmospheric_Rise.ogg]
747933 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Stellar_Rust.ogg]
747934 [Thread-10] INFO  sound.null  - Playing music with id [Stellar_Rust.ogg]
748032 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [vayra_treasurefleet] from category [intel] not found
java.lang.RuntimeException: Texture [vayra_treasurefleet] from category [intel] not found
at com.fs.starfarer.settings.StarfarerSettings.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
at data.scripts.campaign.fleets.VayraTreasureFleetIntel.getIcon(VayraTreasureFleetIntel.java:244)
at com.fs.starfarer.campaign.comms.ooOO.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.super.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.advance(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)

I took a look into the Mod files and there is indeed a PNG for vayra_treasurefleet so im not sure what could be causing it to CTD on me

Took a look at the locations that the fleets are sending and receiving from

Tartiflette is under Rimward Venture control and Chicomoztoc is a Hegemony Planet. They are at 100% cooperation with each other. Not sure if this could be the cause of the issue tho

Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: ActiveTurtle on August 18, 2019, 10:22:46 AM
Hey Varya, you're gonna love to hear this, you were right! Finally got back to my computer and redownloaded and installed vesperon, and then I cleared my activated mods, played with vanilla for a few minutes (went to bars to see if the glitch would happen, which it didn't) and then exited and turned on all my mods, made a new game and went to the first bar and it was one option and it worked completely fine! Thanks for the help! Still one of the best mods I've had that adds content to games, and I've played Skyrim, Fallout (NV, 4) , Mount and Blade, and countless other games with mods. Paired with Nexerilin it makes the game feel like it's not still in Alpha. Wanting to learn how to mod just for this game.
Title: Re: [0.9.1a] Vayra's Sector v3.0.2 cleanup & bugfixes 2019-08-18
Post by: Vayra on August 18, 2019, 09:34:57 PM
Hey Varya, you're gonna love to hear this, you were right! Finally got back to my computer and redownloaded and installed vesperon, and then I cleared my activated mods, played with vanilla for a few minutes (went to bars to see if the glitch would happen, which it didn't) and then exited and turned on all my mods, made a new game and went to the first bar and it was one option and it worked completely fine! Thanks for the help! Still one of the best mods I've had that adds content to games, and I've played Skyrim, Fallout (NV, 4) , Mount and Blade, and countless other games with mods. Paired with Nexerilin it makes the game feel like it's not still in Alpha. Wanting to learn how to mod just for this game.
Awesome, really glad to hear it!

Been Getting a Crash since the split at the same moment every time that I pass by the star on the way to survey the next planet in the system.

I took a look into the Mod files and there is indeed a PNG for vayra_treasurefleet so im not sure what could be causing it to CTD on me

Ah, this was my bad - the sprite is there, but the reference got lost in the split. Fixed!

Updated to 3.0.2!!!
Fixed the above crash as well as some other cleanup and bugsplatting. Download and full changelog in the OP as always. :)
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Mekkakak on August 19, 2019, 03:53:05 PM
I must admit.
I really like extra options and stuff that this mod brings but tips are extra immersion breaking for some reason.

The way I see it, the on-ship interface always provides advice, yet the one I ended up with is defective and now inquires about contacting my mother and making sure I don't leave the oven on.

Fortunately, there is a way to turn this off by simply going to the mod folder, then opening the data folder, opening strings, and deleting tips.json. This has no impact on anything else besides the tips added by the mod, so it's perfectly safe.
Title: Re: [0.9.1a] Vayra's Sector v3.0.1 PUBLIC RELEASE 2019-08-14
Post by: Vayra on August 19, 2019, 07:12:24 PM
I must admit.
I really like extra options and stuff that this mod brings but tips are extra immersion breaking for some reason.

The way I see it, the on-ship interface always provides advice, yet the one I ended up with is defective and now inquires about contacting my mother and making sure I don't leave the oven on.

Fortunately, there is a way to turn this off by simply going to the mod folder, then opening the data folder, opening strings, and deleting tips.json. This has no impact on anything else besides the tips added by the mod, so it's perfectly safe.

Ironically, one of the tips actually explains this -- I know they're not for everyone, so I tried to make them self-correcting that way.   ;)

EDIT: Also, worth noting: v3.0.3 released, fixing a bug where "normal" bounties were failing to pick hideouts and thus often not spawning.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Offensive_Name on August 21, 2019, 01:10:36 AM
So I am at -100 rep with those Hegemony donkeys and the losers haven't even put a bounty on me yet, is something wrong or are they just lazy?

I am also playing with nexerelin.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Vayra on August 21, 2019, 09:43:36 AM
Something could be wrong, but bounties are based on actions, not rep - have you killed a station or a truly huge fleet, or done any raids?

Alternately, was this save started before the player-targeted bounty system?
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Offensive_Name on August 21, 2019, 10:05:15 AM
I am commissioned by the Imperium and aided them in a battle to take a hegemony planet, and just killed a massive hegemony bounty. I think I might grab some marines and show them they ain't safe on the ground either and maybe that will do it.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Vayra on August 21, 2019, 10:11:24 AM
I am commissioned by the Imperium and aided them in a battle to take a hegemony planet, and just killed a massive hegemony bounty. I think I might grab some marines and show them they ain't safe on the ground either and maybe that will do it.

Let me know if it still doesn't show up!  :)

Also out of curiosity, what level are you right now? The amount of havoc you need to cause to get a price on your head scales up with your character level, so if you're at max level or something that could also affect it. I'm open to tweaking these numbers, btw.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Morathar on August 21, 2019, 01:01:13 PM
I ran into an issue caused by the recent mod split. Basically, if you try to start a new Nexerelin campaign with one of the colonial competitor factions/fleets (Warhawk Republic, Ashen Keepers, etc.), then you will crash to desktop.

The source of the problem is that the blueprints for all the colonial competitor factions are still defined in the Kadur Remnant mod's special_items.csv file. So, when Nexerelin tries to give you the freebie blueprint to start your campaign, it can't find it unless you also have the Kadur Remnant mod enabled.

Anyway, it should be a fairly straightforward fix if I'm understanding the problem correctly (i.e. just move the colonial competitor blueprint entries from the Kadur Remnant mod to a new special_items.csv file for this mod). Until then, the simplest workaround is to just keep both mods enabled (or just don't try to start a game with one of the colonial competitor faction fleets)...
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Vayra on August 21, 2019, 11:15:56 PM
I ran into an issue caused by the recent mod split. Basically, if you try to start a new Nexerelin campaign with one of the colonial competitor factions/fleets (Warhawk Republic, Ashen Keepers, etc.), then you will crash to desktop.

The source of the problem is that the blueprints for all the colonial competitor factions are still defined in the Kadur Remnant mod's special_items.csv file. So, when Nexerelin tries to give you the freebie blueprint to start your campaign, it can't find it unless you also have the Kadur Remnant mod enabled.

Anyway, it should be a fairly straightforward fix if I'm understanding the problem correctly (i.e. just move the colonial competitor blueprint entries from the Kadur Remnant mod to a new special_items.csv file for this mod). Until then, the simplest workaround is to just keep both mods enabled (or just don't try to start a game with one of the colonial competitor faction fleets)...

Whoops, that's my bad missing that. Fixed for next release.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Shuhei on August 22, 2019, 10:43:07 AM
What are colony factions? What to do to find i.e Ashen Keepers? Cannot find them in core worlds.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Hrothgar on August 22, 2019, 10:52:09 AM
They will later start to colonise outer space.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Kwbr on August 22, 2019, 03:15:18 PM
Bounties still seem a little wonky, I've encountered a number of them listed as hiding 'in the heart of [system]' and upon locating them they're just orbiting the star inside its corona. They're just free money cause all you have to do is cruise around and mop up 0% CR ships.

The colony factions also don't seem to actually be colonizing in my games either, unless they just take their sweet time doing it if the player doesn't colonize anything. I was waiting around until mid 209 cause I wanted to join the commies but they never did anything after their hyperspace station spawned. None of the other ones ever spawned either.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Offensive_Name on August 22, 2019, 07:02:22 PM
I finally got a bounty, for taking a hegemony world. It was a bounty for over 600,000 credits and it said it was extremely unlikely anyone would come for me, which sucks. I don' even have any capital ships, just a couple cruisers, some destroyers and a few frigates
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Vayra on August 22, 2019, 09:17:21 PM
Bounties still seem a little wonky, I've encountered a number of them listed as hiding 'in the heart of [system]' and upon locating them they're just orbiting the star inside its corona. They're just free money cause all you have to do is cruise around and mop up 0% CR ships.

The colony factions also don't seem to actually be colonizing in my games either, unless they just take their sweet time doing it if the player doesn't colonize anything. I was waiting around until mid 209 cause I wanted to join the commies but they never did anything after their hyperspace station spawned. None of the other ones ever spawned either.

Ah yeah, the bounty thing's a bug - fixed that for next release, my bad.

Re: colony factions, they should be waiting for the player's first colony or c.208, so mid-209 without seeing any is a bit off though still within the realm of possibility due to RNG. I'll take a look at that.

I finally got a bounty, for taking a hegemony world. It was a bounty for over 600,000 credits and it said it was extremely unlikely anyone would come for me, which sucks. I don' even have any capital ships, just a couple cruisers, some destroyers and a few frigates


Thanks for this - the numbers on it are pretty rough, I'll poke at that a bit too.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Offensive_Name on August 22, 2019, 09:18:49 PM
I do happen to be level 47 though.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Vayra on August 22, 2019, 09:38:10 PM
Heh, that'll have something to do with it, aye.

I'm toning down the scaling in the next version, I think - less big numbers, but should provide a better experience.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Sarissofoi on August 22, 2019, 09:41:41 PM
I ran into an issue caused by the recent mod split. Basically, if you try to start a new Nexerelin campaign with one of the colonial competitor factions/fleets (Warhawk Republic, Ashen Keepers, etc.), then you will crash to desktop.

Anyway, it should be a fairly straightforward fix if I'm understanding the problem correctly (i.e. just move the colonial competitor blueprint entries from the Kadur Remnant mod to a new special_items.csv file for this mod).

The smae and its working.

Also theme music for People Front are terrible. TERRIBLE. Its *** torture to listen. The quality is is low than the lowest.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Hrothgar on August 23, 2019, 12:53:49 AM
I ran into an issue caused by the recent mod split. Basically, if you try to start a new Nexerelin campaign with one of the colonial competitor factions/fleets (Warhawk Republic, Ashen Keepers, etc.), then you will crash to desktop.

Anyway, it should be a fairly straightforward fix if I'm understanding the problem correctly (i.e. just move the colonial competitor blueprint entries from the Kadur Remnant mod to a new special_items.csv file for this mod).

The smae and its working.

Also theme music for People Front are terrible. TERRIBLE. Its *** torture to listen. The quality is is low than the lowest.


That's the point, it's glorious.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Offensive_Name on August 23, 2019, 01:35:59 AM
I ran into an issue caused by the recent mod split. Basically, if you try to start a new Nexerelin campaign with one of the colonial competitor factions/fleets (Warhawk Republic, Ashen Keepers, etc.), then you will crash to desktop.

Anyway, it should be a fairly straightforward fix if I'm understanding the problem correctly (i.e. just move the colonial competitor blueprint entries from the Kadur Remnant mod to a new special_items.csv file for this mod).

The smae and its working.

Also theme music for People Front are terrible. TERRIBLE. Its *** torture to listen. The quality is is low than the lowest.
All the more reason to kill those pinkos.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Hrothgar on August 23, 2019, 01:40:08 AM
I think there is some spiritual connection :

https://www.youtube.com/watch?v=1yHbAhFnfrA
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Morathar on August 23, 2019, 07:39:00 AM
I didn't want to post anything until I did more testing, but now that I've played around with it for a few hours, I'm fairly certain that the raider base information isn't getting saved/loaded properly. From what I can tell, raider bases only spawn properly in a new campaign during your initial gaming session. (For reference purposes, I'm considering a "gaming session" to be running/exiting the Starsector executable itself - not simply exiting a campaign back to the main menu and then loading a saved campaign.)

Rather than go into a rambling summary of all the different things I tried that led me to this conclusion, let me just give a quick series of steps that should reproduce the issue:
Spoiler
- Start a new campaign with Kadur Remnant, Vayra's Sector, Nexerelin, and whatever other mods you desire enabled.
- Save the game once you've started flying around after sector generation. (Do NOT save again after this point...)
- Use Nex's faction directory feature (defaults to 'z' key - not sure if you can change it) to see which markets Kadur owns.
- Speed up time with the 'shift' key until a month or two passes.
- Check the faction directory again - it should indicate that Kadur now has 1 Hidden market (i.e. the raider base).
- Exit the campaign and shut down Starsector completely WITHOUT saving.
- Restart the game and load/continue the save.
- From this point forward, month after month will pass without ever spawning a Kadur raider base.
[close]
There are probably much more efficient ways of reproducing this problem, but I wasn't sure if using something like the vayraDebug flag in the settings file would mess with the results.

Normally, this is the point where I'd try to suggest a fix (or at least some spot in the code to look at), but I'm really not sure how Starsector decides what to save/load. I can suggest a really silly workaround for players that seems to temporarily fix the problem though. Due to the VayraRaiderBaseManager class storing the raider data as a static member, you could start a brand new campaign, immediately exit (and delete) that new campaign after sector generation, and then load your previously saved campaign. This little trick should keep the raider data in memory (and allow them to spawn bases as expected) for the rest of the gaming session...
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Morathar on August 23, 2019, 01:33:39 PM
Hmm, I think the unique bounties may have the same strange save/load issue across gaming sessions as well. After setting the uniqueBountySpawnChance to 1.0 (instead of the default 0.15), the Crow/Black Talon bounty reliably shows up after a month or so into a new campaign as long as it's the same gaming session where I started the campaign. However, if I've restarted Starsector, then I can go months without the bounty ever appearing.

The same workaround (of creating a temporary campaign to reload the values) seems to work here as well, but I wonder if it might cause problems if I'd already completed the bounty. (The same Crow/Black Talon bounty might show up over and over using this goofy trick...)
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Sarissofoi on August 25, 2019, 12:41:02 PM
Ashen Keepers colonize one world in my game but they didn't build anything on it(outside spaceport and Patrol HQ) not even mine and have no leader to give them cores.
Is this intended?
Also do they colonize new worlds build industry eventually?
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Hrothgar on August 25, 2019, 01:15:19 PM
They do, but they colonised worthy planet, or like stormhawk revolutionists or whatev, a basically bunch of sand with nothing on it?
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Sarissofoi on August 25, 2019, 01:25:32 PM
Bunch of sand far away from everything.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Morathar on August 25, 2019, 02:08:32 PM
I apologize for monopolizing your thread, but I think you'll probably like this post more than my last two. On second thought, "like" may not be the right word - you'll actually probably dislike the implications of what I've uncovered. Regardless, I hope you at least appreciate the information because I certainly appreciate all the effort you've put into making the various frameworks included in this mod...

Anyway, I believe I've discovered the cause of the issues mentioned in those other two posts. Here's my theory (hidden behind spoilers for those who don't care to read all the boring details):

Spoiler
None of the static member variables of classes like VayraRaiderBaseManager are getting initialized properly unless the onNewGameAfterTimePass() method is called first. This is why everything works properly during a new campaign (or when I start a temporary new campaign), but some things are broken if you just load the saved campaign in later gaming sessions. Why is this happening?

- First, from what I can tell, Starsector uses Java's serialization to preserve the state of various scripts (like VayraRaiderBaseManager) in campaign.xml.
- Second, static variables are not saved during serialization. This explains why members like the RAIDERS HashMap aren't getting saved with the other VayraRaiderBaseManager data stored in campaign.xml. Obviously, this isn't ideal, but it didn't seem like a problem because I thought they'd just get reloaded when the class constructor got called when reloading the saved campaign.
- Third, the class constructor is NOT called during the Java de-serialization process. From what I've read, Java only calls the constructor of the first non-serializable parent class, which I'm guessing isn't the VayraRaiderBaseManager class in this case. I suppose this makes sense given that the object is being recreated from the serialized data, but it's rather unfortunate in this specific case because it means the class never gets to call its loadData() method and never reloads the data from raider_factions.csv...

This theory explains the behavior I've seen in each of the following cases:

- VayraRaiderBaseManager: the RAIDERS HashMap and 'loaded' boolean are static and not serialized. Data is loaded in the class constructor (via the loadData() method). As a result, raider bases stop spawning in future gaming sessions because RAIDERS is empty and never reloaded.
SUGGESTED QUICK FIX: Add a method to VayraRaiderBaseManager that will always get called every game session (advance() perhaps?) and move the loadData() method there.

- VayraUniqueBountyManager: the BOUNTIES HashMap is static and not serialized. The 'loaded' boolean is NOT static and is serializable, so it gets saved to campaign.xml. Data is loaded once in the advance() method (via the loadBounties() method). At first glance this should work, but due to the mismatch between static (BOUNTIES) and non-static (loaded) data, the serialization process can result in those values being out of sync in future gaming sessions. (Basically, 'loaded' will be saved/reloaded as TRUE, but BOUNTIES will be empty and never reread from the file.) As a result, unique bounties stop spawning in future gaming sessions because BOUNTIES is empty.
SUGGESTED QUICK FIX: Make the 'loaded' boolean static as well. This should cause the entire BOUNTIES HashMap to be reloaded in future gaming sessions, and I think your purgeBountiesIfNeeded() method will remove those that are already completed.

Now, this is the part you'll probably dislike - the implications if my theory is correct. Basically, any script that uses a static HashMap, HashSet, ArrayList, etc. is at risk of suffering from this issue to some degree. At some point, you'll probably want to go through all of them and double-check that their static data is properly loaded/reloaded and that none of their constructors do anything that doesn't get saved somewhere.
[close]

Edit: OK, I don't feel so bad about "monopolizing" the thread since three posts were made while I was writing my book/post. Please go ahead and ignore that comment...
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Vayra on August 25, 2019, 03:14:15 PM
I apologize for monopolizing your thread, but I think you'll probably like this post more than my last two. On second thought, "like" may not be the right word - you'll actually probably dislike the implications of what I've uncovered. Regardless, I hope you at least appreciate the information because I certainly appreciate all the effort you've put into making the various frameworks included in this mod...

Anyway, I believe I've discovered the cause of the issues mentioned in those other two posts. Here's my theory (hidden behind spoilers for those who don't care to read all the boring details):

Spoiler
None of the static member variables of classes like VayraRaiderBaseManager are getting initialized properly unless the onNewGameAfterTimePass() method is called first. This is why everything works properly during a new campaign (or when I start a temporary new campaign), but some things are broken if you just load the saved campaign in later gaming sessions. Why is this happening?

- First, from what I can tell, Starsector uses Java's serialization to preserve the state of various scripts (like VayraRaiderBaseManager) in campaign.xml.
- Second, static variables are not saved during serialization. This explains why members like the RAIDERS HashMap aren't getting saved with the other VayraRaiderBaseManager data stored in campaign.xml. Obviously, this isn't ideal, but it didn't seem like a problem because I thought they'd just get reloaded when the class constructor got called when reloading the saved campaign.
- Third, the class constructor is NOT called during the Java de-serialization process. From what I've read, Java only calls the constructor of the first non-serializable parent class, which I'm guessing isn't the VayraRaiderBaseManager class in this case. I suppose this makes sense given that the object is being recreated from the serialized data, but it's rather unfortunate in this specific case because it means the class never gets to call its loadData() method and never reloads the data from raider_factions.csv...

This theory explains the behavior I've seen in each of the following cases:

- VayraRaiderBaseManager: the RAIDERS HashMap and 'loaded' boolean are static and not serialized. Data is loaded in the class constructor (via the loadData() method). As a result, raider bases stop spawning in future gaming sessions because RAIDERS is empty and never reloaded.
SUGGESTED QUICK FIX: Add a method to VayraRaiderBaseManager that will always get called every game session (advance() perhaps?) and move the loadData() method there.

- VayraUniqueBountyManager: the BOUNTIES HashMap is static and not serialized. The 'loaded' boolean is NOT static and is serializable, so it gets saved to campaign.xml. Data is loaded once in the advance() method (via the loadBounties() method). At first glance this should work, but due to the mismatch between static (BOUNTIES) and non-static (loaded) data, the serialization process can result in those values being out of sync in future gaming sessions. (Basically, 'loaded' will be saved/reloaded as TRUE, but BOUNTIES will be empty and never reread from the file.) As a result, unique bounties stop spawning in future gaming sessions because BOUNTIES is empty.
SUGGESTED QUICK FIX: Make the 'loaded' boolean static as well. This should cause the entire BOUNTIES HashMap to be reloaded in future gaming sessions, and I think your purgeBountiesIfNeeded() method will remove those that are already completed.

Now, this is the part you'll probably dislike - the implications if my theory is correct. Basically, any script that uses a static HashMap, HashSet, ArrayList, etc. is at risk of suffering from this issue to some degree. At some point, you'll probably want to go through all of them and double-check that their static data is properly loaded/reloaded and that none of their constructors do anything that doesn't get saved somewhere.
[close]

Edit: OK, I don't feel so bad about "monopolizing" the thread since three posts were made while I was writing my book/post. Please go ahead and ignore that comment...

Thanks for this, that's a huge help actually. Implemented the changes you suggested and I'll try to look at the other scripts and throw a patch out tonight.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Offensive_Name on August 26, 2019, 08:39:00 PM
Is he chance of being hunted when a bounty is placed on you influenced by your relationship with the independent? I have a 180k bounty on me for taking out a hegemony trade fleet and all I have is a couple destroyers and some frigates, yet it says it will be extremely rare if I get hunted for the bounty. I want to try out this bounty system but it seems it is too hard to get people to actually go after you. maybe have some other factions hunt me if my relations with the independents is what is causing the lack of action.
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Peanut Man on August 27, 2019, 04:22:19 AM
Hello! I seem to be a well of problem! :D recently. I started running into a crash that resulted from what seems to be the treasure fleet! Fatal: Texture [vayra_treasurefleet] from category [intel] not found.   I'm not too sure what it might mean hoping to get some help when you have the time! And sorry if I'm not using the expected format, quite new to the forum and it's tools! Edit: if additionally information is needed, is be happy to post/adjust my post!
Title: Re: [0.9.1a] Vayra's Sector v3.0.3 BOUNTY BUG FIXED 2019-08-20
Post by: Sarissofoi on August 29, 2019, 11:08:00 AM
The People Armada mod ship is suppose to buff speed or cost of recovering the CR but instead its slow its by half.

New Emergent factions don't have a person to whom you can turn cores or take commission(at last the Havk and Red faction for sure) at their colonies. If they take some from core factions they get some at their new conquered world.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Vayra on August 29, 2019, 08:33:43 PM
HI everyone! Sorry it took so long, but Update to 3.0.4 is OUT! Download and changelog in the OP.  ;D

Short version: lots of bug fixes. That treasure fleet intel crash should be gone, and unique bounties should spawn reliably now.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Kastor on August 29, 2019, 11:38:00 PM
Please consider changing the color of Starhawk Republic. It's barely visible :(
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Spacer on August 30, 2019, 01:12:51 AM
Ashen Keepers seem to maintain their colony no matter how much unrest: https://i.imgur.com/rj8CbRW.png

This, combined with their high tech focus means you can farm every high tech BP by raiding them to oblivion. I've gotten just about every high tech ship from them, including Paragon, Doom, Hyperion, etc. I know they're pro-tech, but shouldn't they focus more on low and midline? Seems a bit odd for moderate Ludds to use high tech stuff.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Hrothgar on August 30, 2019, 02:19:39 AM
Their modified ship are Aurora and Medusa, which are high tech. They use also most if not all Luddic Church/Path ships.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Sarissofoi on August 31, 2019, 01:19:37 PM
Varya
Do you maybe know how to make factions spawn fleets similar to Salvager fleets for independents?
I mean faction fleets disguised as indie exploring far reach sectors with separate ship composition?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on August 31, 2019, 02:06:42 PM
Varya
Do you maybe know how to make factions spawn fleets similar to Salvager fleets for independents?
I mean faction fleets disguised as indie exploring far reach sectors with separate ship composition?

CampaignFleetAPI fleet = FleetFactoryV3.createFleet(params);
      
      if (fleet == null || fleet.isEmpty()) return null;
      
      fleet.setFaction(Factions.INDEPENDENT, true); <--- Zhis looks like it could be the faction setter for scavengers
      
      fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_SCAVENGER, true);
CampaignFleetAPI fleet = createScavenger(type, system.getLocation(), route, route.getMarket(), pirate, random);

if (pirate) {
         Misc.makeLowRepImpact(fleet, "scav");
      }

--> in procgen/themes/RuinsFleetRouteManager.java L 120 to 209

   public static CampaignFleetAPI createFleet(FleetParamsV3 params) {
      Global.getSettings().profilerBegin("FleetFactoryV3.createFleet()");
      try {
         
      boolean fakeMarket = false;
      MarketAPI market = pickMarket(params);
      if (market == null) {
         market = Global.getFactory().createMarket("fake", "fake", 5);
         market.getStability().modifyFlat("fake", 10000);
         market.setFactionId(params.factionId); <--+

 in /impl/campaign/fleets/FleetFactoryV3.java L139 - 148

As for the load-out i really hope the faction setting determines it as well i could take a look at nexes brawl spawning to make sure how it works as nex has a chance for invasion fleets to use random faction ships but lets wait for varya
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Offensive_Name on August 31, 2019, 03:59:43 PM
Rimward venture Hasn't show up yet in my Nexerelin game, StormHawk and the commies have both made a colony but Rimward isn't even on the faction list yet. Should I be worried?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Sarissofoi on August 31, 2019, 04:31:00 PM
No.
They will spawn eventually.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Vayra on August 31, 2019, 04:45:16 PM
As for the load-out i really hope the faction setting determines it as well i could take a look at nexes brawl spawning to make sure how it works as nex has a chance for invasion fleets to use random faction ships but lets wait for varya

The faction the fleet is created for (somewhere in "params" it should have a faction ID or faction object) determines ship/loadout composition - then you change its owner to indies, which is the   fleet.setFaction(Factions.INDEPENDENT, true); line.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Sarissofoi on August 31, 2019, 05:15:50 PM
BTW Suddenly(with the new update) Stormhavk start spawning their camps but in core systems. Is this okay?

And thanks for answering but it looks far to complicated for my lowly abilities.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 01, 2019, 01:14:45 AM
Rimward venture Hasn't show up yet in my Nexerelin game, StormHawk and the commies have both made a colony but Rimward isn't even on the faction list yet. Should I be worried?

I had the same problem after the mods split with stormhawk turns out i had forgotten to enable both rimward and them. Was playing with faction respawning off and rimward only spawned cause i had selected a commission with them which confused the hell out of me.

And thanks for answering but it looks far to complicated for my lowly abilities.

Get yourself eclipse if you don't already have it or use your fav IDE.
http://fractalsoftworks.com/forum/index.php?topic=4344.0
literally the simplest and also dirtiest ways to get what you want is to use a random number gen (1 to nFactions that you want to have scavengers) a case and switch function where the switch would be the rand and the cases its values and for every value --> rnd val 1 calls fleet.setFaction(Factions.INDEPENDENT, true); val 2 calls  fleet.setFaction(Factions.PERSEAN, true) val 3 calls fleet.setFaction(Factions.HEGEMONY, true); and so on ... that bool there at the end defines if the fleet will or wont have officers with them.

You could also just use the Markets.Faction from where the scavenger originates which is incidentally a few lines before the fleet creation line (L 82). Seems like a route contains the fleets origin Market, nah scratch that you get the market already handed to you ---> public static CampaignFleetAPI createScavenger(String type, Vector2f locInHyper, RouteData route, MarketAPI source, boolean pirate, Random random) ... so you just need to change fleet.setFaction(Factions.INDEPENDENT, true) to fleet.setFaction(source.getFactionId(), true);

Now if i understand this correctly and i probably don't by doing this and having independent as faction disabled you would basically end up with barely any if any independent scavengers ... Also you wont get any luddic path scavengers or other to the independet Faction hostile factions as those markets(source) are not picked.  Some of those faction scavengers would be covertly pirates but ... ¯\(°_o)/¯

Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 01, 2019, 05:30:30 AM
"colonialCompetitorsColonyCountMult":4,  --> maximum colonies (across all colony factions) will be equal to this * <number of player-controlled markets, minimum 1> ¯\(°_o)/¯ que *?

Lets say i have 20 at the start of 207 colonies(not that i do), so how many Colonies can other Factions individually and cumulatively expand to going by a ...CountMult":4  ? 20*4 ?

"coreCriticalMass":20,  # one specific colonial competitor (if active) will undergo a dramatic transformation upon reaching the specified point threshold
Points ? What does this do ? Tell me ... THE TENSioN is KiLling ME!         
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Morathar on September 01, 2019, 08:04:48 AM
BTW Suddenly(with the new update) Stormhavk start spawning their camps but in core systems. Is this okay?

And thanks for answering but it looks far to complicated for my lowly abilities.

Do those core systems happen to contain Hegemony markets? I believe the camps you're seeing are actual raider bases as opposed to the new colonies they form outside the core. According to the warhawk_republic settings file, the Stormhawk raider bases are special "firebases" which specifically spawn in the same system as their target (which is practically guaranteed to be the Hegemony). As for why you're suddenly seeing them now, I'm guessing that's due to the raider base manager fix in the latest update. It would have been highly unlikely to see them spawn in the older versions...
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Sarissofoi on September 01, 2019, 10:11:11 AM
Do those core systems happen to contain Hegemony markets? I believe the camps you're seeing are actual raider bases as opposed to the new colonies they form outside the core. According to the warhawk_republic settings file, the Stormhawk raider bases are special "firebases" which specifically spawn in the same system as their target (which is practically guaranteed to be the Hegemony). As for why you're suddenly seeing them now, I'm guessing that's due to the raider base manager fix in the latest update. It would have been highly unlikely to see them spawn in the older versions...
Yes. Thanks for explaining things. Just confused that they started appear in colonized systems.

About faction scavengers.
Its more about leaving indie scavengers alone but add some sort of similar exploring fleets for factions with their own exploring/scavenging fleet composition. Or just long range patrols so outer reach systems aren't that empty. Adding option for faction to build hidden bases (secret shipbuilding facilities/military/research stations etc) would be also nice.


Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Hrothgar on September 01, 2019, 12:34:46 PM
I still did not got Kadur Caliph Battleship (I have both Vayra sector and Kadur Remnant). I think i have version before 08-29, but it should be fixed beforer this version.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Sick Puppy on September 01, 2019, 01:10:35 PM
Does this mod work with Nexerelin? I'm assuming no? XD
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 01, 2019, 02:33:52 PM
Does this mod work with Nexerelin? I'm assuming no? XD

Sure it does it actually should be a crime to only use on of em at time.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Offensive_Name on September 01, 2019, 04:29:11 PM
Are the vengeance fleets part of your mod? Cause that is some cool sh... I mean stuff.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Takion Kasukedo on September 01, 2019, 07:34:27 PM
Vengeance Fleets are part of Nexerelin.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 02, 2019, 06:50:25 AM
@comrade Vayra
INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties was null, adding empty list
3872477 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty data list contains: [SC_stolen_PNS_prototype, vayra_caliph_bounty, vayra_test_unique_bounty]
3872770 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.pickData(VayraUniqueBountyIntel.java:151)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:93)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:367)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:304)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)

Seems like something is wrong with my Factions. Got this one a min after i saved. Didn't play much these days so i can't rly say if this comes from the upped 3.04 that i dled today or another mod (Steelclad + 6 Factions) that i also included in my list today.

Whoops SC_stolen_PNS_prototype, is a Stellclad custom bounty and its basically on pos 0 in that bounty array so its probably stellclad sorry.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Mekkakak on September 02, 2019, 03:30:50 PM
Funny thing about that null error right after a save...

9240364 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Ambient - Breathe In The Light.ogg]
9240381 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Hyper - X3TC_Mars.ogg]
9240548 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Hyper - X3TC_Mars.ogg]
9240551 [Thread-10] INFO  sound.null  - Playing music with id [Hyper - X3TC_Mars.ogg]
9254228 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.pickData(VayraUniqueBountyIntel.java:151)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:93)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:367)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:304)
   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)

The last thing it loaded was a script to change the ambiance in hyperspace, using a track from Steelclad. I'm noticing a potential pattern...
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 03, 2019, 12:37:23 AM
Funny thing about that null error right after a save...

9240551 [Thread-10] INFO  sound.null  - Playing music with id [Hyper - X3TC_Mars.ogg]
9254228 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)
   
The last thing it loaded was a script to change the ambiance in hyperspace, using a track from Steelclad. I'm noticing a potential pattern...
.conditionsMet(VayraUniqueBountyManager.java:82) is the following line
if (this.neverSpawnWhenFactionHostile && Global.getSector().getFaction(this.factionId).isHostileTo(Factions.PLAYER)) {
                return false;
it consists of faction checks and steelclads uniquebounty for vayras (unique_bountie_data.csv) sector differs from other vayra bounties that it does not provide additional # flagshipVariants, which "seems" to be ok if you look at vayras instructions. I assumed that this problem might have something to do with how the Fleevariantids lists are created in the case a null string is read, but that seems to be ok on vayras side.
What appears to have fixed the problem for me is setting steelclads neverSpawnWhenFactionHostile to false in his unique_bounty_data.csv ... which as a solution, to that null pointer exception, doesn't rly make that much ¯\(°_o)/¯
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on September 03, 2019, 01:03:44 AM
Very odd. I don't see any connection there. :o
I'm gonan test it on my end.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Snowblind on September 04, 2019, 01:05:34 AM
You swore there were no bugs. You swore to me :'(.

Spoiler
530719 [Thread-4] ERROR data.scripts.campaign.intel.VayraPlayerBountyHunter  - *** null, probably didn't have a VayraPlayerBountyIntel or the faction id was malformed
530728 [Thread-4] INFO  data.scripts.campaign.intel.VayraPlayerBountyHunter  - spawned bounty hunter Councilist bounty hunter with 53 FP to hunt and kill the player for their crimes
530729 [Thread-4] ERROR data.scripts.campaign.intel.VayraPlayerBountyHunter  - *** null, probably didn't have a VayraPlayerBountyIntel or the faction id was malformed
533404 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraPlayerBountyHunter.createBountyHunter(VayraPlayerBountyHunter.java:175)
   at data.scripts.campaign.intel.VayraPlayerBountyHunter.sendFleet(VayraPlayerBountyHunter.java:105)
   at data.scripts.campaign.intel.VayraPlayerBountyHunter.advance(VayraPlayerBountyHunter.java:82)
   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)
[close]
Context - I raidspammed the only market of a minor mod faction (Persean Democratic People's Revolutionary Council) that was well outside of the core worlds, racked up an impressive bounty, and then invaded and abandoned it, eliminating that faction. I left that system and returned to a system in the core worlds. Now, whenever I try to jump out of the system I am stranded in, I get a CDT with a fatal:null message, and the above is the relevant stuff in the logs afterwards.

I can provide you with the save file if you want. Warning - I count 27 mods active on this save.

Also, can you think of an easy way to fix this with the console mod or something? I have a save copy from about a year earlier that should be good, but I am not super keen on losing a year of campaign time (and 10 million worth of raided blueprints).

EDIT: It doesn't crash when I use the console to jump to a system in the fringes and enter hyperspace from there, and I didn't get a crash when I entered and exited a core system from there (although I just popped in and out, didn't hang around). Guess I will just teleport out of the core if this bug crops up again.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 04, 2019, 02:06:13 AM
Code
530728 [Thread-4] INFO  data.scripts.campaign.intel.VayraPlayerBountyHunter  - spawned bounty hunter Councilist bounty hunter with 53 FP to hunt and kill the player for their crimes	

Make a backup of your save rclick zip/rar
probably quick and dirty Starsector\mods\Vayra's Sector\VAYRA_SETTINGS.ini, set "bountiesOnPlayer":false, save reload and try to reenable it after you leave the sector.
Another option would be to increase "basePersonBounty" and "personBountyPerLevel" to unreasonably high levels so that despite you having ... done what you have done ... they wont find it reasonable to pay that much bucks to get you ... pacified.
If this doesn't work on its own open your campaign.xml file in your save file (preferably with notepad++) and search for VayraPlayerBountyIntel containing or referring to a VayraPlayerBountyHunter get a feel for the structure and delete/modify the affected rows. You could also try to set your Rep with the revolutionaries to friendly ... lol
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Snowblind on September 04, 2019, 03:06:17 AM
probably quick and dirty Starsector\mods\Vayra's Sector\VAYRA_SETTINGS.ini, set "bountiesOnPlayer":false, save reload and try to reenable it after you leave the sector.
Already tried that. Didn't work.
If this doesn't work on its own open your campaign.xml file in your save file (preferably with notepad++) and search for VayraPlayerBountyIntel or/and VayraPlayerBountyHunter get a feel for the structure and delete the affected rows.
I wasn't sure exactly which entries were to blame, so I just deleted every entry with VayraPlayerBounty in it, and that stopped the CDT. Thanks.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 04, 2019, 04:03:10 AM
I wasn't sure exactly which entries were to blame, so I just deleted every entry with VayraPlayerBounty in it, and that stopped the CDT. Thanks.

That's rad m8.
(https://i.imgflip.com/39ndql.jpg) (https://imgflip.com/i/39ndql)via Imgflip Meme Generator (https://imgflip.com/memegenerator)
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on September 04, 2019, 11:39:29 AM
Hmm...my bounty spawning distance is set to min 2LY fomr player, yet every bounty seems to spawn at the very edges. This is beyond tiresome. Is that part of Vayaras? Something hard-coded?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 04, 2019, 01:20:13 PM
Hmm...my bounty spawning distance is set to min 2LY from player, yet every bounty seems to spawn at the very edges. This is beyond tiresome. Is that part of Vayaras? Something hard-coded?
Where do you set the spawn distance ?
As for Vayra the bounty spawn is in VaryaUniqueBountyIntel and the location coordinates seem to be called Hideout
Code
 
private void pickHideoutLocation() {
WeightedRandomPicker<StarSystemAPI> systemPicker = new WeightedRandomPicker<>();
for (StarSystemAPI system : Global.getSector().getStarSystems()) {
float mult = 0f;
thats  Line 168 - 251
As for distance to player
Code
  
    if (system.hasTag(Tags.THEME_MISC_SKIP)) {
                mult = 1f;
            } else if (system.hasTag(Tags.THEME_MISC)) {
                mult = 3f;
            } else if (system.hasTag(Tags.THEME_REMNANT_NO_FLEETS)) {
                mult = 3f;
            } else if (system.hasTag(Tags.THEME_RUINS)) {
                mult = 5f;
            } else if (system.hasTag(Tags.THEME_REMNANT_DESTROYED)) {
                mult = 3f;
            }
... ... ...
float distToPlayer = Misc.getDistanceToPlayerLY(system.getLocation());
float noSpawnRange = Global.getSettings().getFloat("personBountyNoSpawnRangeAroundPlayerLY");
if (distToPlayer < noSpawnRange) {
mult = 0f;
            }
... ...
Code
float dist = system.getLocation().length();
float distMult = Math.max(0, 50000f - dist);

            systemPicker.add(system, weight * mult * distMult);
        }

        StarSystemAPI system = systemPicker.pick();
I don't rly know how much 50000f is nor what system.getLocation().length() gives you (maybe the player location but the naming convention suggests otherwise, but it probably still is it) but looking at that code i can't rly see or i have missed the input of some custom distance options. Regarding those bounties spawning at the edges, the theoretical max value of that system picker variable is 50000*25 that gives you a system pick 1.250.000 floats away from you - systemPicker.add(Ur pos,1.250.000f)
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on September 04, 2019, 01:37:48 PM
My global setting (float noSpawnRange = Global.getSettings().getFloat("personBountyNoSpawnRangeAroundPlayerLY");) is set to 2LY in the congfig
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 04, 2019, 02:03:30 PM
My global setting (float noSpawnRange = Global.getSettings().getFloat("personBountyNoSpawnRangeAroundPlayerLY");) is set to 2LY in the congfig
Yeah i see that now. That setting kinda doesn't help at all seeing how it is literally called personBountyNoSpawnRangeAroundPlayerLY, personBountyMAXSpawnRangeAroundPlayerLY on the other hand would have been a great addition. Just saying no critic, no vayras fault that i don't get it. But im fairly certain that changing,
Code
systemPicker.add(system, weight * mult * distMult); to 
systemPicker.add(system, (weight * mult * distMult)/2);
on the other hand 2 might be a bit to much so better to go 1.4
would resolve those edge spawns, not that its a good habit to do maths in method calls but ¯\(°_o)/¯.
You could add a simple divisor global as a companion to vayras personBountyNoSpawnRangeAroundPlayerLY to reduce that distance via settings as for a real personBountyMAXSpawnRangeAroundPlayerLY sry no clue how ly translates to float
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on September 05, 2019, 02:39:45 PM
Well fugg...


Code
7409548 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty interval elapsed, 1 unique bounties active of 3
7409549 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties contains: [vayra_test_unique_bounty]
7409549 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty data list contains: [tahlan_bounty_hresvelgr, tahlan_bounty_virtue_prudence, SC_stolen_PNS_prototype, tahlan_bounty_eden, SC_alien_mothership, tahlan_bounty_virtue_courage, tahlan_bounty_yari, tahlan_bounty_scathach, tahlan_bounty_nibelung, SC_stolen_RSF_dread, tahlan_bounty_virtue_temperance]
7409549 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picking unique bounty
7409549 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picked unique bounty: SC_stolen_PNS_prototype
7409551 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Hyper - X3TC_Mars.ogg]
7409553 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Ambient - Breathe In The Light.ogg]
7409606 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Ambient - Breathe In The Light.ogg]
7409606 [Thread-10] INFO  sound.null  - Playing music with id [Ambient - Breathe In The Light.ogg]
7410285 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:352)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:342)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:336)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.initPerson(VayraUniqueBountyIntel.java:254)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:119)
at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:367)
at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:304)
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)

And my entries:
Code
bounty_id,level,rank,firstName,lastName,fleetName,flagshipName,gender,faction,portrait,greetingText,suppressIntel,postedByFaction,creditReward,repReward,intelText,flagshipVariantId,fleetVariantIds,minimumFleetFP,playerFPScalingFactor,specialItemRewards,neverSpawnWhenFactionHostile,neverSpawnWhenFactionNonHostile,neverSpawnBeforeCycle,neverSpawnBeforeLevel,neverSpawnBeforeFleetPoints
SC_stolen_PNS_prototype,30,spaceAdmiral,Clint,Hillar,The Bloodpack,PNS Azrael,MALE,PNS,graphics/portraits/prt_vns_m_23.png,"Have the cowards sent you after me? Too scared to do the deed themselves? Doesn't matter, try to kill me if you can!",FALSE,PNS,750000,25,"This is a high-risk, high-priority bounty. An admiral from the Polaris Navy tried to stage a coup. He failed, bu not before managing to steal one of the prototypes for the heavy battleship. Capture the admiral if possible, eliminate him if not.",vns_archangel_standard,,200,1.25,,FALSE,FALSE,208,25,150
SC_stolen_RSF_dread,30,spaceAdmiral,Bane,Ceayyee,The Big Guys,PLS Spinebreaker,MALE,pirate,graphics/portraits/prt_pir_m_10.png,"You merely adopted space. I was born in it, molded by it! I will break your ship in half!",FALSE,RSF,600000,25,"Alarming news arrived fom the RSF. It seem one of the Russia dreadnoughts that was lost in the ISA-RSF war, was spooted in a pirate fleet. Both sides assumed the other towed the wreack away, but it seems the pirates got to it, and after years of work manaaged to make it operational. You must destroy it!",rsf5-dn-russia_variant,,200,1.25,,FALSE,FALSE,208,25,150
SC_alien_mothership,30,spaceAdmiral,Ayyy,Lmao,Uknown Fleet,Unknown Mothership,MALE,ALIENS,graphics/portraits/portrait_alien.png,"Xzyyzxht? Zxhg. Glub Glub!",FALSE,ALIENS,800000,25,"An unknown fleet was spotted at the edges of the sector. All attempts at communication have failed and the patrol sent to intercept was destroyed.",alien-mothership_variant,,200,1.25,,FALSE,FALSE,208,25,150

Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Kastor on September 06, 2019, 01:52:53 AM
Please, change the color of starhawk republic. Very dark blue is barely visible on black! :)
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 06, 2019, 10:48:45 AM
Well fugg...
Code
7410285 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:352)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:342)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:336)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.initPerson(VayraUniqueBountyIntel.java:254)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:119)


Sounds like one of those officers got to drunk to show up to the party (didn't look in the files just assuming). You got it fixed ?

Please, change the color of starhawk republic. Very dark blue is barely visible on black! :)
(https://i.imgur.com/jo9CTTu.jpg)
{0,41,120,255} looks like its this, usually there are only 3 numbers but you can just fool around to see how each of these impacts their color scheme.
https://www.rapidtables.com/web/color/RGB_Color.html
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Recklessimpulse on September 07, 2019, 10:14:38 AM
Now that this mod works for me I like it, but the bounty system is still a little borked, a few times a bounty would be in a system with another hostile force (say a pirate in a system with a pather base.) the bounty will be reduced due to friendly forces but but neither of those forces are friendly!
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Vayra on September 07, 2019, 12:51:18 PM
Please, change the color of starhawk republic. Very dark blue is barely visible on black! :)

Good point - brightened it slightly. New value is 45, 110, 190

Now that this mod works for me I like it, but the bounty system is still a little borked, a few times a bounty would be in a system with another hostile force (say a pirate in a system with a pather base.) the bounty will be reduced due to friendly forces but but neither of those forces are friendly!

That's weird, it counts entities that are hostile to the bounty faction and nonhostile to you as allies. Were you inhospitable with pathers, or actively hostile? Hmm.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Offensive_Name on September 07, 2019, 01:16:19 PM
There is a problem with the special bounties. I found the Bounty Hunter bounty and when I interacted with him he is hostile, even though I have my Transponder on and am friendly with the independents, it is telling me I will take a hit to reputation but it won't let me leave.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Jigglyproff on September 08, 2019, 07:56:14 AM
Is there a way to increase the amount of Unique Bounties that spawn?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on September 08, 2019, 08:13:59 AM
Edit the .ini inside the main mod folder?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on September 08, 2019, 10:00:44 AM
Independant bounty
When clicking on the bounty for info

Code
918268 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.intelMapIconClicked(Unknown Source)
at com.fs.starfarer.coreui.map.super.o00000(Unknown Source)
at com.fs.starfarer.coreui.map.H.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.coreui.map.oO0O$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.map.oO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 08, 2019, 10:04:17 AM
Independant bounty
When clicking on the bounty for info

Code
918268 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
Code
if (!skillDesc.isEmpty() && levelDesc.contains("unremarkable")) {
            levelDesc = "an otherwise unremarkable officer";
Again drunken officers. geeeez
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Recklessimpulse on September 08, 2019, 09:24:30 PM
Please, change the color of starhawk republic. Very dark blue is barely visible on black! :)

Good point - brightened it slightly. New value is 45, 110, 190

Now that this mod works for me I like it, but the bounty system is still a little borked, a few times a bounty would be in a system with another hostile force (say a pirate in a system with a pather base.) the bounty will be reduced due to friendly forces but but neither of those forces are friendly!

That's weird, it counts entities that are hostile to the bounty faction and nonhostile to you as allies. Were you inhospitable with pathers, or actively hostile? Hmm.

Still trying to repeat it. no luck so far.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Vayra on September 09, 2019, 11:27:30 AM
Independant bounty
When clicking on the bounty for info

Code
918268 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.intelMapIconClicked(Unknown Source)
at com.fs.starfarer.coreui.map.super.o00000(Unknown Source)
at com.fs.starfarer.coreui.map.H.processInputImpl(Unknown Source)

Which bounty was this? Which mod adds it?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on September 10, 2019, 02:24:10 AM
I will tell you if it happens again. It was a regular bounty posted by independants, however I do not know which was the target faction. Reloaded and it didn't generate this time.
Other bounties work normally so far.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Hrothgar on September 10, 2019, 08:56:31 AM
Is it normal that i get only Black talon bounty and not Kadur one? Also i got one mod being Rose bounty and tahlan new bounties and they dont show up also...
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Wyvern on September 12, 2019, 10:35:06 AM
Just wanted to drop a note here: thank you for the mod split & configuration options; I use Vayra's Sector solely for the unique bounties (and, in particular, for the unique bounties added by Tahlan Shipworks).

I'd actually be even happier if the unique bounty framework was its own separate utility mini-mod - Vayra's Sector still adds a few generally-available weapons that are well outside the gamut for vanilla balance.  Still, that's a "this would be nice" thing, not a "I'm annoyed that this isn't already the case" thing.

("Well outside the gamut for vanilla balance", I must note, is not meant as a criticism - your mods are well-built, and neat, and there's nothing wrong with being well outside vanilla balance.  It's just not usually what I'm looking for.)
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Turbo Torsten on September 13, 2019, 12:51:16 AM
Is this mod compatible with existing saves?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: PyroFuzz on September 13, 2019, 07:30:41 AM
Considering its a mega mod that changes many campaign features you probably can't implement this in an already existing save.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: CommandoDude on September 13, 2019, 10:20:23 AM
Considering its a mega mod that changes many campaign features you probably can't implement this in an already existing save.

Seemed to work for me.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Vayra on September 13, 2019, 11:16:15 AM
It most likely won't crash on an existing save, but you'll have to start a new one for most features to work.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on September 14, 2019, 05:37:14 AM
It just keep happening no matter what I try

Code
235656 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty data list contains: [tahlan_bounty_hresvelgr, tahlan_bounty_virtue_prudence, SC_stolen_PNS_prototype, tahlan_bounty_eden, SC_alien_mothership, tahlan_bounty_virtue_courage, tahlan_bounty_yari, tahlan_bounty_scathach, tahlan_bounty_nibelung, SC_stolen_RSF_dread, tahlan_bounty_virtue_temperance]
235656 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picking unique bounty
235656 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picked unique bounty: SC_stolen_RSF_dread
235658 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Ambient - Breathe In The Light.ogg]
235674 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Hyper - X3TC_Mars.ogg]
235710 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Hyper - X3TC_Mars.ogg]
235710 [Thread-10] INFO  sound.null  - Playing music with id [Hyper - X3TC_Mars.ogg]
235990 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:352)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:342)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:336)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.initPerson(VayraUniqueBountyIntel.java:254)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:119)
at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:367)
at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:304)
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)

WTF is causing this?


Code
SC_stolen_RSF_dread,20,spaceAdmiral,Bane,Ceayyee,The Big Guys,PLS Spinebreaker,MALE,pirate,graphics/portraits/prt_pir_m_10.png,"You merely adopted space. I was born in it, molded by it! I will break your ship in half!",FALSE,RSF,600000,25,"Alarming news arrived fom the RSF. It seem one of the Russia dreadnoughts that was lost in the ISA-RSF war, was spooted in a pirate fleet. Both sides assumed the other towed the wreack away, but it seems the pirates got to it, and after years of work managed to make it operational. You must destroy it!",rsf5-dn-russia_variant,,200,1.25,,FALSE,FALSE,208,25,150

Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Hrothgar on September 14, 2019, 05:52:05 AM
I guess something is broken in SC bountier, as i dont have crashes having Tahland , Vayra and Rosebounty unique bounties.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on September 14, 2019, 07:54:02 AM
but WHAT? The entry is right there. Where is the error? I cannot find anything.

If if is the officer creation, then at what stage?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Vayra on September 14, 2019, 09:39:23 PM
Looks like it's not getting the faction properly for the bounty target. Triple-check your faction ID in the unique bounties CSV.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Sapfearon on September 15, 2019, 03:58:13 PM
so, high value bounty from this mod, right? are unique ships recoverable? I can't get that unique falcon from black talons bounty. I tried like 20 times and still nothing. Also, not sure what's so unique about that falcon aside from cool looking skin.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: e on September 15, 2019, 04:01:51 PM
so, high value bounty from this mod, right? are unique ships recoverable? I can't get that unique falcon from black talons bounty. I tried like 20 times and still nothing. Also, not sure what's so unique about that falcon aside from cool looking skin.

I had this same issue with the Caliph from Kadur Remnant (which operates using the same system when running both mods at once) and you can indeed recover the unique ships, although the chances are incredibly slim and you'll have to reload your save several times until you can get that one successful drop.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: cathar on September 23, 2019, 05:55:49 AM
Not sure if this was answered somewhere but I can't find this information.

How exactly are the custom bounties triggered? For example, I know Tahlan Shipworks adds a couple, but only the first one ever triggered for me. It's now year 217 in my save and while the IBBs kept coming up, the other unique bounties never came.

I did kind of stop doing normal bounties at some point so maybe it is linked with that? Or am I at the wrong adress and I need to ask in the Tahlan Shipworks thread?

----

Somewhat related, how exactly does the bounty difficulty scale compared to vanilla? In vanilla it goes from *** 40k ones to close to impossible 300k+ bounties with lots of capitals.
However, with this mod installed I still get only 50-100k bounties, with higher level ones only very rarely.

I am using a mod that lets me level past the max and I am lvl 97 now, so maybe it's related to this? If you need more info let me know. Just curious how it is supposed to work.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Hrothgar on September 23, 2019, 06:34:02 AM
About unique bonty , they spawn is related to lvl/time/fleet power/fleet size and nothing else. So i think all fleet need you to have a fleet with certain power, lvl at least 20, and some need 208 cycle and some can spawn even in 206 cycle.  For now i think saves somewhat loop bounties, making them not spawnable after few times. Idk why, i sent my informations about problem to Vayra and he is working on fixing this.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Vayra on September 24, 2019, 10:10:12 PM
Yeah, I should have an update out soon to fix any lingering unique bounty issues - sorry it's taking so long, got sidetracked adding some other new stuff, haha.

The system for spawning regular bounties should work just like Vanilla's with regard to scaling, so no idea why that's not working for you. It (both mine and vanilla's) does scale with number of bounties claimed, so you could potentially try just killing your way through some of the cheap ones to see what that does...
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 25, 2019, 06:05:15 AM
... got sidetracked adding some other new stuff, haha..
sneak peak?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Hrothgar on September 25, 2019, 06:44:36 AM
Ghost ships?

You mean a Flying Dutchman?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Bastion.Systems on September 28, 2019, 06:35:09 AM
Protip to anyone being forced to become enemies of the revolution to escape the gloriously terrible anthem, you can replace it with whatever soundtrack by going into:
mods\Vayra's Sector\sounds\music

You just need to convert it to .ogg first, then rename and replace your file with the one in the folder.

.ogg converter: https://audio.online-convert.com/convert-to-ogg

My personal favorite: https://soundcloud.com/aarmesto/glory-to-arstotzka-v3
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Hrothgar on September 28, 2019, 07:59:37 AM
Why you want to destroy a best piece of music not only in this mod, but in all game?

Shame on you , shame.

*play Revoluntion theme on max voice settings*.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Sapfearon on September 28, 2019, 03:25:16 PM
Why you want to destroy a best piece of music not only in this mod, but in all game?

Shame on you , shame.

*play Revoluntion theme on max voice settings*.

It was funny for maybe a minute. Now it's annoying and offensive. Imagine having a really bad rendition of your national anthem as a faction theme and now you understand what i feel. =/

Also, revolutionary station in hyperspace tanks my fps to a crawl. Prism freeport is fine tho, so it's vayra mod problem.
Another problem - stormhawks are too strong. They are wiping perseans/hegemony/pirates like crazy. I'm fine with them as a new pirate faction, but losing half of core worlds is not fun honestly.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: truditu on September 30, 2019, 04:47:55 AM
Any way to fix the unique bounties? I only got 3 in my current play through and it's bodering  me to no end. I'd really like to get the higher tier ones
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Innominandum on September 30, 2019, 06:18:05 AM

Also, revolutionary station in hyperspace tanks my fps to a crawl. Prism freeport is fine tho, so it's vayra mod problem.
Another problem - stormhawks are too strong. They are wiping perseans/hegemony/pirates like crazy. I'm fine with them as a new pirate faction, but losing half of core worlds is not fun honestly.
The fps drop comes from the Hyperstorms, the game tries to apply a continous Hyperstorm buff|debuff to an object that has no burn parameter. Stormhawks do have an advantage but they get offed pretty fast in most of my games if i don't eneable randome rel for pirate factions. 
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: cathar on September 30, 2019, 06:46:51 AM
Any way to fix the unique bounties? I only got 3 in my current play through and it's bodering  me to no end. I'd really like to get the higher tier ones

Yeah, I am waiting on my next playthrough and mod updates until this is fixed. Only got one of them unfortunately.

Fingers crossed for Vayra to find some time to fix it in between outfitting Falcon(P)s with excessive amounts of missiles

Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: iseethings on October 05, 2019, 06:13:33 PM
Does anyone know if we can force spawn bounties through console command? I've been waiting 6 cycles now and i've only got three of them, ( which if I understand this thread the bounty system is looping?), but I reeeaaalllyyy wanna fight the rest of them now.

EDIT: Also wanna say thanks Vayra for this amazing mod and Kadur Remnant. They are wonderful additions to the star farer/sector game and I honestly couldn't do without them at this point.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on October 06, 2019, 04:19:31 PM
Friggin bounties again.....

Code
9202444 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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)


Bounty in question:
Code
SC_alien_mothership,20,spaceAdmiral,Ayyy,Lmao,Uknown Fleet,Unknown Mothership,MALE,ALIENS,graphics/portraits/portrait_alien.png,"Xzyyzxht? Zxhg. Glub Glub!",FALSE,ISA,800000,25,"An unknown fleet was spotted at the edges of the sector. All attempts at communication have failed and the patrol sent to intercept was destroyed.",alien-mothership_variant,,200,1.25,,FALSE,FALSE,208,25,150

Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: fattytheking on October 06, 2019, 05:29:21 PM
Im getting a crash everytime I click on a high value bounty. I have more mods now but had the exact same thing happening with just vayras sector, vayras shippack and kadur remnant. It says Fatal: null check starsector.log for more info. This is whats at the bottom of the log but I have no idea what I'm looking for.
Code
125252 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.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.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(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: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on October 07, 2019, 03:59:56 AM
I say this only happens with SOME high-value bounties. But I cannot detect anything wrong in the bounty files themselves.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Trulock on October 11, 2019, 04:49:17 AM
Hi ;D Thanks for a great mod!

A few things I picked up in my current play through. This might nex issues as well but I had to post it somewhere :)

1) Ascendancy: Tri and them are hostile towards each other(-100) but they are still in an alliance.
2) I can trade with Ascendancy even though they are hostile towards me
3) I can assign officers or myself to a bought drone ship with the ai controlled mod(Which states it cannot take human crew)

I really like the factions that spawn after a while. I have been using this play through as a testing environment and I think the way its done at the moment works extremely well. The bounties have been fun as well in that middle stages when you cannot build your own ships yet to pick up a few ships that can carry you through to the end 4x game.

Final thing: Is there a way to increase the end game difficulty? For nex I changed the enemy colony growth rate to be 1 instead of 0.5 but I would like to know if there are any other things I can do as well to increase the end game difficulty? I play ironman and let things happen without redo's and once I have a few good colonies up and running it feels a little bit too easy to beat the game(I am currently not going for the kill just to play around with ship setups etc and get moar blueprints).

Thanks!
 
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: captinjoehenry on October 15, 2019, 06:32:57 PM
Is there a way to proc more high value bounties?  As it has been a while since I got any and I know there are more I can get.  I did 2 or 3 of them but no more have shown up.  I have Kurdor and Talhan installed which should give quite a few bounties I haven't done yet
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Hrothgar on October 16, 2019, 12:19:57 AM
I must sadden you. There is problem with highbounties, which vayra is fixing . Dunno when it will be ready.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on October 18, 2019, 12:54:03 PM
TRy editing hte max number of bounties in the .ini file
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Boris on October 24, 2019, 07:10:27 PM
If anyone is having issues with no more then three High Value Bounties spawning per playthrough, i've found that going into the mod's settings and upping the max number of active HVBs does in fact work, hope it helps.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on October 29, 2019, 09:31:09 AM
MORE crashnes. and more and more. This one is from a bounty with a Yari cruiser. The game crashes upon entering the system with the bounty.

255870 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
   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: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on October 29, 2019, 09:37:50 AM
and more. Just crashed while traveling in hyperspace:


118178 [Thread-4] INFO  data.scripts.VayraModPlugin  - Applying admin Captain Dawit Herring to market Legio InfernalisRaider Base
118180 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderBaseIntel  - Added raider base in [Beta Basan Star System], tier: TIER_3_2MODULE
118185 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderBaseIntel  - Spawned patrol fleet [legio armada] from raider base Juli Watchpost
118185 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderBaseIntel  - updating target
118185 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Ambient - Breathe In The Light.ogg]
118200 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Hyper - X3TC_Mars.ogg]
118240 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Hyper - X3TC_Mars.ogg]
118240 [Thread-10] INFO  sound.null  - Playing music with id [Hyper - X3TC_Mars.ogg]
119267 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
   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: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Hrothgar on October 29, 2019, 10:26:33 AM
Yari B?

I dont had crashes with Yari. Although i got problem with not getting bounties after like 3 or 4.

Try delete your old vayra sector and vayra ships mods and put them from fresh download again.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on October 29, 2019, 01:28:18 PM
Nope. I do have 3.0.4.
And have tried re-dowloading.

Release the fix already Vayra
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on October 31, 2019, 12:04:39 PM
*REMOVED*

Didn't realize I already posted.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Harmful Mechanic on October 31, 2019, 06:40:34 PM
Be patient, people have lives and debugging takes time.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on November 01, 2019, 03:59:50 AM
Given how every single crash in several playtroughs has been from this mod and how long has it's been since the last update, and how this latest crash is a complete gamestopper, you could say I'm a "little" miffed.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: lethargie on November 01, 2019, 06:16:27 AM
dont use the mod then, its not like it was mandatory
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: ASSIMKO on November 01, 2019, 07:18:11 AM


Congratulations. One of my requests for the game you answered. Thank you for your excellent work with Kadur and Vayra Sector.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Dreamslayer on November 06, 2019, 10:22:41 AM
Im having a crash happen because of a bounty, it crashes when I click on it.

3527931 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:298)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:803)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.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.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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)

Could anyone please let me know whats wrong?
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on November 07, 2019, 02:30:03 AM
Custom bounties seem to have a lot of issues - with generating officers and generating small descriptions.
Everyone waiting on a fix... or a hotfix.
And Vayra is taking his sweet time.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Gothars on November 07, 2019, 05:35:54 AM
@ TrashMan

Modding is a hobby, and people work at their own pace. You are not entitled to an update, or that mod authors do anything for you at all. Please stop pestering Vayra at once.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Harmful Mechanic on November 07, 2019, 06:35:24 AM
This stuff has been happening for years and it's gotten ridiculous lately. We put in hundreds of hours of unpaid volunteer labor, and we are expected to be more polite than forum users are to us.

Vayra checking out of their thread and of modding is the sensible response.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on November 07, 2019, 07:17:45 AM
@ TrashMan

Modding is a hobby, and people work at their own pace. You are not entitled to an update, or that mod authors do anything for you at all. Please stop pestering Vayra at once.

I may have come across too strong. And of course, I realize I'm not entilted to get anything for free.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Hrothgar on November 07, 2019, 09:09:07 AM
I once sat with Vayra and spoke about issue. Sent my log, mayby it contain some usefull informations.

For me biggest problem is not that any bounty is crashing, they just dont spawn after some time. This can be partially fixed by increasing a bounty amount from i think four to 6 or more. You can help Vayra sending your logs from game, it will be easier when you send log and some basic problem informations.

I think there was one bug in Tahlan shipwork which happen to be a fault of other mod (so no Tahlan fault basically), so list of mods can be usefull too.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Harmful Mechanic on November 07, 2019, 02:12:22 PM
@ TrashMan

Modding is a hobby, and people work at their own pace. You are not entitled to an update, or that mod authors do anything for you at all. Please stop pestering Vayra at once.

I may have come across too strong. And of course, I realize I'm not entilted to get anything for free.

You weren't 'coming across too strong'; you were acting like an entitled child and harassing someone who wasn't doing what you wanted fast enough.
You didn't stop when I asked you politely; you're making a show of contrition because now that Gothars showed up, you're afraid a moderator might ban you.
And you still haven't actually apologized.

You're a real piece of work.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: TrashMan on November 08, 2019, 02:56:07 AM
You weren't 'coming across too strong'; you were acting like an entitled child and harassing someone who wasn't doing what you wanted fast enough.
You didn't stop when I asked you politely; you're making a show of contrition because now that Gothars showed up, you're afraid a moderator might ban you.
And you still haven't actually apologized.

You're a real piece of work.

I wasn't harassing anyone. I posted error logs and asked when's the update 3 times (2 times in a row because I had multiple tabs open and didn't see I already posted)
Step off your high horse and stop being so judgmental.

This is the last thing I will say on the subject.
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: Barracuda on November 10, 2019, 01:18:32 AM
The bounty system for this mod is so good! Is it possible to get a sub mod with just the bounties? I am currently trying the new Archean Order update with Nex, and honestly can't live without it!
Title: Re: [0.9.1a] Vayra's Sector v3.0.4 - Absolutely No Bugs I Swear 2019-08-29
Post by: belone on November 10, 2019, 10:03:15 AM
Hey, i think that the ascendancy should be not able to have nex political events, the ones that change reputation, it doesn't make sense lore wise.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: FAX on November 22, 2019, 05:54:12 PM
I enjoy this mod! For funny design of these special factions and different faction-target bounties. :)

But there is a small problem for me, the stormhawk republic's UI color is too dark to recognize, if it can be changed a little?

[attachment deleted by admin]
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Vayra on November 22, 2019, 05:57:04 PM
(https://i.imgur.com/mCdNUZx.png)

Major Update

only about a month late for halloween, ghost ships are here

distress calls may be worth answering now

bring marines

full changelog and download in OP, as always

(i promise i'll read the thread and respond to stuff soon, sorry everyone!)
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Golde on November 22, 2019, 07:38:40 PM
Thanks! This has been an unbelievably moist update!
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: creature on November 22, 2019, 08:18:36 PM
Thanks for the update! I'm planning to add a High Value Bounty but have a question - I read that they are semi-unique (I suppose that means they respawn, but rarely?), but would it be possible to make one that is completely unique (doesn't respawn at all)?
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: mirellos1 on November 23, 2019, 12:13:25 PM
hello I have a big problem, after Vayra's Sector upgrade, the game crashes, "Fatal: null". I need the previous version and unfortunately I don't have it on hd. does any of you have version 3.0.4?
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Hrothgar on November 23, 2019, 12:15:12 PM
1. If you use old save - it will crash, you need new game.
2. If you upload mod, delete old before throwing new version in. No copy-paste.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Avanitia on November 23, 2019, 03:27:42 PM
Thanks for the update! I'm planning to add a High Value Bounty but have a question - I read that they are semi-unique (I suppose that means they respawn, but rarely?), but would it be possible to make one that is completely unique (doesn't respawn at all)?

As far as I know, these bounties don't respawn at all.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: mirellos1 on November 24, 2019, 12:58:32 AM
the game crashes during the initial loading, the used modification set unfortunately does not want to work with the new version of this mod, and I really like the current modification set.
main current mod set.
 "active_gates",
  "archeus",
  "artefact",
  "lw_autosave",
  "BetterBeginning",
  "sd_boardable_unboardables_vanilla",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "extra_system_reloaded",
  "gates_awakened",
  "gs",
  "ZGrand Sector",
  "sun_halved_fuel_efficiency_and_cost",
  "hullmod_expansion",
  "lw_lazylib",
  "MagicLib",
  "sun_new_beginnings",
  "nexerelin",
  "rose_bounty",
  "sun_ruthless_sector",
  "RC_Second_Wave_Options",
  "speedUp",
  "sun_starship_legends",
  "Steelclad",
  "US",
  "URW",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "shaderLib" .
and its work fine with old version vayra sector mod
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Hrothgar on November 24, 2019, 01:03:56 AM
Well if anyone with new version and different modslist can put it here we will try to deduce which one is breaking vayra. Because i assume if old one works with them, then some other mod have problem with part of new vayra sector.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Kwbr on November 24, 2019, 01:04:51 AM
the game crashes during the initial loading, the used modification set unfortunately does not want to work with the new version of this mod, and I really like the current modification set.

did you delete the old mod folder before installing the new version, and are you on a new save game
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: mirellos1 on November 24, 2019, 01:59:20 AM
1) yes i'm delete old mod folder .
2) game crash on starting screen ,

Hrothgar . I have no problem running the game with this mod set, when I turn off vayra's sector.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: shoi on November 24, 2019, 02:04:16 AM
I was in hyperspace and a stormhawk fleet intercepted me and told me to turn on the transponder in their territory LOL

is that intentional?
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: TrashMan on November 24, 2019, 06:56:26 AM
(https://i.imgur.com/mCdNUZx.png)

Major Update

only about a month late for halloween, ghost ships are here

distress calls may be worth answering now

bring marines

full changelog and download in OP, as always

(i promise i'll read the thread and respond to stuff soon, sorry everyone!)

YEEEEEEEEEEEEEEES!!!

I Love you! (no homo)
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: tuanducsmb5 on November 24, 2019, 07:26:23 AM
I want to ask, if by any chance can i remove some faction that exits in this mod ?
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: FAX on November 24, 2019, 08:08:48 AM
I come here again :)

I have played this mod for almost three weeks, found religion on the Persean Democratic People's Revolutionary Council, thank you again for your hard work! But this time I just want to talk about the hullmod of People's armada, which extremely increase the RC ships anti-EMP ability without any price. It make my confuse that I can't find any reason to support me use Dominator.

Dominator(RG), and other RC ships are no fear of engine&weapon outline any more for nearly 4 * durability and quicker repair speed. This is a little weird in my opinion, if it is possible to use some debuff to limit, or increase the RC ships deployment point? :-\
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Hrothgar on November 24, 2019, 08:52:26 AM
You mean that Red Guard inbuilt hullmod increase EMP resistance? It would kinda make sense, because it basically mean they rebuild them to be simpler and less difficult to mantain/repair, but if it is the case, they would need some nerf in some place to counter that.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: bopeepatehersheep on November 25, 2019, 05:15:12 PM
i also get a game crash after this most recent update.

i updated the mod by deleting the old folder and installing the new one.

it's a null pointer exception. i'm not exactly sure where in the log it begins and ends but i think this is it
Spoiler
175031 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.loadBounties(VayraUniqueBountyManager.java:258)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.reload(VayraUniqueBountyManager.java:291)
   at data.scripts.VayraModPlugin.onGameLoad(VayraModPlugin.java:128)
   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.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at
[close]
like i said - don't really know where it ends. i find the log a bit confusing to say the least

edit: i play with quite a few mods but this only occurred after updating to the newest version of the mod. 
don't know if any of these would cause a conflict but my mod list is
Spoiler
lightshow
automatic orders
autosave
combat analytics
combat chatter
common radar
disassemble reassemble
grand sector
interstellar imperium
legacy of arkgneisis
luddic enhancement
nexerelin
outer rim alliance
planetary shield
portrait pack
ship weapon pack
speed up
tahlan shipworks
tiandong heavy industries
tyrador safeguard coalition
underworld
unknown skies
vayra's sector (obviously)
audio plus

and all the libraries
[close]

sorry if it's something i messed up on my end - just wanted to let you know it happened in case it was caused by the update
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Hrothgar on November 26, 2019, 12:46:21 AM
I think that some mod is at fault with Vayra- i updated every mod which had new version lately and it's working. Did you updated magiclib, because it had new version lately?
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Miggo on November 26, 2019, 07:21:49 AM
Getting this error when trying to load a game after I updated. Starting a new game seems to work fine but urgh..so many hours.

Spoiler
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.loadBounties(VayraUniqueBountyManager.java:258)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.reload(VayraUniqueBountyManager.java:291)
   at data.scripts.VayraModPlugin.onGameLoad(VayraModPlugin.java:128)
   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.?00000(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)
[close]

This is my mod list.

Spoiler
{"enabledMods": [
  "$$$_trailermoments",
  "anotherportraitpack",
  "raccoonarms",
  "blackrock_driveyards",
  "Boggled Terraforming",
  "chatter",
  "lw_console",
  "edshipyard",
  "gates_awakened",
  "lw_lazylib",
  "MagicLib",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "StopGapMeasures",
  "tahlan",
  "ungp",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "shaderLib"]}
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Hrothgar on November 26, 2019, 07:31:34 AM
So you tried to use your current save. Sadly, i guess that's what is crashing your game. Many mods updates breaks old saves sadly.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: stareiner on November 27, 2019, 05:01:39 AM
I have the same error log message as above when i load my old save. Sadly i didnt backup the Vayra sector version 3.0.4. Could anyone kindly upload the older version for me pretty please?
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Hrothgar on November 27, 2019, 05:04:24 AM
Update is sadly non-save compatible. like many other big updates, it's break saves , often irreplecably. I suggest getting 3.0.4 version or just going new game. I had anyway, because i had updates for like 10 other mods.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: stareiner on November 27, 2019, 05:09:16 AM
Update is sadly non-save compatible. like many other big updates, it's break saves , often irreplecably. I suggest getting 3.0.4 version or just going new game. I had anyway, because i had updates for like 10 other mods.

Yeah, right now I'm having trouble of finding the link for 3.0.4 though
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Lysender on November 27, 2019, 11:25:19 AM
Yeah, right now I'm having trouble of finding the link for 3.0.4 though
[/quote]
I have the same error log message as above when i load my old save. Sadly i didnt backup the Vayra sector version 3.0.4. Could anyone kindly upload the older version for me pretty please?

Same situation here, if a good soul can share an old version it would be nice. :)
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Quarrie on November 27, 2019, 02:03:11 PM
Here's my old 3.0.4 file (https://drive.google.com/open?id=1SX_cBASD4yx0bgOQUE2bhspnZKtxACUS) for people asking for one, should work hopefully
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: stareiner on November 28, 2019, 01:07:25 AM
Here's my old 3.0.4 file (https://drive.google.com/open?id=1SX_cBASD4yx0bgOQUE2bhspnZKtxACUS) for people asking for one, should work hopefully


Thank you so much for this
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: xucthclu on November 30, 2019, 11:16:40 AM
Seriously, the D-mods Vayras Sector adds are some absolute bull. "Buckled environmental shielding" that entirely removes a cargo freighters storage capacity, making it quite literally useless.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: Vayra on December 02, 2019, 04:07:46 PM
Seriously, the D-mods Vayras Sector adds are some absolute bull. "Buckled environmental shielding" that entirely removes a cargo freighters storage capacity, making it quite literally useless.

That's Compromised Storage, and it's in vanilla.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: xucthclu on December 03, 2019, 02:33:07 AM
No, it does not. In vanilla, it decreases it, not lowers it to 0. Because the same mod also lowers a fuel tankers fuel capacity to 0.

Seriously, the D-mods Vayras Sector adds are some absolute bull. "Buckled environmental shielding" that entirely removes a cargo freighters storage capacity, making it quite literally useless.

That's Compromised Storage, and it's in vanilla.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: TaLaR on December 03, 2019, 02:38:59 AM
One problem with all the extra D-mods is interaction with IBB. IBB ships that failed to roll normally get added to salvage with all D-mods. With Vayra's Sector this means ridiculously long list and untenable restore cost (since it scales with D-mod count).
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: xucthclu on December 03, 2019, 04:16:03 AM
The IBBs aren't generally worth it beyond the provided challenge in and of itself, anyway. Usually, by the time you can get a certain mod-ship, I have a fleet that surpasses the enemys, making the mod-ship somewhat obsolete. To top it off, you're not even getting what the enemy is using, since their loadouts are well beyond the OP limits, and you have to pay to restore them, too.

But the issue with Vayras sector, as I've mentioned, is that once I got a damn atlas with 0 storage capacity, 0 fuel capacity, 0 crew capacity, whilst retaining its skeleton crew requirement (which is quite dumb, how's a ship supposed to require skeleton crew whilst having 0 crew capacity?); The other time there was a Prometheus with 0 fuel capacity. This would not be an issue if restoring a ship was cheaper than buying a new hull of the same type, because then it would still make ships like these worthy of getting from an economic perspective. As that is not the case, these ships are quite literally garbage not worth recovering.

One problem with all the extra D-mods is interaction with IBB. IBB ships that failed to roll normally get added to salvage with all D-mods. With Vayra's Sector this means ridiculously long list and untenable restore cost (since it scales with D-mod count).
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: TaLaR on December 03, 2019, 05:59:50 AM
Many IBBs are just there for challenge, but others perform above their DP value and are worth restoring at quite high cost, as long as it remains reasonable. Like 'Black Talon' super-Eagle that has built-in ITU, Hard Shields, Aux Thrusters and 2 of originally energy slots are hybrid instead, all for the same 22 DP as normal Eagle. IBB Hammerhead is also quite good at it's 14 DP.
Title: Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
Post by: EmperorOfMankind on December 05, 2019, 03:34:32 PM
I heard this mod allows the ai to spread to other regions, is there a modifier in the settings where I can increase the chance and or rate of spreading?
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Vayra on December 06, 2019, 06:47:48 PM
Minor Update - 3.1.1

Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!

Many IBBs are just there for challenge, but others perform above their DP value and are worth restoring at quite high cost, as long as it remains reasonable. Like 'Black Talon' super-Eagle that has built-in ITU, Hard Shields, Aux Thrusters and 2 of originally energy slots are hybrid instead, all for the same 22 DP as normal Eagle. IBB Hammerhead is also quite good at it's 14 DP.

Black Talon is a "HVB" or High Value Bounty, from this mod. IBBs are different! :P

No, it does not. In vanilla, it decreases it, not lowers it to 0. Because the same mod also lowers a fuel tankers fuel capacity to 0.

I double-checked, and I definitely don't have any D-mods that modify storage or fuel capacity. Can you take a screenshot of the ship this is happening to?

Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: tindrli on December 07, 2019, 06:38:08 AM
Minor Update - 3.1.1

Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!



i just tried with my save. i have other 40 mods. and i didnt got any error after updating and running a game. at least not while loading it.

BTW thanx for updating this great mod.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: mirellos1 on December 07, 2019, 01:32:06 PM
Hello, I wanted to run Vayra's Sector with my Mod set but .Vayra's Sector is not compatible with Archean Order TC  :'(

I would be very happy if these mods were to be compatible in the future.


I love both modifications, and it's hard for my heart when I can choose only one of them
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Harmful Mechanic on December 07, 2019, 02:07:03 PM
...not compatible with Archean Order TC  :'(
Well, there's your problem. 'TC' stands for 'Total Conversion', which means it's going to be incompatible with most other mods.

I would be very happy if these mods were to be compatible in the future.
You should ask Morrokain in their thread, since it's their mod that's incompatible with others.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: mirellos1 on December 07, 2019, 02:33:39 PM
Ok. after disabling option TC  in Archean Order this mod is compatible with Nexerelin and many other modifications I use. and with the old version of Vayra's Sector which I used, but after the upgrade these two modifications are not compatible.

I can easily use the same modification composition for Vayra's Sector, and for the Archean Order, but it is not possible to activate these two modifications simultaneously, and it happened after the Vayra's Sector update.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: xucthclu on December 08, 2019, 05:01:31 PM
I'm gonna have to reinstall the mod to try and find the d-mods, but, like I said, I think it was buckled environmental shielding or something of the sorts. Could be that on its own it only decreases storage or fuel space, but when combined with another d-mod, sets it to 0. I'll keep an eye out for it.

Any way to turn off the factions that Vayras Sector adds?
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Vayra on December 08, 2019, 09:09:18 PM
I'm gonna have to reinstall the mod to try and find the d-mods, but, like I said, I think it was buckled environmental shielding or something of the sorts. Could be that on its own it only decreases storage or fuel space, but when combined with another d-mod, sets it to 0. I'll keep an eye out for it.

Any way to turn off the factions that Vayras Sector adds?

Open VAYRA_SETTINGS.ini in the mod directory with a plaintext editor (like notepad), set "spawnColonialCompetitors":true,    to "spawnColonialCompetitors":false,     ;D
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Arcagnello on December 09, 2019, 09:05:52 AM
I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?

Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.

The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.

I'm going to paste this here since I kiiind of mistook what mod brought the faction in.

I also want to make sure: can I actually delete their faction by conquering/destroying all their bases like I can do with Pirates/Luddic Path when in conjuction with the Nexerelin mod?
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Arcagnello on December 10, 2019, 01:16:42 AM
I actually had a few hours last night to test and perfect my fleet against the aneurism-inducing 6 Sabot Astral parade while I was clearing out Stormhawk Republic bases/outposts. They do automatically respawn when there's less than two.

Also, I actually discovered that you can actually skip the admittedly tedious search for raid outposts by going into the "planet" window, check on inhabited and scroll down until you find the supposedly hidden base that you quite conveniently lay a course on  8)
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: PyroFuzz on December 10, 2019, 07:23:03 AM
That better give some wild option to replace the cargobay with a refit of something
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: taerkar on December 11, 2019, 06:20:11 PM
Minor Update - 3.1.1

Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!

Started a new game after updating this mod and I'm still losing access to an active gate. More specifically the gate in Yma that activated when I did the first part of Gates Awakened. It worked for a while but now when I go to it it pops up the dialogue from this mod.

Other gates seem to work fine.

edit: Second gate stopped working with the same thing right after I activated it. I'm using 3.1.1 btw.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Vayra on December 13, 2019, 10:46:36 PM
I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?

Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.

The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.

I'm going to paste this here since I kiiind of mistook what mod brought the faction in.

I also want to make sure: can I actually delete their faction by conquering/destroying all their bases like I can do with Pirates/Luddic Path when in conjuction with the Nexerelin mod?

This should be fixed in the next update.

Minor Update - 3.1.1

Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!

Started a new game after updating this mod and I'm still losing access to an active gate. More specifically the gate in Yma that activated when I did the first part of Gates Awakened. It worked for a while but now when I go to it it pops up the dialogue from this mod.

Other gates seem to work fine.

edit: Second gate stopped working with the same thing right after I activated it. I'm using 3.1.1 btw.

This... I'm still lost on. :(
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: TheDTYP on December 14, 2019, 06:30:14 PM
Apologies in advance if this question has already been asked but:

How do the colony factions work? When do they appear? I don't recall them ever showing up in an (albeit brief, like 1 hour) playthrough I did with this mod. Where and when do they show up? And does it work the same way in Nexerelin's Corvus mode? I'm looking to start a new playthrough soon and I am quite interested in this system.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Flix on December 15, 2019, 05:32:21 AM
Hello. I'm reinstalling Starsector and mods on a new PC and I need Vayra's sector v 3.04. How can I download it? My save file isn't compatible with the latest 3.1.1 and I don't have access to my old installation of starsector to copy the 3.04 of Vayra's sector. Thanks for any help! I tried searching but have failed terribly...
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Histidine on December 16, 2019, 04:39:52 AM
Minor Update - 3.1.1

Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!

Started a new game after updating this mod and I'm still losing access to an active gate. More specifically the gate in Yma that activated when I did the first part of Gates Awakened. It worked for a while but now when I go to it it pops up the dialogue from this mod.

Other gates seem to work fine.

edit: Second gate stopped working with the same thing right after I activated it. I'm using 3.1.1 btw.

This... I'm still lost on. :(
The Gates Awakened dialog check has $tag:GatesAwakened__gate_activated score:10
while the Vayra ghost ship gate dialog check has $global.vayra_hasHyperlostGhostShip score:420
Since the latter number is bigger, the ghost ship rule always runs in preference to the awakened gate rule.

Either lower the score from the ghost ship check, or update your rule so that it checks for the gate not being awakened; e.g. !$tag:GatesAwakened__gate_activated

Apologies in advance if this question has already been asked but:

How do the colony factions work? When do they appear? I don't recall them ever showing up in an (albeit brief, like 1 hour) playthrough I did with this mod. Where and when do they show up? And does it work the same way in Nexerelin's Corvus mode? I'm looking to start a new playthrough soon and I am quite interested in this system.
IIRC:
They don't spawn until cycle 208 by default. You'll get an intel notification that a new faction has formed, and more notifications for each colony expedition they send out.
It should work in both random and non-random Nexerelin sectors.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: benjaminwoo on December 18, 2019, 10:33:54 PM
All Bounties only last 1 day...

What it says on the lid, I've tried deleting and re-downloading the mod, fresh save, but all mod bounties (As in bounties that target non-pirate factions) all have a duration of one day.
I tried setting VAYRA_SETTINGS' Pirate Bounty mode thing to "Never" (Always use vanilla mod system where the targets are all pirates), but the issue still remains...

Disclaimer: I did mess with VAYRA_Settings to disable the colonial factions and Pop. Front.

I have no clue what I did wrong, send help  :'(
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: xucthclu on December 19, 2019, 01:58:27 AM
Has the issue with Gates Awakened been fixed? I'm thinking of redownloading Vayras Sector for my next playthrough.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Panda on December 20, 2019, 11:04:53 AM
Any chance to get 3.0.4 from somewhere? Can't load my last save with the newest version
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: MajorTheRed on December 20, 2019, 12:54:18 PM
Hey,

Last time I dropped comments about your mod(s) was before you split Kadur Remnant in 3. So I figured that it would be great to update my review.
Honestly, this is a blast. This is as close as you can get from a Nexelerin game but still keeping the Vanilla setting. I love it. The colonization expeditions, the revenge fleet, the bounties. As last time, I tried to play pirates, one of my best runs, really more funnier than standard play.
I would just give a few minor comments:
-The pirate beginning is a little bit too easy. The fleet is quite strong, and the reputation is too high. Maybe it's because I've been playing the game for years. A few D-mods, or lesser ships could increase a little bit the difficulty. Or I should try the USSR faction
-For now, the Starhawk raids are too powerfull in comparison the Hegemony fleets. I understand this is mostly vanilla-related as core-factions are unable to muster stong defence fleets.

Execpt from this too minor point, I love this mod. This is really a must-have mod in my case.

Thank you!
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Histidine on December 21, 2019, 12:20:24 AM
The raider non-event fleets have a number of issues:
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: xucthclu on December 21, 2019, 05:19:47 AM
Ugh, so I turned off the Colonial Competitor factions (on the account of having quite enough factions in my game, I do not need any more) in the settings file, but this still came up, when it shouldn't.

Spoiler
(https://i.imgur.com/6JbN8BP.png)
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Vayra on December 21, 2019, 08:39:22 PM
Ugh, so I turned off the Colonial Competitor factions (on the account of having quite enough factions in my game, I do not need any more) in the settings file, but this still came up, when it shouldn't.

Spoiler
(https://i.imgur.com/6JbN8BP.png)
[close]

Disabling the colony factions in the Nex start menu should solve this.

The raider non-event fleets have a number of issues:
  • They're often way, way too large. My log lists a number of instances where fleets were spawned with >500 actual FP, and I've personally seen fleets with two rows of capitals.
  • It's nice at times, but I'm not sure they should clean up pirate and Pather bases so aggressively without the player having to do anything.
  • VayraRaiderNonEventFleetManager line 163: the travel assignment text is "travelling to the targetName star system"... where targetName is a planet or station, not a system.
  • Maximum fleet count really shouldn't be "sum of sizes of faction's markets", although they'll never actually reach this number (log message doesn't list more than 2 being in play at once)

Thanks - been looking at these lately too. Will be fixed in the next update!

The Gates Awakened dialog check has $tag:GatesAwakened__gate_activated score:10
while the Vayra ghost ship gate dialog check has $global.vayra_hasHyperlostGhostShip score:420
Since the latter number is bigger, the ghost ship rule always runs in preference to the awakened gate rule.

Either lower the score from the ghost ship check, or update your rule so that it checks for the gate not being awakened; e.g. !$tag:GatesAwakened__gate_activated

This too!
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: xucthclu on December 22, 2019, 02:35:23 AM
iirc you can only disable factions in Nex random sector. I had to disable faction respawning to deal with that issue. They shouldn't be spawning at all if I've switched them off in Vayras Sector settings, tho.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Histidine on December 22, 2019, 05:38:15 AM
Person bounties added after the game start advance twice per frame (so if it says 20 days remaining it'll actually expire in 10 days).

I suspect what's going on is that addActive is being called twice: once in VayraPersonBountyManager.createEvent() and once immediately after in BaseEventManager.advance().
Code: java
		if (count < currMax) {
EveryFrameScript event = createEvent();
addActive(event);
}
Code: java
    @Override
    public EveryFrameScript createEvent() {

        if (getInstance().getActiveCount() >= getInstance().getMaxConcurrent()) {
            log.info(String.format("Bounty hunting? *** off, we're full. [%s/%s]", VayraPersonBountyManager.getInstance().getActiveCount(), VayraPersonBountyManager.getInstance().getMaxConcurrent()));
            return null;
        }

        VayraPersonBountyIntel intel = new VayraPersonBountyIntel();
        if (intel.isDone()) {
            intel = null;
        }

        if (intel != null) {
            addActive(intel);
        }

        return intel;
    }
I had to disable faction respawning to deal with that issue. They shouldn't be spawning at all if I've switched them off in Vayras Sector settings, tho.
Turning off respawn of factions not present at start should be sufficient. I should change Nexerelin to make them not spawn if they're disabled in the Vayra config, though.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Agalyon on December 24, 2019, 10:10:21 AM
I definitely think the new dmods need a config option to turn on and off. If theres an easy way to handle that by editing files I'd be happy to do it, but I'm not sure about others. Is there an easy way to disable them?

Also, it appears that custom permanent bounties are eating into my bounty pool and taking a slot, at least in my game. Any idea whats causing that?
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: xucthclu on December 24, 2019, 12:54:01 PM
There's a hidden Luddic Church orbital station way on the edge of the sector. Since it's hidden, it doesn't prompt to turn on transponder upon entering the system, but if the patrols get to the player (as they did to me due to always having the speed up on), then there still is a penalty to the reputation with Luddic Church. It shouldn't be like that at all.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: greycommotion on January 06, 2020, 03:13:09 PM
Dear God, the Persean Democratic People's Revolutionary Council's music.

I took them pretty seriously upon reading their faction page - hard-bitten space communists striving to survive in a gruelling future; forced out of their pirate consumed homeworld in an oppressive system...and then I heard their music! XD

I thought I'd stumbled on an easter egg at first!

If I replaced their track with something else, would the mod bug out you reckon?

Spoiler

Why are the SRA helping the Council?

It is because you're friends with Shadowy and you both just decided to pool your resources together? Or is there an in-world reason? :)

And how did they approach the PDPRC? Did an SRA representative pop into the Umbra system one day and go:

"(<_<) .... (>_>) ... (<_<) ...Want some cool frigates ;)? Paint them red; nobody will figure it out that we're the ones supplying you. Here are a bazillion credits to get you started :-X"

[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Chewzie on January 08, 2020, 08:35:08 AM
I've just encountered a crash when trying to view bounty info on the intel tab. Other bounties from your mod are working without problems.
Spoiler
349799 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:319)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:847)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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)
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Mealstrom on January 10, 2020, 05:29:06 PM
I get a crash opening console commands with vayra enabled
Spoiler
170854 [Thread-4] WARN  data.scripts.campaign.intel.VayraPersonBountyIntel  - stacktrace is [java.lang.Thread.getStackTrace(Unknown Source), data.scripts.campaign.intel.VayraPersonBountyIntel.advanceImpl(VayraPersonBountyIntel.java:946), com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75), com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114), data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:273), com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source), com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source), com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source), com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source), com.fs.starfarer.title.Object.actionPerformed(Unknown Source), com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source), com.fs.starfarer.ui.I.Ò00000(Unknown Source), com.fs.starfarer.ui.I.processInput(Unknown Source), com.fs.starfarer.ui.O0Oo.o00000(Unknown Source), com.fs.starfarer.BaseGameState.traverse(Unknown Source), com.fs.state.AppDriver.begin(Unknown Source), com.fs.starfarer.combat.CombatMain.main(Unknown Source), com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source), java.lang.Thread.run(Unknown Source)] ### when it was previously [java.lang.Thread.getStackTrace(Unknown Source), data.scripts.campaign.intel.VayraPersonBountyIntel.advanceImpl(VayraPersonBountyIntel.java:946), com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75), com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114), data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:273), com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source), com.fs.starfarer.campaign.CampaignState.advance(Unknown Source), com.fs.starfarer.BaseGameState.traverse(Unknown Source), com.fs.state.AppDriver.begin(Unknown Source), com.fs.starfarer.combat.CombatMain.main(Unknown Source), com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source), java.lang.Thread.run(Unknown Source)]
170855 [Thread-4] WARN  data.scripts.campaign.intel.VayraPersonBountyIntel  - stacktrace is [java.lang.Thread.getStackTrace(Unknown Source), data.scripts.campaign.intel.VayraPersonBountyIntel.advanceImpl(VayraPersonBountyIntel.java:946), com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75), com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114), data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:273), com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source), com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source), com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source), com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source), com.fs.starfarer.title.Object.actionPerformed(Unknown Source), com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source), com.fs.starfarer.ui.I.Ò00000(Unknown Source), com.fs.starfarer.ui.I.processInput(Unknown Source), com.fs.starfarer.ui.O0Oo.o00000(Unknown Source), com.fs.starfarer.BaseGameState.traverse(Unknown Source), com.fs.state.AppDriver.begin(Unknown Source), com.fs.starfarer.combat.CombatMain.main(Unknown Source), com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source), java.lang.Thread.run(Unknown Source)] ### when it was previously [java.lang.Thread.getStackTrace(Unknown Source), data.scripts.campaign.intel.VayraPersonBountyIntel.advanceImpl(VayraPersonBountyIntel.java:946), com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75), com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114), data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:273), com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source), com.fs.starfarer.campaign.CampaignState.advance(Unknown Source), com.fs.starfarer.BaseGameState.traverse(Unknown Source), com.fs.state.AppDriver.begin(Unknown Source), com.fs.starfarer.combat.CombatMain.main(Unknown Source), com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source), java.lang.Thread.run(Unknown Source)]
170856 [Thread-4] WARN  data.scripts.campaign.intel.VayraPersonBountyIntel  - stacktrace is [java.lang.Thread.getStackTrace(Unknown Source), data.scripts.campaign.intel.VayraPersonBountyIntel.advanceImpl(VayraPersonBountyIntel.java:946), com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75), com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114), data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:273), com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source), com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source), com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source), com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source), com.fs.starfarer.title.Object.actionPerformed(Unknown Source), com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source), com.fs.starfarer.ui.I.Ò00000(Unknown Source), com.fs.starfarer.ui.I.processInput(Unknown Source), com.fs.starfarer.ui.O0Oo.o00000(Unknown Source), com.fs.starfarer.BaseGameState.traverse(Unknown Source), com.fs.state.AppDriver.begin(Unknown Source), com.fs.starfarer.combat.CombatMain.main(Unknown Source), com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source), java.lang.Thread.run(Unknown Source)] ### when it was previously [java.lang.Thread.getStackTrace(Unknown Source), data.scripts.campaign.intel.VayraPersonBountyIntel.advanceImpl(VayraPersonBountyIntel.java:946), com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75), com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114), data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:273), com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source), com.fs.starfarer.campaign.CampaignState.advance(Unknown Source), com.fs.starfarer.BaseGameState.traverse(Unknown Source), com.fs.state.AppDriver.begin(Unknown Source), com.fs.starfarer.combat.CombatMain.main(Unknown Source), com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source), java.lang.Thread.run(Unknown Source)]
[close]

Edit: found the cause and it wasnt vayra related.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: Vayra on January 11, 2020, 02:16:24 AM
Person bounties added after the game start advance twice per frame (so if it says 20 days remaining it'll actually expire in 10 days).

I suspect what's going on is that addActive is being called twice: once in VayraPersonBountyManager.createEvent() and once immediately after in BaseEventManager.advance().

I forget if I mentioned this on Discord, but this will be fixed in the next release!  ;D Thanks, that was completely stumping me.

Dear God, the Persean Democratic People's Revolutionary Council's music.

I took them pretty seriously upon reading their faction page - hard-bitten space communists striving to survive in a gruelling future; forced out of their pirate consumed homeworld in an oppressive system...and then I heard their music! XD

I thought I'd stumbled on an easter egg at first!

If I replaced their track with something else, would the mod bug out you reckon?

Spoiler

Why are the SRA helping the Council?

It is because you're friends with Shadowy and you both just decided to pool your resources together? Or is there an in-world reason? :)

And how did they approach the PDPRC? Did an SRA representative pop into the Umbra system one day and go:

"(<_<) .... (>_>) ... (<_<) ...Want some cool frigates ;)? Paint them red; nobody will figure it out that we're the ones supplying you. Here are a bazillion credits to get you started :-X"

[close]

The mod will not bug out! You can replace it by replacing the .ogg file with one of the same name, changing sounds.json to point to a different file, or you can turn it off by setting the volume to 0 in sounds.json. Like more or less everything else I design, they are both a little bit of a joke and played completely straight.

Spoiler
The SRA are backing them because they consider them worthy of help (they're both socialistic factions aligned against a largely oppressive sector), their interests align (the PDPRC are sworn enemies of the Diktat, who Shadowyards are in continual conflict with due to their interests in the Askonia system - where the PDPRC was founded), and with the hope of steering them in a more functional and principled direction - to quote Shadowy:
Quote
The Yardies would consider them to be in the process of developing a functional ideological base
or something to that effect

Of course, the internal demographics of the ARC and PDPRC are still quite... messy, so some of the materiel given to them does find its way back to Umbra, and from there to the pirates. Hence the Carmine being in pirate hands.

Likewise, DME is backing them because they are both relatively laissez-faire arms dealers and exactly the type of liberal war machine that would deliver financial and material aid to guerillas they think will support their interests - or at least put pressure on their enemies and rivals.

Kadur, P.A.C.K., and Junk Pirates are also the PDPRC's allies, but due to their positions at the fringes of Sector society themselves are less backers and more comrades in arms.
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: BlackAlpha on January 12, 2020, 09:56:37 AM

The mod will not bug out! You can replace it by replacing the .ogg file with one of the same name, changing sounds.json to point to a different file, or you can turn it off by setting the volume to 0 in sounds.json. Like more or less everything else I design, they are both a little bit of a joke and played completely straight.

I like your mods a lot, but this joke is sadistic.  :P

It's also a bit of a pain to fix it yourself. You have to overwrite the files in Kadur Remnant, Vayra's Sector and Vayra's Ship Pack. Then, you have to edit the config file in Vayra's Sector to fix the volume. It was quite a hassle to figure all of that out.

But anyway, that track is funny the first time. But if you hang around planets/stations belonging to that faction, then it becomes very annoying. After the sixth time, in a time span of 15 minutes, I couldn't take it anymore. I suggest to replace the track with something that doesn't make your ears bleed.  ;)
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: mora on January 12, 2020, 11:29:35 AM
Sorry if this information is already posted, but I think this is a very critical problem.
So I've noticed my game slowing down to a crawl in hyperspace after a few cycles and was experiencing very, very long save times. I suspected Vayra's Sector to be the culprit because I once got like 20 stormhawk "bounty hunter" fleets in a single screen together with 20 hegemony "bounty hunter" fleets which I thought "surely this isnt normal". Apparently your Non-event-related fleets spawned by the vayraRaiders framework aren't cleaned up or tracked properly or something and slows the game down. I experienced something very similar to this slow-down-save symptom in pre-3.1.0 games which apparently had a memory leak you've fixed. So for now I've set "spawnNonEventFleets" to false in every raider json file and haven't had any slow downs even after a few cycles.

And something else I'd like to ask is that are Raider bases spawned by the vayraRaider framework supposed to grow in colony size?(This probably only occurs with Nexerelin installed but haven't tested without it) I noticed stormhawk bases growing to size 4 frequently before they're abandoned. And on the same save I once got like 10 stormhawk bases, however this might be caused by the pirate base and pather base spawn limits which I set to like 30 in the settings file for that save. But that shouldn't affect your framework, right? So my idea is that once a raider base grows in size, its not counted towards the spawn limit or something.

EDIT:Since everyone else is seemingly having problems with Unique bounties/HVB I will post mine.
After Destroying one of your HVB fleets(Corvid crow) the game started to stutter every second only on the campaign screen without any frames dropping. It was like as if the game was stuck in a endless looping script of some sort.
The HVB fleet I fought had a battle off-screen(I was in hyperspace) with another bounty fleet that spawned in the same system before fighting my fleet. The fleet was a Ninth Battlegroup bounty fleet which is hostile to all factions, including your "hostile" faction. I have your bounty manager set to ALWAYS so both fleets were generated by your mod.
After the battle with the HVB fleet, the flagship was not recoverable. I have my fleet size limit set to 99 so this isn't a case of not having enough space.
I made a save right after entering the system where the HVB fleet is and tried to reproduce this issue but couldn't.
I have 43 mods installed which most are from the mod index and 1 personal mod which adds a couple of weapons but doesn't contain any scripts.

I definitely think the new dmods need a config option to turn on and off. If theres an easy way to handle that by editing files I'd be happy to do it, but I'm not sure about others. Is there an easy way to disable them?
You can "disable" d-mods by opening up the hull_mods.csv under the Vayra's Sector\data\hullmods folder and removing the "damage" tag from the "tags" column of the d-mods you want to remove. Doing this will remove them from the d-mod table; existing d-mods will not be removed, but will prevent them from being "picked" and applied to ships. This will not break your save.
Title: Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
Post by: hollow on January 14, 2020, 03:21:56 AM
yo my high-value bounties keep crashing my game
I'm running a lot of mods (20-30 mods) if that helps

here is the crash report:

289022 [Thread-9] INFO  sound.public  - Cleaning up music with id [FearMachine.ogg]
289355 [Thread-12] INFO  sound.public  - Creating streaming player for music with id [Ambush.ogg]
289356 [Thread-12] INFO  sound.H  - Playing music with id [Ambush.ogg]
289942 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.getTargetDesc(VayraUniqueBountyIntel.java:319)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.createSmallDescription(VayraUniqueBountyIntel.java:847)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.Oo0o$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.ui.oO00.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oO00.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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(Thread.java:745)
Title: Re: [0.9.1a] Vayra's Sector 3.1.2 - the dutchman cometh 2020-01-14
Post by: Vayra on January 14, 2020, 10:27:30 PM
yo my high-value bounties keep crashing my game

Hopefully this new version has either fixed this, or will make it clear what was happening so I can fix it quickly.

Sorry if this information is already posted, but I think this is a very critical problem.
So I've noticed my game slowing down to a crawl in hyperspace after a few cycles and was experiencing very, very long save times. I suspected Vayra's Sector to be the culprit because I once got like 20 stormhawk "bounty hunter" fleets in a single screen together with 20 hegemony "bounty hunter" fleets which I thought "surely this isnt normal". Apparently your Non-event-related fleets spawned by the vayraRaiders framework aren't cleaned up or tracked properly or something and slows the game down. I experienced something very similar to this slow-down-save symptom in pre-3.1.0 games which apparently had a memory leak you've fixed. So for now I've set "spawnNonEventFleets" to false in every raider json file and haven't had any slow downs even after a few cycles.

I believe this new version has cleaned this up - please repost if it happens after an update!

(https://i.imgur.com/mCdNUZx.png)
Update - v3.1.2 - get it from the OP (http://fractalsoftworks.com/forum/index.php?topic=16058.0)
- toned down nonevent raid fleets from raider bases
- finally fixed double bounty advance bug (thanks histidine)
- added nex diplomacy traits to colony factions
- raider factions will no longer target markets they are not hostile with
- further improvements to unique bounty error handling (check the log if yours aren't working!)
- player is no longer forced to fight unique bounties after talking to them, if nonhostile with bounty faction
- added nanite bug spray
- new pirate HVB and custom non-Nexerelin start
Title: Re: [0.9.1a] Vayra's Sector 3.1.2 - the dutchman cometh 2020-01-14
Post by: TimeDiver on January 15, 2020, 02:32:45 AM
Got a CTD not even 2 in-game days after replacing (not overwriting) Vayra's Sector 3.1.1 with the 3.1.2 update.

The last few lines of starsector.log:

Code
100512 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for pirates considering options
101791 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Cleaning up orphaned fleet [Tiandong escorts]
101791 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Cleaning up orphaned fleet [Tiandong mercenaries]
101796 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Tiandong mercenaries] at hyperloc Vector2f[-7200.0, -10700.0]
101997 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 6.0 for market [Yesod]
102542 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from madeira, 40 total available
103246 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderNonEventFleetManager  - Cleaning up orphaned fleet [Hegemony privateer] of [0] ships
103374 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderNonEventFleetManager.advance(VayraRaiderNonEventFleetManager.java:267)
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: [0.9.1a] Vayra's Sector 3.1.3 - now with less portrait overriding 2020-01-15
Post by: Vayra on January 15, 2020, 10:18:18 AM
Got a CTD not even 2 in-game days after replacing (not overwriting) Vayra's Sector 3.1.1 with the 3.1.2 update.

The last few lines of starsector.log:

Code
100512 [Thread-4] INFO  exerelin.campaign.diplomacy.DiplomacyBrain  - Diplomacy brain for pirates considering options
101791 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Cleaning up orphaned fleet [Tiandong escorts]
101791 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Cleaning up orphaned fleet [Tiandong mercenaries]
101796 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [Tiandong mercenaries] at hyperloc Vector2f[-7200.0, -10700.0]
101997 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Creating trade fleet of tier 6.0 for market [Yesod]
102542 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from madeira, 40 total available
103246 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderNonEventFleetManager  - Cleaning up orphaned fleet [Hegemony privateer] of [0] ships
103374 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderNonEventFleetManager.advance(VayraRaiderNonEventFleetManager.java:267)
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)

Whoops! Update 3.1.3 Redownload from OP - I think I fixed that this morning along with another minor issue.
Title: Re: [0.9.1a] Vayra's Sector 3.1.3 - now with less portrait overriding 2020-01-15
Post by: GlenSkunk on January 15, 2020, 10:32:15 AM
Just did a quick test on a save game using the new 3.1.3 update...unfortunately, it looks like that null exception's still getting thrown up, same way as before as far as I can tell.

Code
202896 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config ae_ixbattlegroup not found, using default
203152 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel  - Created ProcurementMissionIntel: rare_ore to Jangala
204692 [Thread-4] INFO  exerelin.campaign.intel.fleets.OffensiveFleetIntel  - Notifying raid ended: FAILURE, null
204727 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
205438 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config ae_ixbattlegroup not found, using default
205680 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Sindria to Athulf
205807 [Thread-4] INFO  data.scripts.OfficerManagerEvent  - Added admin at 2d6fb, 30 total available
205908 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderNonEventFleetManager  - Cleaning up orphaned fleet [Kadur justiciars] of [0] ships
205923 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [StellarRemnant.ogg]
205957 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Mobilization.ogg]
205958 [Thread-10] INFO  sound.null  - Playing music with id [Mobilization.ogg]
206061 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderNonEventFleetManager.advance(VayraRaiderNonEventFleetManager.java:281)
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: [0.9.1a] Vayra's Sector 3.1.3 - now with less portrait overriding 2020-01-15
Post by: Shadowkiller on January 15, 2020, 10:42:58 AM
Im getting the exact same thing in a save game with the new update, do we need to make a new game or is it save game compatible?
Title: Re: [0.9.1a] Vayra's Sector 3.1.3 - now with less portrait overriding 2020-01-15
Post by: matteroflight on January 15, 2020, 11:26:18 AM
Updated 4 mods at the same time (this one, the ship version, the hullmod mod and terraforming.

But having the same crashes. I probably should have read you can't update this mod with saves haha. (crashes on past version save)
Title: Re: [0.9.1a] Vayra's Sector 3.1.3 - now with less portrait overriding 2020-01-15
Post by: Vayra on January 15, 2020, 12:31:32 PM
Ah, yes - it does break saves. I put that in red text by the download link  :-[
Title: Re: [0.9.1a] Vayra's Sector 3.1.3 - now with less portrait overriding 2020-01-15
Post by: TimeDiver on January 15, 2020, 01:17:08 PM
...so, did anyone keep a copy of 3.1.1 around? I stupidly erased both of my backup .zip files that I'd normally keep around awhile.

Were this hosted on BitBucket, I'd just get an older revision, but as Vayra uses Google; and I didn't keep the URL for 3.1.1 either.

All of my saves are rather painstakingly developed (no Console Commands were used at all), and I'd try to avoid a new campaign if at all possible.
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: Vayra on January 15, 2020, 06:34:28 PM
Another minor update... fixing the nonevent fleet cleanup crash for real this time. I swear. :-X 3.1.4 in the OP

EDIT: Alas, the "bug" i was trying to fix was caused by trying to load an old save, so it was fruitless. Updating this mod from 3.1.1 to 3.1.2 or later breaks saves.  :-\

...so, did anyone keep a copy of 3.1.1 around? I stupidly erased both of my backup .zip files that I'd normally keep around awhile.

Were this hosted on BitBucket, I'd just get an older revision, but as Vayra uses Google; and I didn't keep the URL for 3.1.1 either.

All of my saves are rather painstakingly developed (no Console Commands were used at all), and I'd try to avoid a new campaign if at all possible.

3.1.1: https://drive.google.com/open?id=1oLsG_NSi7UC8GkD462p6NhG1Y68d0TV5
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: TimeDiver on January 15, 2020, 07:00:04 PM
3.1.1: https://drive.google.com/open?id=1oLsG_NSi7UC8GkD462p6NhG1Y68d0TV5
Many thanks to you, good mod author!
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: Kulverstukass on January 15, 2020, 09:28:09 PM
What are these?
/from download image/

[attachment deleted by admin]
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: Avanitia on January 15, 2020, 09:57:57 PM
What are these?
/from download image/
Built-ins from the Galleon, which appears in special fleet that spawns once in a cycle from Rimward Company market.
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: e on January 17, 2020, 07:39:49 PM
Not that I think the meme of the reds music theme wasn't funny or anything, but now that the joke overstayed it's welcome, anyone has a suggestion of what track to use for them?
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: Vayra on January 18, 2020, 02:41:31 AM
Not that I think the meme of the reds music theme wasn't funny or anything, but now that the joke overstayed it's welcome, anyone has a suggestion of what track to use for them?

I can't include these in the mod myself since I don't have the rights, but here are some sovietwave tracks from soundcloud that have download options and I think would be a good fit:

https://soundcloud.com/vostokspacewave/intro
https://soundcloud.com/vostokspacewave/mir
https://soundcloud.com/vostokspacewave/energia
https://soundcloud.com/impulse80/80a-5
https://soundcloud.com/proton-4-1/mpwumcyifdnz
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: turkler on January 18, 2020, 03:58:32 AM
so I went on the cursed ship start because it sounded pretty neat

I knew the second I got on that something was wrong, my fps is usually 75 (what it's locked to) but it fell to 60, then a few minutes later 40, then 30, then I was getting 10 fps WITHOUT speeding up the game, do note that the f ramerate was perfectly stable (75 again) during combat and menus
so I messed around, this is exclusive to this specific start, both vanilla, shadowyards, and other vayra's starts work without any problems, I even thought it was caused by SAD as I had just installed it and even got rid of some mods to make sure I wasn't running out of ram or something, but every other start worked just fine except the cursed ship start

so, I popped up the logs, and it's a LOT of lines of the same message

https://gyazo.com/e4f10de6879244e3d6b36ef637c0c575

I was going to provide a pastebin, but the .txt is about 34mb and trying to paste it into pastebin freezes chrome, so I had to upload the txt to dropbox, hope that works

https://www.dropbox.com/s/non1jgsjalzqaso/starsector.log?dl=0
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: Titann on January 18, 2020, 01:26:34 PM
specialitemrewards on unique_bounty_data.csv doesnt work?
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: e on January 18, 2020, 05:52:46 PM
Not that I think the meme of the reds music theme wasn't funny or anything, but now that the joke overstayed it's welcome, anyone has a suggestion of what track to use for them?

I can't include these in the mod myself since I don't have the rights, but here are some sovietwave tracks from soundcloud that have download options and I think would be a good fit:

https://soundcloud.com/vostokspacewave/intro
https://soundcloud.com/vostokspacewave/mir
https://soundcloud.com/vostokspacewave/energia
https://soundcloud.com/impulse80/80a-5
https://soundcloud.com/proton-4-1/mpwumcyifdnz

That's some good music!

Thanks for the suggestion!
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: Vayra on January 18, 2020, 07:00:48 PM
so I went on the cursed ship start because it sounded pretty neat

I knew the second I got on that something was wrong, my fps is usually 75 (what it's locked to) but it fell to 60, then a few minutes later 40, then 30, then I was getting 10 fps WITHOUT speeding up the game, do note that the f ramerate was perfectly stable (75 again) during combat and menus
so I messed around, this is exclusive to this specific start, both vanilla, shadowyards, and other vayra's starts work without any problems, I even thought it was caused by SAD as I had just installed it and even got rid of some mods to make sure I wasn't running out of ram or something, but every other start worked just fine except the cursed ship start

so, I popped up the logs, and it's a LOT of lines of the same message

https://gyazo.com/e4f10de6879244e3d6b36ef637c0c575

I was going to provide a pastebin, but the .txt is about 34mb and trying to paste it into pastebin freezes chrome, so I had to upload the txt to dropbox, hope that works

https://www.dropbox.com/s/non1jgsjalzqaso/starsector.log?dl=0

Woah! Good catch. Will be fixed for next release.

specialitemrewards on unique_bounty_data.csv doesnt work?

I'm like 14% sure it actually does now.
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: Titann on January 19, 2020, 02:05:38 AM
I'm like 14% sure it actually does now.

Ive tried to make some bounty that rewarding with unique hullmods but seems like specialitemreward doesnt work even though i killed the bounty like 4 times and didnt receive thenew hullmod i made and yes hullmod is  not set as hidden
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: Timid on January 19, 2020, 10:11:40 AM
Ashen Keeper's Ashen Shielding says -14% instead of -15%. Intentional?
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: Doomrider on January 22, 2020, 12:24:15 AM
I have a few complaints about factions:

1) Stormhawk text colour is too damn dark, so it blends into the background. I get it you wanted to distinguish them from the tri-tac blue, but it hurs my eyes.

2) Revolutionary music is so annoying makes me want to kill them all even more. And I'm from a post-soviet country, I have the hatred for communism bred into my bones.
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: e on January 22, 2020, 10:33:30 PM
I'd like to report that the

Spoiler
Flying Dutchman
[close]

has caused me an unreasonable amount of lag, like my game goes from being smooth to dropping to a 1 FPS kind of speed. My guess is that it lags because it's constantly checking for crew for it's "unique ability".

And just to make sure it wasn't something else, the moment i got rid of the ship, things went back to normal... I mean, i guess it goes with it's theme >.>

Also since i only fought it once, and didn't get it, i used console commands to add it to my fleet, so i'm actually not certain if you are meant to get it legitimately or not since HVBs can be uncertain sometimes with their drops.
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: turkler on January 23, 2020, 03:30:40 AM
I'd like to report that the

Spoiler
Flying Dutchman
[close]

has caused me an unreasonable amount of lag, like my game goes from being smooth to dropping to a 1 FPS kind of speed. My guess is that it lags because it's constantly checking for crew for it's "unique ability".

And just to make sure it wasn't something else, the moment i got rid of the ship, things went back to normal... I mean, i guess it goes with it's theme >.>

Also since i only fought it once, and didn't get it, i used console commands to add it to my fleet, so i'm actually not certain if you are meant to get it legitimately or not since HVBs can be uncertain sometimes with their drops.

already reported, see my comment above
Title: Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
Post by: derelictass on January 23, 2020, 03:11:15 PM
What is the point of AI colonizing outer planets if they go for useless barren worlds?  :(
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vayra on January 24, 2020, 09:02:20 PM
(https://i.imgur.com/h5cfSXS.jpg)

Medium-sized update - 3.1.5, get it from the OP

Perhaps most notably, there's a new framework for simple lorecrumb exploration objects that may be of interest to modders!

What is the point of AI colonizing outer planets if they go for useless barren worlds?  :(
I've increased the weight of low-hazard worlds, hopefully they'll pick them more often now.

I'd like to report that the
Spoiler
Flying Dutchman
[close]
has caused me an unreasonable amount of lag
so I went on the cursed ship start because it sounded pretty neat

I knew the second I got on that something was wrong
These should be fixed now too!

I have a few complaints about factions:

1) Stormhawk text colour is too damn dark, so it blends into the background. I get it you wanted to distinguish them from the tri-tac blue, but it hurs my eyes.

2) Revolutionary music is so annoying makes me want to kill them all even more. And I'm from a post-soviet country, I have the hatred for communism bred into my bones.
These fixes didn't make it in, but there are more PDPRC ships now  ;D

I don't suppose you know anyone who makes sovietwave and would be willing to license some tracks for a spaceship game?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: e on January 24, 2020, 09:37:08 PM

Medium-sized update - 3.1.5, get it from the OP

Perhaps most notably, there's a new framework for simple lorecrumb exploration objects that may be of interest to modders!

I can't believe you got rid of the trademark "dominator spam" from the commies, you MONSTER!! ;)

But seriously, that third ship on the image looks sick!
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Doomrider on January 25, 2020, 02:41:43 AM
I don't suppose you know anyone who makes sovietwave and would be willing to license some tracks for a spaceship game?

I used to. About a decade ago I was involved in development of Space Rangers 2 HD. I wasn't very close with music guys, but we knew each other. Unfortunately I only have ICQ contacts with them now, and those died years ago.

Anyway I just redact communist_clouds file to replace their music with the Diktat one.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: derelictass on January 25, 2020, 04:24:32 AM
Nice update!

Does your mod add the marine boarding carrier mission? I just found an astral requiring 450 marines and by the time I came back the ship disappeared  :(
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Chairman Suryasari on January 27, 2020, 06:25:51 PM
Found bug!

Mora RG cannot be assemble on my colonies and my fleet. Any other RG Ship look like fine.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vayra on January 28, 2020, 01:42:32 AM
But seriously, that third ship on the image looks sick!

All Zen, heh. I just did the implementation.  ;D

I used to. About a decade ago I was involved in development of Space Rangers 2 HD. I wasn't very close with music guys, but we knew each other. Unfortunately I only have ICQ contacts with them now, and those died years ago.

Ah, that's a shame - would have been awesome.

Nice update!

Does your mod add the marine boarding carrier mission? I just found an astral requiring 450 marines and by the time I came back the ship disappeared  :(

Yep, that's mine! Weird that it disappeared, they should stick around for about 60 days.

Important note: You can board with less than the "required" number of marines. It's just... riskier.  ;)

Found bug!

Mora RG cannot be assemble on my colonies and my fleet. Any other RG Ship look like fine.

Whoops! It was missing an entry in default_ship_roles.json. Will be fixed for the next release.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: poiuzt on January 28, 2020, 05:45:41 AM
Hello i get a game crash when loading my save after 10-20 sec.

The error is:
275633 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.hasCurrentBounty(VayraUniqueBountyManager.java:235)
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:106)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.pickData(VayraUniqueBountyIntel.java:173)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:105)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:460)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
   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)


Playing latest version and any other mod is up to date.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: e on January 31, 2020, 11:55:00 PM
There is a small gripe i have with the mod when combined with Kadur Remnant:

I agree with the idea of having the Kadur and the Reds be allies and i get why they would get along with each other, but what i don't like is that the game constantly forces a 75 relationship on them which makes attempts at sabotaging this relationship almost impossible, even if you get agents (from Nexerelin) non stop lowering relationship. I think a "forever allies" friendship like this is too unrealistically strong and a bit too forced.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: matoi on February 02, 2020, 10:45:16 AM
Hello i get a game crash when loading my save after 10-20 sec.

The error is:
275633 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.hasCurrentBounty(VayraUniqueBountyManager.java:235)
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:106)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.pickData(VayraUniqueBountyIntel.java:173)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:105)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:460)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
   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)


Playing latest version and any other mod is up to date.

I'd like to report I'm seeing a similar CTD, after I updated all of my mods from December and started from a new game (this was not on a previous save). The log entry preceding the crash says it's loading hmp_plexus_bounty, but I've also seen it occur with a "raven_bounty". CTD occurs immediately upon loading the save.
Spoiler
70931 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - loading unique bounty hmp_plexus_bounty
71589 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.loadBounties(VayraUniqueBountyManager.java:332)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.reload(VayraUniqueBountyManager.java:365)
   at data.scripts.VayraModPlugin.onGameLoad(VayraModPlugin.java:130)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(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)
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Serenitis on February 02, 2020, 01:08:49 PM
Spoiler
198250 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.removeCurrentBounty(VayraUniqueBountyManager.java:240)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.cleanUpFleetAndEndIfNecessar y(VayraUniqueBountyIntel.java:411)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.notifyEnding(VayraUniqueBountyIntel.java:396)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.endAfterDelay(BaseIntelPlugin.java:99)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.endImmediately(BaseIntelPlugin.java:89)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:107)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:460)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
   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)
[close]

If all else fails blame the cubes. You just know they're up to no good anyway.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vayra on February 02, 2020, 07:21:42 PM
Quote from: several people
crashes

Unfortunately, updating this mod is rarely if ever safe for existing saves - c'mon, I put it in red text in the OP by the download link...  :-[

There is a small gripe i have with the mod when combined with Kadur Remnant:

I agree with the idea of having the Kadur and the Reds be allies and i get why they would get along with each other, but what i don't like is that the game constantly forces a 75 relationship on them which makes attempts at sabotaging this relationship almost impossible, even if you get agents (from Nexerelin) non stop lowering relationship. I think a "forever allies" friendship like this is too unrealistically strong and a bit too forced.

Fair point! Will be adjusted in next version so their allies are constrained to "suspicious at worst" and their enemies are set to "vengeful at best" rather than forced to a specific value. You still won't be able to sabotage them to hostile - it wouldn't make sense - but you should be able to stop them from forming an alliance at least temporarily, heh.

I'd like to report I'm seeing a similar CTD, after I updated all of my mods from December and started from a new game (this was not on a previous save). The log entry preceding the crash says it's loading hmp_plexus_bounty, but I've also seen it occur with a "raven_bounty". CTD occurs immediately upon loading the save.
Spoiler
70931 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - loading unique bounty hmp_plexus_bounty
71589 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.loadBounties(VayraUniqueBountyManager.java:332)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.reload(VayraUniqueBountyManager.java:365)
   at data.scripts.VayraModPlugin.onGameLoad(VayraModPlugin.java:130)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(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)
[close]

This one's weirder. Which mods are those bounties from? I'll have to take a look at their bounty files, most likely.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: e on February 02, 2020, 07:30:58 PM
Fair point! Will be adjusted in next version so their allies are constrained to "suspicious at worst" and their enemies are set to "vengeful at best" rather than forced to a specific value. You still won't be able to sabotage them to hostile - it wouldn't make sense - but you should be able to stop them from forming an alliance at least temporarily, heh.

That sounds good!  ;D

Thanks!
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: poiuzt on February 02, 2020, 08:13:37 PM
Quote from: several people
crashes

Unfortunately, updating this mod is rarely if ever safe for existing saves - c'mon, I put it in red text in the OP by the download link...  :-[


First of all my save is not from an existing game, means updated mod before started a new game...
Then, ignoring a users error report, because you think he can´t read red text? Is that how you treat your mods play-tester?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vayra on February 02, 2020, 08:21:54 PM
It's the same crash as happens when someone tries to load an old save with the newest version, which is why I thought that was what you were doing. I'll look into it. :-\
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: TimeDiver on February 02, 2020, 08:50:03 PM
I'd like to report I'm seeing a similar CTD, after I updated all of my mods from December and started from a new game (this was not on a previous save). The log entry preceding the crash says it's loading hmp_plexus_bounty, but I've also seen it occur with a "raven_bounty". CTD occurs immediately upon loading the save.
Spoiler
70931 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - loading unique bounty hmp_plexus_bounty
71589 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.loadBounties(VayraUniqueBountyManager.java:332)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.reload(VayraUniqueBountyManager.java:365)
   at data.scripts.VayraModPlugin.onGameLoad(VayraModPlugin.java:130)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(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)
[close]

This one's weirder. Which mods are those bounties from? I'll have to take a look at their bounty files, most likely.
It's from the recently taken-down (at the mod author's request, since they had a explosive meltdown to some criticism) Hullmod Expansion Pack.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: creature on February 03, 2020, 01:52:23 AM
Hi, raven_bounty comes from Yuri Expedition. Might there be an error in the data I entered?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Phoenixheart on February 04, 2020, 02:47:57 PM
Sorry if this has been asked before, a quick search didn't pull anything up:

IBB bounties have the flagship as "always recoverable" since the bounties are non-repeatable. Are the HVB bounties in Vayra's Sector one-shot as well, and if you don't get lucky and recover the flagship is that chance lost for the whole playthrough? or can it randomly show up again later as the flagship of another bounty?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vayra on February 04, 2020, 09:06:01 PM
Hi, raven_bounty comes from Yuri Expedition. Might there be an error in the data I entered?

I'll take a look!

EDIT: unfortunately your mod currently crashes on newgame, before VS loads unique bounties  :-X you'll have to fix that before I can debug the bounty for you

(https://i.imgur.com/iegc69N.png)

Sorry if this has been asked before, a quick search didn't pull anything up:

IBB bounties have the flagship as "always recoverable" since the bounties are non-repeatable. Are the HVB bounties in Vayra's Sector one-shot as well, and if you don't get lucky and recover the flagship is that chance lost for the whole playthrough? or can it randomly show up again later as the flagship of another bounty?

They are intended to be, in the current release there is a bug which makes them non-autorecovered some of the time (i recommend consoling the hull in if you get hit with this - sorry!) but I think I've managed to finally track it down with Nicke's help, so it should be fixed for the next release... fingers crossed.  :P
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Phoenixheart on February 05, 2020, 10:08:02 AM
Gotcha, thanks. Since updating the main mod is not usually save compatible, can you tell me what needed to be changed so I can fix it in the version I have now without having to restart?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: saltynut1 on February 05, 2020, 04:09:54 PM
Forgive me if this is normal, but is it normal for factions like Diable to be selling ships with 4 dmods from their military fleet selection, while the black market is selling nearly pristine ships?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vayra on February 06, 2020, 01:56:25 PM
Forgive me if this is normal, but is it normal for factions like Diable to be selling ships with 4 dmods from their military fleet selection, while the black market is selling nearly pristine ships?

That sounds like a bug - you should tell Inventor Raccoon, the author of DME (the mod that Diable is from) about it in the Tahlan thread. (http://fractalsoftworks.com/forum/index.php?topic=14935.0)
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: saltynut1 on February 06, 2020, 03:41:32 PM
Forgive me if this is normal, but is it normal for factions like Diable to be selling ships with 4 dmods from their military fleet selection, while the black market is selling nearly pristine ships?

That sounds like a bug - you should tell Inventor Raccoon, the author of DME (the mod that Diable is from) about it in the Tahlan thread. (http://fractalsoftworks.com/forum/index.php?topic=14935.0)

Alright thank you. I thought of telling you because without this mod the ships act normally with only a few having 1 maybe 2 dmods.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: poiuzt on February 09, 2020, 05:36:58 PM
Wow looks like another "modder" had an explosive meltdown to some criticism... If i may quote from opening post: "Comments and constructive criticism encouraged."
At least this one was "creative" by expressing it ;D

Anyway this mod is going out off my game and into the trash can, where it belongs. Buggy as hell, corrupts your save and even crashes your game, because written poorly...

And please go ahead, you have my permission to pin this on your "wall of meltdown"  ::)
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: connortron7 on February 09, 2020, 06:13:32 PM
Wow looks like another "modder" had an explosive meltdown to some criticism... If i may quote from opening post: "Comments and constructive criticism encouraged."
At least this one was "creative" by expressing it ;D

Anyway this mod is going out off my game and into the trash can, where it belongs. Buggy as hell, corrupts your save and even crashes your game, because written poorly...

And please go ahead, you have my permission to pin this on your "wall of meltdown"  ::)
Jeez lol, is this because of the "user testimonials"? If so maybe i should add one aswell! Seems like a good hoot lmao.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Deageon on February 10, 2020, 06:49:33 AM
Wow looks like another "modder" had an explosive meltdown to some criticism... If i may quote from opening post: "Comments and constructive criticism encouraged."
At least this one was "creative" by expressing it ;D

Anyway this mod is going out off my game and into the trash can, where it belongs. Buggy as hell, corrupts your save and even crashes your game, because written poorly...

And please go ahead, you have my permission to pin this on your "wall of meltdown"  ::)
Are you mad that like, there's a communist faction in the mod? Is that why you are crying? Nobody actually cares bro.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: poiuzt on February 10, 2020, 06:57:00 AM
Wow looks like another "modder" had an explosive meltdown to some criticism... If i may quote from opening post: "Comments and constructive criticism encouraged."
At least this one was "creative" by expressing it ;D

Anyway this mod is going out off my game and into the trash can, where it belongs. Buggy as hell, corrupts your save and even crashes your game, because written poorly...

And please go ahead, you have my permission to pin this on your "wall of meltdown"  ::)
Jeez lol, is this because of the "user testimonials"? If so maybe i should add one aswell! Seems like a good hoot lmao.

If you can´t handle criticism, then you should  8)
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: poiuzt on February 10, 2020, 07:01:44 AM
Wow looks like another "modder" had an explosive meltdown to some criticism... If i may quote from opening post: "Comments and constructive criticism encouraged."
At least this one was "creative" by expressing it ;D

Anyway this mod is going out off my game and into the trash can, where it belongs. Buggy as hell, corrupts your save and even crashes your game, because written poorly...

And please go ahead, you have my permission to pin this on your "wall of meltdown"  ::)
Are you mad that like, there's a communist faction in the mod? Is that why you are crying? Nobody actually cares bro.

Ehh what?
Before getting mad yourself, you should learn to understand a discussion´s content.
... and for someone, who "doesn´t care" you failed pretty hard in showing that  ::)
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Mr. Nobody on February 10, 2020, 09:19:48 AM
Yep!
Criticizing the Great and Infallible Varya, how dare they? All because they are mighty triggered by GLORIOUS COMMUNISM, lol, typical brainless chuds, likely installing outdated mods and then blaming the Perfect and Bugless Code of Varya.
Know this, Varya's code is so good it can solve the Halting Problem and demonstrate that P=NP through clever resolution of the Riemann Hypothesis by means of the Collatz Conjecture, the only reason why he doesn't release this discovery is because he wants the rest of humanity to figure it out themselves, and given the fact there are people triggered at Space USSR then it also means tat humanity still hasn't rid itself of it's backward elements and thus is not worthy of such knowledge.

I'm being facetious but nobody ever reads this so might as well go for maximum memery
/s
Translator Note
/s means Hiniku
Note
Hiniku means sarcasm
also i might or might not be in possession of my mental abilities in full capacity
[close]
[close]
[close]
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vayra on February 10, 2020, 09:49:58 AM
take it outside
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Gwen on February 10, 2020, 10:20:22 AM
haha funny testimonials, I'm a fan
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Grievous69 on February 10, 2020, 10:42:58 AM
Good thing someone mentioned those testimonials since lately there has been a lot of ''no making fun of anyone'' messages handed out by PMs. I find it genuinely hilarious that you can get in trouble for writing a joke or just typing ''lmao'', yet here's a modder making fun of multiple users at the top of the opening post, like it's not even hidden at the bottom in a spoiler. It's so in your face, and I know with certainty nothing will change since it's Vayra's mod. Is it that hard to treat everyone equally cmon, stop with this nonsense please.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vayra on February 10, 2020, 10:50:15 AM
I think it's good to make fun of yourself, though I resent the implication that I'm multiple users  :-[
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Mr. Nobody on February 10, 2020, 10:54:39 AM
I think it's good to make fun of yourself, though I resent the implication that I'm multiple users  :-[
at this point might as well fan the fire for the evulz
Don't worry, we already knew you weren't really a modder :^]
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: poiuzt on February 10, 2020, 11:20:42 AM
I think it's good to make fun of yourself, though I resent the implication that I'm multiple users  :-[

Nice try  ::)
But everyone is already aware of the intention behind your "wall of meltdown". A childish reaction to critic...

Quoting one of your fanboys: "Oh boy, another one of these kids."
A really mature respond, didn´t expect anything else, you people do not disappoint  ;)
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: e on February 10, 2020, 11:30:31 AM
I think it's good to make fun of yourself, though I resent the implication that I'm multiple users  :-[

I still love you ;)
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: mora on February 11, 2020, 07:25:28 PM
Comrade Vayra, why is glorious Mora (RG) of motherland missing entry in default_ship_roles? Unless intentional perhaps you need more vodka when making mods so no mistakes happen or you may be sent to gulag

In case you didn't get it
The RG Mora lacks an entry in the default_ship_roles file. Surely this is a mistake? I mean it's in the propaganda poster image of the update post so it should be available by normal means, right?
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Gwen on February 11, 2020, 10:47:13 PM
Yup, it is missing, in the meantime, slip [ "vayra_mora_rg_rg":10, ] in the [ "carrierMedium"] section of default_ship_roles.json and it should start turning up.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: SCC on February 12, 2020, 12:00:43 AM
I assume that image was meant to poke fun at people. I didn't know it was basically the second thing people see upon entering this thread, though. Mendonca's is a bit further down, relatively speaking, is shorter and is less focused on negativity. Showing so much negativity up front might not be the best thing to do.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Darkspire91 on February 13, 2020, 02:23:40 AM
Were the recovery rates of High Value Bounty ships reduced? I basically did a marathon of back-to-back HVBs and not a single rare ship was salvaged. To alter any RNG of some sort, I reloaded a save and did the bounties in different order and yet, no rare ships.

I just want my precious phase Hresvelgr, dammit!
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vind on February 13, 2020, 12:24:19 PM
Any way to remove raider activity from a system? The only planet Stormhawk Republics owned is captured and abandoned - log states they are gone and defeated yet penalty remains. Invisible rebels is the most dangerous types i guess.  PS. I guess i was too hasty - after clearing out all remaining Stormhawks ships in core systems penalty disappeared after a time. 
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vayra on February 13, 2020, 04:29:52 PM
Comrade Vayra, why is glorious Mora (RG) of motherland missing entry in default_ship_roles? Unless intentional perhaps you need more vodka when making mods so no mistakes happen or you may be sent to gulag

In case you didn't get it
The RG Mora lacks an entry in the default_ship_roles file. Surely this is a mistake? I mean it's in the propaganda poster image of the update post so it should be available by normal means, right?
[close]

excellent username/post combo  ;)

Mora (RG) missing default_ship_roles, infinite nonevent raider fleet spawning, and HVB autorecovery getting lost will all be fixed (finally) in the next update.  ;D

Any way to remove raider activity from a system? The only planet Stormhawk Republics owned is captured and abandoned - log states they are gone and defeated yet penalty remains. Invisible rebels is the most dangerous types i guess.

This is a bug, I'll look into it and try to sneak that fix in there too!
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Selbin on February 23, 2020, 01:01:17 AM
Been getting getting a mid-/late-game crash (on a save that has not been messed with since it started, as far as mods go, including updates) on the same date at the same time, no matter where I am or what I'm doing. It -looks- like it's related to Vayra's Sector and a distress call as that's the last thing that shows up in the log before all of the error dump. I've tried a few different things and this (minus the first spoilered line) is always the last event. Or am I missing something? Please advise.

Spoiler
88602 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel  - Created ProcurementMissionIntel: food to Zepar
89448 [Thread-4] INFO  data.scripts.campaign.events.VayraDistressCallManager  - maybe spawning distress call
89752 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
89756 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
89980 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.econ.EconomyInfoHelper.getCompetitionFactor(EconomyInfoHelper.java:326)
   at exerelin.campaign.diplomacy.DiplomacyBrain.updateDispositionFromTraits(DiplomacyBrain.java:339)
   at exerelin.campaign.diplomacy.DiplomacyBrain.updateDisposition(DiplomacyBrain.java:435)
   at exerelin.campaign.diplomacy.DiplomacyBrain.getDisposition(DiplomacyBrain.java:147)
   at exerelin.campaign.diplomacy.DiplomacyBrain.updateDisposition(DiplomacyBrain.java:390)
   at exerelin.campaign.diplomacy.DiplomacyBrain.updateAllDispositions(DiplomacyBrain.java:457)
   at exerelin.campaign.diplomacy.DiplomacyBrain.update(DiplomacyBrain.java:881)
   at exerelin.campaign.diplomacy.DiplomacyBrain.advance(DiplomacyBrain.java:902)
   at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:802)
   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)
90022 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
90022 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Histidine on February 23, 2020, 01:55:31 AM
The error looks like an out-of-date copy of Nexerelin, try updating that first.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Selbin on February 23, 2020, 07:29:45 PM
Thought I'd installed the latest; turned out I downloaded but did not install it. So far, it's done the trick. Much appreciated!
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Stormy Fairweather on March 06, 2020, 11:35:42 PM
Just found the revolutionary council's deep space station... and noticed i do not have the faction showing up at all on my faction tab. is my save buggered, or do i need to do something before they will be listed?

edit - nvm, found there is a toggle in the 'communist_clouds.faction' that makes em show by setting to 'true'. also found i could just delete the music listed there without repurcussion. love the modability of this game, and the absolutely amazing stability.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: manpapper on March 08, 2020, 01:14:14 AM
I just started a new game an I get this error sometimes every 10-20 minutes.

Spoiler
2494591 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel  - Created ProcurementMissionIntel: volatiles to Airin
2495804 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty interval elapsed, 0 unique bounties active of 3
2495804 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties was null, adding empty list
2495804 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty data list contains: [tahlan_bounty_virtue_prudence, tahlan_bounty_cuchulainn, tahlan_bounty_virtue_courage, tahlan_bounty_scathach, tahlan_bounty_yari, tahlan_bounty_phoca, tahlan_bounty_higanbana, vayra_ghost_ship_unique_bounty, tahlan_bounty_izanami, tahlan_bounty_hresvelgr, tahlan_bounty_eden, tahlan_bounty_metafalica, vayra_test_unique_bounty, tahlan_bounty_nibelung, tahlan_bounty_numistri, vayra_warlord_bounty, tahlan_bounty_virtue_temperance, vayra_blood_dog_bounty]
2495805 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picking unique bounty
2495805 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picked unique bounty: vayra_test_unique_bounty
2495807 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - pregenerated fleet is 0 FP, minimum fleet FP is 150
2495807 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - adding 150 extra FP of random ships to hit minimum
2495807 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - player fleet is 36 FP, scaling factor is 1.1 for total of 39 FP
2495807 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - pregenerated fleet + extra is 150 FP
2495809 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - Starting UNIQUE bounty vayra_test_unique_bounty by faction independent for Corvid Crowe from faction pirates
2495809 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties contains: []
2495809 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - spending unique bounty vayra_test_unique_bounty
2495809 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties contains: [vayra_test_unique_bounty]
2495809 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
2495815 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [RunningDark.ogg]
2496003 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:467)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
   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)
2496252 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [RunningDark.ogg]
2496276 [Thread-10] INFO  sound.null  - Playing music with id [RunningDark.ogg]
[close]

Spoiler
523862 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - Starting UNIQUE bounty vayra_test_unique_bounty by faction independent for Corvid Crowe from faction pirates
523862 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties contains: []
523862 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - spending unique bounty vayra_test_unique_bounty
523862 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties contains: [vayra_test_unique_bounty]
523867 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
524048 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:467)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
   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)
524190 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
524191 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
[close]

All my mods are updated.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: e on March 08, 2020, 01:50:38 AM
I just started a new game an I get this error sometimes every 10-20 minutes.

Spoiler
2494591 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel  - Created ProcurementMissionIntel: volatiles to Airin
2495804 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty interval elapsed, 0 unique bounties active of 3
2495804 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties was null, adding empty list
2495804 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty data list contains: [tahlan_bounty_virtue_prudence, tahlan_bounty_cuchulainn, tahlan_bounty_virtue_courage, tahlan_bounty_scathach, tahlan_bounty_yari, tahlan_bounty_phoca, tahlan_bounty_higanbana, vayra_ghost_ship_unique_bounty, tahlan_bounty_izanami, tahlan_bounty_hresvelgr, tahlan_bounty_eden, tahlan_bounty_metafalica, vayra_test_unique_bounty, tahlan_bounty_nibelung, tahlan_bounty_numistri, vayra_warlord_bounty, tahlan_bounty_virtue_temperance, vayra_blood_dog_bounty]
2495805 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picking unique bounty
2495805 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picked unique bounty: vayra_test_unique_bounty
2495807 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - pregenerated fleet is 0 FP, minimum fleet FP is 150
2495807 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - adding 150 extra FP of random ships to hit minimum
2495807 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - player fleet is 36 FP, scaling factor is 1.1 for total of 39 FP
2495807 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - pregenerated fleet + extra is 150 FP
2495809 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - Starting UNIQUE bounty vayra_test_unique_bounty by faction independent for Corvid Crowe from faction pirates
2495809 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties contains: []
2495809 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - spending unique bounty vayra_test_unique_bounty
2495809 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties contains: [vayra_test_unique_bounty]
2495809 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
2495815 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [RunningDark.ogg]
2496003 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:467)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
   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)
2496252 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [RunningDark.ogg]
2496276 [Thread-10] INFO  sound.null  - Playing music with id [RunningDark.ogg]
[close]

Spoiler
523862 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - Starting UNIQUE bounty vayra_test_unique_bounty by faction independent for Corvid Crowe from faction pirates
523862 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties contains: []
523862 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - spending unique bounty vayra_test_unique_bounty
523862 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties contains: [vayra_test_unique_bounty]
523867 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
524048 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:467)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
   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)
524190 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
524191 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
[close]

All my mods are updated.

did you install lazylib?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: manpapper on March 08, 2020, 06:41:17 AM
Yes lazyLib is installed and up to date
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Demonocolips on March 11, 2020, 06:48:27 PM
ok search seems to be failing me at the moment because i cant find any information on L'intersellair's hydroponics complex. with boggled's player station construction mod it is possible for players to get control of stations more easily. is that colony condition applicable to other stations or is there a way to obtain it? i have already approached boggled but the reply was a straight no due to compatibility reasons, not wanting to introduce anything that could create incompatible code. since its already been implemented here would it be easy to create a device or structure that would give a station this condition?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: e on March 11, 2020, 07:04:15 PM
ok search seems to be failing me at the moment because i cant find any information on L'intersellair's hydroponics complex. with boggled's player station construction mod it is possible for players to get control of stations more easily. is that colony condition applicable to other stations or is there a way to obtain it? i have already approached boggled but the reply was a straight no due to compatibility reasons, not wanting to introduce anything that could create incompatible code. since its already been implemented here would it be easy to create a device or structure that would give a station this condition?

Hydroponics are a measure to make it so that invading factions get a fair shot, without them suffering from the penalty that the lack of food involves, in short, i don't think this is something a player is meant to get at all.

Also saying "it would be easy to implement this or that" seems like a baseless claim, it sounds like you don't know this for sure.

Also Boggled's mods are made to fit the vanilla lore and mechanics, not Vayra Sector's.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: TheSAguy on March 15, 2020, 01:29:02 PM
I was wondering if a total random universe was possible?
I know Nex adds random core worlds, but would something like the below be possible?

Have the entire map be random in terms of placing starting inhabitant worlds, with a faction grouped together in the same constellation.
So when you meet other factions, it's almost like discovering a new species out there. Would make exploration interesting/rewarding.

I'm assuming there is something in the game mechanics that prevent this?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Alluvian on March 16, 2020, 05:27:16 AM
I was wondering if a total random universe was possible?
I know Nex adds random core worlds, but would something like the below be possible?

Have the entire map be random in terms of placing starting inhabitant worlds, with a faction grouped together in the same constellation.
So when you meet other factions, it's almost like discovering a new species out there. Would make exploration interesting/rewarding.

I'm assuming there is something in the game mechanics that prevent this?

Possible, but would take some work. Might be possible as a Scenario. You could leverage the clustering of star systems (constellations) and only add planets for a faction in the same constellation; with the minimum overlap being Pirates.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Jackundor on March 17, 2020, 12:09:57 AM
you are supposed to be able to salvage the rare ships from a unique bounty, right? Because i can't. Ship doesn't show up in the recovery tab. I'm only using utility and misc mods as well as the ship pack.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: e on March 17, 2020, 12:28:26 AM
you are supposed to be able to salvage the rare ships from a unique bounty, right? Because i can't. Ship doesn't show up in the recovery tab. I'm only using utility and misc mods as well as the ship pack.

You're supposed to, but due to a bug they are not guaranteed as of now. You can use console commands to give yourself the ship as you should be getting it anyway.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Jackundor on March 17, 2020, 12:56:26 AM
ok, so i'm just gonna do that. Thanks for the help!
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Kheben on March 17, 2020, 10:24:59 PM
somehow i always get an error "page not exist" when trying to download the mod. Any idea?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: StarScum on March 28, 2020, 07:11:48 AM
Who are these communist chucklefucks and why can they throw 10 fleets of capitals at me?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Wildan on March 28, 2020, 07:51:54 AM
Nothing wrong with adding a bit of humor into your hard work but that flute song (Cumrade Cums) as the Revolutionary Council anthem. Really?
Not a big deal replacing it but still... why would you add that? It's not funny, just straight up annoying.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: geminitiger on March 29, 2020, 01:35:15 AM
somehow i always get an error "page not exist" when trying to download the mod. Any idea?
Some IPs have trouble accessing google.docs, I can download it with a VPN but not normally, I've had this issue for years.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Sterdude on March 29, 2020, 04:39:24 AM
Nothing wrong with adding a bit of humor into your hard work but that flute song (Cumrade Cums) as the Revolutionary Council anthem. Really?
Not a big deal replacing it but still... why would you add that? It's not funny, just straight up annoying.

More motivation to eliminate the faction.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Terethall on April 05, 2020, 05:49:13 PM
I ran into an issue (?) with the unique bounty manager. I am running both Vayra's Sector and Vayra's Ship Pack (and also Next and others). I had the Gal Paladin  high value bounty in my Intel, but then after a while it disappeared. I noticed that it had disappeared right after I accepted an IBB bounty, but after doing that bounty it didn't reappear. So at first I thought maybe there was a limit to active unique bounties but I'm worried I've permanent lost the chance at this bounty now; normally I wouldn't really care but I'm doing a unique-ships-only playthrough at the moment. Will the bounty re-trigger? Am I right that it went away because I accepted too many simultaneous unique bounties? If so I'll avoid that in the future.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Hydra7-1 on April 14, 2020, 11:50:14 PM
I ran into an issue (?) with the unique bounty manager. I am running both Vayra's Sector and Vayra's Ship Pack (and also Next and others). I had the Gal Paladin  high value bounty in my Intel, but then after a while it disappeared. I noticed that it had disappeared right after I accepted an IBB bounty, but after doing that bounty it didn't reappear. So at first I thought maybe there was a limit to active unique bounties but I'm worried I've permanent lost the chance at this bounty now; normally I wouldn't really care but I'm doing a unique-ships-only playthrough at the moment. Will the bounty re-trigger? Am I right that it went away because I accepted too many simultaneous unique bounties? If so I'll avoid that in the future.
The problem with the HVB are that they are ascosiated with a faction. If there is a faction hostile to the HVB they will kill them. If Gal dissapeared it was probably because she was Killed.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Terethall on April 15, 2020, 09:46:17 PM
Interesting! I didn't realize that. That is definitely a possibility then. Thanks for the tip -- I'll have to jump on those bounties sooner in the future then.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Sterdude on April 16, 2020, 04:40:17 AM
Nothing wrong with adding a bit of humor into your hard work but that flute song (Cumrade Cums) as the Revolutionary Council anthem. Really?
Not a big deal replacing it but still... why would you add that? It's not funny, just straight up annoying.

More motivation to eliminate the faction.
Yeah, but it is quite immersion breaking. Specially after all the trouble to make all the custom sprites for it. Even the Pathers have better music and we all know their ideology is trash. The tips are funny, this is just annoying.

But hey, maybe Varya thinks "propaganda for my favorite ideology" = "extreme self-deprecation McCarthyists would approve of". Apart from that, the mod itself is quite fun and a welcome addition alongside Nexelerin. The People's Collective at least has the decency to be small-scale and not cause much trouble, while the Stormhawks themselves are far better at the "annoying guerrilla terrorist force" thing and thus #1 on my kill list.

Well nothing is stopping you from converting a short music file into OGG format and replacing the file, that's what I did. It's just as simple as you think it is.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Luckspeare on April 16, 2020, 09:56:07 PM
Some feedback on the ghost ships.  I just ran across an Expedition battlecruiser from the Missing Ships mod (the one with 6,000 max crew and 2,000 required), and it requires 2,000 marines be stationed on board the ship.  Last ghost ship I found was 200/200, so I guess it's one marine for every skeleton crew required?  Not sure what the formula is, but it does seem a little excessive.  My own thought would be maybe 10% or so would make sense.

Whatever the case, awesome mod and thank you for making it.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: xucthclu on April 22, 2020, 07:18:00 AM
The bounty fleets are way too large. Here, for example is a 56 ship bounty hunter fleet. This is without uncapped player level or anything like that.

Spoiler
(https://i.imgur.com/yuO1b7Q.png)
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Sterdude on April 22, 2020, 09:06:26 AM
The bounty fleets are way too large. Here, for example is a 56 ship bounty hunter fleet. This is without uncapped player level or anything like that.

You can change the size of bounty hunter fleets in VAYRA_SETTINGS. In the mod folder.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Drazhya on April 27, 2020, 07:48:02 PM
Posted this in the Mayasura thread, got pointed here.

When I use the Javanicus(SR) it has unlimited and instant replenishment of all fighter squadrons, including bombers. Furthermore, after using it once, every single carrier in my fleet gets the same effect until I reload the game. While sitting in an Onslaught's face with an otherwise-stripped-bare Javanicus(SR) and waiting for my Myrmidon bombers to kill him is funny, I get the feeling this isn't intended.

...I suppose it's worth mentioning that I've only seen this in simulations. I'm not really inclined to bring it into a real fight.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Luckspeare on April 30, 2020, 02:03:37 PM
Important question about the mod, technically speaking.

Why is there no "Read more China Mieville" tip.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: TacticalSandblaster on May 01, 2020, 09:43:06 AM
Nothing wrong with adding a bit of humor into your hard work but that flute song (Cumrade Cums) as the Revolutionary Council anthem. Really?
Not a big deal replacing it but still... why would you add that? It's not funny, just straight up annoying.

It is terrible, terrible recorder music. I replaced mine with a soviet marching song.

For anyone interested:
http://www.sovmusic.ru/english/index.php (http://www.sovmusic.ru/english/index.php)
https://www.zamzar.com/convert/mp3-to-ogg/ (https://www.zamzar.com/convert/mp3-to-ogg/)
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Unnamed_Shadow on May 05, 2020, 06:55:05 PM
Nothing wrong with adding a bit of humor into your hard work but that flute song (Cumrade Cums) as the Revolutionary Council anthem. Really?
Not a big deal replacing it but still... why would you add that? It's not funny, just straight up annoying.

It is terrible, terrible recorder music. I replaced mine with a soviet marching song.

For anyone interested:
http://www.sovmusic.ru/english/index.php (http://www.sovmusic.ru/english/index.php)
https://www.zamzar.com/convert/mp3-to-ogg/ (https://www.zamzar.com/convert/mp3-to-ogg/)

How exactly do you replace it?

You just download and convert whatever file you want? Copy/paste it and delete it the old one?

Or you have to give it the same name as the file?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Enoch on May 07, 2020, 02:23:53 AM
Quote
How exactly do you replace it?

You just download and convert whatever file you want? Copy/paste it and delete it the old one?

Or you have to give it the same name as the file?

I just copied one of the pirate themes (since it's already an OGG file, no conversion needed; although if you wanted to convert a file it would be pretty easy) and changed the name of the file to match the original. Not sure if you do have to change the name for it to work, but it definitely does when you do.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Smartfolk on May 27, 2020, 11:05:05 AM
https://www.youtube.com/watch?v=ifrZVjgfcp8&feature=youtu.be
Short Video I made of Vayra's Sector
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Mondaymonkey on May 28, 2020, 09:28:36 PM
I came here from this thread (https://fractalsoftworks.com/forum/index.php?topic=18633.0).

Quote from there
Quote
vayras sector has a setting / feature that makes pirate & pather bases stop spawning if all of their markets are destroyed.
this includes established markets, not just the hidden stations they raid you from, so removing the pirates entirely would probably take a bit. as far as i know it works standalone
[close]

So, is that true?

Do I have any chances to have that feature without having all another Vayra's super-cool, but unwanted things?

Thank you!
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Lokoth on June 03, 2020, 08:45:33 PM
So this didn't get an update for a while now, but ever since I've updated a couple few mods for a new playthrough I can't seem to be able to recover ANY unique ships from higher value bounty. I've read in the thread somewhere this was a known bug but what bothers me is that It used to work fine before updating a few of the mods I'm using that I believe anyway have nothing to do with this. Like, maybe Nexerelin can conflict somewhere, but it seems a bit exaggerated. Hopefully OP can fix it.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: xzzx1997 on June 22, 2020, 09:58:24 PM
Hey, i couldnt find info, so do bounties for unique ships respawn ?
I over clicked and passed Continue on couple of them :c
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: snicka on July 09, 2020, 05:02:09 AM
https://ibb.co/nczFLVz
https://ibb.co/VVBWzLS


Bruh.

I imagine toning it down in settings would be nice. Very soon random bounty huters escalate to have the most advanced, numerous and fearsome fleets in the sector.

Also, those two allied on contact.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Hiroyan495 on July 20, 2020, 03:26:52 PM
Is there a limit to how many raider bases can exist at once?
If so, does that limit apply to all bases spawned by this mod, together, or is this individually tracked for each faction listed in the raider_factions.csv files?

EDIT: Tested it myself now. So far it seems like the "pool" is indeed shared between all factions in the raiderFactions.csv, together with the pirates. This means that effectively, only up to the value of "maxPirateBases" (in settings.json, vanills Starsector file) can exist at once. I am not 100% sure if this is the case, but an hour or two of constant fast-forwarded testing has resulted in this conclusion for me.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: mora on July 20, 2020, 05:04:00 PM
Is there a limit to how many raider bases can exist at once?
If so, does that limit apply to all bases spawned by this mod, together, or is this individually tracked for each faction listed in the raider_factions.csv files?
I had the same question and looked through the VayraRaiderBaseManager.java file; It seems that vayra bases use the vanilla settings "minPirateBases" and "maxPirateBases" for min and max respectively. And the limit probably applies for all bases from this mod with shared count.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Hiroyan495 on July 20, 2020, 05:11:30 PM
I will have to test that then, but thanks for sharing your experience with me, that already helps a lot.  ;D
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Sinosauropteryx on July 20, 2020, 06:23:32 PM
I'm getting this NPE crash:
Spoiler
337470 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.removeCurrentBounty(VayraUniqueBountyManager.java:240)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.cleanUpFleetAndEndIfNecessar y(VayraUniqueBountyIntel.java:411)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.notifyEnding(VayraUniqueBountyIntel.java:396)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.endAfterDelay(BaseIntelPlugin.java:99)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.endImmediately(BaseIntelPlugin.java:89)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:107)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:460)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
   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)
[close]

The crash happens at Aug 3, 207 exactly as the date rolls over. I'm guessing there's a bounty event scheduled for that time that is making it mess up.
Here's a list of mods:
Spoiler
  "lw_autosave",
  "lw_console",
  "Aic",
  "interestingportraitspack",
  "Imperium",
  "kingdomofterra",
  "lw_lazylib",
  "MagicLib",
  "sun_new_beginnings",
  "nexerelin",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "underworld",
  "vayrasector",
  "shaderLib"
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: voltaxic_rift on July 26, 2020, 07:14:27 PM
I feel that there are too many pirate bounty that only use pirate ships eventhough  you have used many Faction Mods.

there are also some pirate bounty that betrayal from some faction and use the faction ships, these are good but betrayal bounty are too rare.
the only way to increase  faction bounty is decrease their attitude to you.

so I think increase the betrayal bounty is necessary especially we can't keep hide to attack other faction ships.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Burminsky on August 24, 2020, 05:12:21 AM
How exactly does the stopSpawningRaiderBasesWhenFactionDelet option work?

I have destroyed all the pirate and luddic bases (in civilized worlds), but their bases still appear in deep space and raids continue.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Afghani84 on August 28, 2020, 05:17:30 AM
Hi Vayra,

thanks for making this mod. Improves the vanilla game greatly!
However, the last couple of days I had two errors popping up. Any ideas on how to resolve it?

(https://i.imgur.com/JRYg1Lp.png)
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Terethall on August 29, 2020, 02:13:31 PM
This is an error with VersionChecker.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: oklews on August 30, 2020, 12:25:34 PM
Amazing mod, I usually spend the game with my sound off listening to podcasts, I lost my mind when I turned it on for the communistic faction. Additionally, I adore the ability to get bounties on your head, it always somewhat bothered me that no faction would try it when I sat bombed planets as I pleased.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: WWladCZ on September 11, 2020, 09:29:24 AM
Hello boys I have problem with my setup of the game or the Nexerelin. The upstart factions that used to work before do not spawn for me anymore. I did try to modify the settings to cycle 206 just to try if it even works but still no dice. None of the factions spawned in both the new save and the one which had cycle 209  :-\
Edit: So I just let the game run with infinite suplies and sped up and two factions did arrive the Council and Keepers. Still it takes the new factions way too long before they actually launch the colony expedition. In the version before they launched the expeditions pretty fast after one another after the cycle 208. Is there any way to modify this?
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: furl on September 12, 2020, 05:19:54 AM
One more bug report if you don't mind.

After capturing a pirate planet that was being raided by Kadur, "raider activity" condition remains there, indefinitely, even if the player has good relations with the Kadur.

In my case, Kadur also had planets in the same system.

This condition can be removed via console commands though.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Neitronus on September 23, 2020, 08:58:44 AM
Is it possible to update to fix version checker issue? There's an issue with version file being unreacheble on bitbucket after recent bitbucket change AFAIK.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Arcagnello on October 07, 2020, 03:31:02 AM
I mistakenly posted the reply below to Nex but the author actually pointed out this issue could be related to Vayra's sector:

Here I was thinking that fighting and dealing with the Stormhawk Republic vermin reached its peak the moment I had to search for their camp for 3 months inside a big system, when they decide to actually spawn said camp INSIDE A BLUE GIANT

Spoiler
(https://i.imgur.com/1NYIXjy.png)
[close]

Normal people usually take a shower when they feel dirty for what they've done, I guess carrier spam does indeed call for taking a radioactive bath into the surface of the hottest type of star known in the universe at 20.000 Kelvin  ::)

Edit: I have a rather high maximim limit for both colonies and stations in the same system (I think it's either 7 or 9, can't remember), could that be the case of this fun and engaging feature?


Edit 2: I actually meant to edit the first post to add the above comment but replied instead.

I'm not salty about the Stormhawk Republic wasting 90 minutes of my life with 5 battles consisting of 40% Sabot Astrals to defend my systems or anything, b-baka!

It's not a really big issue considering it only happened once across many hours of multiple campaigns, but you might want to look into it.

P.S: Would some (constructive, I swear) criticism of the StormHawk republic be welcome? I've got some ideas on how they could be stronger and less annoying :P
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Artay on October 07, 2020, 03:35:17 AM
Vayra was last seen on this forum on March 13th, so I must say it's highly unlikely he will show up. Unless next starsector version comes around, I bet.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Arcagnello on October 07, 2020, 03:40:24 AM
Vayra was last seen on this forum on March 13th, so I must say it's highly unlikely he will show up. Unless next starsector version comes around, I bet.

Understandable  ;D

I guess SR will be disabled in my next campaign for the time being, it's more annoying than anything to fight them really.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: connortron7 on October 07, 2020, 12:03:29 PM
Vayra was last seen on this forum on March 13th, so I must say it's highly unlikely he will show up. Unless next starsector version comes around, I bet.
Shes taking a break from.modding to deal woth life stuff, will probably be back eventually
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: immortalartisan on October 17, 2020, 03:07:34 AM
the only part i really want from this mod is the bounty systems everything else just causes me more lag. though ti does make up for it by having my smug custom profile on a bounty list
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vex2 on October 27, 2020, 09:41:42 AM
Just going to drop a crash report that appears to be from this, for future reference if Vayra is on a break.
Spoiler
4456131 [Thread-4] INFO  data.scripts.hullmods.VayraGhostShip  - THE BILGE IS LEAKING! LEAKING CANNIBALS, THAT IS
4456132 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
4456147 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
4456324 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [RunningDark.ogg]
4456325 [Thread-10] INFO  sound.null  - Playing music with id [RunningDark.ogg]
4456613 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at data.scripts.campaign.intel.VayraGhostShipIntel.rollBattleResults(VayraGhostShipIntel.java:84)
   at data.scripts.campaign.intel.VayraGhostShipIntel.<init>(VayraGhostShipIntel.java:65)
   at data.scripts.hullmods.VayraGhostShip.doCannibalCampaignStuff(VayraGhostShip.java:1425)
   at data.scripts.hullmods.VayraGhostShip.advanceInCampaign(VayraGhostShip.java:416)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(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)
[close]
Looks like an event tried to fire but failed and crashed me? Wasn't doing anything special, had picked up some "legitimate salvage" with cannibals on it, mothballed while I finished exploring my way back to core to sell it. Had probably been about an in game month or more after I picked it up.
Only annoying in that I hadn't saved in about a half hour  :'(


One more bug report if you don't mind.

After capturing a pirate planet that was being raided by Kadur, "raider activity" condition remains there, indefinitely, even if the player has good relations with the Kadur.

In my case, Kadur also had planets in the same system.

This condition can be removed via console commands though.
I had a similar occurrence with Rust Belt raids from prv, they where raiding my system then I made peace with them, but the raid debuff persisted (and the ruster raid is a nasty debuff).
I just went and killed the station they where raiding from and it got rid of it, but since they had "stopped" raiding me because of the peace deal I had to track down the station the hard way.
So, not necessarily tied to this and maybe more of a quirk of how raids work.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: hollow on November 27, 2020, 05:48:58 AM
hi there!

Is there a way for me to get a hold of the flying dutchmen ingame or using console commands??

I cant seem able to find it any where
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Szasz on November 27, 2020, 06:54:05 AM
hi there!

Is there a way for me to get a hold of the flying dutchmen ingame or using console commands??

I cant seem able to find it any where

You may start commanding one without Nexerelin (but it's a pain).
Otherwise check Prism Freeport. Or ask the author to add it to bounties. Um, that's a great idea!

Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Spoiler
So what's in the mod?
Vayra's Sector is a "megamod" which changes, adds, or replaces several core campaign-level gameplay mechanics, most of which are easily extensible by other mods for additional content.
  • More D-mods to ruin the lives of degenerate scavengers like you
  • New starting options when used without Nexerelin, including Pirate and Luddic Path starts, plus more when combined with Kadur Remnant and/or Vayra's Ship Pack
  • Optionally: A new and improved bounty manager with faction-aligned bounty targets, rare flagships, more background information, and other features
  • Optionally: A separate manager for unique, story-driven bounties that don't expire
  • Optionally: A system for established factions to put out bounties on the player's head when their crimes become truly egregious
  • Optionally: Competing upstart colonial factions out for their slice of the galaxy
  • Optionally: A fix to prevent Pirate, Luddic Path, and Kadur raider bases from spawning once their parent faction is entirely destroyed
  • Optionally: A system to implement semi-procgen implementation of factions and hidden entities
  • Optionally: New and exciting outcomes for distress call events in deep hyperspace
[close]

Please add your unique flagships like the Flying Dutchman to random bounties. Thanks in advance.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Farya on November 27, 2020, 07:14:46 AM
hi there!

Is there a way for me to get a hold of the flying dutchmen ingame or using console commands??

I cant seem able to find it any where
You can spawn it with Console Commands mods. Once you get it you could spawn the ship in several steps
1. Use "list ships vayra" first to get a list of all vayra ships codes for spawning. These are unequiped hulls and you would like to get a fully outfitted ship instead.
2. Use "list variants [full console name of the ship you need that you got in first step.]" This will show you the names of preset loadouts for your ship.
3. Use "addship [name of the variant you want to spawn]". This will spawn you the ship you want already outfitted.

Basically the name of the ship to spawn is composed of three parts: 1) mod prefix that shows where that ship came from, some mods could use more then one (like DME); vanilla ships lack this one. 2) hull name 3) variant suffix, skipping one would spawn unequiped hull instead
So it would be something like venture_mining (Venture with mining weapons) or dme_tereshkova_exp (Export variant of Tereshkova explorer, fully armed)
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: hollow on November 27, 2020, 11:26:27 AM
Ah that did the trick!
thanks alot for the help m8  ;D
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Zelnik on December 13, 2020, 09:39:14 PM
The absolute 100% best thing about this mod is how the revolutionary council has terrible recorder music for its theme.

It shows how childish both they and their philosophy are and makes me very happy when I carpet bomb their worlds.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Suzu on December 27, 2020, 10:46:16 AM
I seem to be having a problem.
With Vayra's Sector enabled, all the personal bounties (the ones where you have to hunt a specific fleet) are created with 1 day remaining to complete. System bounties and faction bounties are fine. I skimmed the thread to see if someone had any similar problems, and found just one guy complaining about it on page 13, but he was ignored.

Besides Vayra's Sector, the only mods I use are Nexerelin and a bunch of faction mods that are supposed to work with it.
When installing Vayra's Sector, to avoid any problems, I cleaned up my mod folder and redownloaded Nexerelin and all faction mods again to be sure to have the most updated version of each, and started a new save.
When I disable it in the mods list and start a new game the bounties work normally.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Tensel on January 05, 2021, 04:18:31 PM
Uh yea I seem to be having a problem, there are commies in my game
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: DeimosEvotec on January 06, 2021, 12:32:30 AM
Vayra's Sector adds a few colonial competitors to the game (communist clouds being one of them), if you don't want them open the VARYA_SETTINGS.ini in Varya's Sector modfolder and set the setting "spawnColonialCompetitors" to false and start a new game. There are also some other settings for them if you just want to tweak them a bit.
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Requal on January 25, 2021, 09:54:32 AM
Haven't played or been on these server for at least a year or 2 maybe 3 so this mod is new to me.

I love your humor with the User Testimonials.

Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Vayra on February 12, 2021, 12:17:36 AM
is this stupid broken mod dead or what
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Vayra on February 12, 2021, 12:26:32 AM
haha SIKE
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Vayra on February 12, 2021, 12:26:43 AM
(https://i.imgur.com/PKcEgLn.png)
Download Vayra's Sector 3.2.0 (https://drive.google.com/uc?authuser=0&id=1iC2V4boJY7wmedtnBG82_nOSSq65KND-&export=download)

yes i fixed the infinite fleets thing also a bunch of other stuff

Changelog:
Spoiler
3.2.0
- deleted RaiderNonEventFleets entirely 8)
- added even more error handling to HVB system - malformed rows (THANKS SOZZER :argh:) will no longer crash the system and cause bounties after them to not load
- added Manifesto Nexerelin start
- notable Persean League subfactions will now spawn diverse fleets to defend their homes, including two new skins
- finally fixed bug where HVBs don't actually autorecover (thanks nicke)
- finally fixed bug where player-targeted bounties scaled unintentionally way above what they were supposed to
- also set the default FP scaling to 1.1 from 1.2
- also fixed the bug where they cared more about war deaths than war crimes
- tweaked some other settings
- set Blessed Reach spawn to default to FALSE
- L'Interstellaire will spawn in a random system instead of hyperspace now
- added a number of skins for the Rimward Venture Trading Company and Stormhawk Republic (thanks Alfonzo)
- fixed bug where sometimes Stormhawk ships would cause all fighters of a given spec to refit instantly, forever, which somehow nobody told me about until right now
- the new behavior for Stormhawk Modular Engineering is a flat 20% buff to fighter replacement rate
- fixed bug where the Ascendancy would sell [REDACTED] materiel if they Ascended before having any colonies (possible in Nexerelin)
- added really good music - no, actually, it's really good, this isn't a meme - to PDPRC as neutral/friendly theme, by Samuel Choi (https://www.hanawub.com/)
- added ForceHVB <bounty_id> Console Command
- added list HVBs Console Command
- added getBountyFaction(), getPostingFaction(), getPerson(), getFleet(), and getFlagship() methods to VayraPersonBountyIntel and VayraUniqueBountyIntel
- added maximumFleetFP field to unique_bounty_data.csv - optional field, defaults to Integer.MAX_INT
- fixed Galleon variant (assigned unspent OP, fixed weapon groups)
- set all .variant files to goalVariant: true, without looking at them. you may notice a slight itching sensation
- fixed .version file hosting (moved to github)
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
Post by: Vayra on February 12, 2021, 02:09:54 AM
Mora (RG) missing default_ship_roles, infinite nonevent raider fleet spawning, and HVB autorecovery getting lost will all be fixed (finally) in the next update.  ;D
oops

I was wondering if a total random universe was possible?
I know Nex adds random core worlds, but would something like the below be possible?

Have the entire map be random in terms of placing starting inhabitant worlds, with a faction grouped together in the same constellation.
So when you meet other factions, it's almost like discovering a new species out there. Would make exploration interesting/rewarding.

I'm assuming there is something in the game mechanics that prevent this?
This is an excellent idea, but not something I'll be working towards anytime soon.

you are supposed to be able to salvage the rare ships from a unique bounty, right? Because i can't. Ship doesn't show up in the recovery tab. I'm only using utility and misc mods as well as the ship pack.
This is finally fixed, hah.

I ran into an issue (?) with the unique bounty manager. I am running both Vayra's Sector and Vayra's Ship Pack (and also Next and others). I had the Gal Paladin  high value bounty in my Intel, but then after a while it disappeared. I noticed that it had disappeared right after I accepted an IBB bounty, but after doing that bounty it didn't reappear. So at first I thought maybe there was a limit to active unique bounties but I'm worried I've permanent lost the chance at this bounty now; normally I wouldn't really care but I'm doing a unique-ships-only playthrough at the moment. Will the bounty re-trigger? Am I right that it went away because I accepted too many simultaneous unique bounties? If so I'll avoid that in the future.
Unfortunately, it's gone - if this happens to anyone in the future I'd recommend just console commanding the ship in once you feel like you deserve it. What I'm guessing happened is that something else spawned into the system with her and killed her fleet. HVBs are set to the 'neutral' faction (which is supposed to be neutral to everything) until you get into the same system as them - same as normal bounties - but it's possible another mod added a faction that's hostile to 'neutral', or it's a bug. Either way I'll keep an eye out for that, thanks for the report!

Some feedback on the ghost ships.  I just ran across an Expedition battlecruiser from the Missing Ships mod (the one with 6,000 max crew and 2,000 required), and it requires 2,000 marines be stationed on board the ship.  Last ghost ship I found was 200/200, so I guess it's one marine for every skeleton crew required?  Not sure what the formula is, but it does seem a little excessive.  My own thought would be maybe 10% or so would make sense.

Whatever the case, awesome mod and thank you for making it.
It is, in fact, 1 marine per crew required. This should be fine with anything that isn't Missing Ships, hah. Glad you're enjoying the mod!

The bounty fleets are way too large. Here, for example is a 56 ship bounty hunter fleet. This is without uncapped player level or anything like that.

Spoiler
(https://i.imgur.com/yuO1b7Q.png)
[close]
This should be fixed in the latest version - there was a bug that was causing them to scale way beyond what they should.

Posted this in the Mayasura thread, got pointed here.

When I use the Javanicus(SR) it has unlimited and instant replenishment of all fighter squadrons, including bombers. Furthermore, after using it once, every single carrier in my fleet gets the same effect until I reload the game. While sitting in an Onslaught's face with an otherwise-stripped-bare Javanicus(SR) and waiting for my Myrmidon bombers to kill him is funny, I get the feeling this isn't intended.

...I suppose it's worth mentioning that I've only seen this in simulations. I'm not really inclined to bring it into a real fight.
This was actually even worse than you're describing, and nobody on discord told me about it so I almost didn't hear about it in time to fix it  ;D

https://www.youtube.com/watch?v=ifrZVjgfcp8&feature=youtu.be
Short Video I made of Vayra's Sector
MOM I'M FAMOUS (thank you for making this i really appreciate it!)

I came here from this thread (https://fractalsoftworks.com/forum/index.php?topic=18633.0).

Quote from there
Quote
vayras sector has a setting / feature that makes pirate & pather bases stop spawning if all of their markets are destroyed.
this includes established markets, not just the hidden stations they raid you from, so removing the pirates entirely would probably take a bit. as far as i know it works standalone
[close]

So, is that true?

Do I have any chances to have that feature without having all another Vayra's super-cool, but unwanted things?

Thank you!
It is true! And most of the other features can be disabled by editing VAYRA_SETTINGS.ini in the mod directory (use notepad). I'm not actually sure which, if any, you can't disable.

I guess SR will be disabled in my next campaign for the time being, it's more annoying than anything to fight them really.
I've actually made them even more toxic to fight now praying hands emoji

Just going to drop a crash report that appears to be from this, for future reference if Vayra is on a break.
Spoiler
4456131 [Thread-4] INFO  data.scripts.hullmods.VayraGhostShip  - THE BILGE IS LEAKING! LEAKING CANNIBALS, THAT IS
4456132 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
4456147 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
4456324 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [RunningDark.ogg]
4456325 [Thread-10] INFO  sound.null  - Playing music with id [RunningDark.ogg]
4456613 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
   at data.scripts.campaign.intel.VayraGhostShipIntel.rollBattleResults(VayraGhostShipIntel.java:84)
   at data.scripts.campaign.intel.VayraGhostShipIntel.<init>(VayraGhostShipIntel.java:65)
   at data.scripts.hullmods.VayraGhostShip.doCannibalCampaignStuff(VayraGhostShip.java:1425)
   at data.scripts.hullmods.VayraGhostShip.advanceInCampaign(VayraGhostShip.java:416)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(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)
[close]
I believe this is fixed, looks like it was caused by trying to spawn a ghost ship with 0 minimum crew but I've put a check in there to act as if it were 1 in that case.

I seem to be having a problem.
With Vayra's Sector enabled, all the personal bounties (the ones where you have to hunt a specific fleet) are created with 1 day remaining to complete. System bounties and faction bounties are fine. I skimmed the thread to see if someone had any similar problems, and found just one guy complaining about it on page 13, but he was ignored.

Besides Vayra's Sector, the only mods I use are Nexerelin and a bunch of faction mods that are supposed to work with it.
When installing Vayra's Sector, to avoid any problems, I cleaned up my mod folder and redownloaded Nexerelin and all faction mods again to be sure to have the most updated version of each, and started a new save.
When I disable it in the mods list and start a new game the bounties work normally.
I fixed a similar bug a few versions ago but that was just causing them to time out twice as fast, not start with 1 day remaining. I'll keep an eye out but I really have no idea what could be causing this one, sorry  :-\

Haven't played or been on these server for at least a year or 2 maybe 3 so this mod is new to me.

I love your humor with the User Testimonials.
Thanks! Glad you're enjoying it.
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: TheShepard on February 17, 2021, 05:09:06 PM
Hey Vayra, I updated to the latest version and seem to be getting the same error across multiple game saves (even in a new game). It seems to trigger when time passes to a new day per some timed event. Any solutions you can suggest? The error and mods are listed below, thanks!

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.campaign.bases.VayraRaiderBaseBarEvent: method <init>()V not found
java.lang.NoSuchMethodError: data.scripts.campaign.bases.VayraRaiderBaseBarEvent: method <init>()V not found
   at data.scripts.campaign.bases.KadurRaiderBaseBarEvent.<init>(KadurRaiderBaseBarEvent.java:23)
   at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
   at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
   at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
   at java.lang.reflect.Constructor.newInstance(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:262)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
   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)


 Active mod list:
------------------
Regular mods (16):
 - Blackrock Drive Yards 0.9.5 by cycerin & co.
 - Dassault-Mikoyan Engineering 1.18a by Harmful Mechanic
 - ICE 0.41 RC-2 by Main Maintainers : Sundog, Deathfly, AnyIDElse.
For all staff, see credits_and_thanks.txt
 - Interstellar Imperium 2.3.0 by DarkRevenant & others
 - Kadur Remnant 3.2.1 by Vayra
 - Mayasuran Navy 8.3.2 RC2 by Knight Chase
 - Nexerelin 0.9.8b by Histidine (original by Zaphide)
 - Scy Nation 1.61 by Created by Tartiflette. Music by Fastland. With the help of Debido, Mesotronik, Dark Revenant, Histidine, Silentstormpt, SniZupGun, Deathfly, 19_30 and many others.
 - Ship/Weapon Pack 1.12.3b by DarkRevenant
 - Sylphon RnD 1.0 by Nia and Nicke
 - Tahlan Shipworks 0.4.1 by Nia Tahl
 - The Knights Templar 0.9.9d by DarkRevenant and Cycerin
 - Tiandong Heavy Industries 1.2.1a by -MesoTroniK
 - Underworld 1.4.7 by DarkRevenant
 - Vayra's Sector 3.1.5 by Vayra
 - Vayra's Ship Pack 1.1.4 by Vayra
Utility mods (4):
 - Console Commands 2021-1-19 by LazyWizard
 - LazyLib 2.5c by LazyWizard
 - MagicLib 0.29 by Modding Community
 - ZZ GraphicsLib 1.4.4 by DarkRevenant
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Vayra on February 17, 2021, 05:17:37 PM
Hey Vayra, I updated to the latest version and seem to be getting the same error across multiple game saves (even in a new game). It seems to trigger when time passes to a new day per some timed event. Any solutions you can suggest? The error and mods are listed below, thanks!

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.campaign.bases.VayraRaiderBaseBarEvent: method <init>()V not found
java.lang.NoSuchMethodError: data.scripts.campaign.bases.VayraRaiderBaseBarEvent: method <init>()V not found
   at data.scripts.campaign.bases.KadurRaiderBaseBarEvent.<init>(KadurRaiderBaseBarEvent.java:23)
   at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
   at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
   at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
   at java.lang.reflect.Constructor.newInstance(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:262)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
   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)


 Active mod list:
------------------
Regular mods (16):
 - Blackrock Drive Yards 0.9.5 by cycerin & co.
 - Dassault-Mikoyan Engineering 1.18a by Harmful Mechanic
 - ICE 0.41 RC-2 by Main Maintainers : Sundog, Deathfly, AnyIDElse.
For all staff, see credits_and_thanks.txt
 - Interstellar Imperium 2.3.0 by DarkRevenant & others
 - Kadur Remnant 3.2.1 by Vayra
 - Mayasuran Navy 8.3.2 RC2 by Knight Chase
 - Nexerelin 0.9.8b by Histidine (original by Zaphide)
 - Scy Nation 1.61 by Created by Tartiflette. Music by Fastland. With the help of Debido, Mesotronik, Dark Revenant, Histidine, Silentstormpt, SniZupGun, Deathfly, 19_30 and many others.
 - Ship/Weapon Pack 1.12.3b by DarkRevenant
 - Sylphon RnD 1.0 by Nia and Nicke
 - Tahlan Shipworks 0.4.1 by Nia Tahl
 - The Knights Templar 0.9.9d by DarkRevenant and Cycerin
 - Tiandong Heavy Industries 1.2.1a by -MesoTroniK
 - Underworld 1.4.7 by DarkRevenant
 - Vayra's Sector 3.1.5 by Vayra
 - Vayra's Ship Pack 1.1.4 by Vayra
Utility mods (4):
 - Console Commands 2021-1-19 by LazyWizard
 - LazyLib 2.5c by LazyWizard
 - MagicLib 0.29 by Modding Community
 - ZZ GraphicsLib 1.4.4 by DarkRevenant

Is this a clean install, i.e. did you delete the mod folder completely before unzipping the new version?
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: TheShepard on February 17, 2021, 05:35:41 PM
I thought it was a clean install, but I just tried it again and it seems my existing saves won't load anymore, so I must've just saved over it. I'll try a new game and see if I still run into the same error. Thanks.
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Asmeroth on February 21, 2021, 03:49:42 AM
Im playing with Nexerelin and the new Factions that appear pretty much get instantly anihilated by the big factions. Maybe have them be stealthy in the beginning or so.
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Farya on February 21, 2021, 10:13:58 PM
It really depends from a game. In my current run science fuckers, stormhawks and ashen keepers are all living in the rim near my colonies. A good place to sell excess metals and organics for profits. And stormhawks are even raiding Hegememe now. So it all depends from whatever other factions are occupied by an all out war with each other.
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: phonon5891 on March 13, 2021, 05:51:13 PM
Hi Vayra, I'm running into a repeatable CTD in my current save. I was doing a Revolutionary Council run (my first with this faction), and have previously done a couple runs with other factions without issue, so not sure what went wrong here. From the log, it looks like the game was trying to fire the Popular Front event, but something went wrong. I could set spawnPopularFront to "false", but I don't think that would help my current save. Any ideas on how I can sidestep this crash, or should I just start a new game? Thanks in advance!

Clean install, latest mod versions, deleted old mod folders, the works. The crash message (identical across several crash logs) is quoted below, and I've put up my enabled mods file at this Pastebin link (https://pastebin.com/0aAeWMEy).

Code
4189991 [Thread-4] INFO  data.scripts.campaign.fleets.VayraPopularFrontManager  - didn't find interstellaire, creating one
4190260 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(VayraColonialManager.java:763)
at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(VayraPopularFrontManager.java:244)
at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(VayraPopularFrontManager.java:107)
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: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: furl on March 15, 2021, 07:55:46 AM
How long does it take for next Unique bounty to spawn? I'm year 219 now and surveyed all the planets in the Sector but still didn't get Caliph (Kadur) or Higanbana (Tahlan) bounties. 

I assume this is the code, but I can't really make any of it
Code
        
        // advance the spawn timer
        float days = Global.getSector().getClock().convertToDays(amount);
        if (VAYRA_DEBUG) days *= 30f;
        spawnCheckTimer.advance(days);

        // and check if we should spawn any bounties
        float bountyChance = VAYRA_DEBUG ? 1f : UNIQUE_BOUNTY_CHANCE;
        if (spawnCheckTimer.intervalElapsed() && this.getActive().size() < getMaxConcurrent() && bounties.size() > 0) {
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Chairman Suryasari on March 15, 2021, 11:28:27 AM
I think there is a limit to how much HVB can be active at any time. So you need to increase the limit or destroy the existing one.


Code
		"maxActiveUniqueBounties":3,   # Integer
# eligible unique bounties (if active) will only spawn up to this limit
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: furl on March 15, 2021, 12:13:21 PM
I think there is a limit to how much HVB can be active at any time. So you need to increase the limit or destroy the existing one.
The thing is, I don't have any active HVBs at the moment. The last bounty I completed was Izanami (Tahlan) and it feels like it was several in-game months ago. Also Sunbird and Hound bounties never showed up.
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: helmacon on March 16, 2021, 01:44:02 PM
Unsure what is causing this crash-on-save, but the log had the word "Vayra" in the line here, so i thought id drop it here in case its something for you to look at.

Sorry if its the wrong place!

Code
5104 [Thread-4] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [lights_hound]
5104 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
5107 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(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: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Chairman Suryasari on March 16, 2021, 11:55:13 PM
Did you play on Laptop with 2 GPU, Integrated and Dedicated GPU (Example : Intel HD and Nvidia)? If yes, you probably have the same problem like me. If you run it on Windows using Dedicated GPU in my case NVIDIA, it crashes every time I try to save, you can change it to Integrated GPU (Intel HD) to make it able to save the game. I don't why it happens, but NVIDIA is being NVIDIA I guess.
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: helmacon on March 17, 2021, 04:13:12 PM
Did you play on Laptop with 2 GPU, Integrated and Dedicated GPU (Example : Intel HD and Nvidia)? If yes, you probably have the same problem like me. If you run it on Windows using Dedicated GPU in my case NVIDIA, it crashes every time I try to save, you can change it to Integrated GPU (Intel HD) to make it able to save the game. I don't why it happens, but NVIDIA is being NVIDIA I guess.

I play on a desktop, but the crash issue did seem to resolve by allocating more memory in the vmparams,

Not sure what it was i was looking at in the log there.
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Chairman Suryasari on March 17, 2021, 05:51:06 PM
Oh yeah, about that, allocating RAM more than default value should be the first thing people do before modding, because how small the default are. It should be pinned where everyone can see it, below the Mod Index for an example.

And for the log, Vayra Sector probably the last thing the game managed to load before running out of memory and crash.
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Vayra on March 26, 2021, 12:35:07 AM
Unsure what is causing this crash-on-save, but the log had the word "Vayra" in the line here, so i thought id drop it here in case its something for you to look at.

Sorry if its the wrong place!

Code
5104 [Thread-4] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [lights_hound]
5104 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [vayra_mrm_fighter] not found in weapon_data.csv
5107 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(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)

This is a broken missile .proj file, I think. Weird, I'll have to check for that.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Vayra on March 26, 2021, 12:35:33 AM
D&DSECTOR IS OUT, FOR PROBABLY 1 DAY BEFORE 0.95

I MAKE NO GUARANTEE THAT IT WILL WORK

GRAB IT FROM THE OP
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Serenitis on March 26, 2021, 08:37:39 AM
Heh.
Since updating, every single scannable planet and moon in the sector now has no conditions or resources.
Even habitable world types don't have the habitable condition.
Possible that the 'make extra planets' bit might not be behaving itself.

Don't think it's mod interaction, but just in case.
Spoiler
Quote
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "blackrock_driveyards",
  "CombatAnalytics",
  "communist_clouds",
  "DisassembleReassemble",
  "sun_fuel_siphoning",
  "gunnyhegexpeditionary",
  "hm_barratry",
  "IndEvo",
  "lw_lazylib",
  "lights_out",
  "luddenhance",
  "MagicLib",
  "wyv_planetaryShieldAccessControl",
  "swp",
  "soz_shippack",
  "sun_starship_legends",
  "Terraforming and Station Construction",
  "wyv_hyperion",
  "THI",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "audio_plus",
  "shaderLib"
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Dazs on March 26, 2021, 11:23:26 AM
Just wanted to say I was really enjoying the new systems added in the latest version. Looking forward to the newest game version complaint release so I can get back at it!
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: HanPolo on March 30, 2021, 05:59:03 AM
any plans to update this mod? Game feels almost empty without it.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Dazs on March 30, 2021, 01:57:04 PM
He put a ton of work into the last release only to have it become obsolete a day later, that's gotta be heartbreak. He's updated his other mods so give it time but yea I agree this is a core mod to enjoying the game.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Jet Black on April 02, 2021, 07:44:58 AM
Ouch. Thats rough. Still going to wait patiently for him to update before playing starsector lol. I want it to feel "right".
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Vayra on April 02, 2021, 03:27:03 PM
He put a ton of work into the last release only to have it become obsolete a day later, that's gotta be heartbreak. He's updated his other mods so give it time but yea I agree this is a core mod to enjoying the game.

*she, btw.

Not heartbroken, though - I was expecting the update very soon, like I mentioned. I've fixed the basic issues already I think, but need some time to integrate the new features - story points, missions coming from bars rather than just showing up in the intel tab, etc. I'll be putting out the update sometime this month most likely.  ;D
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Godvana on April 02, 2021, 09:19:04 PM
Yeeee, I can't play star sector without high value bounties
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Kakroom on April 02, 2021, 11:35:29 PM
Heh.
Since updating, every single scannable planet and moon in the sector now has no conditions or resources.
Even habitable world types don't have the habitable condition.
Possible that the 'make extra planets' bit might not be behaving itself.

Don't think it's mod interaction, but just in case.
Spoiler
Quote
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "blackrock_driveyards",
  "CombatAnalytics",
  "communist_clouds",
  "DisassembleReassemble",
  "sun_fuel_siphoning",
  "gunnyhegexpeditionary",
  "hm_barratry",
  "IndEvo",
  "lw_lazylib",
  "lights_out",
  "luddenhance",
  "MagicLib",
  "wyv_planetaryShieldAccessControl",
  "swp",
  "soz_shippack",
  "sun_starship_legends",
  "Terraforming and Station Construction",
  "wyv_hyperion",
  "THI",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "audio_plus",
  "shaderLib"
[close]

I am also having this problem.

edit: I may be speaking too soon, but it seems to have resolved itself after I increased the RAM.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: HanPolo on April 03, 2021, 01:48:17 PM
He put a ton of work into the last release only to have it become obsolete a day later, that's gotta be heartbreak. He's updated his other mods so give it time but yea I agree this is a core mod to enjoying the game.

*she, btw.

Not heartbroken, though - I was expecting the update very soon, like I mentioned. I've fixed the basic issues already I think, but need some time to integrate the new features - story points, missions coming from bars rather than just showing up in the intel tab, etc. I'll be putting out the update sometime this month most likely.  ;D

best news I've heard this week. love the bounties, love the custom ships.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: darth finder on April 03, 2021, 04:18:33 PM
Heh.
Since updating, every single scannable planet and moon in the sector now has no conditions or resources.
Even habitable world types don't have the habitable condition.
Possible that the 'make extra planets' bit might not be behaving itself.

Don't think it's mod interaction, but just in case.
Spoiler
Quote
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "blackrock_driveyards",
  "CombatAnalytics",
  "communist_clouds",
  "DisassembleReassemble",
  "sun_fuel_siphoning",
  "gunnyhegexpeditionary",
  "hm_barratry",
  "IndEvo",
  "lw_lazylib",
  "lights_out",
  "luddenhance",
  "MagicLib",
  "wyv_planetaryShieldAccessControl",
  "swp",
  "soz_shippack",
  "sun_starship_legends",
  "Terraforming and Station Construction",
  "wyv_hyperion",
  "THI",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "audio_plus",
  "shaderLib"
[close]

I am also having this problem.

edit: I may be speaking too soon, but it seems to have resolved itself after I increased the RAM.

Same here, I've tried increasing the RAM but that doesn't seemed to have fixed it for me. Has anyone got another fix? Or a way to download the old version?

I've only just realized it's a bug and not a feature at level 36, so, whoops :o I'm hoping an older version of this mod before the bug was introduced doesn't break my save so I can keep my progress, but even if it does I'll just start again, this mod is amazing! :)
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Flacman3000 on April 08, 2021, 04:56:22 AM
Would it be possible to access older versions? I need to download 3.2.0 Unfortunately I 3.2.1 has bugged every planet for me.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: braven25 on April 08, 2021, 11:54:30 AM
I new to Starsector and already heavily loaded on mods, keen to see first hand what makes this so popular :-)
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Tantalum on April 09, 2021, 05:47:59 PM
I new to Starsector and already heavily loaded on mods, keen to see first hand what makes this so popular :-)

Same, Vayra said it should be done by the end of the month but I'm jonesing for it already. Her mods been a necessity for a while now
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Kesh on April 11, 2021, 05:15:59 AM
So when will we expect compatibility update???
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: connortron7 on April 11, 2021, 07:52:43 AM
So when will we expect compatibility update???
Everytime someone asks this same question varya should push it another week
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Jet Black on April 11, 2021, 08:22:04 AM
Its because Nex just dropped and everyone is excited!
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: braven25 on April 12, 2021, 05:54:16 AM
So when will we expect compatibility update???
Everytime someone asks this same question varya should push it another week

Roll on 2022 then lol
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: rockguy434 on April 12, 2021, 09:51:17 PM
So when will we expect compatibility update???
Everytime someone asks this same question varya should push it another week

Umm no? Thats pretty stupid since Varya is almost necessary for almost all the good faction mods and has special interactions with each of them. This and Nex is probably the most important mods aside from first 3 three libraries mods
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Seve82 on April 13, 2021, 03:04:25 AM
End of the month... oh noes I'm loosing my will save rolls now that Nex just updated... can't resist.... :-\
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: megabot on April 13, 2021, 04:07:34 AM
so umm, sorry if I am stupid, but why are there basically negative reviews of your mod on it? is it like, meant as a joke? am i not getting something?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: connortron7 on April 13, 2021, 06:17:47 AM
So when will we expect compatibility update???
Everytime someone asks this same question varya should push it another week

Umm no? Thats pretty stupid since Varya is almost necessary for almost all the good faction mods and has special interactions with each of them. This and Nex is probably the most important mods aside from first 3 three libraries mods

Yeah your right my bad, vayra should push it 2 weeks every time someone asks that instead.

so umm, sorry if I am stupid, but why are there basically negative reviews of your mod on it? is it like, meant as a joke? am i not getting something?

Yeah its a joke thing, junk pirates has the same "review" board of negative responses aswell.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Kesh on April 28, 2021, 08:31:11 AM
Can this mod be added to an existing game?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Hatter on April 28, 2021, 10:23:52 AM
From the first paragraph of the first page:
Quote
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!
No, it is not save compatible.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Nameless on April 28, 2021, 12:01:55 PM
And the latest version breaks the game by causing all planets to become blank so you will want a non 3.2.1 version if you do decide to play until it gets fixed.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: connortron7 on April 28, 2021, 12:13:14 PM
And the latest version breaks the game by causing all planets to become blank so you will want a non 3.2.1 version if you do decide to play until it gets fixed.
Well yeah it breaks the game its not compatible with SS 0.95a.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Nameless on April 28, 2021, 01:18:44 PM
in 0.9.1a even.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Jet Black on April 28, 2021, 02:40:05 PM
I wonder, would it be possible to isolate what causes these issues with 0.9.5, cut that content and use "most" of the mod that would otherwise be unaffected? Just as a stopgap measure to enjoy most of this mod until it is updated?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Inhilicon on April 28, 2021, 05:23:12 PM
I've not played 0.9.5 yet, waiting for this mod and the Ship/Weapon Pack. It just wouldn't feel the same without these two. This is not a threat or an urging to hurry up, I will remain patient and pray to Ludd!

That said, I too wonder what might be causing the majority of problems.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Drazan on May 02, 2021, 04:11:51 PM
I wonder, would it be possible to isolate what causes these issues with 0.9.5, cut that content and use "most" of the mod that would otherwise be unaffected? Just as a stopgap measure to enjoy most of this mod until it is updated?

I would be satisfied with that even. Just give me this mod.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: AlexGu812 on May 02, 2021, 04:18:00 PM
For people having the problem that the planets don't have any resources, there's a line in VAYRA_SETTINGS.ini called "addBarrenPlanets", set it to false from true and it's fixed, at least for me it did.

Sorry it didn't actually, it's still broken...
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Captain Rizz on May 03, 2021, 09:57:29 PM
Does anyone know if there is a tutorial for making alternate starts like the Pirate and Luddic Path in Vayra's? I'm hanging out for the 0.95 update, but would like to do some of my own in the meantime if it isn't too insane on the coding side.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Godvana on May 07, 2021, 12:43:34 AM
I think Nexerelin allows for Pirate and Luddic Path starts.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Lubeek on May 08, 2021, 07:50:35 PM
I hope you are doing well Vayra
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: envenger on May 11, 2021, 10:45:53 AM
Hoping this comes out soon.
Will start a new playthrough when this comes out.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Inhilicon on May 11, 2021, 06:58:46 PM
What's the word on the status of this mod via the Unofficial Discord server for Starsector?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Tarnish on May 11, 2021, 09:24:40 PM
The last I heard Vayra was taking a break.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Harmful Mechanic on May 11, 2021, 10:56:00 PM
Last I checked in, she's just really busy with work, and she'll be back to work on VS once things slow down.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Inhilicon on May 12, 2021, 05:04:35 AM
Thank you for letting me and everyone else wondering know!
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Flacman3000 on May 12, 2021, 01:45:51 PM
17057834 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(VayraColonialManager.java:763)
   at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(VayraPopularFrontManager.java:244)
   at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(VayraPopularFrontManager.java:107)
   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)

I got this crash early campaign anyone knwo how to prevent it?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: connortron7 on May 12, 2021, 02:16:27 PM
17057834 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(VayraColonialManager.java:763)
   at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(VayraPopularFrontManager.java:244)
   at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(VayraPopularFrontManager.java:107)
   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)

I got this crash early campaign anyone knwo how to prevent it?
What version of the game are you running?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Flacman3000 on May 13, 2021, 07:30:53 AM
17057834 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(VayraColonialManager.java:763)
   at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(VayraPopularFrontManager.java:244)
   at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(VayraPopularFrontManager.java:107)
   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)

I got this crash early campaign anyone knwo how to prevent it?
What version of the game are you running?

3.2.0 as I had a massive issue with 3.2.1 becasue of the planet spawning issue in that version which made all the planets have no traits. so this crash is from 3.2.0 I assume this happenes when a faction gets reintroduced to the game and then crashes for the reasons listed in the log. which I have no clue why.
Title: Re: [0.9.1a] Vayra's Sector 3.2 - back from the dead 2021-02-11
Post by: Flacman3000 on May 13, 2021, 08:15:29 AM
Hi Vayra, I'm running into a repeatable CTD in my current save. I was doing a Revolutionary Council run (my first with this faction), and have previously done a couple runs with other factions without issue, so not sure what went wrong here. From the log, it looks like the game was trying to fire the Popular Front event, but something went wrong. I could set spawnPopularFront to "false", but I don't think that would help my current save. Any ideas on how I can sidestep this crash, or should I just start a new game? Thanks in advance!

Clean install, latest mod versions, deleted old mod folders, the works. The crash message (identical across several crash logs) is quoted below, and I've put up my enabled mods file at this Pastebin link (https://pastebin.com/0aAeWMEy).

Code
4189991 [Thread-4] INFO  data.scripts.campaign.fleets.VayraPopularFrontManager  - didn't find interstellaire, creating one
4190260 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(VayraColonialManager.java:763)
at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(VayraPopularFrontManager.java:244)
at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(VayraPopularFrontManager.java:107)
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)

did you fix the issue by setting the popular front to false?

edit: setting PF to false fixed this issue. hope this is not a huge feature I am disabling.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Flacman3000 on May 16, 2021, 04:53:52 PM
any idea how I can remove the independent bounty on me I have no clue how to remove it it's been permanently there does anyone have a clue? I have no idea what's going on, it won't expire.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Malignity. on May 20, 2021, 12:40:42 AM
And the latest version breaks the game by causing all planets to become blank so you will want a non 3.2.1 version if you do decide to play until it gets fixed.
Well yeah it breaks the game its not compatible with SS 0.95a.
what does SS mean?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Godvana on May 20, 2021, 01:59:54 AM
And the latest version breaks the game by causing all planets to become blank so you will want a non 3.2.1 version if you do decide to play until it gets fixed.
Well yeah it breaks the game its not compatible with SS 0.95a.
what does SS mean?

...Starsector
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: bobfish44 on May 25, 2021, 08:38:34 AM
You're the coolest Vayra, please update for the new version <3
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: jlrperkins on May 26, 2021, 08:11:56 AM
Shame on you, you just pushed the release date back for another two weeks  ;D ;D ;D

You're the coolest Vayra, please update for the new version <3
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: anhkhoa3302 on May 26, 2021, 08:22:22 AM
Shame on you, you just pushed the release date back for another two weeks  ;D ;D ;D

You're the coolest Vayra, please update for the new version <3
Isn't that mean the mod will never be released if someone ask something every 2 weeks, lmao
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Melanoc3tus II on May 26, 2021, 08:25:12 AM
And the latest version breaks the game by causing all planets to become blank so you will want a non 3.2.1 version if you do decide to play until it gets fixed.
Well yeah it breaks the game its not compatible with SS 0.95a.
what does SS mean?

Now we just have to pray that no-one makes a Starsector waffle mod.
...Starsector
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Stormy Fairweather on May 30, 2021, 01:40:04 PM
Just tagging so i will know when/if this awesome mod is updated. (so good in fact, it was legit tempting to NOT update to keep using it)
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Arcagnello on May 30, 2021, 01:53:37 PM
Just tagging so i will know when/if this awesome mod is updated. (so good in fact, it was legit tempting to NOT update to keep using it)

We've all been there fellow Starfarer. Trust in the Path and it will deliver you!
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Stormy Fairweather on June 01, 2021, 10:42:24 PM
never realized just how much i relied on unique ships from this mod, until i played a game without it. think my entire fleet usually ends up comprised of em, no matter how many other ship mods i have installed
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: dgchessman2 on June 01, 2021, 11:47:35 PM
...yeah, gotta be honest... I didn't quite anticipate how reluctant I would be to play without this...
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: tzuridis on June 03, 2021, 04:02:00 PM
And not just the ships but also the weapons. 1 point hmg and laser blaster for pd  ;D
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Stormy Fairweather on June 03, 2021, 05:37:08 PM
yeah. to be honest, i consider varya more necessary than nex.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Shyul on June 05, 2021, 07:01:37 AM
We all know the mod is already up to date. Somewhere, deep in the sector, varya is already enjoying her own mod while laughing at the plebs that keep asking for an update...
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Leif on June 10, 2021, 06:22:25 PM
yeah. to be honest, i consider varya more necessary than nex.
Agreed. I'm going to update after this mod is patched and ready.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Kiith on June 15, 2021, 05:45:44 AM
Also holding off playing the latest patch, as i'd consider this a must have. Hopefully not too long.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Bagpipe on June 18, 2021, 10:50:04 AM
Man, I am fairly new to the game. I bought just before the patch dropped so I immediately patched up and now have never experienced this mod at all. Waiting patiently for it to drop  :)
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: dgchessman2 on July 07, 2021, 12:11:54 PM
I gotta be honest... the radio silence gnaws on me a bit.

....IS this going to get updated...?  o_O  Do we know?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: connortron7 on July 07, 2021, 01:53:56 PM
I gotta be honest... the radio silence gnaws on me a bit.

....IS this going to get updated...?  o_O  Do we know?

Yes its going to be updated give it time, kadur remnant and vayras shippack was updated  :P

The last SS update changed alot of under the hood stuff and this mlds this alot more technical, vayra can't just snap her fingers and make it work lol
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Captain Rizz on July 07, 2021, 08:53:16 PM
I think Nexerelin allows for Pirate and Luddic Path starts.
This is true, but I'd like to do some tweaking, like a pirate start with a custom permanent d-modded legion or onslaught, for example.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Earthenlady on July 09, 2021, 09:48:28 AM
i've read up on Vayra, and am playing nex atm. I personally think that Vayra just sounds more fun, so patiently waiting for an update. (Started in the current patch of Star Sector)
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Smittlez on July 12, 2021, 10:41:05 AM
This mod was one of my favorites on my last playthrough months ago. Very much looking forward to the update when time and life permits for Vayra.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: megabot on July 12, 2021, 03:00:39 PM
He put a ton of work into the last release only to have it become obsolete a day later, that's gotta be heartbreak. He's updated his other mods so give it time but yea I agree this is a core mod to enjoying the game.

*she, btw.

Not heartbroken, though - I was expecting the update very soon, like I mentioned. I've fixed the basic issues already I think, but need some time to integrate the new features - story points, missions coming from bars rather than just showing up in the intel tab, etc. I'll be putting out the update sometime this month most likely.  ;D

well i guess that didn't work out.

not a complaint comment just kinda funny how you and probably most other people thought that it'll be done soon and then...oh well
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Kiith on July 15, 2021, 01:30:12 AM
Finding all the high level bounties was always one of my favourite things to do in the mid-late game, and not having that certainly lowers my desire to keep playing this save.

Looking forward to whenever it is updated.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Avallac on August 06, 2021, 08:37:27 AM
Is Varaya still alive? Been inactive for a few months. Would be good to know if there any update on the status of the mod. Thanks for the amazing work either way.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Rackminster on August 08, 2021, 10:41:21 AM
Is Varaya still alive?
That's Schrodinger's Question, there.  The brief answer is "She was active on her Blog July 18th" (linked from the original post's Patreon account button).

I totally get that updating a mod of this scope is work. Largely unpaid work. I remain hopeful and patient.  As someone who's made a couple of mods before, I get that updating them is loooooooooooooow priority unless you're actively playing the game.

I'm in the chorus of voices who say the game just isn't the same without it.  I've reinstalled all of my favorite mods for the current version, but am missing this one enough that my playthrough is suspended for the time being.  Starsector is a great game, but this mod elevates it. Like whipped cream elevates cheesecake.  I can eat the cheesecake, but I'd rather just wait until the whipped cream is back in stock.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Mira Lendin on August 09, 2021, 09:17:20 AM
Starsector is a great game, but this mod elevates it. Like whipped cream elevates cheesecake.  I can eat the cheesecake, but I'd rather just wait until the whipped cream is back in stock.
lol
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Inhilicon on August 09, 2021, 09:43:08 PM
Why are we still here? Just to suffer?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Hiroyan495 on August 12, 2021, 03:11:02 AM
Why are we still here? Just to suffer?

You walk out the door, you see someone and they ask you how you are. You just have to say you're "fine" but you're not really fine but you just can't get into it because they would never understand!
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Prophet Of Cthulhu on August 25, 2021, 12:30:25 PM
Does anyone know if Vayra is alive, and well?

I wonder how many people check this thread daily for news like me? (well 2 times a day actually :D )
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Jet Black on August 25, 2021, 05:13:34 PM
I check about three times a week as well just for this. I am starting to worry lol
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Mayonaiser on August 28, 2021, 10:15:59 AM
this mod ruined me, its just not the same playing without it anymore :'(
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Lubeek on August 28, 2021, 10:47:39 AM
my attitude has def shifted from eagerness to annoyance to genuine concern. In a way it is a few times a week reminder to step out of myself and recognize my desire to game is pretty small potatoes in these trying times and to send out some mental well wishes to a stranger. Fingers crossed Vayra is just on an epic vacation.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: 6chad.noirlee9 on August 28, 2021, 11:24:48 AM
You could always have multiple installs.
I have a 91  two 95 and I'm thinkin of installing one of the really old versions like 52 that had interesting content
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Excel.exe on August 29, 2021, 04:43:17 PM
Vayra please come back :(
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Avallac on August 29, 2021, 06:36:40 PM
I wish I had some money to donate, maybe she'd put some time into it for a bit of $. Perhaps someone in this thread is rich? Maybe few hundred bucks would get an update going lol.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: BHunterSEAL on August 29, 2021, 07:43:38 PM
Pretty sure she's fine... just followed the Patreon link to a blog, she posted today...
https://madqueenscourt.blogspot.com
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: titcja on September 01, 2021, 03:45:16 PM
Pretty excited to try this mod on 0.9.5.  ;D
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Godvana on September 03, 2021, 12:23:36 AM
0.95 has been out for over 5 months, I hope this mod isn't vapor, or that she permits someone else to update the mod.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Desire on September 06, 2021, 06:20:36 AM
Yeah so many people told me this is a must but never tried it before 0.95a and been checking it ever since. Oh well can't complain about not receiving free content.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Wispborne on September 06, 2021, 03:56:10 PM
Vayra is still quite active online, she's just not working on anything Starsector (to the best of my knowledge, anyway).

I would not hold my breath on her mods being updated (by her, anyway, maybe someone else will want to and be given permission to take up the mantle), but she has not been hit by a bus or anything like that. Just focused elsewhere.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Jade Tendency on September 08, 2021, 05:06:51 AM
She has already given permission, but afik it's looking like an end of September release.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Excel.exe on September 08, 2021, 06:17:33 AM
https://www.youtube.com/watch?v=Hn-enjcgV1o (https://www.youtube.com/watch?v=Hn-enjcgV1o)
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Space_Lettuce_OG on September 10, 2021, 11:29:38 AM
BABY COME BACK!

I JUST CAN'T LIVE WITHOUT VARYA'S SECTOR!!!

Seriously, the IBB and the unique ships is my #1 favorite thing to do in StarSector, no exaggeration.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Usinaru on September 10, 2021, 03:53:02 PM
I just miss everything about this mod. E V E R Y T H I N G
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Space_Lettuce_OG on September 10, 2021, 07:43:56 PM
Anyone know what about this mod needs to be worked on to make the mod compatible with version 0.9.5a???

If it's not an insane amount of work, I'd be willing to take a look at it.

I've never modded StarSector, but I've modded plenty of other games, so I'm sure I can pick up the in's and out's quick enough.
I just want to play the new update, and I feel like StarSector just isn't the same with this mod.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: geminitiger on September 11, 2021, 07:02:12 AM
don't leave me baby
don't leave me baby
i can't go on without you baby
come back to me

Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Godvana on September 13, 2021, 07:10:00 AM
There is a 0.95 bootleg now available for Vayra's Sector on the unofficial discord

https://discord.com/channels/187635036525166592/512356777451323393/886819552133013504

Apparently the creator has permission from Vayra to release it, but this is not an official release by any means. Use your own discretion when deciding whether or not you should use it or wait for an official release and do not complain to Vayra if this bricks your game. As with any VS release you will have to start a new game.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Drake000999 on September 13, 2021, 01:56:15 PM
Anyone have a link to a 3.2 version of this mod, playing a modded version of 0.9.1a and have started to get empty planets when exploring and someone posted that a 3.2 version of this mod would fix it.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Holderheck on September 13, 2021, 07:23:04 PM
There is a 0.95 bootleg now available for Vayra's Sector on the unofficial discord

https://discord.com/channels/187635036525166592/512356777451323393/886819552133013504

Apparently the creator has permission from Vayra to release it, but this is not an official release by any means. Use your own discretion when deciding whether or not you should use it or wait for an official release and do not complain to Vayra if this bricks your game. As with any VS release you will have to start a new game.

That link is useless it's a channle link it will go nowhere you need to put an invite or a name so we can track it down our selves it can only be used by people who have access to the discord in question.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: connortron7 on September 13, 2021, 08:05:34 PM
There is a 0.95 bootleg now available for Vayra's Sector on the unofficial discord

https://discord.com/channels/187635036525166592/512356777451323393/886819552133013504

Apparently the creator has permission from Vayra to release it, but this is not an official release by any means. Use your own discretion when deciding whether or not you should use it or wait for an official release and do not complain to Vayra if this bricks your game. As with any VS release you will have to start a new game.

That link is useless it's a channle link it will go nowhere you need to put an invite or a name so we can track it down our selves it can only be used by people who have access to the discord in question.
The discord in question is the main and very public starsector discord, it linked me directly to the message with the download.........
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Godvana on September 13, 2021, 09:36:09 PM
There is a 0.95 bootleg now available for Vayra's Sector on the unofficial discord

https://discord.com/channels/187635036525166592/512356777451323393/886819552133013504

Apparently the creator has permission from Vayra to release it, but this is not an official release by any means. Use your own discretion when deciding whether or not you should use it or wait for an official release and do not complain to Vayra if this bricks your game. As with any VS release you will have to start a new game.

That link is useless it's a channle link it will go nowhere you need to put an invite or a name so we can track it down our selves it can only be used by people who have access to the discord in question.

You will probably need to join the Discord first, see: https://fractalsoftworks.com/forum/index.php?topic=11488.0
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: geminitiger on September 14, 2021, 07:15:58 AM
Why didn't you just post the download link directly? Anyways here it is with the message posted. (1,000,000 thanks for the news though!)

From the discord: Author: BadDragn @Starsector Discord
Vayra's Sector Unofficial 0.95 Update, Extra Bugless Edition
Now with negative one bugs.
Vayra is dead. Long live Vayra.

This is an unofficial update for Vayra's Sector, bringing it up to date for 0.95. You know, as the title suggests.
There are a few changes because of the 0.95 changes, mainly:
- Player level is doubled when considering which bounties to spawn (but not when actually creating the fleet)
- Player fleet size is increased by 33% when considering which bounties to spawn (but not when actually creating the fleet)
Other bug fixes:
- starting with a colonial faction commission now properly gives you their relationships
- fixed the empty planet bug

Feel free to share this, but do note that this is unofficial and while I have permission, Vayra probably doesn't want to be bothered about bugs. So if you run into an issue with this unofficial update, please ping me first.

Probably doesn't work with other bounty mods but I didn't check, so that sounds like a "you" problem, and not a "me" problem.

https://drive.google.com/uc?export=download&id=1cd8CjJrw89tjSlcqu0OSVBrwIgTmUot6
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Wulfhram on September 14, 2021, 09:33:20 AM
Why didn't you just post the download link directly? Anyways here it is with the message posted. (1,000,000 thanks for the news though!)


Firstly, I agree with your sentiment. It's very frustrating to have to hunt down all these bootleg updates floating around everywhere because no one will link them in the forums.

But secondly, it's because mod authors generally don't want bootlegs of their mods posted in the main mod thread. This is because bootlegs can have unpredictable bugs and mod authors don't want to deal with bug reports about things that likely aren't their problem.

I do wish that bootlegs would have some sort of central topic that came with the warning, "Mod authors not responsible for crashes," or something.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Space_Lettuce_OG on September 14, 2021, 01:12:25 PM
@geminitiger

Oh man, thank you so much for this!!!

Now I can finally play the newest StarSector update!!
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: theDragn on September 14, 2021, 06:34:54 PM
yadda yadda, copy of discord post

that link might die in the future if I find any more bugs, but if it does I'll update this forum post
Anyway yeah, it's updated, I'm not taking over maintaining the mod or anything, vayra isn't gone for good (hopefully).
If you run into a crash or whatever, ping me on the discord (I don't check my forum messages), but it's pretty stable and I think I've resolved all the outstanding bugs, including that empty planets thing.
Also I have since checked and it does work with the faction bounty board mod, surprisingly.

download here (https://drive.google.com/uc?export=download&id=1EMhXdh4b24i5a8-yzceV4kenALGNcK79)

Updated 10-NOV-2021: Actually fixed the thing where tiny named fleets would show up randomly, fixed a crash with selling AI cores to the research mandate, and disabled some d-mods (they basically got added to vanilla in 0.95 so you could get duplicate effects.) Not save compatible with previous versions. No longer working on this, as there are no more outstanding bugs (as far as I'm aware, anyway).
Updated 05-OCT-2021: Hopefully fixed the thing where bounty fleets weren't despawning properly.
Updated 15-SEP-2021: Fixed a big ol bug that would break your (spoiler) device if you found a specific kind of ghost ship. Idk how rules.csv works, so I've just disabled the (spoiler) ghost ship interaction.
Updated 28-SEP-2021: The D&D reward now properly persists when saving.


please do keep the bold text in mind
Feel free to share this, but do note that this is unofficial and while I have permission, Vayra probably doesn't want to be bothered about bugs.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Godvana on September 14, 2021, 07:09:26 PM
Why didn't you just post the download link directly? Anyways here it is with the message posted. (1,000,000 thanks for the news though!)


I didn't post a direct link because I believe its against this forum's rules. I don't think anyone actually cares though.  ;D
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: bob888w on September 14, 2021, 11:22:18 PM
As a general rule I personally find posting  direct links to unofficial modifications on a creators personal forum page to be in bad taste as well... If someone really wants an unofficial vayra then they should at least put in the effort to join a discord
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: geminitiger on September 15, 2021, 05:15:14 AM
As a general rule I personally find posting  direct links to unofficial modifications on a creators personal forum page to be in bad taste as well... If someone really wants an unofficial vayra then they should at least put in the effort to join a discord

Because making people jump through hoops makes all the difference, especially when your talking about abandoned yet sanctioned 3rd party updates.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: bob888w on September 15, 2021, 09:58:06 AM
I won't reply again, as this is derailing from the mod itself. But aside from slightly falling into the "unsanctioned downloads" rule from the forum rules... Isn't it just plain rude to take over someone's own mod thread to post a unofficial update, even if sanctioned?  Honestly I'm not even sure the discord link should've been here but oh well.
As a general rule I personally find posting  direct links to unofficial modifications on a creators personal forum page to be in bad taste as well... If someone really wants an unofficial vayra then they should at least put in the effort to join a discord

Because making people jump through hoops makes all the difference, especially when your talking about abandoned yet sanctioned 3rd party updates.

Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: geminitiger on September 15, 2021, 09:18:20 PM
1. I won't reply again, as this is derailing from the mod itself.
2. Isn't it just plain rude to take over someone's own mod thread to post a unofficial update, even if sanctioned? 
1. You don't mind derailing the thread to add your opinion originally and to have the last word though.

2. No, because the mod is dead in the water and no plans have been made to change that, people want to play this mod and now they can, it's a win for everyone.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Kadatherion on September 17, 2021, 07:59:50 AM
So, first and foremost: thanks a ton for the bootleg, I could finally give the mod a try and I'm having a blast.

I've been playing long enough to confirm all major features seem to be working fine: bounties (those added by other faction mods as well, and yep, no issues with the IBB bounties from the ship/weapon pack either), the new colonial factions settling new planets after a few cycles, etc, no troubles whatsoever that I could spot, which makes me super happy.

I just now encountered a very minor issue though, that I guess might have been there well before the bootleg, but I can't seem to find anything about the whole feature mentioned here: the dungeons & dragons bar minigame. Very simple but a fun change of pace once in a while.
Now, problem is, I've reached max level (20) for a character and thus I retired him: lo and behold, I didn't only get the usual few weapons and blueprints as a reward, but also a 5% bonus to ordnance points to all ships called "arcane secrets of engineering" (mentioned in the intel tab too). However, once I save the game and reload it, while still being mentioned in the intel tab for the retired char, the actual op bonus on the ships is gone. So if I refit the ones I currently have right after retiring the character I can keep the extra points as they'd just be over the max next time I reload, but I won't be able to make further modifications, nor the bonus will apply to new ships I'll get after that.

Did anyone else encounter this bug before? Anyone knows of a workaround or some trick to make the bonus be recognized again after a reload?

As said, it's a super minor thing, and it was also unexpected, so nothing of real importance lost but... you know how it goes, once you get a taste of something sweet, then having it taken away from you stings ;D

EDIT: welp, while investigating the issue and the java files, I noticed the console mod can do the same (add a specific % to OP) AND suffers from the same problem of the effect not being stored into the save. So yeah, I can simply use the console to get the bonus back when I need it, so that's fine. But I guess the thing is worth noting for Vayra to fix it should she ever decide to come back to modding here (or in case anybody else tinkering with the bootleg might want to bother giving it a look).
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Space_Lettuce_OG on September 17, 2021, 03:34:15 PM
Don't post bug reports about the bootleg version please!
This is the reason for the forum rule of not posting bootleg unofficial versions of a mod.

I'm assuming we're all letting that rule slide right now, as long as people don't post bug reports.
The only acceptable bug reports would be from bugs that cause break saves, and to warn people not to use it.

Side/Personal Note: As a mod author for a number of mods for other games, I personally wouldn't mind at all if someone posted a bootleg version of my mod on one of my mod's postings, if I am not actively developing it anymore. Matter a fact, I'd be quite happy about it. Less work for me, and if/when I start working on it again, I got a good starting point. Not everyone's the same, but it'd probably be safe to assume Vayra is fine with the bootleg version, as long as people don't post non-game breaking bug reports on it. Game breaking bug reports are more of a warning not to use it, and not an appeal for Vayra to fix it, so, they're fine.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Kadatherion on September 17, 2021, 05:31:49 PM
Don't post bug reports about the bootleg version please!
This is the reason for the forum rule of not posting bootleg unofficial versions of a mod.

I'm assuming we're all letting that rule slide right now, as long as people don't post bug reports.
The only acceptable bug reports would be from bugs that cause break saves, and to warn people not to use it.

Point is, as I mentioned I'm fairly sure this is a base mod thing, since that minigame shouldn't have needed any update for 0.95 as it is pretty much self contained (nor anything about it was mentioned in the bootleg changelog). Furthermore, the behaviour is the same as the corresponding addordnancepoints console command, again consistent with this likely being a general issue with that kind of modifier being applied via script. Granted, I can't be 100% sure, but it would seem simply logical.

That being said, it was a post confirming the bootleg works in the long run too (not all of them do, which is why people rightly hesitate before installing them for fear of wasting their time), and while there asking to other players that might have encountered that little quirk with the minigame in the past if they had found a workaround, not a bug report specifically adressed to Vayra (although, of course, I mentioned it could be worth checking should work on the mod ever take up again).

I understand it can be a slippery slope, but it's pretty much like discussing gameplay in the larger meaning. Talking about ship balance, as an example, or bounty rewards, would be the very same thing, since the ships added by the mod weren't specifically balanced for 0.95 either. If we couldn't do that just because we are now playing a bootleg, well, we could just as well completely lock the thread until Vayra comes back (if ever), as, virtually, the only people who are now playing the mod and thus might have something to say about it, instead of just posting memes about Vayra being away, are playing it only because of the bootleg.

I mean, one thing is being actively working on your mod, while having bootlegged versions around that keep getting you confusing and wrong reports wasting your time. Another thing is when your thread is so abandoned that people have been doing nothing but complain or joke for the past three months. At least we might start talking about the mod again. Otherwise, what's the point?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Space_Lettuce_OG on September 17, 2021, 10:29:08 PM
Fair point.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Desire on September 18, 2021, 04:27:39 AM
Don't post bug reports about the bootleg version please!
This is the reason for the forum rule of not posting bootleg unofficial versions of a mod.

I'm assuming we're all letting that rule slide right now, as long as people don't post bug reports.
The only acceptable bug reports would be from bugs that cause break saves, and to warn people not to use it.

Point is, as I mentioned I'm fairly sure this is a base mod thing, since that minigame shouldn't have needed any update for 0.95 as it is pretty much self contained (nor anything about it was mentioned in the bootleg changelog). Furthermore, the behaviour is the same as the corresponding addordnancepoints console command, again consistent with this likely being a general issue with that kind of modifier being applied via script. Granted, I can't be 100% sure, but it would seem simply logical.

That being said, it was a post confirming the bootleg works in the long run too (not all of them do, which is why people rightly hesitate before installing them for fear of wasting their time), and while there asking to other players that might have encountered that little quirk with the minigame in the past if they had found a workaround, not a bug report specifically adressed to Vayra (although, of course, I mentioned it could be worth checking should work on the mod ever take up again).

I understand it can be a slippery slope, but it's pretty much like discussing gameplay in the larger meaning. Talking about ship balance, as an example, or bounty rewards, would be the very same thing, since the ships added by the mod weren't specifically balanced for 0.95 either. If we couldn't do that just because we are now playing a bootleg, well, we could just as well completely lock the thread until Vayra comes back (if ever), as, virtually, the only people who are now playing the mod and thus might have something to say about it, instead of just posting memes about Vayra being away, are playing it only because of the bootleg.

I mean, one thing is being actively working on your mod, while having bootlegged versions around that keep getting you confusing and wrong reports wasting your time. Another thing is when your thread is so abandoned that people have been doing nothing but complain or joke for the past three months. At least we might start talking about the mod again. Otherwise, what's the point?

For what its worth, the minigame does seem to work for me and I have found it multiple times and played it, the character sheet also appears in the intel screen.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Kadatherion on September 18, 2021, 07:03:09 AM
For what its worth, the minigame does seem to work for me and I have found it multiple times and played it, the character sheet also appears in the intel screen.

Works fine for me too, the only quirk I've had is with that 5% bonus to OP that you get as a reward for retiring a character when he is at max level. The bonus disappears after you reload a save, as it probably (happens with the console too) bonuses to that variable don't get stored in the savefile xml.

Truth be told, I'm also kind of OCD in gaming sometimes, so I actually kind of prefer my normal 250 OP Ristreza (from Tahlan's) rather than the uneven 262 OP she would become with the bonus, which is why in the end I decided to just ignore the D&D "permanent" reward and avoid resorting to the console to get it back each time ::)
In any case retiring a lvl 20 char is very rewarding as it is, as it can net you quite a few blueprints (which can be a very excruciating hunt when you run a lot of faction mods, they become the real prize).
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: wilki24 on September 18, 2021, 01:06:23 PM
...I personally wouldn't mind at all if someone posted a bootleg version of my mod on one of my mod's postings, if I am not actively developing it anymore. Matter a fact, I'd be quite happy about it. Less work for me...

I found the programmer! :-)

Seriously, though, these bootleg updates have kept me playing with all the great content they add. In fact, I just ordered a 3070 so I'll have more video memory to add even more (the 970 isn't cutting it anymore...)

So, thank you to the original authors, the people who update on the side, and especially the authors who are cool with it. After all, at the end of the day, this is all just for fun, and what's more fun than more content for our favorite game!
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Kadatherion on September 26, 2021, 01:21:38 PM
So, I've found my first ghost ship, and while all the flavour text is very nice and a change of pace, I have to ask (to other more experienced players, since Vayra is away): is there a point in bothering with them instead of just scuttling?

Spoilery details:

Spoiler
I peeked at the files and it seems to me they all have only negative effects/risks, with no upsides. Are there some hidden/possible advantages down the road?

In my case it was a carrier with the plague mod. Meaning it costs me 3-4 crew per day, which is quite a lot, for no apparent tradeoff (except having the ship itself, ofc, but it's not like it's a particularly rare one, so...). It also seems (from the file) the plague can spread and infect markets, which would be an interesting - and potentially rage inducing - feature, but my question stands: what's the point of enduring/risking all these dangers, if there's no chance of also obtaining some kind of rare/unique advantage?
[close]
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Deageon on September 26, 2021, 05:27:19 PM
So, I've found my first ghost ship, and while all the flavour text is very nice and a change of pace, I have to ask (to other more experienced players, since Vayra is away): is there a point in bothering with them instead of just scuttling?

Spoilery details:

Spoiler
I peeked at the files and it seems to me they all have only negative effects/risks, with no upsides. Are there some hidden/possible advantages down the road?

In my case it was a carrier with the plague mod. Meaning it costs me 3-4 crew per day, which is quite a lot, for no apparent tradeoff (except having the ship itself, ofc, but it's not like it's a particularly rare one, so...). It also seems (from the file) the plague can spread and infect markets, which would be an interesting - and potentially rage inducing - feature, but my question stands: what's the point of enduring/risking all these dangers, if there's no chance of also obtaining some kind of rare/unique advantage?
[close]
well, one major thing happens to be the fact that the ghost ships can be some incredibly rare vessels, and usually fully kitted out/equipped. some of the bad things can be worked against or eventually go away, but others are...well, permafucked.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: belone on September 29, 2021, 03:11:15 AM
Every time someone asks for an update in this post, it gets delayed by 1 week.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: geminitiger on September 30, 2021, 09:03:37 PM
I've been told the small fleets that hover around planets outside the core systems are from this mod. Can someone spoiler me about the purpose of these guys? Is it just flavor? Right now I'm looking at a small planet with 4 of these fleets, "Howard's Fleet", "Ganymede's Fleet", "Cleveland's Fleet","Rosi's Fleet". Just random names, but they are always hostile? Should I kill them? Is it quest related?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Amoebka on September 30, 2021, 09:52:14 PM
I think it's basically just bounties that don't despawn properly. By the lategame the sector becomes littered with them, like every single planet has a fleet or two.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Kadatherion on October 01, 2021, 12:39:30 AM
I've been told the small fleets that hover around planets outside the core systems are from this mod. Can someone spoiler me about the purpose of these guys? Is it just flavor? Right now I'm looking at a small planet with 4 of these fleets, "Howard's Fleet", "Ganymede's Fleet", "Cleveland's Fleet","Rosi's Fleet". Just random names, but they are always hostile? Should I kill them? Is it quest related?

I think it's basically just bounties that don't despawn properly. By the lategame the sector becomes littered with them, like every single planet has a fleet or two.

Yeah, it definitely has something to do with bounty generation/despawn, as sometimes you can even find one that has an exclamation mark, and killing it fullfills an actual *real* bounty currently active somewhere else in the sector. Apart from these cases, though, it seems killing them has no other secondary effect, so go ahead and clean them up. As they usually are very small fleets, they can end up being a little supply/fuel source while exploring with no risks involved, which isn't a bad thing. Them multiplying as you get to the late game though might be, as they could cause slowdowns in the long run. A dozen cycles in, everything is still under control in my sector though, so hopefully they won't be able to become really troublesome unless you play *extremely* long campaigns.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Godvana on October 08, 2021, 01:36:54 AM
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Space_Lettuce_OG on October 08, 2021, 09:48:25 AM
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: PreConceptor on October 08, 2021, 10:08:17 AM
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.

Download the file linked by Dragn on page 30 (updated today), delete the old VS jar and extract the new jar from the most recent update in its place. However, its a much better idea to update new mods in their entirety so no new elements of updates are missed.

If you want to preserve settings, a much better method imo is to move the old VS folder somewhere else, extract the new VS folder to mods as normal, then go back to look at the old settings and manually alter the new settings file to what you had previously. A compare tool in your text editor of choice can be of great help in identifying what is different between old and new settings files and what to change. A bit more involved? Yes. Likelihood of new updates being broken? Dramatically lower.

Also, VS updates will be in modded_gameplay not mod_updates, as Dragn isn't officially taking over development
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Godvana on October 08, 2021, 05:42:51 PM
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.

Download the file linked by Dragn on page 30 (updated today), delete the old VS jar and extract the new jar from the most recent update in its place. However, its a much better idea to update new mods in their entirety so no new elements of updates are missed.

If you want to preserve settings, a much better method imo is to move the old VS folder somewhere else, extract the new VS folder to mods as normal, then go back to look at the old settings and manually alter the new settings file to what you had previously. A compare tool in your text editor of choice can be of great help in identifying what is different between old and new settings files and what to change. A bit more involved? Yes. Likelihood of new updates being broken? Dramatically lower.

Also, VS updates will be in modded_gameplay not mod_updates, as Dragn isn't officially taking over development

Personally I've edited my VS to remove/alter all her meme stuff spread throughout. Not really to my tastes, so I ran a file comparer and just figured out which files had been changed instead of having to go through and remove all the memes again. That's why I suggest you only need to replace the .jar
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Lance on October 10, 2021, 02:39:29 AM
Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.

If you set to false ALL the vayra raiders from all mods, the performance is destroyed. I think the script keep trying to initialize each frame. The trick, if you do not want to use the vayra raider function, is to set

warhawk_republic,FALSE
hegemony,TRUE

in raider_factions.csv

 it needs to be done for each mod in their own folder in \data\config\vayraRaiders)

example for prv
prv,FALSE
rb,FALSE

So leave hegemony TRUE in vayra original mod or the fps dips to 40 in campaign.


I always hated the feature because raiders are an annoyance. It reduces framerate, it spawns pirate-like fleets that intercept convoys, it decivilizes worlds... it also forces the player to be hostile to the factions if he wants to do bounties (if the bounty was pirate or luddic, it would have been better unless special roleplay)

 And ropelay wise, it doesnt make sense... the cost to make such stations is astronomical yet they spawn each 15 days... There must be a reason why colonies only have one fortress station and not more. Kadur & warhawk are supposed to be underdog yet they spit 1 000 000 each 15 days to raid their enemies? ye sure. For luddic and pirates, they are everywhere (pather cell & such, black market) and have huge networks ( colonies or intel in a lot of system) to act in the shadows. It's not the case for others factions.

In my opinion, the feature could be good if it was a rare event, once in a while, with the purpose to invade systems & planets after a while.  Something that seems planned and well organized without apparent randomness.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: theDragn on October 29, 2021, 04:58:46 PM
Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.

Hi, did you notice the bold text (both here and on discord) where I specifically asked people not to clutter up the forum thread with bug reports for an unofficial patch? Reading is a very important skill and will carry you far in life.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Mira Lendin on October 29, 2021, 06:22:15 PM
Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.

Hi, did you notice the bold text (both here and on discord) where I specifically asked people not to clutter up the forum thread with bug reports for an unofficial patch? Reading is a very important skill and will carry you far in life.
he mentioned "i think that happens with the original mod too" which means that it's not just about your bootleg version, that piece of info can be useful for the mod author if they decided to update the mod in the near future.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: xyzeratul on November 02, 2021, 04:19:53 AM
Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.

Download the file linked by Dragn on page 30 (updated today), delete the old VS jar and extract the new jar from the most recent update in its place. However, its a much better idea to update new mods in their entirety so no new elements of updates are missed.

If you want to preserve settings, a much better method imo is to move the old VS folder somewhere else, extract the new VS folder to mods as normal, then go back to look at the old settings and manually alter the new settings file to what you had previously. A compare tool in your text editor of choice can be of great help in identifying what is different between old and new settings files and what to change. A bit more involved? Yes. Likelihood of new updates being broken? Dramatically lower.

Also, VS updates will be in modded_gameplay not mod_updates, as Dragn isn't officially taking over development

link on page 30 seems dead, anyone gota an update?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: TimeDiver on November 02, 2021, 12:50:38 PM
link on page 30 seems dead, anyone gota an update?
https://cdn.discordapp.com/attachments/825068217361760306/904100820495261787/Vayras_Sector_Unofficial.zip
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: bob888w on November 06, 2021, 06:32:33 AM
Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.

Hi, did you notice the bold text (both here and on discord) where I specifically asked people not to clutter up the forum thread with bug reports for an unofficial patch? Reading is a very important skill and will carry you far in life.

Thanks for the great work you've done. But  in my opinion a bug that can affect either versions of the mod should 100% be posted here
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: anrube on November 10, 2021, 11:40:25 AM
Hello! Is the mod compatible with Nexerelin? Would be happy to try out this mod!
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Dazs on November 10, 2021, 03:25:06 PM
Hello! Is the mod compatible with Nexerelin? Would be happy to try out this mod!

Indeed it is, pretty much a must have for me :)
Just make sure you are using theDragn's unofficial patch a couple pages back as our goddess Vayra has not emerged from her slumber as yet.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: helmacon on November 12, 2021, 03:46:59 PM
link on page 30 seems dead, anyone gota an update?
https://cdn.discordapp.com/attachments/825068217361760306/904100820495261787/Vayras_Sector_Unofficial.zip

also seems dead. any way to get it? even the discord channel link is empty now
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Der Kaiser on November 13, 2021, 11:23:04 AM
its only that discord attachment thats dead and i think its because the file that was in that link might have been updated because the original file link for the Unofficial Patch https://drive.google.com/uc?export=download&id=1EMhXdh4b24i5a8-yzceV4kenALGNcK79 still works.
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: helmacon on November 15, 2021, 04:18:13 PM
its only that discord attachment thats dead and i think its because the file that was in that link might have been updated because the original file link for the Unofficial Patch https://drive.google.com/uc?export=download&id=1EMhXdh4b24i5a8-yzceV4kenALGNcK79 still works.

This one works. Thank you so much
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: Dafrandle on November 26, 2021, 09:28:30 PM
Sorry for straying off topic by asking this

Where can I find the invite to this discord server - or is it invite only?
Title: Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
Post by: connortron7 on November 26, 2021, 10:29:47 PM
Sorry for straying off topic by asking this

Where can I find the invite to this discord server - or is it invite only?

https://fractalsoftworks.com/forum/index.php?topic=11488.0
Its pinned to the front page of the main part of the forums.   :P