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Messages - vicegrip

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1
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.6.2
« on: April 17, 2024, 05:35:24 AM »
New patch is up. Should be save compatible with v0.6.2, but many changes were made so I can't guarantee it.

Sure thing! I was using both mods ET + IX Revival. Error eccours at during loading of ss. I don´t use any replacement folders, just unpacked the zip data and activated via the mod button. I am also using to many mods but the last version was working fine even with all the mods. If you need additional infos please let me know

This happening at startup sounds like something might have gotten moved or lost. You can try downloading the latest patch and running only ET + IX and see if the bug still reappears.

2
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.6.2
« on: April 16, 2024, 02:29:47 PM »
Hiya, got a weird crash when applying shield shunt to the IX Equalizer:
Thanks for the report. Will fix this for the next patch.

3
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.6.2
« on: April 16, 2024, 12:21:08 PM »
Seems like something is missing?

1429616 [Thread-2] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [vice_hyperion_base] from ship_data.csv not found in store
1429699 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.privatesuper.clone()" because "<parameter1>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.privatesuper.clone()" because "<parameter1>" is null
   at com.fs.starfarer.loading.ShipHullSpecLoader.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Can you give some more context to how you're encountering this bug? Is it at game start or during play, are you using both mods or only one, and are you using any of the replacement folders in ET? Thanks

4
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: April 08, 2024, 07:11:36 PM »
I noticed on the second Kesteven mission the description of the satellite mentions an "anti-tempering" device, which should be anti-tampering. The same mission later mentions the device possibly emitting an EMP pulse, which would be an EM pulse pulse.

5
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.6.2
« on: April 07, 2024, 01:36:01 AM »
Hi there, is the new 0.6.2 patch save compatible with 0.6.1 at all?
Should be. The new content didn't require changing anything that already existed.

6
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.6.2
« on: April 06, 2024, 06:14:42 PM »
Mod was reuploaded to fix a Linux formatting crash.

7
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.6.2
« on: April 06, 2024, 04:37:13 AM »
New patch is up. Trade your planetkiller to the IX Battlegroup for fun and profit.  8)

8
For modding, is there a way to reset the reputation locks that are set by exerelinFactionConfig mid game?

9
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.6.1
« on: March 31, 2024, 07:17:59 PM »
New update is up. Whether you downloaded the v0.6.0 discord beta or are still on v0.5.3, I would recommend trying the new update.

A note to The ET Chinese translator, I am away from home right now and can't log into fossic but will upload a list of files that need new translation text for v0.6.1 soon :).

10
Mods / Re: SMOL: The big mod manager & utility
« on: March 28, 2024, 11:44:43 PM »
I don't use SMOL but I've had a user mention because my mod .zip has two separate folders containing two related but standalone mods, it will merge both into one folder with one mod_info.json, which doesn't load the second folder's modPlugin. Is there a workaround for this besides using two separate zip files?

11
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.5.3
« on: March 25, 2024, 08:52:50 PM »
Not 100% sure what is going on if it's a mod conflict or what, but trying to save my game with the XIth submod enabled causes the game to crash. Everything else works fine - I just can't save my game.

Sorry about that. I will have a new version out in a day or two that will fix the bug. In the meantime I have a hotfix up on USC that should fix the issue.

12
Is there a way to rename the station of a colony in code to something besides planetname Station?

13
Mods / Re: [0.97a] Random Assortment of Things
« on: March 19, 2024, 04:34:16 PM »
you can turn that off in the settings ini, basically all of graphicslib's improvements can be adjusted or disabled

I had to use glib/no_self_destruct.csv to exempt certain modded missiles from the effect, since I can't exactly go around turning off settings for other players. But good to know it wasn't a RAT conflict, and I'm glad for the help in finally tracking it down. Since my mods don't use graphicslib, it's always been a headscratcher whenever missiles started exploding without explanation.

14
Mods / Re: [0.97a] Random Assortment of Things
« on: March 19, 2024, 04:10:02 PM »
RAT seems to cause non-Omega missiles to explode on fade out rather than just fade and disappear like in vanilla.
Pretty sure that's GraphicsLib, not RAT.

From the GraphicsLib main post:
Features
  • Missile Self-Destrution

Ah I see. RAT has graphicslib as a dependency and that mod has missile self destruct turned on by default. That's inconvenient.

15
Mods / Re: [0.97a] Random Assortment of Things
« on: March 19, 2024, 02:00:53 PM »
Hey, I posted about this previously but I managed to get some screenshots this time. RAT seems to cause non-Omega missiles to explode on fade out rather than just fade and disappear like in vanilla. Here are screenshots comparing what happens to a Cyclone Reaper salvo after engine flameout. Is there a way to turn off this effect?

Vanilla: RAT:

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