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Messages - Katsumi

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Mods / Re: [0.95.1a] Furry Portrait Pack v1.15
« on: August 10, 2023, 05:59:30 AM »
New version, new portraits. Removed AI-generated portraits due to both the plethora of community-provided portraits and a desire to support actual artists. Should be save-compatible, though removed portraits will show as a black square. Did some minor readjustment of factions to even out the portraits per faction. As always, you can download it from the first post.

Unfathomably based. Machine-gen'd art was the only misgiving I had about this pack after being exposed to how awful that sort of thing has been for artists. Makes me happy to see this change.

Furries r cool.

Mods / Re: [0.95.1a] Exotica Technologies v1.0.11
« on: July 22, 2022, 05:07:57 AM »

  Great idea, poor implementation. All of my exotics and upgrades on all of my ships randomly disappear. Replaced them 3 times on my flagship already and it keeps happening. Completely useless.

I can second having this issue, but it's very inconsistent for me. It doesn't happen to all of my ships, and it doesn't happen often. Just every now and again. There doesn't seem to be a rhyme or reason to it.

Where do you even find the VX Custom anyways?

I'm sorry to use machinetranslation. How should I start the mission, whether to visit the bar of a specific planet or explore those unknown galaxies
The first quest will show up in bars once you're level 7
You will be led to the second once after you've completed the first
The third will appear after the second is complete

Is there a specific trigger for Mission 3? I had it pop up immediately after Mission 2, but while I was in the middle of doing it, I had to suddenly close the game and reload an old save for unrelated reasons (no crash). After I reloaded my post Mission 2 save, Mission 3 never triggered again in my game. Multiple in-game years have now passed by this point, with nothing.

Edit: Sorry. I quoted the wrong person at first.

Edit #2: Turns out the mission DID spawn and I just didn't realize it. It spawned in a different location, so I didn't see it, and I didn't receive any notification for it in the intel screen. But it was there and I was able to complete it normally. That's my bad; I didn't realize.

Hey Shoi. I just downloaded the new update, and I've noticed an odd interaction that hasn't happened with the prior version.

Whenever I dock my Valkazard with an AI-controlled Netzach from the ARC mod, it starts reloading and rearming as usual, but when the Netzach uses its ship system (a phase dive analogue), it, uh... eats the Valkazard, and spits out the leg module. Alone, and uncontrollable.

I've also noticed that when the AI-Netzach does a phase dive when it has an AI-controlled Alesté docked, it gets "stuck" in phase space, wobbling around uselessly, until the rearmament is complete and the Alesté returns to the field. Interestingly, this doesn't seem to happen when the Netzach is under player control.

This only just started happening with the latest update.

Edit: Actually, I was wrong. My Valkazard getting eaten seems to be happening no matter which carrier I dock at. It doesn't seem to be limited to the Netzach. Happened with the BB+ Black Lotus, too, which doesn't have a phase dive system. Haven't seen the Alesté, Kuoto-E type, or the Leynos have any odd behaviours, aside from the Netzach getting phase-dive stuck.

Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: July 02, 2021, 05:40:19 PM »
You can always hop over to New Meshan to get ArmaA gear when you start a new game. You can also just console the stuff you want in.

What's this "New Meshan" you speak of ? a custom system/location ?

Yup. It's in the southwest of the core systems. Small yellow star with a single independent market. It has an Arma specific submarket. Though, sometimes I find their selection to be a little anemic...

Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: June 05, 2021, 06:19:02 PM »
yeah, wip weapon that I forgot to remove from release.

Well, I hope you put it on something in the future, because I was playing around with it and it's rad.

Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: May 28, 2021, 05:04:55 PM »
This update should fix your issue..or well I think it should , sinc I couldn't replicat, but I recall running into it beforehand. Limited ammo Aleste's should return to carrier as soon as they run out of all ammo, tho, but otherwise they should not. I think there was an issue with the landing override still being used by AI

Just gave it a test, and whatever you changed seems to have fixed it. My Aleste's are behaving normally now, with no change to their officers or fittings. Radical. ^.^

New sword animation is rad as heck, too!

Mods / Re: [0.95a] Arma Armatura 1.4.7 (5/6/2021)
« on: May 28, 2021, 12:55:59 AM »
Hey Shoi. Huge fan of Arma Armatura. It's rapidly become one of my most favourite mods, and I've been using it extensively. It's an absolute joy! I have, however, been having a persistent issue with the Aleste's in my fleet. They seem to turn around and return to hangar extremely often. In most fights, I've seen them land at my flagship for a refit, take off and fly to the enemy, fire exactly one shot, and then turn around and come back for a refit again. They've been doing this repeatedly. At first I thought it had something do with limited ammo weapons, but when I swapped to unlimited weapons they still repeated this behaviour. It seems to happen at any CR rating, too. I also took the Landing override off of all fire groups, and that also didn't have an effect. Any idea what might cause this behaviour? As cool as they are, spending so much time in turnaround is really limiting how much they can contribute to any fight. The Einhänders don't seem to have this problem.

I've included a couple screenshots of their loadouts.

Mods / Re: [0.9.1a] Diable Avionics 2.50 RC1 (2020/04/13)
« on: April 13, 2020, 08:09:59 PM »
Tartiflette, this has always been my favorite mod, and the Pandemonium my favorite ship. I adore the new sprite work so much. I'm having a blast with it even with the apparent nerfs, and the military Rime just looks so cool.

For everyone else, this update is not save compatible. But, if you're like me, and desperate to try it out and equally recalcitrant to ditch an old save, you can MAKE it save compatible! Sort of!

Using Notepad++, I edited my save to remove any reference to the weapons which had their filenames altered. Off the top of my head, these were the Artassault, the Trifire scatter cannon, and... the Recson single, I think. Now, I'm not a modder and I barely have the cognition necessary to know what I'm doing, so I don't know if kludging my save into a compatible state like that is going to have any weird unintended side effects. BUT! It did get my old save to load, and it seems to be working without issue so far. I used console commands to give myself the BPs for the new weapons, wings, and ships, since I wasn't sure they'd spawn in the wild since my sector had already been generated.

Probably not save-compatible
Can anyone confirm this please

Have tried this update with my game already in progress, and played for several hours. Obviously, I don't have the new location in my sector, but I haven't had any crashes or issues yet.

Mods / Re: [0.9a] Underworld 1.3.0b
« on: February 01, 2019, 02:46:42 PM »
With salvaging or mod-added super secret stuff, it's entirely possible that the player's flagship might be something completely irreplaceable and unmanufacturable, like the Legacy of Arkgneisis champion. I can see why taking something away that you can never, ever legitimately get back might ruffle people's feathers.

This ship pack is pretty great. I love the aesthetics of the designs, the weapons are satisfying and fun, and the unique hullmods are pretty enjoyable too. Nia, you've done a great job on this so far, and Tahlan Shipworks is definitely going to be in my standard mod lineup from now on. Thank you. ^.^

As a player, I love what's already in the mod, but if I were asked what I'd like to see going forward, it would be a wider variety of missile weapons, to fill the medium, light, and auto-loading missile niches. The torpedoes are gorgeous and fun, but as a personal preference, I like having deep buckets of ammo that I can just sling all over the place in long engagements.

I do have a question though. I started with the Exo Pico, see the low-tech ships in independent markets all the time, managed to snag a Castigator (GH) from Prism Freeport, and lucked out and got blueprints for the Yukikaze and Korikaze, but in Cycle 214, I still have yet to see a Vale anywhere. Does it only spawn in high-tech markets, or for Luddic Church or something?

Mods / Re: [0.9a] Legacy of Arkgneisis 1.2.6 [01/15/19]
« on: January 21, 2019, 08:03:16 PM »
I feel like kind of a huge idiot for having to ask, but... what is PPT? I'm not familiar with the acronym.

Mods / Re: [0.9a] Sylphon RnD 0.9.3
« on: January 17, 2019, 11:44:07 AM »
Sylphon RnD - Update 0.9.4
- The Sylvetra's nanobots have had their metal-to-ammo gain rebalanced; they are now slightly better at refilling high-ammo weapons and slightly worse at refilling low-OP weapons (most notable on Reaper-like torpedoes)

Haha, the longer I wait to work on ICE the more all of its old specialties will look like they've been plagiarized from newer mods.

Don't feel bad. It's okay to occupy the same niche as something else, and it doesn't really matter who did what first. As long as you do something and do it well, with heart and creativity, you're still enriching the game with variety. Heck, I'd use ICE and Sylphon R&D even if their ships had the exact same gimmicks and stats, just because I love their respective looks and flavor.

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