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Messages - Rohzdear

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1
Mods / Re: [0.96a] Diktat Enhancement 1.2.1h
« on: June 16, 2023, 12:20:34 AM »
To add to my previous statement after continued testing. I don't know why, but none of the Diktat Enhancement settings work for me.
Already tried Enabling Lite Mode and Disable Lobster Content using both LunaLib settings, and none of them seem to work. The Andor system keeps spawning on a new game, and lobster content continues to appear on markets.
Already tried redownloading and reinstalling the mod (removing the previous files before installing), and see no change.

Some advise would be helpful.

2
Mods / Re: [0.96a] Diktat Enhancement 1.2.1f
« on: June 04, 2023, 11:37:27 AM »
I have the 'Disable Lobster Content' in LunaLib enabled, yet I've found a Lungusta Pirate Crushtacean for sale in Kanta's Den.

3
Mods / Re: [0.96a] Random Assortment of Things
« on: May 28, 2023, 09:32:37 PM »
The new update and the new minimap to replace the radar seems to be working just fine, even on an old save (I'm not using the custom weapons feature).

However, I saved in Hyperspace with the minimap enabled, and now the game crashes on loading the save. Delivers a error message:
Quote
Fatal: getSector().playerFleet.starSystem must not be null
Do you need the log?

4
Thank you for keeping Starpocalypse up to date. I really don't like playing without it.

I think the mod as it is right now is perfectly fine. I can't think of any changes or additions I'd do to the mod, aside from maybe compatibility with LunaLib for an in-game settings menu, but the mod works just fine without it.

5
Mods / Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« on: May 20, 2023, 11:09:50 PM »
Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.
Most of the settings can be toggled in the Nexerelin/exerelin_config.json file (you'll probably want to set enableInvasions to false and set allianceGracePeriod to 99999 or such, possibly some other stuff). The file Nexerelin/data/config/exerelin/diplomacyConfig.json has a diplomacy interval you can crank up to likewise disable diplomacy events.

If you have the LunaLib mod, the invasion toggle is already in the ingame config menu and diplomacy will be next version; maybe I'll add alliance settings as well.

I do use Lunalib and have modified the settings for Nex manually beforehand. I don't mind minor Raids between factions as such as long as they follow the vanilla Hostilities feature, but invasions and diplomatic changes feel like they should be grand events dictated by how the Player's story in the Sector develops.
I'll try the suggested settings, and I do look up for having more control over Nex's 4X features and more. Cheers!

6
Mods / Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« on: May 20, 2023, 06:02:53 AM »
Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.

My main complaint is that Diplomacy/Alliances and the actions factions take on these feel too arbitrary and random (Tri-Tach can form alliances with Luddic Church and Hegemony despite philosophical differences in policies and so), and that Invasions feel too detached from player input. I'd prefer it if these 4X features were more tied to storylines the player can go through to determine the fate of the sector, and Invasions to occur as direct repercussions of Player and Faction actions in these storylines so that they feel more impactful and overarching.

7
Mods / Re: [0.96a] More Military Missions (v0.0.1)
« on: May 19, 2023, 05:05:17 PM »
EDIT: Sorry, duplicated post.

8
Mods / Re: [0.96a] More Military Missions (v0.0.1)
« on: May 19, 2023, 05:05:02 PM »
I really like the idea of this mission. The game overall needs more variety in the tasks you can do, and this mod is a great first step in expanding it.

I think I'm going to restrain myself from doing more of these missions as of yet, however, as I've found that it's far too easy to successfully complete the mission and be paid in full without being able to even see the invading fleet, as the System's defenses can sometimes easily deal with them without even reaching the station. I'd recommend that Mission rewards to be at least partly scaled to depend on your contribution to the destruction of ships of the enemy fleet, similar to System Bounty contracts. The factions are just giving Spacers taking these missions free money otherwise.

9
Crew deaths are based on hull damage, so that would just result in a more complicated version of the same calculation. The only way to fix the combat rating system is to remove it.
Yeah, that much I figured, but there are certain Skills (Salvaging, Damage Control) and Hullmods (Blast Doors, Recovery Shuttles, etc.) that directly help reduce Crew Deaths regardless of Hull Damage sustained during Combat and non-combat operations, which I think makes sense would directly affect Crew Morale much more than just the ship being damaged.

I must admit I don't know how Automated Ships with AI captains behave with the mod. Do they still get Crew Morale and Specializations regardless of their non-human nature, or are these things disabled for them? I always thought the direct buffs from the ship's reputation were representative of how the crew's experience improved the ship, so I'm not sure how AI ships are affected by this.

Thanks for your quick response either way.

10
Does Starship Legends still use a special .ini Configuration file for when you're also using Ruthless Sector? I have them both since I saw Ruthless Sector finally updated, but Starship Legends doesn't come with the optional .ini aymore.

And speaking of configuration options: Do you think it would be possible to add an optional formula for calculating Combat Rating and Crew Loyalty that is based on Crew deaths instead of Hull damage? The issue is that whenever you have a ship that mostly deals flux damage (while other ships are in charge of DPS) and the ship's hull gets barely scratched the combat rating eventually drops and the crew become insubordinate to their captain, forcing me to Mothball it just for it to occur again.
This is especially troublesome with certain mod ships like Junkers who rely on massive Hull Points instead of Shields on Armor, so even though barely or none of their crewmembers die their morale still takes a dive during every encounter.

11
Mods / Re: [0.95a] Reputation Decay 2.3
« on: June 03, 2021, 12:12:07 AM »
Interesting mod. Would certainly like to try a playthrough with it.

I got some questions. Similar to the [Redacted] question above, would this make pirates slowly default to 0 REP with you over time? I think a more natural behaviour would it be for REP to increase or decrease to whatever original REPutation you had with the faction at the start of the game, so Pirates would need to be constantly pacified or else the rep would slowly decrease again to its original and such.

12
I keep getting this error message whenever I try launching the game with the mod.


I am running the version of the game the mod asks for, 0.95a-RC15.
After some basic troubleshooting, it seems that Stellar Networks 1.0.0 is incompatible with Nexelerin 0.10.1, which is made for the same versionof Starsector. At least whenever both mods are enabled at the same time the game crashes with that error message.

Thank you for your time and work. This mod is pretty useful so being able to work alongside Nex would be great.

13
Mods / Re: [0.9.1a] Kadur Remnant 3.2.1 - even g_d-bl*sseder 2021-02-13
« on: February 13, 2021, 10:38:06 PM »
Hello, Vayra. Will you be updating the Kadur version on Nexus as well? Some modders have mods both in the forums and there, but not everyone updates them, from what I've seen.
Thanks for the hotfix.

14
Reposting my question from a new thread into this one as it was suggested.

Quote
Hi there.

I am a novice in Starsector modding, and although I haven't released anything in the Forum yet I've done some small mods for personal use. I was planning on releasing a Portrait Pack with new portraits, but I was looking for a way to remove portraits added by the vanilla faction files into vanilla factions (without editing the original ones) so that, for example, Hegemony Factions characters do not appear with non-Hegemony portraits, like portrait13.png,  portrait15.png, etc.
I was unsure if there was a way to do this, as with the Portrait mod that I made all that I do is add new portraits into a custom Hegemony.FACTION file.

Thanks for the help in advance.  :D
 If this thread doesn't belong here I ask that it's moved where it'd be appropriate.

I was advised that this could be done by means of replacing the original .FACTION file with the following line in the mod_info.json file:
Code
 "replace":["data\\world\\factions\\hegemony.faction"]
Or that I could try to somehow do it through a script, but I have no idea on how to go through with that. If anyone could help me with this It'd be greatly appreciated.

Thanks in advance.

15
Modding / Re: Removing portraits from existing vanilla factions
« on: July 22, 2020, 07:15:25 PM »
There are generally two way to do this:

1. Make your mod overwrite .faction file instead of merging. It mean, you need to copy all the data from original file, delete unwanted portraits, add your owns. Then in mod_info.json add string:
Code
    "replace":["data\\world\\factions\\hegemony.faction"]

Original file will be intact, but will not be used. Really easy to do, but can make compatibility issues with other mods, doing the same.

2. Make a script. I am not sure there are API to do this. At least, I didn't find anything in Faction.API except of "WeightedRandomPicker<String> getPortraits(Gender gender);" and the WeightedRandomPicker is something far beyond my understanding. You better ask in "misc modding questions".

I see. Can't say that I've ever tried anything as complex as scripts in Starsector, but I guess there's a first time for everything.
Replacing the original files sounds way easier though of course, it could conflict. Is there a lot of mods that replace the original faction files rather than merging?

Thank you very much for the help. Will ask this on the Misc Modding Questions thread.

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