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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Mereyl

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1
Seems that'd be Iron Shell since I don't have PAGSM installed, only the Diktat Enhancement, thanks for the clarification. Time to pay my taxes, I suppose.

2
It's a great mod and I've had a lot of fun playing thread the needle with Semibreves when assaulting enemy stations, you can knock those out in one single hit if you manage to hit the missile between the overlapping shields. Now, a question: the mod adds numerous npc's you can converse with and they seem to follow the same type of pattern - converse, compliment, insult and ask them what are their thoughts on something, all those work, but asking them what their thoughts are on something leads nowhere, is that because the mod is WIP or did I install something incorrectly?

3
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: March 19, 2023, 04:16:46 PM »
Defeating the Virtuous grants you a wreck that you can interact with and restore, but the ship never seems to get restored properly and taking it out for a spin gets you a ctd with a Fatal:null error. The ship itself also looks nothing like it looked like in battle on the salvage and restore screen, it seems to be missing all sorts of parts and the crash log also indicates as much.

Code
java.lang.NullPointerException
at data.scripts.weapons.Diableavionics_virtuous_pauldronsEffect.advance(Diableavionics_virtuous_pauldronsEffect.java:134)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

4
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« on: March 19, 2023, 01:26:39 PM »
Getting a CTD with "Fatal: Hullmod vic_geneticmodifications not found!". Occurs when leaving the commission of another faction VIC is allied with and then rejoining their alliance as an independent faction. Sometimes it CTD's immediately, in other times some time passes before the crash occurs, the crash itself however is consistently reproducible. I had made sure to remove all commissioned crews beforehand just in case and I run only two VIC ships: Moloch and Valafar classes.
Shouldn't be happenning since there is no longer any reference to that old hullmod in the mod files. Do you by any chance have any old commissioned crews related submods? There were cases of them having outdated parts which conflicted with the updated ones on our side.

As a matter of fact, I do and quite a few too. Is there anything that can be done to stop this conflict short of disabling those mods? If a few lines need to be erased here or there, I reckon I could handle that.

Edited: Okay, I found the culprit. The mod is Rebel Commissions - Commissioned Crew for players by Yunru. Its TechpriestCommission.csv features the following code.

Code
faction_id,hullmod_id
player,vic_geneticmodifications
player,vic_brandengineupgrades

I assume just purging the now nonexistent hullmod should clean this up.

5
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« on: March 18, 2023, 06:55:54 PM »
Getting a CTD with "Fatal: Hullmod vic_geneticmodifications not found!". Occurs when leaving the commission of another faction VIC is allied with and then rejoining their alliance as an independent faction. Sometimes it CTD's immediately, in other times some time passes before the crash occurs, the crash itself however is consistently reproducible. I had made sure to remove all commissioned crews beforehand just in case and I run only two VIC ships: Moloch and Valafar classes.

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