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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - bazalisk

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1
Mods / Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
« on: January 26, 2022, 10:00:04 AM »
does this mod add the BFG? 

seem to be betting a crash since installing this :(

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.weapons.BFGEveryFrameEffect]
java.lang.RuntimeException: Error loading [data.scripts.weapons.BFGEveryFrameEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.BFGEveryFrameEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

2
i see, that's good to know.

I wasn't sure that mods could delete core files so didn't check mods, figured maybe a corrupted DL of the installer.

time to toggle mods to see.

thanks for the reply  :D

3
Bug Reports & Support (modded) / Crash when starting - missing file(?)
« on: January 23, 2022, 05:03:04 PM »
seems i'm getting an error that crashes me out after the green load bar.

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.HighResSensors]
java.lang.RuntimeException: Error loading [data.hullmods.HighResSensors]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.hullmods.HighResSensors
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

i took a look in the hullmod folder and there is no such hullmod java file there.  i reinstalled the game and its still not there. went looking online to see if anyone else has this issue and seems its only me.  not sure how to move forward with this  :(

4
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
« on: February 18, 2020, 10:39:52 AM »
wow that's an awesome work around and very well explained, thank you.

i'll look into doing just this. 

thank you for the swift reply.

:)

5
So i'm getting an odd error since swapping out the core.jar,   when starting a new game i CTD and see a complaint about "agent_steal_ship_config.csv not found".

gone back to using the old core.jar for now.   Thought i best mention it.

6
  :D  thanks again for the swift reply

this is fantastic to hear!

then i guess i will happily and patiently await these changes,  thank you again for this information, it makes me smile greatly.


i feel there will indeed be a place for all versions within the community, freedom of choice is always happily received :D

i hope you achieve your plans with this, i am enjoying them greatly so far.

thank you.


7
hi, thanks for the quick reply.

i understand that the issues i'm having is from playing with other mods alongside this conversion mod, and so wouldn't expect you to do anything you would not be already planning to do.  i hope i didn't give that impression here.  i am very much the type of player that slaps ALL the mods into the game till it breaks then spends months cheerfully trying to get them all to play nice as best i can,  this seems to give me as much fun as the game play itself lol.

that being said, i was wondering if there would be a way to temporarily disable the converted vanilla ships purely for compatibility until such time you are ready to implement the changes you wish to make.  (to achieve a sort of like a Archean lite if you will).

thanks again and sorry for asking these questions.   

8
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
« on: February 13, 2020, 04:08:12 PM »
hi

nice mod, really enjoying it.

just a small issue.  i've been getting CTDs recently, its probably mod conflicts for sure but i'm mentioning it here in hopes of finding a solution or work around.

i'm getting a CTD regarding a fatal slot id (ws 015) not found on hull (dominator_luddic).

i've checked the file and there is a weapon slot there, not sure why it wont notice it.  any ideas? 

i've been having this issue with another mod, the Archean Order, with their mule and buffalo ships.

maybe these two mods don't play nice?

anyways, thanks for any insight you can provide.

9
hi

loving the mod so far.

just wondering though, if anyone else is having issues with CTD complaining about fatal slot ID's in the Mule, Mule_d and sometimes the buffalo2? 
usually referring to a missing WS 005 or some such.

i've cast my eye over the files and although sometimes the weapon slots seem to jump from 1234 then to 7,8,9 ect.  but this seems to be true for other ships too that aren't throwing errors :s

any ideas on how to fix this or what tools i should use to DIY it myself?

thanks for any reply. 

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