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Messages - Aldazar

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1
Possible for an option for uncapped mastery/smod limit option for lunalib?

2
Mods / Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« on: Today at 02:51:23 PM »
If you ever come back to update can you remove the rule limit so we can mix and match? I'd like a few enemy fleet buffs but I have to fill it out with 19 other positive/negatives just to activate it.

3
Mods / Re: [0.97a] Ashes of The Domain
« on: April 20, 2024, 07:51:12 PM »
I'm getting a crash when I try to use the research button on the left of the screen. Based on the log, it looks like it might be a conflict with UNGP, but maybe you'll find some useful information in the log. Posting relevant part:

Spoiler
901853 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
   at com.fs.starfarer.util.super.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.util.super.ooOO.getX(Unknown Source)
   at ungp.scripts.campaign.everyframe.UNGP_SpecialistWidgetPlugin.processCampaignInp utPreFleetControl(UNGP_SpecialistWidgetPlugin.java:107)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreFle etControl(ListenerUtil.java:70)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Also I apologize in advance if this is either the wrong part of the log or has nothing to do with this mod. I'm not terribly adept with logs and such.

Disable the UNGP widget option in that mod's setting.json. It's on the thread itself if yo uwanna see any other problems.

4
Mods / Re: [0.97a] Random Assortment of Things
« on: April 20, 2024, 04:06:41 PM »
Think the removal exotech start is breaking new game launch due to some mods on new game start. I can get around this for now and do the previous version and add it after.

5
Modding / Re: [0.97a] Music Switcher - V1.0 - 15/04/24
« on: April 17, 2024, 01:43:45 PM »
As the game gets more popular with steam potential future this framework is a godsend to add multiple/ease of use for custom ost compared to before. I've been waiting for such a framework for 5 years.

6
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 17, 2024, 12:07:55 PM »
You could always make a script or command chain to spawn them. You'll have to find a system and give them a planet by making a colony and transferring the market to them or doing so by command I forgot it's been a hot minute.

The main issue is that resurrecting the mod at this point would need someone to retrace all my steps with fixing bugs since the last official version, and then also fix whatever broke in the most recent version, unless you were going to work solely with decompiled code. Either way it would be an enormous pain in the ass; you would be better off just writing the colony code fresh at this point, especially since the other big feature (bounties) has been taken up by magiclib.

Oh I wasn't saying that to you since I already knew your stance and situation on the mod being updated. I was just pointing out to anyone who still uses the mod with a version change or if someone wants to make a small script mod for that to spawn them.

7
Mods / Re: [0.95.1] Yunru Core +
« on: April 13, 2024, 12:10:44 PM »
OOF well if someone wants to share with permission then by all means. Yunru was always a staple in my playthroughs.

8
Mods / Re: [0.95.1] Yunru Core +
« on: April 13, 2024, 01:36:35 AM »
Link doesn't work. Seems the mod was nuked from discord to.

9
Heads up but apparently scarred spacer is bugged and can cause a crash.

10
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 11, 2024, 06:44:54 PM »
You could always make a script or command chain to spawn them. You'll have to find a system and give them a planet by making a colony and transferring the market to them or doing so by command I forgot it's been a hot minute.

11
Modding / Re: Halo HomeSystems
« on: April 11, 2024, 06:23:31 PM »
Artemis battlecruiser when?

12
Mods / Re: [0.95.1a] Special Hullmod Upgrades v1.2 - New Update!
« on: November 04, 2022, 01:08:43 PM »
Will Legio actually end doom stacks at me? I need to see my overpowered system defense forces be tested truly.  8)

13
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.2 0080 Another QuickFix!
« on: October 30, 2022, 03:30:22 PM »
If you return I think the EFSF crew commission is reversed and it instead increases instead of decreasing.

14
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: October 28, 2022, 05:58:22 PM »
I'm on the experimental branch but for what ever reason even testing a new game with only uaf and its requirements if I try to interact with the queen and when I leave and go back to the menu she's gone.

Edit: Tried reinstalling nex and it works she doesn't poof. I swore I didn't touch nex settings yesterday but I think it might do with increasing contacts or bar events. Will test more but that is ultra weird.

Update: I had nex faction ruler option on and that actually just messes it up. Removing that option fixes my problems.

15
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: October 28, 2022, 03:58:15 PM »
Can we be allowed to gain access to submarkets from being in a Alliance? I can't get the faction stuff to work as the queen and important characters just disappear from contacts.

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