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Modding / Re: [0.97a] Star Wars 2020 v1.0.2
« on: March 22, 2024, 11:08:19 AM »
Thank you very much for the quick fix!

Starsector 0.98a is out! (03/27/25)
So when I install this mod, it adds a very noticeable delay when I open or close the inventory. Is anyone else getting this?
In BaseHubMission.setPersonMissionRef, when/where is the ref then unset from memory?Hello, new. Been messing around with a mod (BSG Revived) since I got the game. Adding the ships into my own game using the wikis modding guide. I've managed to get the ships to show as blueprints, the weapons as well. I can spawn the ships using their variants and they come fully locked and loaded. I have the ability to construct them at my colonies but my issue is the game isnt reading the variant files (more accurately I messed up somewhere and it *cant* read them) so these ships are included in patrol fleets but show as having no armament. I have the ships in the default_shiproles, that file is in the folders its meant to be in. Got the ship_data sorted, wings as well. Weapons_data, a-ok as far as I can see. I tagged all relevant ships and weapons as rare_bp rather than the bsg_bp tag it originally came with because I wasnt including the original mods faction in my universe.Check if the mod's weapons have their autofit tags set (e.g. vanilla LMG has "pd6, kinetic3, SR"). Also try adding the "no_autofit" tag to one or more ships; if those ships then spawn with weapons, that makes it clear where the problem is.
And umm...dunno really, gone through all the ships in the shipeditor, made sure the variants are all lined up nice and neat. Sorry if this is a rambling mess, I havent ever fiddled with the guts of a mod (or made one) before. Any pointers would be helpful!
If that doesn't fix it, post the mod and I might have time to look for obvious issues.here's the .skin file, could someone throw me a hand on this?Wild guess: Remove the manufacturer tag with its empty string.