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Starsector 0.98a is out! (03/27/25)

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Messages - Sallymoronic

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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! :)

2
Modding / Re: [0.97a] Star Wars 2020 v1.0.2
« on: March 18, 2024, 02:45:36 PM »
"14169573 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id
java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id"

Same issue for me, I thankfully saved minutes before disaster lol.

3
Modding / Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.1
« on: March 13, 2024, 01:58:34 AM »
Thank you very much for the quick response and fix!

4
Modding / Re: [0.97a-RC10] Stargate Ship And Weapon Pack V1.1.0
« on: March 12, 2024, 02:48:54 PM »
"2442174 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0007] not found on hull [Wraith_Cruiser]
java.lang.RuntimeException: Slot id [WS0007] not found on hull [Wraith_Cruiser]"

Cruising around home system and boop, CTD. I havent used your mod at all before today and it was on a fresh playthrough.

5
Mods / Re: [0.97a] Roider Union 2.0.3
« on: February 19, 2024, 11:31:33 AM »
So when I install this mod, it adds a very noticeable delay when I open or close the inventory.   Is anyone else getting this?

I have this very same issue, opening inventory, colony management and loot screens causes about a 2-3 second lag.

6
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.

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!
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.

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.

You're a bloody star! That did the job of the ships coming with weapons now I just need to figure out how to have the mods weapons set as priority for the mod ships. I went through the vanilla weapons_data and chose tags that sorta matched the modded weapons and set those to 20 (kinetic20 and missile20, in this case). Am I understanding right that the higher the number the "better" a weapon is for any given role as read by the game?

7
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.

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!

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