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Messages - General Bubbles

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1
Modding / Re: Looking for specific mod.
« on: May 22, 2023, 01:38:27 PM »
Fair enough.

maybe I should work on getting a list of currently updated mods that I can get going first anyways.  ( I miss "Another Portrait Pack" so much. lol )

2
Modding / Re: Looking for specific mod.
« on: May 22, 2023, 01:24:01 PM »
I'm inclined to agree. Malware is not ever something to joke about.

Now I need to find a mod that is both updated and has a wonderful carrier for me.

3
Modding / Re: Looking for specific mod.
« on: May 22, 2023, 01:19:53 PM »
That sounds like the Hresvelgr from Tahlan Shipworks, a mod that used to be excellent, but that I can no longer recommend: when the mod's changelog includes "added malware", that's just a hard no.

WOW, wth??

That's a shame, I loved that ship. I have yet to find a carrier I enjoy as much as that one :/
Thanks for the info! I'm grateful <3

4
Modding / Looking for specific mod.
« on: May 22, 2023, 01:10:50 PM »
Hi folks!

Sorry if this is in the wrong place, or is not allowed, if so please delete.

I recall having a mod that added a specific type of ship, and fort he life of me I can't recall the name of it.

What I DO recall is that the ship was a capital class, had hangar bays, was short but very wide, and the pirate variant had a Skull design in the middle of it.

I'm super sorry if this is too vague, but if anyone can recall this, or knows the mod in question, would you be so kid as to let me know?

I would very much appreciate it <3

Thanks for your time :)

EDIT: Upon further examination, this IS in the wrong place, I'm so bloody sorry! I can't figure out how to delete/move it T^T

5
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
« on: January 03, 2022, 05:42:29 PM »
The line being referenced:    if (!haveNexerelin || SectorManager.getManager() is pretty much boiler plate for any faction mod that interacts with Nex. I have not adjusted that file in many updates and am unsure why my mod in particular is kicking up an error when I know of several faction mods that use the same method. I would suggest maybe downloading and reinstalling NEX as well as JYD as a first step and we'll go from there.


Alrighty, friendo, I have replaced both, so far so good. I'll try again in the morning/lunchtime to see if it holds.
I'm not sure why it started doing it in the first place. Nothing changed, no new mods or alterations, it just stopped cooperating O_o

6
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.2 - 12/25/21
« on: January 03, 2022, 10:30:25 AM »
Allo! As of today (after Lunchtime, specifically) Every time I try to boot the game, I keep getting a CTD With this showing up.

It's been fine up until today, but JYD, for some reason, from now on, continually causes a CTD. I'm not good with this stuff, so I was wondering if any of you fine folks could help me fix/decipher this, because I really don't wanna stop using the mod, as it's a lot of fun.


Thanks for your time! 

[attachment deleted by admin]

7
AFAIK, you only have command of the 2 in the main module, not the sides.
This isn't the fault of the author. This is an impasse with module ships. The Starsector engine was not designed to allow a player to have a module ship. All the mods that do so are using workarounds.

I appreciate the info! So Ideally I should set the side hangars to defensive ships, ideally. Duly noted , thanks for replying <3

8
Sorry to bother everyone, but, I have recently recovered the massive Locomotive mobile station monstrosity.  I was wondering how I go about giving commands to the different sections, specifically the two side sections with hangars, so I can set them to "Engage" during battles, instead of having the fighters just hang around. 

Thanks for your time~

9
General Discussion / Re: Luddic Path cells: How does one find them?
« on: April 06, 2021, 05:32:33 AM »
Right! So I do have options! Albeit somewhat limited.

I did hang around outside of my system for some time, as I thought that would be a good idea to catch them before they got in, before I posted my questions, but.....they seemed to come from two different directions, both of which led to a vast array of systems, unfortunately, so I didn't know how to go about narrowing it down, without abandoning my post, which I was sitting at to at least scare off the tiny little groups that showed up every so often.


As for the console command option, if it stops them from cheesing my colony into a hellscape of chaos, I'm all for it, but I'm not the sharpest tool in the shed, so if you could elaborate for me, I'd sincerely appreciate it.


Kinda wish there was an option to approach those Mercenary/Scavenger/Smuggler fleets and pay them for info, if they happened to pass by a system with Pirates or Luddic Path outposts in them, and logged the info as they passed by, as an alternative to the whole...Bar informant option.

10
General Discussion / Luddic Path cells: How does one find them?
« on: April 05, 2021, 03:16:26 PM »
This damn cell has been ravaging my colony for ages now, and there is no "intel" on their location. 


Is there some way to obtain the location of the Luddic Path base  Perhaps someone in a certain faction that can be paid for the location or something?


Thanks for your time!

11
Bug Reports & Support (modded) / Re: CTD on save [Modded]
« on: February 19, 2020, 01:08:06 PM »
Well, after much Jiggery Pokery, I figured I'd do the ol' tried and tested re-install. I made a note of my mod list, re-installed Starsector, and fresh versions of the mods, and it seems to save normally now, thankfully! So Maybe it was a dodgy file, that had gotten a bit fudged over time, somehow.

I hope it holds out!


Thanks for all of the advice/help. It was and is very much appreciated! :)

12
Bug Reports & Support (modded) / Re: CTD on save [Modded]
« on: February 11, 2020, 01:48:10 PM »
Turing off GraphicsLib was one of the very first things I did, just in case ^^

I'll just turn all of the non-utility mods off, then turn them on, one by one until it happens again.

Alternatively I'll turn them off, one by one, until it stops, and then once it stops, I'll make a note of the mod I turned off when it stopped happening, then do the rest, then turn on said mod and check to see if it was that mod being responsible for it.

13
Bug Reports & Support (modded) / Re: CTD on save [Modded]
« on: February 11, 2020, 12:10:26 PM »
I didn't see any of those hs_err_pid ones. I don't get any notifs when it crashes, it just seizes up and the next thing ya know......desktop now fatal message or anything. 


I don't really know what to do about the VRAM, or if anything can be done.... :/

Ah well, thanks for trying to help me, either way, it is most sincerely appreciated!

14
Bug Reports & Support (modded) / Re: CTD on save [Modded]
« on: February 11, 2020, 11:23:32 AM »
I don't recall seeing any update notifications, and Nvidia won't update without my permission, it leaves me a little note in the Gefroce Experience program letting me know a new version is ready to download. Haven't had one in a couple of weeks, and it was SS was running yesterday, so hopefully we can rule that out.

You were NOT kidding when you said those logs were massive, but I have four of them from today and Geez...I tried to attached them in the hopes I don't try to C&P here and screw it up, somehow, but it was too large, so I stuck them in my old Mediafire storage for you

http://www.mediafire.com/file/xrb3ix6ik56y503/Logs%252C_I_think.zip/file

15
Bug Reports & Support (modded) / Re: CTD on save [Modded]
« on: February 11, 2020, 10:55:58 AM »
How do I get the stack trace? Maybe if I can show you that, like you asked, it might help. I don't have the slightest idea how to find/get it.

I've checked Nvidia and Win update and everything is up to date, it seems.

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