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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Silveressa

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Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: January 15, 2023, 04:50:42 PM »
I remember the lady at the Nur mining station used to send me on several fetch or supply quests, but now i get nothing.

You're right they did/do? You'd get random missions to hunt down rogue commanders or deliver goods etc. Not sure if they changed things recently, are you running any other mods alongside this one?

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: November 21, 2022, 03:47:13 PM »
Strangely, after re-enabling the mod to go re-do the issue so I wouldn't have to look through the entire log, everything... works fine?

I'm pretty close to the 100 hour mark of using Starship Legends with this mod (and about a dozen or so others,) in my current campaign, and zero issues so far, so I think you shouldn't have any future problems?

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: November 21, 2022, 01:42:29 PM »
The whole super capital thing is still work-in-progress though.

Thanks, that makes sense.  8)

I also noticed the ships core module can't accept either the Integrated targeting unit or integrated point defense A.I mods, (the mods are yellow as if they can be installed but clicking on them to install them doesn't work?) Just wondering if that's a bug or the main section already have them built in or something already?

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: November 21, 2022, 03:08:16 AM »

Oh and I'm glad you could give also Nexerelin a more serious try after that one hour trial, it allows you to experience the game in a whole another way especially when you as a player have the ability to add or remove factions into your game. So it basically become sandbox World Conquest mode when you have Nexerelin and it's pretty interesting to see how each factions interact with one another!

Agreed, Nexerelin really is a wonderful addition with this mod.

Small side question about the Noveria exploration ship. (Just barely managed to acquire one) Do I need to upgrade each separate section of the ship with hull mods (armor, turret gyros etc) or just the center piece? (Since on the center piece I can't add a dedicated targeting system, but I can on the other ones?)

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: November 20, 2022, 09:21:53 AM »
1. I don't know actually, but we do know how to get anyone's reputation up via console command at least.

2. Yes, unless you don't want Auroran Ground Forces DLC. Otherwise, I intend to keep the dependencies on as it actually helped me progress faster in my testing runs and that 'skip story' is actually really useful. Then we'll see if we can get it off someday for non-nexerelin enjoyers.

Thanks for the clarification. Having giving it a go with Nexerelin (never did more than do a brief 1 hr test of the mod until now) I understand your reasoning, the extra depth added by Nexerelin really helps make the faction feel more alive and interesting than it would otherwise be. And thanks for mentioning the skip story function, I had no idea that was even a thing until now, and it definitely made the start more enjoyable.

About 30+ hours in now and loving it thoroughly, looking forward to seeing how this mod continues to evolve. (The single mission Dagger was especially well written and a nice example of things to come.)  8)

Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: November 15, 2022, 07:13:48 PM »
I have found that when starting as the UAF, you cant develop Nia Auroria as a contact (thus, no story progression), had to resign to be able to do it. I think that is the reason some players are having problems of not being able to progress through the story.

Would it be possible using console commands to add her as a contact?

Is Nexerelin absolutely necessary for the mod? I can see the appeal of Nexerelin but I'm one of those in the camp of not wanting the game to be a 4X. It's the only thing stopping me from trying out what looks to be a really good addition to the game.

I too would like to know this if anyone happens to have the answer?


Capture Officers and Crew doesn't have a public source that I could find in 15 seconds. Although you shouldn't be working from this mod anyway.
For Take No Prisoners, look in the src folder for the code (maybe ask presidentmattdamon for help if you can't find a specific function). Dialog text is in data/campaign/rules.csv.

Thanks for this, it's been a while since I played SS, and I'd forgotten that feature was from a mod and not part of the core gameplay  :P. Regardless, now I know its another modders work  I don't plan on working from their mods specifically, but more using one of them as an example of how to organize the coding and layout so it functions as desired.

Just wondering where the values for the fluff text and actual scripts are for the "deal with prisoners" skill/ability?

(Working on a mod that gives the option of trying to recruit prisoners either as crew or marines for credits, instead of torturing them into serving you.)


There's some stats stuff in, but the pollution effect is handled by the heavy industry class (

Thanks, and which folder do I look in to find that file?

I'm trying to mod the pristine nano forge to remove the pollution debuff it gives to planets, which file has the actual nano forges stats?

Mods / Re: [0.95a] The Xhan Empire, version 2.2.1 Plans Set in motion
« on: April 09, 2021, 10:39:20 PM »
Does this require a new campaign? Or can be it be added to existing saves?

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 20, 2021, 06:02:13 AM »
Looking forward to the new patch really hoping it fixes my saved game that isn't loading anymore because of something called java.lang.NullPointerException whatever that is. I've been playing that particular save file for about 600 hours or more  :'(  :o  ;D

Which mods are you using? Usually that error (in my experience) is caused by having an invalid weapon on a ship or as I read a while back in the forums, a modded ship sharing the same name as a vanilla ship.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 11, 2021, 11:41:11 PM »
Honestly my take is that this level of brainstorming won't take us much far when there are so many other unknowns. At the end of the day this will be better suited for the post-patch patch that is aimed at refining the experience.

I've been following along with the discussion thus far, (not having anything worthwhile to add so far) and that's kind of what I've been thinking for most of it?

Crunching numbers and theorizing is nice, but until we see how the next update plays and how the weapons all balance out in actual game it's kind of a moot point given that experience will, (perhaps dramatically) alter everyone's insight and give new ideas on how to tweak things. (If indeed, changes are actually necessary after we see how they do work in play.)

All that aside, the new patch is looking super promising and I'm eager for a chance to enjoy it when it's ready.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 27, 2020, 09:30:20 PM »
Plus some changes could be mod-breaking etc.

One thing that would be kind of awesome for these large updates, is if you could somehow get the mod relevant data on the patch change to the modders ahead of time, so they can be working on updating their mods to the new patch when it releases, rather than fans of their mods having to wait for x# of days after the new patch before their mods are updating. (Probably not realistic/feasible I admit, but a gal can dream!  8) )

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 25, 2020, 09:11:25 PM »
Sorry to keep saying no, but - it's strictly on a "when it's ready" basis :)

Thanks for the in depth explanation, I see how it turning into a pressure to release could lead to rushed bug hunting and a hot mess of an update, you're right it's a smart move keeping it open ended. The new update looks great, one of the main things I ran into in previous play throughs was a lack of stuff to do once I hit end game, the new storyline additions should certainly help out a lot with that, really looking forward to it!

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