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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Zalpha

Pages: [1] 2 3 ... 6
1
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: September 16, 2021, 06:51:33 AM »
I just tried this mod out, the ships are so amazing and their home system looks and feels so awesome. Really enjoying what I have discovered so far. They whole re-imagine yourself was also a nice touch. :D

Thanks for making and sharing this mod with us, as well as keeping it updated. (I wish I had tried it out sooner).

2
Mods / Re: [0.95a] Unpack Blueprints
« on: September 08, 2021, 11:33:30 AM »
BUG?

I'm not sure what you're trying to do or what you did but if you're editing unpack's files to add another mod's special_items.csv to unpack, stop right there. If you want HMI's BPs to unpack like Vanilla's, go to HMI/data/campaign/special_items.csv

Once that is open, check the list of BPs and see if they call "MultiBlueprintItemPlugin". If they do, select that entire call (example from Magellan: "com.fs.starfarer.api.campaign.impl.items.MultiBlueprintItemPlugin") replace it with "data.scripts.UnpackBlueprints" no quotations.

Thank you, I was going about it all wrong, now I understand. Hopefully I will get it right this time!   

Edit: I am an idiot. I must of done something wrong because I got an crash error and log report (tried to figure out the log error but could not). Anyway, I replaced the edited files and will try again but I thought I can ask for help here. Just to make sure I am doing it right and which is the right way.

HMI Junkship Package,hmi_junk_package,package_bp,0.5,10000,1000,1,graphics/icons/cargo/blueprint_lowtech.png,ui_chip_pickup,ui_bp_package_drop,com.fs.starfarer.api.campaign.impl.items.MultiBlueprintItemPlugin,hmi_junk_bp,Enables heavy industry to construct literal trash that could be misconstrued as space ships often found in Hazard Mining Incorporated and Scavenger fleets.,200

Does it become like this?:

HMI Junkship Package,hmi_junk_package,package_bp,0.5,10000,1000,1,graphics/icons/cargo/blueprint_lowtech.png,ui_chip_pickup,ui_bp_package_drop,data.scripts.UnpackBlueprints,hmi_junk_bp,Enables heavy industry to construct literal trash that could be misconstrued as space ships often found in Hazard Mining Incorporated and Scavenger fleets.,200

or like this?:

HMI Junkship Package,hmi_junk_package,package_bp,0.5,10000,1000,1,graphics/icons/cargo/blueprint_lowtech.png,ui_chip_pickup,ui_bp_package_drop,com.fs.starfarer.api.campaign.impl.items.data.scripts.UnpackBlueprints,hmi_junk_bp,Enables heavy industry to construct literal trash that could be misconstrued as space ships often found in Hazard Mining Incorporated and Scavenger fleets.,200


I tried the first option, maybe I accidentally removed a comma by mistake or removed more than just what I was supposed too or something or I was completely wrong. I will try the first option again, and if that doesn't work I will the second option and hope I get it right.

^ I was before editing in notepad++ with word wrap on. I switched over to working with it in Excel and it is much easier now.

Edit 2:  I got it working and it worked out great. I am going to slowly go through my mods making the changes but not to quickly like I did before and got the error, I wasn't sure at that point which mods messed it up so I replaced the few that I had edited. Now that I know what I am doing and have it working I will slowly patch them up as I come across the blueprints.

It is super awesome to open them up and read each ships description. The base game should totally incorporate this mod.

3
Mods / Re: [0.95a] Unpack Blueprints
« on: September 08, 2021, 12:39:22 AM »
BUG?

Luddic Path Blueprint Package,LP_package,package_bp,,18000,1000,1,graphics/icons/cargo/blueprint_basic.png,ui_chip_pickup,ui_bp_package_drop,data.scripts.UnpackBlueprints,LP_bp,A collection of hacks and after-market modification specs that enables heavy industry to construct the hulls more commonly used by members of the Luddic Path.,250

XIV Battlegroup Blueprint Package,XIV_package,"package_bp, no_drop",,1000000,1000,1,graphics/icons/cargo/blueprint_basic.png,ui_chip_pickup,ui_bp_package_drop,data.scripts.UnpackBlueprints,XIV_bp,A set of blueprints that enable heavy industry to produce the near-legendary hulls employed by the Hegemony-founding XIV Battlegroup. The continued existence - and location - of these blueprints is subject of many rumors.,270

All the others have section with " (text discription)  "  but this is missing it, so I added it in, like this:

Luddic Path Blueprint Package,LP_package,package_bp,,18000,1000,1,graphics/icons/cargo/blueprint_basic.png,ui_chip_pickup,ui_bp_package_drop,data.scripts.UnpackBlueprints,LP_bp,"A collection of hacks and after-market modification specs that enables heavy industry to construct the hulls more commonly used by members of the Luddic Path.",250

XIV Battlegroup Blueprint Package,XIV_package,"package_bp, no_drop",,1000000,1000,1,graphics/icons/cargo/blueprint_basic.png,ui_chip_pickup,ui_bp_package_drop,data.scripts.UnpackBlueprints,XIV_bp,"A set of blueprints that enable heavy industry to produce the near-legendary hulls employed by the Hegemony-founding XIV Battlegroup. The continued existence - and location - of these blueprints is subject of many rumors.",270

*^ I am not to sure about this now because I noticed HMI has some without the quotes as well...

I hope I did the right thing. I added in HMI's special items to the list but the mod didn't work, so my adding it didn't seem to do what I thought this mod would do and add them individually when opened. I am going to remove my added code and see if that will work by default and it doesn't have to be added into this mod. (I thought I had to add it in and will see if that works but I don't think it will).


4
I had an idea for a mining mod that works the same as fuel siphoning but in that you travel through a dust cloud of an system ring and collect ore/minerals while doing so. It can be costly and inefficient but still a new way in which the player can mine. 

5
I had an idea for a mining mod that works the same as fuel siphoning but in that you travel through a dust cloud of an system ring and collect ore/minerals while doing so. It can be costly and inefficient but still a new way in which the player can mine. 

6
I love this mod, it is super awesome. My fav ship is the Junk. I love the cargo storage and using it to mine. It is my fav way of playing the game. Start off with it and mine my way through the game.   

Also I got super lucky in my latest play through and found the Locomotive ship early on, my first ever capital ship. It got wrecked when I encountered a Terra drill ship which was interesting as I was feeling so powerful and unstopable. I love how it is basically many ships all in one. I did encounter a sort of bug issue with it and with the mod Starship Legends. I mentioned the issue on that mods page but I thought I should mention it to you now, so you know about it as well. If you wish to know more you can head over to that mod page and read it there.

7
Mods / Re: [0.95a] prv Starworks v21 (2021-05-08)
« on: September 06, 2021, 03:46:31 AM »
Hi love your mod but hate the name - mostly just the lower case prv. If anything the name should be PRV Starworks, I don't know why it bothers me so much. Maybe the way I was taught on how to use English, I don't know.   

Anyway I am playing with that gas cloud nano-bot swarm ship with Nexerelin starting and I am wondering how to get more of them. I want to try out a whole fleet of them. Overall your mod is awesome.

I think you should update your screenshots for your mod showcase with your newer ships as I feel this mod has grown beyond what is on offer and that was a nice surprise to discover in game but I would have downloaded this mod earlier had I of know how cool it really is.

8
"Please in form the mod author" ... so here you go.

These are parts of a ship from HMI mod, I think the core or front is covered and works as it should. Seems weird for each part to have an effect but I personally think it is cool if it did because well, how often would get to use a lot of effects on one ship for each part.

Hull ID:
hmi locomative fighter left          Ship ID: 27185
hmi locomative gun left              Ship ID: 2714b
hmi locomative fighter right        Ship ID: 271af
hmi locomative gun right            Ship ID: 271dd
hmi locomative fighter rear         Ship ID: 2720f

(ID seems to change? I don't know... but I think they randomly changed for some reason. It was confusing to get them all)

Registered: False (for all)

There are other parts that I am not sure about mentioned in the game, these are the ones I found in the HMI game folder.

hmi_locomotive_core
hmi_locomotive_front
hmi_locomotive_under


9
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: August 31, 2021, 04:37:33 PM »
I started a new game with Nexerelin and took Trytechon (or whatever their name is spelled like) and saw in the refit shop a VIC hull mod to add EMP shock mod onto a ship which I added already had an EMP shock function. I equipped it thinking it would be great. Went into battle and on the first encounter between ships the game crashed with a NULL error. I didn't take note of were it sent the crash log and cannot find it. Let me know were to find it and I will link it for you if you want it. Just letting you know about the error. I could be wrong and that wasn't the reason for the crash or maybe not even from your mod but I think it is and should let you know in case I am right about it.

10
Just letting you and the others who read this know that the mod BigBeans Ship Compilation https://fractalsoftworks.com/forum/index.php?topic=21358.0 has a conflict with HMI with it's Adventure ship over ridding the Junk ship in the Large Trading ship option from Nexerelin mod starting option. I posted this letting the mod author know in their mods forum section now I am letting you know as well.

11
Mods / Re: [0.95a] BigBeans Ship Compilation
« on: August 30, 2021, 01:02:39 AM »
I was using Hazard Mining Incorporated and the Junk ship from it in Nexerelin starting Large Trader selection was being overridden by this mods Adventurer ship. So I have disabled this mod in order to be able to select the Junk ship from the starting option.

12
I can't download the mod, the link isn't working for me.
Never mind it worked for me after I posted this, weird but I am happy I got it.

13
https://www.youtube.com/watch?v=M0CHhXXv-Nc&t=30s
Hey I made a video covering this mod check it out.

Hay thanks for posting the video, I wanted to re-mod the game but I am so unsure of what is good and what is not and thinking should I get this mod or not. Well your video has helped out a lot, so thanks for posting it. It is great to know about a mod would effect your game and play through. I will be adding this mod, thanks.

14
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 30, 2019, 04:01:45 PM »
Is something missing? I was looking to make my mod compatible with other factions and noticed in the faction.csv file that a faction called rebal.faction doesn't exist anywhere that I have been able to find. Is there something wrong somewhere?

15
Modding / Alternative Portraits
« on: August 30, 2019, 09:07:39 AM »
Open the spoiler below to see a few of the portraits alternatives that the mod has to offer.

Spoiler


^ There are more than what is being shown here, I had some extra space so I filled the middle out with one of my favorite portrait sets.
[close]

This is a work in progress mod. There will be future updates adding more portraits. This mod can be updated freely and will not brake saves doing so. If there is a chance of it doing so I will mention it but as future updates will most likely only be adding and not removing then it should be braking saves.

DOWNLOAD:
https://www.dropbox.com/s/tk8wo1idkrvsjnr/Alternative%20Portraits.7z?dl=0


I love the default art style that the game has and playing with faction mods. Sometimes I want to roleplay a faction with a certain portrait but the portrait doesn’t quite fit the theme I am going for. Other times I look at a station or fleet and there are two of the same portraits and that is just a little bit sad. So I made this mod to fix that.

Currently, this mod only adds in 18 alternative character portraits but there is a total of 231 variations of them combined so far and more to come.

I started off with my favorite portraits and made variations of them and then moved onto interesting looking ones. I plan to do them all eventually.

Two slight issues with this mod so far is that because of things like lack of female portraits I have done so far and the abundance of the ones I have done, that most of the females you will encounter will mostly be of three done so far in my portrait mod. The other issue is that I have not yet taken the time to make the portraits faction-specific as in the default game. I play with Nexerelin and random core worlds with a ton of faction mods. I don’t really take note of which faction I am dealing with and what they look like but I have once been flagged down by an academic in a bar that was an armored tin head and got a good laugh out it. I do plan on making a faction-specific version of the portraits like the default game but not until I am done with all the portraits.

The future plan for this mod is once it is done I will make a build your own mod package for you to download and package yourself. This will have options like all left facing portraits, all right-facing portraits, an even mix of directional facing portraits and (currently) default facing portraits. There will also be slimmed down version of this mod with the best four or five of each of the portraits. There will also be the option of faction-specific portraits like in the default game. There may be more options to choose from when I get to that point.

You can create your own faction capability mod file yourself with a little bit of know-how.
Spoiler
Simply navigate to the mod you want to make a compatible version of, say for example Hazard Mining Incorporated.

C:\Program Files (x86)\Fractal Softworks\Starsector\mods\HMI\data\world\factions

And find the faction file. In this case, HMI is the faction file we are looking for, open the file in notepad and check the faction ID, the ID is HMI. With that bit of knowledge, we can now make the faction in-game use all of the portrait variants as well.

Navigate to the Alternative Portraits mod faction section and find and copy the player.faction file (or any one of them) and then rename the copy to hmi. It should look like this: hmi.faction. The sentencing case doesn’t matter, only the spelling.

C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Alternative Portraits\data\world\factions\player.faction

This example should help you with whatever faction mod you are using and want to make them compatible to use the portraits in them.
[close]

Although I made this mod, the art assets belong long to Fractal Softworks / Starsector and they can do whatever they want with them. You can only use their portraits for your mod if it is going to be used in Starsector (not elsewhere) but it would be best if this mod was made a requirement for your mod else there would be needless duplicates being created.

Changelog:
Spoiler

Version 1.0.0 (August 30, 2019)
===============================
Initial release

[close]

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