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Messages - Damienov

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16
CTD dreadAuraData not found

Code
1407462 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataManager.getFactionAuraData(DreadAuraFactionDataManager.java:44)
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.CHM_adamantine_consortium.advanceInCombat(CHM_adamantine_consortium.java:59)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["dreadAuraData"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getJSONObject(JSONObject.java:500)
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataManager.getFactionAuraData(DreadAuraFactionDataManager.java:41)
... 10 more

not sure if this is from commissioned crews mod but fighting Luddic was fine but ctd after updating to the newest AO

17
Mods / Re: [0.95a] Logistics Notifications 1.3.3
« on: July 08, 2021, 04:55:36 AM »
There doesn't happen to be anywhere to get the pre-0.95a, is there? I'm still on 0.9.1a cause most of my favorite faction mods haven't updated yet and this seems like a really help tool I could use.

try the 1.3.2 on the mod github page

- just click on the green button top right and "Download as zip"
- when inside should be 2 zip file version (1.3.1 and 1.3.2)
- use the 1.3.2

that should be the last 0.9.1a version for the mod

this should work

18
does anyone have a list of working-ish Faction mods for Archean?

and since a lot of the weapons range with the usual faction mods weapon is quite different, is it a good idea at all to use faction mods with Archean order?

19
Mods / Re: [0.95a] Mayasuran Navy 8.3.5
« on: July 02, 2021, 03:03:02 AM »
you might just forgot this, but the link to download at the bottom is not updated yet


20
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: June 30, 2021, 03:47:26 PM »
I really love this mod, but I'm pretty sure the mothership is basically unkillable again. I've been throwing everything at it, savescumming to try different strategies, but I actually can't even do a single tick of damage to it. I watched it shred through an entire onslaught in about 4 seconds, I don't even know where to go from that point.
agreed, it need to have a pause on its weapon volley. Perhaps reducing its max flux.

21
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.6.0a
« on: June 22, 2021, 05:51:38 AM »
wow didn't know there is a new update until playing the game after 15 minutes of starting and loading all the mods lol

and at time of posting this thread is way at page 4, I wonder why it didn't get bumped to the first page when you edit/updated the first post

22
Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: June 16, 2021, 01:44:40 AM »
Thanks for the detailed feedback/review, HELMUT! I'll definitely comb over this prior to the next update

in the meantime, here's a little teaser of what i'm working on next.


you HAVE to add a Getta Robo Roketto Punch! text chatter on it, you just gotta! pretty please  ;D

23
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« on: June 10, 2021, 11:53:06 PM »
When visiting planets after 1hr of play after using the mod, Java just stop responding and crashes.
Checked the log and it is fine, no errors. Just the Java SE stop responding
Is this with Nexerelin 0.10.2 and visiting an uninhabited planet? Update to 0.10.2b to fix it (and grab the hotfix .jar as well, that fixes another crash).
ah no wonder, I did update Nex to 0.10.2b but somehow missed the hotfix. Thanks for that  ;D

24
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.0
« on: June 10, 2021, 03:19:51 PM »
When visiting planets after 1hr of play after using the mod, Java just stop responding and crashes.
Checked the log and it is fine, no errors. Just the Java SE stop responding

25
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.3.0a
« on: May 23, 2021, 11:10:36 PM »
a small itsy bitsy request for you @Sutopia

can the version name be on the file name instead?
I've used a lot of mods and version number/name after mods filename help on organizing

cheers

26
Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: May 23, 2021, 02:18:29 PM »
Perhaps I am blind but where can find the 0.6 download? I get rid of the 0.6v mod without thinking there would be an issue - and I'd like to continue this save!

on the Patreon "Recent Post" sidebar

27
Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: May 23, 2021, 11:52:07 AM »
having error with 0.6a also

Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [tahlan_Castigator_relic] not found!

it seems i have to overwrite 0.6 with 0.6a?
which go against the recommended way of updating mods in this game, at least on almost all the mods anyway

28
Mods / Re: [0.95a-RC15] Planetary Shield: Access Control (1.4)
« on: May 10, 2021, 10:19:21 AM »
@ProtonBomb

I'm curious how large is your vmparams RAM allocation for all those mods to actually run

29
Mods / Re: [0.95a] Autosave v1.1c (released 2021-03-26)
« on: May 02, 2021, 07:11:20 PM »
Nice mod. Would like to add that the saving can be done now without needing to emulate keypresses.

Saving:
Code
Global.getSector().getCampaignUI().cmdSave();

Save Copy:
Code
Global.getSector().getCampaignUI().cmdSaveCopy();

Not a knock on your mod, of course. I'm still learning more about the modding API and figured I'd share a discovery.  :)
perhaps contribute on this mod github would be a better option for that

and I think it was intentional as to why its not automated as stated on the first post
Quote
autosaving is disabled by default because save times can become extremely long with many mods enabled

30
Mods / Re: [0.8.1a] Flu-X v1.15 (Still no content Update)
« on: June 05, 2020, 05:33:23 AM »
Abandon?

Title is [0.8.1a] what do you think?
please stop Necroing threads

Just use the Mod Index for reference whether said mod is compatible with current version or not

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