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Topics - n3xuiz

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16
Bug Reports & Support (modded) / my game repeatedly crashes on overmap
« on: October 17, 2021, 04:07:08 AM »
i'm currently experiencing crashes on the overmap. the last time it happened after i pressed s to stop my fleet.

my modlist:
Spoiler
  "adjustableautomatedships",
  "lw_autosave",
  "HMI_brighton",
  "clearCommands",
  "lw_console",
  "istl_dassaultmikoyan",
  "diableavionics",
  "XLU",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "IndEvo",
  "interestingportraitspack",
  "kadur_remnant",
  "kingdomofterra",
  "lw_lazylib",
  "ArkLeg",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "OcuA",
  "Ocutek",
  "ORA",
  "portrait",
  "roider",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "SCY",
  "shadow_ships",
  "speedUp",
  "superweapons",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "exalted",
  "star_federation",
  "ultra_drive_field_stabilizer",
  "underworld",
  "UNSC",
  "vic",
  "vayrashippack",
  "XhanEmpire",
  "prv",
  "shaderLib",
  "mir_nr"
[close]

logfile:
https://www.dropbox.com/s/88hako2omip0cyj/171021_starsector.log?dl=0

if i need to post anything else please let me know. i hope someone can help me..

17
since you can spawn in lots of things via console i'm wondering if i can remove troublesome debris field with it?

i have taken over a system introduced by seeker where unfortunatley there is a debris field directly above the planet. of couse i looted it but my ships keep orbiting it instead of the planet. usually this is not a problem since i use the salvage yards form industrial evolution mod. those vulture scavengers or whatever they are called usually hoover up any debris (even empty ones) and the system stays clean. for some reason they don't go for this particular field.

i'm also open to trying to remove it by editing the save file since i do regular backups anyway so if i mess up i can just revert..


any ideas?

18
Modding / (nexerellin) prism freeport contact refresh question
« on: September 04, 2021, 02:37:15 PM »
i've been doing some work for a certain contact at prism freeport with the nexerelin mod enabled. my question is: can i "refresh" the contact to force it to regenerate its missions instead of waiting days/weeks for them to generate on their own?

maybe a console command like forcemarketrefresh?

19
i know you can do a lot with console commands such as spawn in gates and such but since i've never been able to get this fleet (the one with [hyper-redacted] and triple s-modded redacted)..


does anyone know if this is possible?


also sorry if this is in the wrong subforum..

20
UPDATE: it seems something went wrong with the installation of RC15.. reinstalling fixed it..

updated to RC15 today. continuing my modded save gave an error so i decided to start a new run. after i had set up everything and selected my starting skill (right when the economy stabilization is supposed to run) i crash out with the error message:

JSONException: JSONObject["potentialContactProbabilityAddPerFail"] not found.

attached my modlist (all up2date as far as i can tell without getting ingame for version checker):
Spoiler
{"enabledMods": [
  "adjustableautomatedships",
  "lw_autosave",
  "beyondthesector",
  "HMI_brighton",
  "lw_console",
  "diableavionics",
  "XLU",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "IndEvo",
  "kadur_remnant",
  "kingdomofterra",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "OcuA",
  "Ocutek",
  "ORA",
  "portrait",
  "roider",
  "tahlan_scalartech",
  "SCY",
  "shadow_ships",
  "speedUp",
  "tahlan",
  "Terraforming and Station Construction",
  "exalted",
  "star_federation",
  "ultra_drive_field_stabilizer",
  "underworld",
  "vayrashippack",
  "XhanEmpire",
  "prv",
  "shaderLib",
  "mir_nr"
]}
[close]
my crashlog: https://www.dropbox.com/s/k4hizom7aiwma7c/290421_starsector.log?dl=0


can anyone help?



EDIT: crashed again this time with a different message: Fatal: Could not initalize class com.fs.starfarer.api.impl.campaign.intel.contacts.ContactIntel
crashlog: https://www.dropbox.com/s/rf512m38twlwhgv/290421_starsector_2.log?dl=0

21
Modding / adding tags to the player faction
« on: April 15, 2021, 02:07:23 PM »
in the past i'd want to play as [redacted] so i added the remnant tag to the player faction in a config file so i had access to their ships, weapons and fighters. is it possible to add a flag for the hyper-redacted things so that i could craft their weapons? is there even such a tag?

22
General Discussion / marine experience questions
« on: April 15, 2021, 02:02:56 PM »
in the new patch raiding and marines were overhauled to gain experience. i've seen people mention that its easy to level up.

how would i best go about this? is the experience gain based on the difficulty of the raid target? the value of the loot? or should i just raid easier targets to avoid them being killed?

because it seems if i want to have a elite force i can't replenish them too much since those replacements will be green and reduce the overall "level" of my troops.

23
General Discussion / vmparams and the settings.json file
« on: March 31, 2021, 12:44:29 AM »
while making changes to my settings file i saw that there is now a setting for RAM allocation. originally i thought the vmparams settings would be in the launcher but they are not. so do i need to change it in the config file or the vmparams now? i did both but just to know it for the future?

24
General Discussion / enable hidden ships in the codex?
« on: March 28, 2021, 10:37:23 AM »
i once saw a video where the codex had through some config editing been changed as to display ships that are usually hidden. can anyone tell me how to do this?

25
Warning don't read this if you want to avoid story spoilers!


i've been to kanta and got the person out and then headed for the gate. i defeated a bunch of fleets and scanned the gate. but the it just says "We're not done in the Magec system". Has anyone been able to progress past this point in the story?


i'm running these mods:
Spoiler
autosave
console commands
kadur remnant
lazylib
magiclib
portrait pack
ultra drive field stabilizer (always 20 speed cheat)
vayras ship pack
[close]

i've edited my settings.json somewhat but nothing that should interfere with quests.

my savegame:
https://www.dropbox.com/s/ep63xc80c3dwkis/280321_save_shannonthornton_1393786199943074371.7z?dl=0
my settings.json:
https://www.dropbox.com/s/rvy6b7npa6gug8f/280321_settings.json?dl=0
my starsector.log:
https://www.dropbox.com/s/7nr3nffu8mka86k/280321_starsector.log?dl=0
my mods:
https://www.dropbox.com/s/hvseqx9cj5esgtg/280321_mods.7z?dl=0

26
Modding / nexerelin invasion question
« on: March 10, 2021, 11:52:04 PM »
i've a savegame running where i have about 20 colonies in my faction. all of them except my homeworld are autonomous. now i went afk for a sec and it seems my faction has (on its own) invaded a planet.

is this because of the autonomous colonies? do they act on their own now? or is this just a feature of nexerelin?

27
Modding / mod for swapping character portrait ingame?
« on: February 03, 2021, 07:20:32 AM »
a few weeks ago i was browsing starsector mods and read about a mod allowing swapping of character portrait ingame. sadly i didn't bookmark it.

i know i can edit the savegame file but i'd rather use this mod if anyone remembers which one it is?

28
General Discussion / starsector mac setup questions
« on: January 20, 2021, 04:12:24 AM »
let me preface this with i'm a windows user and have little experience on mac.


i'm trying to set up my current starsector install on a mac. i already downlaoded the mac version and written down the key. i made a copy of my windows starsector folder with the mods and saves.

1)can i just copy the mods/saves into this .app archive with 7zip in windows?
2) same thing for the vmparams file since i run lots of mods?


anything else i need to do / be aware of?


29
hi i'd like to request two mods:


-) auto-resolve (bribe) invasion/expedition
for quite some time i use the mod to auto-resist hegemony inspections in the late game when i'm stacked with alpha cores. i'd like the same option to auto-bribe expeditions and invasions when i have millions of credits anyway.

-) craftable [redacted]
i'm using recoverable mod that lets me capture redacted ships but i'd also like them in my system defense fleets.


if anyone can make these (or they exist already) i'd really appreciate it.

thanks to any modders that read this because your efforts make this great game even better.

30
Bug Reports & Support (modded) / failed to save game
« on: December 22, 2020, 02:41:05 AM »
today i played some hours of starsector and fought many battles (~30).


after that i wanted to save my game. when i save my game right after loading it it takes about 3 seconds. this time steadily increases after more playtime. now after all these battles the game failes to save completely. the save progress bar is visually structured into these small increments with one of those filling up every 3-5 seconds. at some point it stops and says failed to save error null.

so usually when this happens i instead make a save copy. for some reason this save then takes the 3 seconds it would take at the beginning of a play session. but this time it filled up then the game lagged and it gave the same error failed to save.

now i don't know what to do i'll just leave the game running and try again later. i'm not sure it will work though since the longer the game runs the more unreliable the save process seems to be. what if anything can i do about this? is the save system just problematic?

if you need any more information i'm happy to provide. this is one of my all time favorite games but this issue has been bothering me for a while and this wouldn't be the first time i loose progress because the game failed to save.

attached my log file:
https://www.dropbox.com/s/dcj4w1rlo4089cu/221220_starsector.zip?dl=0

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