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Topics - n3xuiz

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31
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?

32
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?


33
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.

34
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

35
General Discussion / startup of starsector with lots of mods
« on: December 19, 2020, 10:56:43 PM »
i like to play with most of the faction mods and some of the others enabled so my game takes about two mintues to load.

that by itself is actually not an issue since other heavily modded games like rimworld take just as long to load.

the "problem" is this: once i've started the game i can't alt-tab out (if i do it doesn't load properly crashes or just runs at 5fps from then on)




for now i just go and do other things or make a cup of tea or something but i'd like it if i could start the game, alt-tab out and go back in once its fully loaded. is that feasible somehow? if not its not exactly terrible but still i thought i'd ask in case someone knows either way..

36
i updated a old modpack with lots of mods and then (so i could afford my dread-fleet with 150k crew) created a paradise world with 56 buildings (23 industries). i wanted this one planet to fullfill all my monetary needs but with me starting to add marines for raiding it wasn't enough anymore.

so now my dilemma: i want to add alpha cores to all 56 buildings on the planet but can only reach the ones displayed in the planet screen.

therefore i've turned to save-editing and found the entries of industries in the file.

a entry looks something like this:

<e>
<st>commerce</st>
<FDNode z="400775" n="Commerce" in="0.0" up="1404.0001" tI="0.0" tU="1404.0001">
<p ref="400728"></p>
<c1 cl="com.fs.starfarer.api.impl.campaign.econ.impl.TradeCenter" ref="21185"></c1>
<mE cl="Plnt" ref="1040"></mE>
</FDNode>
</e>


now how would i edit it to have an alpha core?

37
Modding / IBB/SWP modded ship question
« on: November 27, 2020, 12:35:47 PM »
first of all i'm new to IBB and have not played with it before. in the SWP description i read that some mods add more custom bounties.

so recently i saw this video by Uran92:


in this he showcases the Nagato class ship. my question which of the mods he is running is this from and what is the internal name so that i can spawn it in with the console once i add the mod :)

edit:
nevermind its this mod:
https://fractalsoftworks.com/forum/index.php?topic=16160.0

38
Suggestions / navigate the codex with arrow keys
« on: November 25, 2020, 01:14:37 AM »
i very much enjoy some good lore and have spent quite a while just browsing the codex entries (especially with tons of faction mods added).

to that end i'd enjoy it if i could press the up/down keys to browse these entries. for example i want to see all capital ships and what might have interesting descriptions or just to look for a ship to include into my fleet.

i find that pressing the up/down a hundred times is easier on my fingers than clicking the same amount.


i know not exactly a high priority task but maybe if you find the time?

39
General Discussion / nexerelin fills up diplomacy / important messages
« on: November 22, 2020, 01:15:36 AM »
i've been playing the same save for a very long time now and i noticed that with nex enabled those messages aswell as colony threats just keep filling up. i now have 4031 in the important tab, 2954 in diplomacy, 1054 in colony threats. those tabs are lagging due to how many messages they contain.

can i do anything about this? any command to purge all entries from intel? or have i been playing for too long and this is just how its going to be from now on?

i'd also be open to editing my save if thats an option..

40
General Discussion / [redacted] craftable mod?
« on: November 12, 2020, 09:22:38 PM »
i'm currently playing a save with tons of faction mods (some of which already add OP stuff) so i was wondering if there is a mod that can make the [redacted] ships craftable so i can add them to my system defense fleets. i know they are not meant to be used as player ships but i already run dozens of alpha cores governing my planets might aswell go full AI War part 2..

if something like this doesn't exist can someone make it? i barely edited some of the mod csv files so this is beyond me. also if i had such a mod i could add it to a running game right?

42
General Discussion / hegemony AI inspection / relationship
« on: February 08, 2020, 10:34:40 PM »
i currently run a save with boggleds terraforming and station construction mod and have sofar about 60 markets and am terraforming the sector. but to finance my dreadfleet with over 150k crew/marines i need my alpha cores. hegemony keeps trying to steal them and i sometimes miss it in the colony threats or the liveticker.

sofar i go console command sr hegemony -200 but due to nexerelin (i think) it slowly drifts toward 0 and eventually peace therefore my colony will just stand aside to allow them to loot my AI cores.



i want to either:

keep hegemony relationship fixed at -100 so i don't have keep resetting it to -100

OR

have a option (that isn't surrender AI cores) be selected by default like i'm okay with bribing them every time they come. i have lots of money but i'd be happy if it was toggled and stayed that way.



is there anything i can do short of making a mod?


my modlist for the save in question:
https://www.dropbox.com/s/pd9yrnjra1duna7/starsector_modlist_enyoeridani.txt?dl=0

edit: i know i can kill them off but i don't want to and they would respawn anyway.

43
Modding / remnant blueprints
« on: February 06, 2020, 01:40:25 PM »
for my new playthrough due to RP reasons i need to be able to build the remnant ships.


so far i've spawned them in for my player controlled fleet but now i need blueprints for the system defense fleets. is there a mod that does this and can be safely added to a existing save?

45
General Discussion / easily see dead factions in intel screen?
« on: February 04, 2020, 08:44:59 PM »
i'm playing currently with mods that put the total factions (after a few cycles ingame ~235) at 37. now i like to play very long games and i run nexerelim so the factions go to war against each other constantly. i also always check the faction respawn because the vanilla starsector felt too empty faction-wise to me.

so then sometimes factions get wiped. they are supposed to respawn. but if the resurgence fleet or whatever the event is called gets destroyed they sometimes don't respawn on their own again. happened to hegemony and a few others in my last save.

now with those 37 factions if i were to miss the "faction xyz has been destroyed" message i'd have no idea which faction was missing.

in the intel screen most (all?) messages seem to be archived so is there a section where i can easily see which factions are missing from my game if i have i.e. only 35 (of the 37) left?

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