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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Stelarwand030

Pages: 1 2 [3] 4
31
Modding / Re: I need help modding Hullmods
« on: January 23, 2022, 02:16:56 AM »
Yeah... I don't know what I am doing and am back to square one. All i want to do is remove the damage reduction from MHM Split chambers. Why does it have to be so hard.

32
Modding / Re: I need help modding Hullmods
« on: January 23, 2022, 01:33:50 AM »
okay after 3 hours i managed to get the errors down to (hopefully) one. Now all I need to do is find which .json file has the hullmods list.

33
Modding / I need help modding Hullmods
« on: January 22, 2022, 10:19:30 PM »
I am trying to mod the MHM split chambers hullmod and remove the damage reduction but i cannot figure out which part is the damage reduction. Can anyone help with this?

I managed to find the Java file so I got that far.

34
Modding / Re: Error?
« on: January 08, 2022, 03:35:19 AM »
I Installed the new version twice before I realized that I installed it in the wrong spot. Whoops. It all works now.

35
Modding / Error?
« on: January 07, 2022, 11:20:42 PM »
i just updated starsector after about a year of not playing. I redownloaded all my mods and installed a few new ones. Starsector is not loading and i get this error:

72866 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [collisionClass] has invalid value [HITS_SHIPS_ONLY_NO_FF] in [{"specClass":"missile","missileType":"ROCKET","collisionClassByFighter":"NONE","sprite":"graphics/Oculian Armada/missiles/ocua_luna.png","glowColor":[255,50,50,127],"noCollisionWhileFading":"true","fizzleOnReachingWeaponRange":"true","useHitGlowWhenDestroyed":"true","engineSpec":{"dec":"300","turnRate":"100","turnAcc":"500","acc":"300"},"size":[40,40],"id":"ocua_luna_shot","center":[20,20],"explosionColor":[255,100,255,255],"armingTime":"0","collisionRadius":"30","explosionSpec":{"particleSizeMin":"5.0","duration":"0.1","particleCount":"0","particleDuration":"1","collisionClassByFighter":"HITS_SHIPS_ONLY_NO_FF","coreRadius":"75","radius":"200","particleColor":[255,155,155,255],"particleSizeRange":"3.0","collisionClass":"HITS_SHIPS_ONLY_NO_FF"},"glowRadius":"65","dudProbabilityOnFlameout":"0","explosionRadius":"250","useHitGlowWhenDealingDamage":"false","onHitEffect":"data.scripts.weapons.ocua_luna_effect","collisionClass":"HITS_SHIPS_ONLY_NO_FF"}]
java.lang.RuntimeException: Key [collisionClass] has invalid value [HITS_SHIPS_ONLY_NO_FF] in [{"specClass":"missile","missileType":"ROCKET","collisionClassByFighter":"NONE","sprite":"graphics/Oculian Armada/missiles/ocua_luna.png","glowColor":[255,50,50,127],"noCollisionWhileFading":"true","fizzleOnReachingWeaponRange":"true","useHitGlowWhenDestroyed":"true","engineSpec":{"dec":"300","turnRate":"100","turnAcc":"500","acc":"300"},"size":[40,40],"id":"ocua_luna_shot","center":[20,20],"explosionColor":[255,100,255,255],"armingTime":"0","collisionRadius":"30","explosionSpec":{"particleSizeMin":"5.0","duration":"0.1","particleCount":"0","particleDuration":"1","collisionClassByFighter":"HITS_SHIPS_ONLY_NO_FF","coreRadius":"75","radius":"200","particleColor":[255,155,155,255],"particleSizeRange":"3.0","collisionClass":"HITS_SHIPS_ONLY_NO_FF"},"glowRadius":"65","dudProbabilityOnFlameout":"0","explosionRadius":"250","useHitGlowWhenDealingDamage":"false","onHitEffect":"data.scripts.weapons.ocua_luna_effect","collisionClass":"HITS_SHIPS_ONLY_NO_FF"}]
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I have no idea what i am looking at nor do i know what i need to fix.

I am pretty sure it has to do with [0.95a] Red - the Oculian Armada (0.9.1a) Mod

36
Mods / Re: [0.95a] Red - the Oculian Armada (0.9.1a) Mod
« on: January 05, 2022, 01:39:58 PM »
i just updated starsector after about a year of not playing. I redownloaded all my mods and installed a few new ones. Starsector is not loading and i get this error:

72866 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key [collisionClass] has invalid value [HITS_SHIPS_ONLY_NO_FF] in [{"specClass":"missile","missileType":"ROCKET","collisionClassByFighter":"NONE","sprite":"graphics/Oculian Armada/missiles/ocua_luna.png","glowColor":[255,50,50,127],"noCollisionWhileFading":"true","fizzleOnReachingWeaponRange":"true","useHitGlowWhenDestroyed":"true","engineSpec":{"dec":"300","turnRate":"100","turnAcc":"500","acc":"300"},"size":[40,40],"id":"ocua_luna_shot","center":[20,20],"explosionColor":[255,100,255,255],"armingTime":"0","collisionRadius":"30","explosionSpec":{"particleSizeMin":"5.0","duration":"0.1","particleCount":"0","particleDuration":"1","collisionClassByFighter":"HITS_SHIPS_ONLY_NO_FF","coreRadius":"75","radius":"200","particleColor":[255,155,155,255],"particleSizeRange":"3.0","collisionClass":"HITS_SHIPS_ONLY_NO_FF"},"glowRadius":"65","dudProbabilityOnFlameout":"0","explosionRadius":"250","useHitGlowWhenDealingDamage":"false","onHitEffect":"data.scripts.weapons.ocua_luna_effect","collisionClass":"HITS_SHIPS_ONLY_NO_FF"}]
java.lang.RuntimeException: Key [collisionClass] has invalid value [HITS_SHIPS_ONLY_NO_FF] in [{"specClass":"missile","missileType":"ROCKET","collisionClassByFighter":"NONE","sprite":"graphics/Oculian Armada/missiles/ocua_luna.png","glowColor":[255,50,50,127],"noCollisionWhileFading":"true","fizzleOnReachingWeaponRange":"true","useHitGlowWhenDestroyed":"true","engineSpec":{"dec":"300","turnRate":"100","turnAcc":"500","acc":"300"},"size":[40,40],"id":"ocua_luna_shot","center":[20,20],"explosionColor":[255,100,255,255],"armingTime":"0","collisionRadius":"30","explosionSpec":{"particleSizeMin":"5.0","duration":"0.1","particleCount":"0","particleDuration":"1","collisionClassByFighter":"HITS_SHIPS_ONLY_NO_FF","coreRadius":"75","radius":"200","particleColor":[255,155,155,255],"particleSizeRange":"3.0","collisionClass":"HITS_SHIPS_ONLY_NO_FF"},"glowRadius":"65","dudProbabilityOnFlameout":"0","explosionRadius":"250","useHitGlowWhenDealingDamage":"false","onHitEffect":"data.scripts.weapons.ocua_luna_effect","collisionClass":"HITS_SHIPS_ONLY_NO_FF"}]
   at com.fs.starfarer.loading.D.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I have no idea what i am looking at nor do i know what i need to fix.

37
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: January 01, 2022, 02:08:31 PM »
Upcoming/planned features:
  • More commands! If you have any requests let me know in this thread and I'll try to add them to the next version.

I was just wondering but can you add a command that just adds only ships of a mod instead of all of them at once? Something like allhulls (mod x) and only mod x ships are added to the storage.

I have over a dozen mods active and when I use the allhulls command the game slows way down then eventually crashes.

38
General Discussion / Re: How to add more hanger space to a ship?
« on: October 05, 2020, 03:18:04 PM »
Yeah that worked thanks a lot @Anduin1357. Though considering I already edited the .ship file before I edited the .CSV file if anyone else wants to add more hangers editing both might be the way to go.

39
General Discussion / Answered: How to add more hanger space to a ship?
« on: October 04, 2020, 05:33:14 PM »
So I am trying to edit Hanger Queen so that it would have 3 wings per hanger for a max of 6 wings per module from the 1 wing per hanger with a max of 2 wings per module it was normally has. Now I have no idea how to do this. I tried to edit the hangerqueen.ship file by copy/past the hangers already there but nothing happened. Is there something else I have to do?

40
General Discussion / Re: How to edit weapon mount sizes on ships
« on: September 30, 2020, 03:55:02 PM »
I got it working. I have no idea what was wrong but i uninstalled the game and reinstalled it. I also removed the .BAK files for the ships. I have no idea why it wasn't working before but it is working now. Thanks for all of your help @Histidine, @Apfelkuchenbemme, and @Hiruma Kai.

I would upload a better screenshot but I don't have an imgur account. So... thats what you get.

[attachment deleted by admin]

41
General Discussion / Re: How to edit weapon mount sizes on ships
« on: September 28, 2020, 09:08:06 PM »
Here is exactly what I do:
  • go to Fractal Softworks\Starsector\mods\Star Wars 2020\data\hulls
  • Open sw_asseror.ship in Notepad++(as a .txt file)
  • Edit weapon size/type
  • Click save file button
  • Exit all programs
  • Start Starsector game

That's what I do for all changes.

[attachment deleted by admin]

42
General Discussion / Re: How to edit weapon mount sizes on ships
« on: September 28, 2020, 08:24:56 PM »
Your changes worked, you just failed to notice and/or expected them to do something they don't.
Well... why can't I put large weapons on the mount then? Even when I put a large weapon on a large weapon mount (paragon) and I hold ctrl(?) to put a bunch down it wont work for changed weapon mounts.
I also change all energy to ballistic and the mounts stayed energy.
I even tried a new game and still nothing.

43
General Discussion / Re: How to edit weapon mount sizes on ships
« on: September 28, 2020, 07:43:53 PM »
I changed all the Assertor's medium mounts to larges and energies to ballistics, and it worked immediately:
Spoiler

[close]
Uh... Those are still Medium Energy weapons.


Likewise with changing Acclamator's medium energy mounts to larges:
Spoiler

[close]
How?

Here are the files:


[attachment deleted by admin]

44
General Discussion / Re: How to edit weapon mount sizes on ships
« on: September 28, 2020, 03:34:47 PM »
I am trying to modify Star wars 2020 .Specifically the ship Assertor. I have also tried to change Paragon and got no change.

All the mods i have for this try are:
  • Console commands
  • Graphicslib
  • Kadur Remnant
  • Lazylib
  • Magiclib
  • Seeker_uc
  • Star wars 2020
  • Transger all items

45
General Discussion / Re: How to edit weapon mount sizes on ships
« on: September 27, 2020, 03:39:15 PM »
I have done all that and nothing changed. Do I have to change the .Bak file too?

I am trying to change a ship mod. Do I have to change something else?

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