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Messages - A_Random_Dude

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106
Mods / Re: [0.96a] Pirate Mini Mod
« on: September 05, 2023, 11:30:41 PM »
Hey, first of all: great mod, I like your take on some of those alternate vanilla pirate ships.

Second: I was wondering if you planned on making a P version of ships like the Centurion or the Sunder? Both tend to be pretty common, with the Centurion already having a Diktat skin. So it'd make sense for pirates to have gotten their hands on some of those and "modified" their hull, imo.

107
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: September 02, 2023, 09:42:52 PM »
Oh, I know that it works. I just really want to take out that insane supercapital that was shown in the thread. I don't want to push, but I am waiting for this mod to update before kicking off my first 0.96 run through on starsector.

The hope that this will soon update is giving me strength to resist kicking off a new game right now. Apollyon is my favorite ship in the game and I am eager to see what the creator has next. The mechanics are on point for their ships.

First: not a supercapital, just a regular cap with a big central weapon you can switch with other big central weapons. Second: the author said that the update isn't going to release soon enough to make waiting for said update worth it. You'll probably be better off just starting a new game right now, really.

108
Mods / Re: [0.96a] Tahlan Shipworks
« on: August 30, 2023, 09:38:51 AM »
Not "skins", they're used by Graphicslib to add a bit more depth and more dynamic lighting to your ships. The normals give some 3d feel to the ship sprites they're associated with, essentially.

109
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: August 13, 2023, 08:50:06 PM »
The mod uses code that's in nexerelin to work. Remove nexerelin, and your game crashes. The bit about him being lazy is because he could've added the code in the mod, but didn't want to.

110
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: August 13, 2023, 12:43:50 PM »
Discord update doesn't have much to do with Tim though iirc. Else it'd be here. If you wish for a bug fix to be released, you'll probably have more luck by discussing it on the server itself.

111
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC2
« on: August 07, 2023, 07:38:05 AM »
Oh wait. Missed that part, my bad. Weird then. Good luck finding the source of the issue then!

112
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC2
« on: August 07, 2023, 07:26:37 AM »
Hello, I seem to have a bug related to portraits in this mod?

"ERROR com.fs.graphics.for  - Error loading [graphics/portraits/mcp/mayasura_01.png] resource, not found in [E:\Games\Starsector\starsector-core\..\mods" It repeats this same error for several other mayasura_x portraits, yet I cannot find anything with that name in the folders.

Means there's a portrait missing. Maybe re download the mod and see if the problem persists. If it does, then you might need to either add portraits that'll have the ID, or remove it from the .faction using them.

Edit: tested it myself just to be sure, had no problem. So yep, just deleting and reinstalling the mod should fix the issue.

113
Mods / Re: [0.96a] Mayasuran Navy 10.0.0 RC2
« on: August 07, 2023, 07:11:52 AM »
So I've enjoyed this mod for a number of years, and I'm happy to see it's progress each time I come back to the game. However, I've noticed some vanilla-unfriendly portraits got snuck in, and I don't see it documented on the forum page (unless I missed it?) or a config option to disable these anime profile pictures. I originally picked this mod, many years ago at this point, because it was one of the few faction mods that was vanilla-inspired. These portraits aren't really what I was expecting  >:( >:( >:(

That mod's front page artworks are literal thirst traps using said portrait characters as the main attraction. If you expected the mod itself to not have any kind of weeb degeneracy in it, you had high hopes.

In any case, you can just replace the portraits you don't like with vanilla ones. And even if you don't, the only time you see is during character creation. No npc will ever use it iirc.

114
Mods / Re: [0.96a-RC10] San-Iris 0.9.8
« on: July 26, 2023, 09:07:22 AM »
Provided factions other than the one from said faction mod knows and use them, of course. If not, you won't find any of those ships.

115
Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: July 11, 2023, 09:48:17 AM »
The phase torpedo crash means you're not using the correct Magiclib version. Wisp did release a version that worked with not up-to-date mods using deprecated magiclib methods. I gave it a try with both current SCY and the 1.1.3 version of Magiclib, didn't have any problem so I assume it's this one. Try reinstalling your version of magiclib and see if the problem persists.

116
Modding / Re: D-Mods Question
« on: July 04, 2023, 12:21:09 PM »
Why try to mod it into the game? Hull Restoration, a vanilla industry skill, does that already.

117
Mods / Re: [0.96-RC8] Legacy of Arkgneisis 1.9.12 [5/12/23]
« on: June 21, 2023, 09:21:18 AM »
I'd argue that, since those ships have been found and thouroughly salvaged by other people before you according to the description, it'd probably make sense that not much remains on it, not even an identification plaque. There's also the fact that you only get heavily damaged and d-modded versions of those, which probably doesn't help either.

118
Hey! Since I see you're back, I thought I'd mention a very small detail I've noticed in the faction's star system: while the description of Tolp I describes it as a radioactive inferno due to its very close proximity with its star, it lacks either conditions in practice. Same for Tolp III, which apparently is supposed to be mostly radioactive yet lacks the condition. Might be intended, but just in case it wasn't...

119
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: June 16, 2023, 10:32:01 AM »
You sure it's not a nested folder? As in, a folder inside another folder. If that's the case, Starsector won't detect either mods.

120
Modding / Re: [0.96a] Yellow - Ynadar Nexus Alliance (0.1) Mod
« on: June 14, 2023, 06:05:00 PM »
Good to know it's a bit of a joke mod that the developer doesn't take too seriously before downloading. However, isn't the third primary color green?

That's for computer graphics. Green is a secondary color if you mix Blue and Yellow.

Ackchyually, yellow is only the primary color with paint. Green is the primary when it comes to light.

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