Sorry to bother you, but the content on those liks isn't available anymore. Can you resend the links to those jars? Thanks
If you're playing on Starsector 0.97, the current versions of UAF and ArmaA already have the bug fixed.
For 0.96, update UAF to the latest release for that SS version; for ArmaA try
this (or if you're starting a new save, see if the ArmaA beta had already been released for 0.96, that version will work)
Hi! I keep getting this fatal:null error, always at a specific time, and now it seems as though it is infecting back-up saves!
The only mods I have enabled are: Magiclib, LazyLib, LunaLib, Console Commands, and Nexerlink.
Attached is the error.
Spoiler
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.updateStationIfN eeded(PirateBaseIntel.java:502)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.checkForTierChan ge(PirateBaseIntel.java:626)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel.advanceImpl(PirateBaseIntel.java:589)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:114)
at com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseManager.advance(PirateBaseManager.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If this is a save from Starsector 0.96, it's not compatible with 0.97.
For modding, is there a way to reset the reputation locks that are set by exerelinFactionConfig mid game?
You can increase max relations with the faction by using
DiplomacyManager.modifyMaxRelationshipMod (max relation modifiers are stored as a HashMap in faction memory, so if you don't want Nex as a library in your project you can modify the map directly)
For min relations, only way to remove the clamps is to call
DiplomacyManager.setStartRelationsMode and set the mode to FLATTEN, which will unclamp relations for all factions.
I also had an issue with the new colony crisis aspect on vanilla, I wiped out the Luddic Church, and I have a planet with Luddic Majority, but the Knights of Ludd still spawn in my systems to demand supplies from me despite the Church no longer existing. Additionally, the Luddic Church doesn't contribute to the crisis meter, so I don't see a way to resolve this.
Hmm, if the Church isn't in the crisis meter any more then the fleets should also stop spawning (vanilla code). Do the Knights come back after being killed (in combat, using console, or any other way)?