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Messages - TimeDiver

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31
Mods / Re: [0.97a] SEEKER - Unidentified Contact v0.6.1
« on: March 03, 2024, 02:13:43 PM »
I'm afraid that changing the name of the Nova has broken the mod/my save. I get the following error: "Fatal: Ship hull spec [SKR_nova] not found!" Any way to fix this without having to start a new game for the umpteenth time?
Two options present themselves.

1. The more reliable AND less time-consuming method (but be sure to make a backup of your saves, before doing the following):

Open the campaign.xml file(s) in question with foXE (www.firstobject.com) and replace all instances of SKR_nova_ with SKR_stellar_

Just to be safe, make sure that 'Case-sensitive' is enabled when doing the 'Replace' (Ctrl+H is the hotkey combination to do so).

2. As Shogouki and A_Random_Dude point out, editing multiple files in the 'SEEKER_UC-v0.6.1' folders is the alternative, but far easier to screw up, since there's more files that have to be edited.

32
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.6a
« on: March 03, 2024, 12:17:55 PM »
Quote
I tried replicating this issue. So far, I haven't had a crash. So maybe EHM works with a version change. However I want you to tell me what specific hullmod crashed the game when you were modding the Prometheus?

experimental hullmod category crashed my game twice when I hovered over it.
Just now, I hovered my mouse cursor over a random selection of individual hullmods within the 'Experimental' category; I did not have any CTDs there, either.

Are you sure you have the latest versions of the pre-requisite mods for EHM? Specifically, for both LazyLib (2.8b) and LunaLib (1.8.4)?

33
Mods / Re: [0.96a] Experimental Hull Modifications 0.8.6a
« on: March 03, 2024, 01:32:25 AM »
If nothing else, I can confirm that the 'replace ship system via hullmods' aspect of the mod (mostly) works fine with an edited mod_info.json file.

Specifically tested the following without major issues, nor CTDs: Temporal Shell, Quantum Disruptor, Phase Teleporter, Phase Skimmer, Mine Strike.

That said, the player should exit the refit screen before assigning a new ship system hullmod, or there will be a CTD, 9 times out of 10.

Granted, there are about ~30 other hullmods (representing vanilla ship systems) and I have NOT tested every single one of them in-depth.

34
Bug Reports & Support (modded) / Re: help cant't figure out crash
« on: February 28, 2024, 10:58:13 PM »
I've only extracted into mods same with all those other mods if I uninstall the game then reinstall do I have to reinstall all the mods again?
Maybe... try moving/cut-and-paste(ing) the 'mods' folder (and any folders inside it) from:

'C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\'

to:

'C:\Program Files (x86)\Fractal Softworks\Starsector\'

Overwrite the 'mods' folder if it already exists there.

35
Bug Reports & Support (modded) / Re: help cant't figure out crash
« on: February 28, 2024, 10:49:48 PM »
I got a crash message and I can't figure out what is causing it (I am brand new just got the game) plz help
It seems as though you've tried to install the Knights of Ludd mod, but it is missing a whole bunch of folders/files...

Try deleting the contents of the <gamepath>\mods\Knights of Ludd folder (i.e. everything inside 'Knights of Ludd'), re-download, then un-zip the 'Knights of Ludd' folder into the \mods\ folder again.


Correction; you extracted the 'Knights of Ludd' folder into '<gamepath>\starsector-core\mods\', rather than '<gamepath>\mods'. You might have to re-install v0.97RC11 of Starsector after uninstalling the entire game first, then re-download Knights of Ludd and all of its dependencies, extracting their folders into '<gamepath>\mods'.

36
Modding / Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.65
« on: February 28, 2024, 04:25:41 PM »
ctuncks Hi there! Can you update mod for 097 version?

I'm currently working on both updating it and finishing off one of the newer features, distributing hullmods to the CPU, just hit a snag on module ships/stations.
Will the new release be compatible with saves created in v0.65 of this mod w/ Starsector v0.97RC(insert#here), or will a new start be required?

37
Mods / Re: [0.97a] Random Assortment of Things
« on: February 28, 2024, 09:07:25 AM »
Hello hello, hum so it was already asked the answer was edited out (I think)but, what does the abyssal bloodstream skill do ? I'm not fast enough to read the skill description in the dropdown menu, the skill doesn't appear in the character skill menu and I couldn't find the description in the code.

Not sure what you mean with fast enough as theres no timer or anything like it, but the skill gives the player a revive on ship death.

You can also look at it in the officer selection screen from the fleet or refit screens.

I can't read it from here since I'm using the level up mod and I have too much skill, also thanks Lukas for the answer 8)
It should be visible on the Refit screen then, as officer skills are shown in two vertical columns when highlighting their portrait.

38
Mods / Re: [0.97a] The Knights of Ludd
« on: February 25, 2024, 11:55:22 AM »
This is how it appears for me - is this not appearing for others?
The 'Changelog' image's URL needs to be changed from the current:

https://github.com/041/Knights_of_Ludd/releases

to:

https://github.com/Dal-041/Knights_of_Ludd/releases

39
Mods / Re: [0.97a] Roider Union 2.0.5
« on: February 25, 2024, 11:20:32 AM »
Getting a crash on load,

"Fatal: Ship hull spec [roider_dragline] not found!"
Delete the entire contents of the older version (i.e. everything inside 'Roider Union') before un-zipping the mod into 'mods'; that error appears when there are 'stray' files present that are no longer used in the newer version of a given mod.

40
Mods / Re: [0.96] QoL Pack 1.2.0
« on: February 24, 2024, 10:17:34 AM »
Maaan, I didn't know how much I needed this mod again until I tried a playthrough without it.

Anyone tried simply updating the checksum to 0.97a yet?
Did so on my Win10 PC; thus far, everything seems to be working correctly, but I'll need to test some of the less noticeable QoL features.

41
Mods / Re: [0.97a] The Knights of Ludd
« on: February 17, 2024, 12:45:27 AM »
[Redacted] - Please at least wait a a bit until spoiling it for others. Thanks. /hartley

42
Modding / Re: [0.96a] AddAllWeapons
« on: February 03, 2024, 12:37:09 PM »
@TimeDiver
Quote from: TimeDiver
Seeing as you've compiled the source into a .jar archive, I have the suspicion that Starsector's Janino run-time compiler wouldn't be enough, and I'd rather not have to set up a Java IDE.
The source in not in jar archive, it's in zip archive in the same folder as the jar file. You can even download it separately and you'll see only .java files.
There's a mis-communication on my part; my issue is that since you stored the pre-compiled .class files into a .jar* archive that I worry that the un-compiled .java files won't be accepted by Starsector's on-game-load / built-in Janino compiler.

Having said that, I haven't had the free time to try it out myself, and with the release of 0.97 (and almost-guarateed hotfixes, which there is already one), I probably won't be able to for until well into next week, due to that and IRL obligations.

* - Which is admittedly just a .zip archive with a different three-letter file extension.

43
Modding / Re: [0.96a] AddAllWeapons
« on: February 01, 2024, 12:39:08 PM »
Now I get it how AllWeapons from Console Commands work, well whatever, at least my version works without bothering with storage command and gives both weapons and wings in one command.
A suggestion: to make it 'better' than the original 'AllWeapons' or 'AllWings' bundled into Console Commands, add parameters to set the desired quantities of each.

That is? I don't necessarily want exactly 200 and 50 of weapons and fighter LPCs, respectively (or for that matter, thousands dropped into Storage by the CC versions); more like 10-20 of one or another.

Seeing as you've compiled the source into a .jar archive, I have the suspicion that Starsector's Janino run-time compiler wouldn't be enough, and I'd rather not have to set up a Java IDE.

44
Got a bug report for a (possibly) poor interaction between v1.13.1 of this mod and v1.2 of Genir's AI Tweaks:
Code
3484668 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
at com.genir.aitweaks.features.autofire.FindTargetKt.analyzeAllyHit(FindTarget.kt:102) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt$firstShipAlongLineOfFire$1.invoke(FindTarget.kt:57) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt$firstShipAlongLineOfFire$1.invoke(FindTarget.kt:50) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt$closestEntityFinder$forEachFn$1.invoke(FindTarget.kt:114) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt$closestEntityFinder$forEachFn$1.invoke(FindTarget.kt:113) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt.closestEntityFinder(FindTarget.kt:123) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt.firstShipAlongLineOfFire(FindTarget.kt:50) ~[?:?]
at com.genir.aitweaks.features.autofire.AutofireAI.shouldFire(AutofireAI.kt:51) ~[?:?]
at com.dp.advancedgunnerycontrol.weaponais.SpecificAIPluginBase.advanceBaseAI(SpecificAIPluginBase.kt:90) ~[?:?]
at com.dp.advancedgunnerycontrol.weaponais.SpecificAIPluginBase.advance(SpecificAIPluginBase.kt:77) ~[?:?]
at com.dp.advancedgunnerycontrol.weaponais.TagBasedAI.advance(TagBasedAI.kt:70) ~[?:?]
at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]

45
Mods / Re: [0.96a] AI Tweaks
« on: January 18, 2024, 11:30:28 AM »
v0.4.2 is out.

Changes:
  • Completely reimplemented autofire AI, not relying on vanilla AI in any regard
There might be a conflict with v1.13.1 of DesperatePeter's Advanced Gunnery Control as of v0.4.2 of this mod, because of the following CTD:
Code
3484668 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
at com.genir.aitweaks.features.autofire.FindTargetKt.analyzeAllyHit(FindTarget.kt:102) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt$firstShipAlongLineOfFire$1.invoke(FindTarget.kt:57) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt$firstShipAlongLineOfFire$1.invoke(FindTarget.kt:50) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt$closestEntityFinder$forEachFn$1.invoke(FindTarget.kt:114) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt$closestEntityFinder$forEachFn$1.invoke(FindTarget.kt:113) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt.closestEntityFinder(FindTarget.kt:123) ~[?:?]
at com.genir.aitweaks.features.autofire.FindTargetKt.firstShipAlongLineOfFire(FindTarget.kt:50) ~[?:?]
at com.genir.aitweaks.features.autofire.AutofireAI.shouldFire(AutofireAI.kt:51) ~[?:?]
at com.dp.advancedgunnerycontrol.weaponais.SpecificAIPluginBase.advanceBaseAI(SpecificAIPluginBase.kt:90) ~[?:?]
at com.dp.advancedgunnerycontrol.weaponais.SpecificAIPluginBase.advance(SpecificAIPluginBase.kt:77) ~[?:?]
at com.dp.advancedgunnerycontrol.weaponais.TagBasedAI.advance(TagBasedAI.kt:70) ~[?:?]
at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]

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