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Messages - Arkar1234

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61
Mods / Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« on: July 02, 2017, 07:02:09 AM »
Update, The removal of the Thrusters FX and the FX B  seemed to have fixed the occurring problem, will update if it or any other problems pop up <3

62
Mods / Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« on: July 02, 2017, 06:50:09 AM »
Sorry for spamming you with bug/crash reports, but this came up... seems to be a problem with BRDY's Particle Lance weapon. This is with the Thruster FX Disabled, using both FX and FX b. Trying with just the core FX now.


63
Mods / Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« on: July 02, 2017, 04:43:41 AM »
The BRDY crash is probably the AI mod, which has been updated to resolve that bug, btw.

Alrighty, I'll tell ya if something comes up <3

This mod is a godsent for my *** computer

64
Mods / Re: [0.81a][UTILITY] Starsector FX 5a (and example mods!)
« on: July 01, 2017, 09:45:24 AM »
Download still shows up as the 0.4a Version..  :-\

Also, what's with the crashing when loading certain ships or stuff... I haven't been able to track down much but looking at what little i could understand from the crash messages, it seemed to be from a BlackRock Ship or Wing. There might be others that cause it but BRDY is the biggest culprit i've seen.

65
Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 8
« on: June 29, 2017, 06:02:47 AM »
Ok, I finally figured out the NPE issue with the System AIs.  Should be resolved now.  Not all System AIs will play nicely with this project yet, but I also included a few basic states so that most of them will work.

<3

66
Mods / Re: [0.8.1a] Degenerate Portrait Pack v1.1
« on: June 12, 2017, 10:38:50 AM »
If you want to manually remove the portraits, you'll have to go down into the data/world/factions sub-directory of the mod and remove all references in the .faction files to those portraits. Just deleting the actual pictures will cause a crash.

You probably want to find a way to do this to multiple files at once, open the files in an IDE like notepad++ or a word processor and shift+F to find where the portraits come up. Using the "Replace all" tab when you Shift+F in notepad++ will save you a lot of time. Make sure to Remove the entire line including the parenthesis and comma.

Aye, thanks for help. Cheers mate.

67
Mods / Re: [0.8.1a] DynaSector 1.3.0
« on: June 12, 2017, 09:01:53 AM »
well... shoot... Must've passed over that one.

Oh well.... good timing i guess, Nex 0.8.1 just came out.

68
Mods / Re: [0.8.1a] DynaSector 1.3.0
« on: June 12, 2017, 08:22:34 AM »
Soo um... something's not working here... keeps crashing after I'm done loading the character and world, (a split second of the in-system-view) comes up, then crashes.



Sorry about the lack of .log, Firefox keeps crashing when ever i try to paste the whole thing in.

Mods list:
  • Dynasector 1.2.1
  • Autosave 1.0f
  • Blackrock drive 0.9.0
  • Combat Alarm sound 1.3
  • Combat chatter 1.7.1
  • Common Radar 2.4c
  • Console Commands 3.0 WIP3
  • Dassault-Mikoyan Engineering 0.95c
  • Degenerate Portrait pack 1.1
  • Diable Avionics 1.83c
  • Green Knight security 1.3
  • Interstellar imperium 1.17.1
  • LazyLib 2.2
  • Leading pip 1.81
  • Neutrino Corp 1.84-RC2.1
  • Nexereling 0.8c
  • Scy Nation 1.31b
  • Ship/weapon pack 1.2.2
  • Steiner foundation 1.2
  • Knight Templar 0.9.8c
  • Underworld 1.1.1
  • Unknown skies 0.21
  • Version checker 1.7c
  • Audio Plus 1.1.0
  • GraphicsLib 1.2.1

69
Mods / Re: [0.8.1a] Degenerate Portrait Pack v1.1
« on: June 12, 2017, 02:40:46 AM »
Yo, just asking. If I were to... lets say, manually delete a few (ok alot) of these portraits, would i need to rename the files in numerical order? or is it all just fine and dandy to leave it as it is.

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