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Messages - cathar

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16
Mods / Re: [0.9.1a] Player Station Construction (v2.1.0)
« on: December 21, 2019, 02:37:56 PM »
Quote
As far as balance goes, I think the cost for the stations is too low personally but when I had it higher during initial development the overwhelming response was that it needed to be lower. Since I want to please the largest number of mod users, I will keep the cost low for now as that seems to be the majority preference despite my personal views. The main argument for keeping it lower is that if the player has Nex installed they can just pay for an invasion fleet instead of building a station if the cost is too high.

Maybe a special planet attribute with icon that says something like "Improvised station construction - due to the limited ressources used in the initial construction of this station, its size cannot exceed X?"

To differentiate it from Nex stations?

Aside from making the initial cost higher, do you think there's any other balance buttons you can push?

17
Hey, I'm working on a pirate reskin of the Karkinos for personal use in my pirate playthrough.

I am trying to recolor the effect of its teleport from green to red but can't get it right. I have recolored the fx pngs but it's still very much green. Which graphics/scripts do I need to edit to change the whole thing?

Not going to use this for a mod or anything by the way, just for my own playthrough and to learn some sprite editing. When I'm done you're welcome to use it if you like it of course.

18
  • Copied SAD_Niddhoggr.ship in data\hulls and renamed the copy SAD_Nidhoggr_P - made no changes to this, didn't even open it with anything

You need to open SAD_Nidhoggr_P.ship and change its id field to match the one in ship_data.csv. May as well change the name field there while you're at it. You'll also need to add your ship to the default_ship_roles.json in world/factions and add it to the pirates faction's known ships. I think that's everything.

I strongly suggest moving all your stuff into your own minimod. Then you won't have to do a bunch of copying and editing whenever S.A.D. updates.

Managed to change the .ship with Wordpad (amateur hour, I know). Unfortunately now it is giving me an error about the .variant, which I thought I had changed properly. Image of the error is attached.

Did I miss something?


Also I didn't add it to the pirate faction cause I only want it to be available to myself with console for now.

I hear you about the minimod. That can happen once I figure out all the things I actually need to have in my mod for things to function ^^



NEVERMIND, apparently some things in Starsector are case sensitive and some aren't. Once I changed a lower case p for an upper case P in the .variant it works now!

Thanks for the help!

[attachment deleted by admin]

19
This is most likely an incredibly basic question but I couldn't really find an answer to this anywhere.

For personal use, I want to add some Pirate variants of some modded ships to the respective mods.
DISCLAIMER - no I will not release any edited mod sprites to the public for personal glory or whatever. If I actually get them to work I might offer the sprites to the respective mod authors as a gift to either use or throw away at their leasure. Please store the pitchforks and maybe help a modding noob out?

Started with a Nidhoggr(P) variant for the Nidhoggr from S.A.D.

Here's what I did:

  • Added a new graphic to Starsector\mods\SanguinaryAnarchisticDefectors\graphics\ships called SAD_Nidhoggr_p
  • Copied SAD_Niddhoggr.ship in data\hulls and renamed the copy SAD_Nidhoggr_P - made no changes to this, didn't even open it with anything
  • Opened ship_data.csv (with Ron's Editor), duplicated the Nidhoggr row, and only changed the name to Niddhoggr(P) and the id to "SAD_Niddhoggr_p" - also changed the number at the back to 90031 cause that was free and I assumed I shouldn't have duplicate numbers
  • Opened descriptions.csv and yet again copied the Nidhoggr row, only changing id to SAD_Nidhoggr_p
  • In data\variants, I copied the SAD_Niddhoggr_Standard.variant file and renamed it SAD_Niddhoggr_p_Standard.variant
  • This was all the mentions of the ship I could find anywhere in the mod folder so I left it at that
  • I double checked my spelling multiple times, I always typed the same and correct names

Unfortunately, when I try to launch Starsector I get this error at the end of my log:
Spoiler
21507 [Thread-4] WARN  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull [SAD_Niddhoggr_p] from ship_data.csv not found in store
22244 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.ShipHullSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.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)
[close]

So I assume the game is having trouble finding all the info it needs to have the ship in there, but I can't tell what else I need to change for this to happen.

20
Mods / Re: [0.9.1a] Player Station Construction (v2.1.0)
« on: December 20, 2019, 02:15:52 AM »
Having a lot of fun with this mod in my current pirate playthrough. I think it's a great addition to Starsector, but it does have some balance issues for me, personally.


The price seems just right (if you make it more expensive it might not be a good alternative to early colonies). However, being able to just have access to a 100% hazard colony, with solid ressources, Starport and the Industry already built is really really good.

With my first 2mil and my first alpha core, I made a Siphon and Mining Station and got them to put out a solid 100k per month with minimal investment.

Feel free to ignore all of these suggestions, your mod, your vision, but here's stuff I would do to balance these a bit.
  • Set the base hazard rating to 150%. Yes vanilla stations are at 100% but these are ramshackle player stations put together with superglue and good intentions. This would limit their output and not make them automatically on par with extremely rare planets.
  • Would it be possible to have the starport and mining industry be in construction when the stations spawn, instead of having them already built. Right now I can skip one or two months of setup time of my colonies. It also takes away the (to me) interesting choice of whether I start with building defenses or industries first. 
  • Limit station size to 4 or 5. There are now millions of people living in my scrapmade little Siphon Station and it is continuing to grow.

Right now stations seem like better planets to me.


Technically, it seems fine, only issue I had is that I built a Mining Station in an asteroid field (instead of ring) close to my first base and it has now moved out of that field and is just somewhere in the system. Not a big deal but I was hoping the stations would stay together to support each other defensively.
I see now that this is fixed in the newest version I am not using yet.

21
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« on: December 19, 2019, 02:47:07 AM »
I have a LI Castella in my fleet (piloted by a steady officer) that spends most fights flying towards the biggest enemy ship, then proceeds to repeatedly ram them with its burn drive until they or it are destroyed.

While this is hilarious and great fun to watch, I did want to check if this is intended behavior or some issue the AI has with the ship ability. I have it fitted for ranged support, only its PD weapons have less than 1000 range.

22
@MesoTronik: Thank you for explaining a bit more how SS works compared to other games. One more question, feel free to ignore it if it is exceptionally dumb: If Starsector loads everything at the beginning, why is my crash during saving and not during startup?


You can use that data (and keep checking) to figure out your exact threshold for the number of and what mods your system can safely run for SS.

This is still the part I find so interesting/puzzling. I have done a few tests and have arrived at the list that runs stable with maximum extra factions. Still puzzled by how specific/unspecific it is. For example, switching out Roider Union for TianDong crashes, switching SAD for TianDong works.


But I have heard you both, I will get myself a new graphics card I guess. Good thing christmas is around the corner. Avanitia, the GTX 1660 you listed in your specs seems within budget, might get that.

23
It just says GPU utilization / capacity (translated from German Auslastung)

Only tool I have to check this is Windows Taks Manager unfortunately

24
The card is indeed 2gb version of the GTX 670.


GPU does seem to have this weird spike at the moment of saving the game. It is steady at maximum 20% usage before that.

[attachment deleted by admin]

25
Well I was hoping a machine that can run new games (Borderlands 3 the most recent) with medium-ish settings and a modded to hell and back Skyrim without issues could handle a few more spaceships but I admit that I don't really know how any of this works.

What I find curious is that there is such a clear cut off point. No matter which content mod I add, this is the cap. For example, I tried disabling Diable, which adds a lot of ships, fighters, weapons and systems and enabling Underworld, which has fewer ships and no systems and everything runs fine. Similar test I did was with DME and Kadur Remnant. DME has lots of ships and systems, Kadur a few ships. In my limited understanding, a larger content mod would have a larger impact than a smaller one?

Again, no clue how it works, but it seems strange to me. You'd assume the point of breakage would come based on number of assets in the game, not just the arbitrary number of content mods installed.

I will check which version of the graphics card I have, and VRAM usage, tonight.

26
Modding / Re: [0.9.1a] CK Industries 2.0.1
« on: December 16, 2019, 01:54:09 AM »
These sound pretty cool, more options is always nice. Would this be safe to add to a playthrough with colonies up and running or does it require a new start?

27
I will definitely try this when I finish this run and go for the next, and I'll hopefully remember to update this thread so someone else can find a solution if I do.

Thanks again for your help.

28
Compatibility modes did not help.


Windows Event viewer did turn up with something, it does seem to be related to the graphics drivers after all:

The following error shows up exactly at time of crashing:
Spoiler
The NVIDIA OpenGL driver has not been able to initialize a connection with the GPU. This might be due to out of memory error, an exhaustion of system resources or too many graphical applications running. The application will not render correctly. (pid=74$
[close]


Now I did some googling and it looks like a lot of people have this issue with Windows 10 and other Java based games (namely Minecraft, which I will get and see if I have the same issue there)
For a lot of people with this issue, reinstalling their drivers did not help, same as me.

For example:
https://answers.microsoft.com/en-us/insider/forum/all/opengl-suddenly-stop-working-in-windows-10-build/5052165a-50ba-402a-9f6f-95c645ae1185


For now I want to use my limited game time to actually play, to be honest. I can live with a few less content mods. The whole thing is extremely perplexing to me, especially since I'm not really a hardware/tech person.
If I have time and energy I will try out other versions of the graphic card drivers and see where it goes.

Thank you for all the help so far, Alex!

29
I'm assuming by -Yss you mean -Xss? You don't want to change that one; it's a different type of thing and I'd suggest setting it back to 1024k.

What about the hs_err_pid files I mentioned earlier? Given what's in the log (i.e. nothing to indicate a crash) I suspect those are present.

I'd also try updating your graphics drivers, btw. Solid chance that might help.


Xss, yes, my bad for the typo. Okay, I'll turn it back.

No hs_err_pid files in either folder.

Graphics driver update was the very first thing I did when this happened.

30
Quote
Setting processMessagesWhileSavingOrLoading  in data/config/settings.json to false
Turning off GraphicsLib via its config file
Tried both of these, did not work unfortunately.

Quote
Also: if you haven't already increased your memory allocation (by editing vmparams) to something like 4-6 gb, given your modlist, then disregard all of the above and just do that
I've set -Xms, -Xmx and -Yss to 8192. My PC has 32gb RAM so I could even increase it if necessary.


I did manage to get a playable modlist somehow. Spent many more hours de/activating various mods one by one and ended up with the same mod list as before, except I disabled the following mods:
  • Kadur Remnant
  • Tiandong
  • Tyrador
  • Underworld
  • Vayra's Ship Pack

Activating ANY of these causes the crash. Activating ANY of these but then deactivating some other Faction mod will result in a stable game; therefore I infer that it's probably not these specific mods but just the amount of factions I have added. To be honest I have not tested all the possible combinations of factions cause I'd like to play the game sometime as well.

I know other people run with the same or even larger amounts of factions so not sure what I am doing differently.



I can reliable reproduce the issue by doing this:

  • Start a new game with Nexerelin with no changes to its settings
  • Join any faction (tested with random, then always with Hegemony to have the same test case
  • Game generates sector and first auto save works
  • Once everything is loaded I save.
  • If that save works, I go into the simulation and fight a ship. After that I try and save again.

The game will reliably crash during either step 4 or 5.

The MIRV nullpointer exception is still there but as Alex mentioned probably not the cause of any of this. Here's the bottom lines of my Log:

Spoiler
110669 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 9 (exception)
110669 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 10 (exception)
110669 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 11 (exception)
110669 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 12 (exception)
110669 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 13 (exception)
110669 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 14 (exception)
110669 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 15 (exception)
110669 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 16 (exception)
110810 [Thread-4] INFO  exerelin.plugins.ExerelinModPlugin  - After game save
110878 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at vayra_gehenna_tortugamarket, 36 total available
110888 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel  - Created ProcurementMissionIntel: heavy_machinery to Udana Station
111291 [Thread-4] INFO  ruthless_sector.CampaignScript  - Reload Penalty: 0.0
114604 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
114604 [Thread-4] INFO  data.scripts.plugins.SKR_moduleRetreatCleaner  - Another module retreat cleaner already running, suspending plugin
116662 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [steel_rain.ogg]
116663 [Thread-10] INFO  sound.null  - Playing music with id [steel_rain.ogg]
147077 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [steel_rain.ogg]
147195 [Thread-10] INFO  sound.null  - Playing music with id [Ambush.ogg]
148719 [Thread-4] INFO  exerelin.plugins.ExerelinModPlugin  - Before game save
148726 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_SecondFerguson_2227600941335726813...
148727 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 1
148728 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
148728 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 3
149192 [Thread-14] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
[close]

Also PC specs for good measure (I don't know hardware so apologies if these are written down in a dumb way):
Intel i5-3570k
32gb RAM
NVIDIA Geforce GTX 670
Windows x64

I can play - just not with all the mods I'd like. If anyone has any other suggestions I'd love to hear them.

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