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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Secrets of the Frontier (0.14.5b) - indev campaign mod  (Read 471003 times)

Gravemind1

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #615 on: March 12, 2025, 08:31:55 AM »

Absolutely loving this mod, however the negative relations between the dustkeeper AI and the Hegemony is keeping me from making any kind of progress with the station, even losing the planet given by the AI itself due to de-civilization is there any way to change their relation to at least not wanna murder one another on sight?

EDIT! I did manage to do exactly that myself with the console commands mods

The string you are looking to use is as follows: Setrelation Dustkeepers Hegemony 10
« Last Edit: March 16, 2025, 07:28:15 PM by Gravemind1 »
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Gravemind1

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #616 on: March 12, 2025, 08:42:35 AM »

Small quality of life question.

Im currently doing a Nexerelin playthrough as the pirates (More the adventure and sticking it to the suits type, less plunder and mass murder) and I colonized the hallowhall system. The Dustkeepers keep attacking the stations and fleets coming to and from the system causing alot of trade convoys to typically get shot down by them while trying to keep the worlds supplied, even though the player (Me) has gotten to friendly relations & 365 points on the progress bar for Hallowhall Hope.

Is there any way to turn off their aggressive behavior towards the pirates so I can stop glancing over to Hallhowhall and wondering why it has sub 5 stability?

Pinging you so you are more quicker notified use this Setrelation Dustkeepers Pirates 10
« Last Edit: March 16, 2025, 07:27:21 PM by Gravemind1 »
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geminitiger

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #617 on: March 18, 2025, 02:35:35 PM »

Would you consider making the combat layer changes optional? I'm not a fan of the vanilla combat waypoints so making them more a part of the gameplay loop isn't something I'm keen on. I'm thinking something like a toggle in F2 is possible.  :)
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Inventor Raccoon

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #618 on: March 19, 2025, 12:22:59 PM »

Would you consider making the combat layer changes optional? I'm not a fan of the vanilla combat waypoints so making them more a part of the gameplay loop isn't something I'm keen on. I'm thinking something like a toggle in F2 is possible.  :)
Hi, all modules can be toggled in the sotf_settings file located in the mod's folder.
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eternal_melphis

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #619 on: March 19, 2025, 12:31:45 PM »

Sometimes drones from combat objective can drag fight that was already done for whole minute, when your ships not that fast and battle was mostly on your side of map. So yeah, this setting is good to have.
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geminitiger

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #620 on: March 22, 2025, 04:17:37 PM »

Would you consider making the combat layer changes optional? I'm not a fan of the vanilla combat waypoints so making them more a part of the gameplay loop isn't something I'm keen on. I'm thinking something like a toggle in F2 is possible.  :)
Hi, all modules can be toggled in the sotf_settings file located in the mod's folder.

Thank you.
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Deltys

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #621 on: March 23, 2025, 06:10:04 AM »

Hey !
Is there a way to remove past commited atrocities ? I might have accidently screwed myself thanks to the IX Battlegroup...
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Leoricdiez

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #622 on: March 25, 2025, 01:13:14 AM »

Random problem I encountered, Inky's ship that I'm supposed to find didn't spawn, I've been searching for about an hour. After sweeping through the entire system three times, I decided to give on looking legitimately(as the search has now already eaten about 2 hours), only to realize it's not here after using the console command to reval the entire system map. But the quest marker and  sotf_findsecret command both say that I can find Inky in this system

Did Inky just not spawn for some reason? Anybody else experienced this?
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Phenir

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #623 on: March 25, 2025, 06:16:37 AM »

Random problem I encountered, Inky's ship that I'm supposed to find didn't spawn, I've been searching for about an hour. After sweeping through the entire system three times, I decided to give on looking legitimately(as the search has now already eaten about 2 hours), only to realize it's not here after using the console command to reval the entire system map. But the quest marker and  sotf_findsecret command both say that I can find Inky in this system

Did Inky just not spawn for some reason? Anybody else experienced this?
What method did you use to reveal the system? "Reveal" is unreliable as it just gives you a huge sensor radius but stuff outside a certain radius won't be detected regardless. "Devmode" and then ctrl+z to turn off sensor check always works though. Just remember to save beforehand as devmode does a lot of things you might not want.
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Leoricdiez

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #624 on: March 27, 2025, 08:43:50 PM »

Random problem I encountered, Inky's ship that I'm supposed to find didn't spawn, I've been searching for about an hour. After sweeping through the entire system three times, I decided to give on looking legitimately(as the search has now already eaten about 2 hours), only to realize it's not here after using the console command to reval the entire system map. But the quest marker and  sotf_findsecret command both say that I can find Inky in this system

Did Inky just not spawn for some reason? Anybody else experienced this?
What method did you use to reveal the system? "Reveal" is unreliable as it just gives you a huge sensor radius but stuff outside a certain radius won't be detected regardless. "Devmode" and then ctrl+z to turn off sensor check always works though. Just remember to save beforehand as devmode does a lot of things you might not want.

I used the devmode one
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F3nn3L

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #625 on: March 28, 2025, 04:24:23 AM »

Can we use SotF on .98 or should I wait before downloading this mod?
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Owlcat127

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #626 on: March 28, 2025, 07:29:40 AM »

Question, will the Pledge-class recive the same buffs as the Flugent recived in 0.98, since it is based on that?
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Inventor Raccoon

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Re: [0.98a] Secrets of the Frontier (0.14.5) - indev campaign mod
« Reply #627 on: March 28, 2025, 11:34:08 AM »

Hello, hi! 0.14.5 out now to bring SotF to 0.98a. This is a relatively small update but it includes a few fun bits to Haunted content and allows Sierra to act as a "Witchcraft" executive officer when Second-in-Command is also installed. Dustkeeper portraits have also been refreshed in a new style.

I have gone through and tried to appropriately tag things for the new Codex but descriptions may be wonky (Soulbond is a known anomaly) and there may be things appearing in the codex where there shouldn't be. There is nothing related to any of the new 0.98a content (sorry! it's only been a day!)

Note that Secrets of the Frontier will now require LunaLib to run!

Patch notes:
Spoiler
Version 0.14.5:
- Updated to 0.98a
- LunaLib is now a requirement for SotF

- Haunted: added dreams at milestone levels (final dream is not implemented), which intensify your guilt
- The Haunted can now be played without Nexerelin (Lost Thread still requires it)
- Added new portrait for Adaptive Nanite Swarm
- Adaptive Nanite Swarm invasion proc, ship choice and skill choice RNG are now seeded and cannot be easily savescummed
- Can no longer be invaded during special battles in Sierra's questline (e.g A Memory and Wayward Star fights)

- Second in Command integration: completing Wayward Star now unlocks Sierra as an executive officer with a unique "Witchcraft" aptitude
   - Obtained via conversation once you have Wispersong and Sierra is level 8
   - Features: Sierra duping, cursed missiles, phasing fighters, magic shields, living dangerously and slaying with style
- Vow: decreased shield arc (270 > 210)
- Slightly changed shade of purple of afterimages from Sierra's phase
- Added a "sotf_becomeHaunted" console command to replicate Haunted background post character creation (do this early in your playthrough)
- Contact bounties from humans against burnout fleets will note that player rep with Dustkeepers will be unaffected
- Can no longer exit Omicron lab dialogue before having read both the "Symphony" and "Legacy" notes (thus having learned the most important lore bits)
- Triggering "that" bit of dialogue with Nightingale now has lingering effects
- Added some low-chance variances to Mia's Star generation (15% Hallowhall is water world, 15% Desecrator's Rest is lava, 20% replace third stable location with Gate)
- Reduced "Holdout Forgeship defensive measures" hostile activity progress reduction/gain (6-16 > 5-13)
- Holdout recruitable Dustkeeper officers: added a second echo (blue, Steady), both slivers are now available at Favorable and both echoes at Friendly. Doubled chance of these officers spawning (50% for one, 25% for another > 100% one, 50% for two)
- Recreated Dustkeeper portraits in an updated style (Sierra keeps the old style)
- Warden (PROX) cannot use AAF while Dampered (was: cannot Damper while AAF)
- Cavalier (PROX) can now use Damper while using Burn Drive and vice versa
- Added LunaLib toggles to disable Sierra satbomb consequences and, separately, Dustkeeper Hatred

- Fixed issue with map during giving of Lost Thread lead by Inadvertent
- Fixed Dustkeeper PK reward Anamnesis having ITU illegally smodded, now Reinforced Flux Conduits
- Fix crash from custom Dustkeeper blueprint raid objective
- Fixed Hope for Hallowhall raid not falling back properly to LP colonies when no base is found
- Fixed Wayward Star intel item not properly being removed
- Fixed reinforcement objective remote AI mechanic considering all ships as player-side for purposes of assigning AI cores
[close]
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Lostinworlds

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Re: [0.98a] Secrets of the Frontier (0.14.5) - indev campaign mod
« Reply #628 on: March 28, 2025, 02:39:50 PM »

Hello, in the mission "Dawn and Dust" an error occurred when trying to deploy the Vow.

Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.characters.PersonAPI.getStats()" because "sierra" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.characters.PersonAPI.getStats()" because "sierra" is null
   at data.scripts.utils.SotfMisc.setSierraLoadout(SotfMisc.java:263)
   at data.hullmods.SotfSierrasConcord.applyEffectsAfterShipCreation(SotfSierrasConcord.java:334)
   at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.new(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.M.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.base/java.lang.Thread.run(Unknown Source)
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Dadada

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Re: [0.98a] Secrets of the Frontier (0.14.5) - indev campaign mod
« Reply #629 on: March 28, 2025, 04:11:08 PM »

Hello, hi! 0.14.5 out now to bring SotF to 0.98a. This is a relatively small update but it includes a few fun bits to Haunted content and allows Sierra to act as a "Witchcraft" executive officer when Second-in-Command is also installed.
https://www.reddit.com/r/starsector/comments/1jm5j7j/sierra_now_has_the_ability_to_act_as_an_executive/
You guys are awesome. Also: powercreep [[intensifies]]
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