Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 7 8 [9]

Author Topic: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)  (Read 196670 times)

frozentoes

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #120 on: February 06, 2024, 12:03:40 PM »

Now that, 0.97 has been released, I have a question:

Can I make a copy of my UNGP save inherit data, then install the update for 0.97 (when it comes) and use it for the game? Is it going to work or do I need to start from scratch?

You can make a copy. UNGP is pretty good at going 'I don't recognize this blueprint; ignore it' instead of crashing. If you only care about your new game count, credits total, or completed challenges, you can start a new inheritance save and then edit those sections of the file, too. UNGP_inherit.data is just a structured text file, so you can copy segments from an old one to a new one.

Edit: You can also use this to empty your blueprint lists if you encounter problems.
« Last Edit: February 06, 2024, 12:05:59 PM by frozentoes »
Logged

Paragon Bane

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #121 on: February 25, 2024, 10:35:31 PM »

With 0.97 release, this mod seems incompatible with the game and can't even be added.
Any new version release time?
Or do I have to give up my previous save...QQ
Logged

Matheld

  • Lieutenant
  • **
  • Posts: 87
  • Warm to the Touch
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #122 on: February 26, 2024, 03:40:27 AM »

With 0.97 release, this mod seems incompatible with the game and can't even be added.
Any new version release time?
Or do I have to give up my previous save...QQ

It works just fine with 97, I'm using it without problem. You just have to open the mod_info.json file (starsector/mods/UnofficialNewGamePlus) with like Notepad and manually change the gameVersion from "96" to a "97" so that the game can activate it.
Logged

Gumnrak AI

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #123 on: March 10, 2024, 08:14:15 PM »

hello originem , i am getting a crash after about 30 minutes of playing modded 0.97 , dont know what exactly triggers it:

6108258 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
   at com.fs.starfarer.util.super.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.util.super.ooOO.getX(Unknown Source)
   at ungp.scripts.campaign.everyframe.UNGP_SpecialistWidgetPlugin.processCampaignInp utPreFleetControl(UNGP_SpecialistWidgetPlugin.java:107)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreFle etControl(ListenerUtil.java:70)
   at com.fs.starfarer.campaign.CampaignState.processInput(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(Thread.java:748)
« Last Edit: March 11, 2024, 05:42:05 AM by Gumnrak AI »
Logged

AtlasMKII

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #124 on: March 13, 2024, 03:53:54 AM »

hello originem , i am getting a crash after about 30 minutes of playing modded 0.97 , dont know what exactly triggers it:

6108258 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
   at com.fs.starfarer.util.super.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.util.super.ooOO.getX(Unknown Source)
   at ungp.scripts.campaign.everyframe.UNGP_SpecialistWidgetPlugin.processCampaignInp utPreFleetControl(UNGP_SpecialistWidgetPlugin.java:107)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreFle etControl(ListenerUtil.java:70)
   at com.fs.starfarer.campaign.CampaignState.processInput(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(Thread.java:748)

If you have AOTD, it looks like it's incompatible with UNGP's specialist widget. To stop it from happening again you can turn the widget off in UNGP's options.ini. It's working for me at least.
Logged

Niten

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #125 on: March 20, 2024, 01:54:26 AM »

Does anybody know how to use corrupted save like storyend file for Unofficial new game plus, so I could start a new game with my previous achievements even without finishing campaign ?
Logged

SONZ-INA

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #126 on: April 07, 2024, 01:48:50 PM »

Came here to say if anybody's having any issues with the mod crashing and the crash log contains something like CombatTag or similar, it's not the UNGP's fault but some other mod. I just had to manually enable-disable a batch-by-batch of mods to figure out that I had an outdated mod (Traverser Design Bureau) which had UNGP_rules.csv inside it which is not supported.
If you wanna figure out what mod causes it to crash, check some comments on this thread some people have listed some mods that have similar issues (you might have them enabled), which is most likely due to that UNGP_rules.csv. Simply delete it in the mod files (the mod's files, not UNGP files) and you can play with the mod enabled, it won't crash anymore.
Cheers.
Logged

HopeFall

  • Lieutenant
  • **
  • Posts: 83
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #127 on: April 08, 2024, 07:28:46 AM »

Really don't like Technological Revolution being tied to some sort of DP cost. It's kinda meh!
Logged

Aldazar

  • Lieutenant
  • **
  • Posts: 74
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #128 on: April 24, 2024, 02:51:23 PM »

If you ever come back to update can you remove the rule limit so we can mix and match? I'd like a few enemy fleet buffs but I have to fill it out with 19 other positive/negatives just to activate it.
Logged

Pwest

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #129 on: April 25, 2024, 05:00:31 PM »

Is there any way to use this to basically replicate the functionality of save transfer?

I'm just looking to move a level 7 character to a new game / world after adding some mods, and wanting to re-generate by system with those mods before sinking a ton of time into the game.

It seems this mod won't let me use it as I'm not max level, and seems to not take items, fleets, officers etc. Am I understanding that correctly or am I missing something?
Logged

Phenir

  • Captain
  • ****
  • Posts: 349
    • View Profile
Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« Reply #130 on: April 25, 2024, 07:35:45 PM »

Is there any way to use this to basically replicate the functionality of save transfer?

I'm just looking to move a level 7 character to a new game / world after adding some mods, and wanting to re-generate by system with those mods before sinking a ton of time into the game.

It seems this mod won't let me use it as I'm not max level, and seems to not take items, fleets, officers etc. Am I understanding that correctly or am I missing something?
Says it right in the op
Quote
1.This mod to some extent makes up for the position of the previous old mod, SaveTransfer. When a player reaches the max level, he/she can record a saving point through the UNGP menu (there is only one saving point in all saves, which could be overwritten). The saving point will save your current credits, blueprints (other than the factory), and the current game cycle number (the new save's game cycle number will be "1").
2.After that, you can start a new game. If you open the UNGP menu within 1 day, you can inherit the saving point, basing on the background you choose, inherit 0~100% of the credits and blueprints , and get extra bonus like skills, skill points and story points.

You could use console commands mod to give yourself enough exp to hit max level if you wanted.
Logged
Pages: 1 ... 7 8 [9]