Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Pages: 1 ... 16 17 [18] 19 20 ... 25

Author Topic: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)  (Read 373382 times)

Phalamy

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #255 on: June 06, 2022, 12:10:16 PM »

Hey there. I am having a problem with the mod, I randomly found the White Dwarf ship in the wild, however the moment the game is forced to load any information about the White Dwarf it crashes.

This means:
In the Encounter screen, the second i try to hower over the White Dwarf to show its info it crashes
And if i start the fight, the moment the Ai tries to deploy it, it also crashes.


Both situations also give out different errors so I'll put in both.

Here for when it crashes from trying to load its info sheet:

119643 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


And here from when it tries to load the ship in combat:

224977 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.if.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Òo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I'm guessing something got messed up in the files.
I have to admit i personally messed with the files but only to a very small degree (I removed the 'restricted' property from all ships that had it in 'ship_data.csv' simply because i like collection the cool unique ships. However this worked perfectly fine with others. I have already tried undoing the change but it sadly did not fix the crash. I might have accidentally messed up something else while i originally did that which could be the cause of the crash.)
I would be very appreciative if anyone had an idea how to fix this. I will be trying some other things to fix it in the meantime.

God f*cking damit.
I accidentally removed one comma too many when i messed with the files.
Thats it. That was the issue.

Thank you for trying to help though
Logged

Egren

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #256 on: June 10, 2022, 10:17:06 AM »

I just wanted to put on record my appreciation for this mod.

The ships added in this mod go way beyond just *more content*. There's plenty of unique design quirks and playstyles in here. Special mention goes to the 557 which just as fun to fly overridden as it is when conventionally fit. Definitely an auto-include.
Logged

Oxnard Montalvo

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #257 on: July 01, 2022, 04:42:07 PM »

Really love this mod, it's quickly become one of my favorites.

Question; I hacked in a few of the plague barer ships to fly around with, and as soon as the fight begins they all TP on top of one another and explode. Anyway to turn this off? Some file have a 'true' I could change to 'false' or something to get them to not automatically teleport?

Edit; I found my solution in ship_data.csv

A few deleted fields and it's good to go.
« Last Edit: August 20, 2022, 10:48:00 PM by Oxnard Montalvo »
Logged

TheLemu

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #258 on: August 01, 2022, 03:07:37 PM »

Someone probably already noticed this, but with Terraforming and Station Construction, you can colonize the wreckage left behind by the Plague ships, because it's treated as an abandoned station.
Not that I have anything against it. Making trophy outposts out of defeated boss ships is quite cool.
Spoiler
[close]
Logged

Jet Black

  • Commander
  • ***
  • Posts: 129
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #259 on: August 18, 2022, 09:16:46 AM »

Getting a crash when I try to use a Siegfried forge template. Crashes every time. Wondering what I screwed up or if it's a mod conflict or something? I tried looking through my log file and couldn't make any sense of it. I figure it might have something to do with there being no Siegfried entry in my hull codex..?

Thank you in advance for any advice you can give. For now, I will just not use the forge template (even though that ship looks amazing).
Logged

Zelrod92

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #260 on: August 19, 2022, 03:32:32 AM »

Hello, It may be because the hull name is SKR_guardian, it may also be the case because of its special mechanics of being able to its loadout and abilities using hullmods.
Logged

Zelrod92

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #261 on: August 19, 2022, 03:33:42 AM »

Also that ship should be obtainable via a bounty.
Logged

Jet Black

  • Commander
  • ***
  • Posts: 129
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #262 on: August 20, 2022, 03:04:34 PM »

Is the remnant abomination a pilotable ship or just a boss fight?
Logged

darkwarrior1000

  • Ensign
  • *
  • Posts: 47
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #263 on: September 08, 2022, 10:15:05 PM »

I noticed something very odd. I recovered the pirate version of the tumbleweed after a fight and mothballed it at the end of a play session. After I reloaded the game it had somehow become the regular version of the tumbleweed. I didn't really do anything to it. some dmods had been removed by the hull restoration skill but it was still mothballed in my fleet.
Logged

Ruddygreat

  • Admiral
  • *****
  • Posts: 562
  • Seals :^)
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #264 on: September 09, 2022, 06:13:20 AM »

I noticed something very odd. I recovered the pirate version of the tumbleweed after a fight and mothballed it at the end of a play session. After I reloaded the game it had somehow become the regular version of the tumbleweed. I didn't really do anything to it. some dmods had been removed by the hull restoration skill but it was still mothballed in my fleet.

that might actually be a vanilla bug, you're supposed to be able to get a normal tumbleweed by restoring a pirate tumbleweed at a dock ???
if you can recreate it, it's probably worth a post in one of the bug report forums

darkwarrior1000

  • Ensign
  • *
  • Posts: 47
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #265 on: September 10, 2022, 11:57:02 PM »

I guess the mod just detected that the last of the dmods on that pirate tumbleweed was removed and figured a dockside restoration happened. not that I'm complaining. I'll try to get another pirate tumbleweed and see if I can recreate the situation with hull restoration removing its dmods.
Logged

sanblue

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #266 on: September 11, 2022, 06:20:30 AM »

Nice mod!
Logged

darkwarrior1000

  • Ensign
  • *
  • Posts: 47
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #267 on: September 18, 2022, 01:11:23 PM »


that might actually be a vanilla bug, you're supposed to be able to get a normal tumbleweed by restoring a pirate tumbleweed at a dock ???
if you can recreate it, it's probably worth a post in one of the bug report forums
Alright just tested it out again with another tumbleweed p. this one wasn't mothballed and was fully equipped too. once hull restoration got rid of its last d-mod it became a non-pirate tumbleweed.
Logged

Operador

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #268 on: September 30, 2022, 08:48:45 PM »

Hey guys, I've actually found some of the ships and enjoyed it quite a lot. But regarding the bosses I am having trouble finding them.
I've only defeated the first one (thanks to the bounty I was possible to find its location), however I can't seem to find the other ones. Are they also 'triggered' as a bounty in the board or do I have to find them exploring?

I am just asking because I am at cycle 221 and still haven't found them (although there are quite a bit of nebulas left to explore)
Logged

Killsode

  • Captain
  • ****
  • Posts: 482
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #269 on: September 30, 2022, 09:32:15 PM »

Hey guys, I've actually found some of the ships and enjoyed it quite a lot. But regarding the bosses I am having trouble finding them.
I've only defeated the first one (thanks to the bounty I was possible to find its location), however I can't seem to find the other ones. Are they also 'triggered' as a bounty in the board or do I have to find them exploring?

I am just asking because I am at cycle 221 and still haven't found them (although there are quite a bit of nebulas left to explore)

They are all out there, i've frequently found them before getting the bounties. Friendly tip, the domain drone one is significantly easier than the others.
Logged
Pages: 1 ... 16 17 [18] 19 20 ... 25