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: Simulator Enhancements (03/13/24)

Pages: 1 ... 18 19 [20] 21 22 ... 30

Author Topic: [0.97a] Volkov Industrial Conglomerate 1.6.3  (Read 399866 times)

Astarat

  • Lieutenant
  • **
  • Posts: 94
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6
« Reply #285 on: February 28, 2023, 06:12:21 AM »


SAVE COMPATIBLE WITH VERSIONS 1.5.0 AND HIGHER

The changelog:

...

1.5.6a Changelog

Weapons:
- Hungruf Armor Scorcher (all versions)
- - Fixed the bomb disappearing during the flight
- - Splitting distance reduced from 900 to 750
- - Bomb flight time increased from 4 to 5 seconds
- - Bomb will now explode at the end of flight time


[close]
Logged

Xeroxed_Joy

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #286 on: March 01, 2023, 07:15:18 PM »

Hey, love VIC, one of my favorite factions.
The word 'Yield' in the description of the Hungruf is spelt 'Yeild'
badass weapon otherwise, thanks for the cool mod
Logged

Astarat

  • Lieutenant
  • **
  • Posts: 94
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #287 on: March 02, 2023, 11:33:14 AM »

Hey, love VIC, one of my favorite factions.
The word 'Yield' in the description of the Hungruf is spelt 'Yeild'
badass weapon otherwise, thanks for the cool mod
Ah, dang, thought I've fixed that, hah! Glad you're enjoying the mod!
Logged

Mereyl

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #288 on: March 18, 2023, 06:55:54 PM »

Getting a CTD with "Fatal: Hullmod vic_geneticmodifications not found!". Occurs when leaving the commission of another faction VIC is allied with and then rejoining their alliance as an independent faction. Sometimes it CTD's immediately, in other times some time passes before the crash occurs, the crash itself however is consistently reproducible. I had made sure to remove all commissioned crews beforehand just in case and I run only two VIC ships: Moloch and Valafar classes.
« Last Edit: March 18, 2023, 07:25:12 PM by Mereyl »
Logged

Astarat

  • Lieutenant
  • **
  • Posts: 94
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #289 on: March 19, 2023, 03:07:18 AM »

Getting a CTD with "Fatal: Hullmod vic_geneticmodifications not found!". Occurs when leaving the commission of another faction VIC is allied with and then rejoining their alliance as an independent faction. Sometimes it CTD's immediately, in other times some time passes before the crash occurs, the crash itself however is consistently reproducible. I had made sure to remove all commissioned crews beforehand just in case and I run only two VIC ships: Moloch and Valafar classes.
Shouldn't be happenning since there is no longer any reference to that old hullmod in the mod files. Do you by any chance have any old commissioned crews related submods? There were cases of them having outdated parts which conflicted with the updated ones on our side.
Logged

Mereyl

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #290 on: March 19, 2023, 01:26:39 PM »

Getting a CTD with "Fatal: Hullmod vic_geneticmodifications not found!". Occurs when leaving the commission of another faction VIC is allied with and then rejoining their alliance as an independent faction. Sometimes it CTD's immediately, in other times some time passes before the crash occurs, the crash itself however is consistently reproducible. I had made sure to remove all commissioned crews beforehand just in case and I run only two VIC ships: Moloch and Valafar classes.
Shouldn't be happenning since there is no longer any reference to that old hullmod in the mod files. Do you by any chance have any old commissioned crews related submods? There were cases of them having outdated parts which conflicted with the updated ones on our side.

As a matter of fact, I do and quite a few too. Is there anything that can be done to stop this conflict short of disabling those mods? If a few lines need to be erased here or there, I reckon I could handle that.

Edited: Okay, I found the culprit. The mod is Rebel Commissions - Commissioned Crew for players by Yunru. Its TechpriestCommission.csv features the following code.

Code
faction_id,hullmod_id
player,vic_geneticmodifications
player,vic_brandengineupgrades

I assume just purging the now nonexistent hullmod should clean this up.
« Last Edit: March 19, 2023, 07:57:58 PM by Mereyl »
Logged

Winterless

  • Ensign
  • *
  • Posts: 15
  • Alpha AI in a Gynoid Body
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #291 on: March 19, 2023, 05:58:20 PM »

Just wanted to reply that I'm loving this mod, and I really love how there's hull numbers displayed on the Oriax's wings. Very nice touch!
Logged

Astarat

  • Lieutenant
  • **
  • Posts: 94
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #292 on: March 20, 2023, 01:53:16 AM »

Getting a CTD with "Fatal: Hullmod vic_geneticmodifications not found!". Occurs when leaving the commission of another faction VIC is allied with and then rejoining their alliance as an independent faction. Sometimes it CTD's immediately, in other times some time passes before the crash occurs, the crash itself however is consistently reproducible. I had made sure to remove all commissioned crews beforehand just in case and I run only two VIC ships: Moloch and Valafar classes.
Shouldn't be happenning since there is no longer any reference to that old hullmod in the mod files. Do you by any chance have any old commissioned crews related submods? There were cases of them having outdated parts which conflicted with the updated ones on our side.


As a matter of fact, I do and quite a few too. Is there anything that can be done to stop this conflict short of disabling those mods? If a few lines need to be erased here or there, I reckon I could handle that.

Edited: Okay, I found the culprit. The mod is Rebel Commissions - Commissioned Crew for players by Yunru. Its TechpriestCommission.csv features the following code.

Code
faction_id,hullmod_id
player,vic_geneticmodifications
player,vic_brandengineupgrades

I assume just purging the now nonexistent hullmod should clean this up.
Yup, that should do it. Replace it with vic_ambitiousBravado instead and it should be good to go, I think.
« Last Edit: March 20, 2023, 01:55:26 AM by Astarat »
Logged

Astarat

  • Lieutenant
  • **
  • Posts: 94
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #293 on: March 20, 2023, 01:53:43 AM »

Just wanted to reply that I'm loving this mod, and I really love how there's hull numbers displayed on the Oriax's wings. Very nice touch!
Glad you're enjoying it! Stay tuned for more stuff coming reeeelatively soon-ish!
Logged

Bedlam

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #294 on: March 22, 2023, 11:59:36 AM »

First , thanks for a great mod  8) .

Im having an issue where the game CTD when i pursue a Vic fleet ie "round 2".
As soon as ive selected the ships that i wanna use and start ,it crashes.

Do you have any tips?

764250 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.vic_deathProtocol.advanceInCombat(vic_deathProtocol.java:107)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
764376 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
764376 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
Logged

Astarat

  • Lieutenant
  • **
  • Posts: 94
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #295 on: March 24, 2023, 02:33:22 AM »

First , thanks for a great mod  8) .

Im having an issue where the game CTD when i pursue a Vic fleet ie "round 2".
As soon as ive selected the ships that i wanna use and start ,it crashes.

Do you have any tips?

764250 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.vic_deathProtocol.advanceInCombat(vic_deathProtocol.java:107)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
764376 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
764376 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]

Hm, thanks, will investigate!
Logged

Bedlam

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.6a
« Reply #296 on: March 24, 2023, 07:35:22 AM »

It might be a hullmod on a tempest (the one that increases dmg by 30 but limit range by 10%).
I think thats why it always happens in the pursuiit since i send in my smaller ships then.
Havent happened after i  stopped using that ship.
Logged

Astarat

  • Lieutenant
  • **
  • Posts: 94
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.7
« Reply #297 on: March 25, 2023, 05:13:54 PM »


SAVE COMPATIBLE WITH VERSIONS 1.5.0 AND HIGHER

The changelog:

...

1.5.7 Hotfix Changelog

- Fixed Stolas and Fervor Protocol hullmod crashes
- Fixed Fervor Protocol cutting down weapons' range
- Fixed Oriax's glow persisting after the ship's death
- Fixed B-series Fortress Protocol hullmod working inadequately
- Fixed some description typos


[close]
Logged

Bedlam

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.7
« Reply #298 on: March 26, 2023, 07:54:17 AM »

Damn that was quick.
Time for more Dakka dakka.
Cheers!
Logged

Winterless

  • Ensign
  • *
  • Posts: 15
  • Alpha AI in a Gynoid Body
    • View Profile
Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.7
« Reply #299 on: March 26, 2023, 09:56:06 AM »

Thanks for the updates!
Logged
Pages: 1 ... 18 19 [20] 21 22 ... 30