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); In-development patch notes for Starsector 0.98a (2/8/25)

Pages: 1 ... 6 7 [8] 9 10 11

Author Topic: [0.97a] Persean Chronicles, a quest mod  (Read 183825 times)

Selfcontrol

  • Commander
  • ***
  • Posts: 229
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-23)
« Reply #105 on: July 24, 2023, 05:02:44 PM »

Does updating the mod to the newest version will make the Telos quest spawn in an on-going playthrough ?
Logged

Wispborne

  • Admiral
  • *****
  • Posts: 515
  • Discord: wispborne
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-23)
« Reply #106 on: July 24, 2023, 06:09:17 PM »

3.0.8
I wonder if I can make it to 10 bugfix releases before the next feature release.

- Fixed
  - Crash with Progressive Smods enabled after the Telos battle (thanks to Jimminy Crimbles).
    - Found a different way to do what I was doing that won't bother other mods anymore.
  - Crash when starting Telos if you've started Nirvana before (introduced in 3.0.7).

https://github.com/wispborne/persean-chronicles/releases/download/3.0.8/Persean-Chronicles-3.0.8.zip


Does updating the mod to the newest version will make the Telos quest spawn in an on-going playthrough ?
Yep! No need to do anything except update it.

edit: additional note. there's a moment between defeating the initial fleet and eugel spawning in where it's possible to end combat early, though this just takes you back to the previous <relive combat> dialogue, where you can restart the combat as per usual. it doesn't crash the game if you do this, though. maybe eugel's related to the crash in some way?
I wasn't able to reproduce this, but I increased the time before you can end the battle just in case.
Logged
Mod Managers: TriOS & SMOL | Mod: Persean Chronicles | Tool: VRAM Estimator | Tool: Forum+Discord Mod Database | If I'm inactive for 3 months, anyone can use any of my work for anything (except selling it or its derivatives).

Kadatherion

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #107 on: September 11, 2023, 05:05:24 AM »

Hey man, this mod has had a permanent spot in my modlist ever since you first released it, but I just recently had the chance to experience the beginning of the new Telos storyline and felt compelled to come here to let you know I've been blown away.

All the other older little quests have offered good writing and atmosphere (the depths quest "poem" was a bit silly maybe, but the writing is very aware of it), the only downside I could think of is they had little impact in the actual game, but as their primary focus was giving some more flavor to the setting there's very little to complain about. This first Telos chapter, though, wow: writing is very good, how the mission works
Spoiler
with the flashback battle
[close]
is very ingenious and detailed, plus you even get a reward that matters this time. I'm very eager to see the next chapter(s), thank you so much.

BTW, right now I'm starting a new campaign, just encountered the Riley quest again and was wondering
Spoiler
whether you would consider adding a resolution that actually lets Riley become an officer in our fleet. Perhaps if you give all the answers that already do give disposition increases with her and ask her and her core-ified father to come with in that last dialogue choice. She could have a custom officer skill to represent her father, or he could himself be an ai core officer too I guess. That would be much simpler and quicker than adding completely new quest appearances for them - as some had asked in the past - while still having the advantage of getting a little something that's impactful to carry along the whole playthrough to remember all that happened.

One of the things I feel are still missing in the game are officers that don't feel completely random but are actual npcs with a bit of personality and previously presented backstory. Only the UAF mod (that I can think of) has yet done something similar (a couple officers as a reward for a mission where they are given some backstory), I feel the Riley quest would very much fit this kind of scenario (even though her, as a character, isn't depicted as the "spacer" type: but one can learn).
[close]
Logged

Wispborne

  • Admiral
  • *****
  • Posts: 515
  • Discord: wispborne
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #108 on: September 13, 2023, 02:29:05 PM »

Hey man, this mod has had a permanent spot in my modlist ever since you first released it, but I just recently had the chance to experience the beginning of the new Telos storyline and felt compelled to come here to let you know I've been blown away.
Thank you!
All the other older little quests have offered good writing and atmosphere (the depths quest "poem" was a bit silly maybe, but the writing is very aware of it), the only downside I could think of is they had little impact in the actual game, but as their primary focus was giving some more flavor to the setting there's very little to complain about. This first Telos chapter, though, wow: writing is very good, how the mission works
Spoiler
with the flashback battle
[close]
is very ingenious and detailed, plus you even get a reward that matters this time. I'm very eager to see the next chapter(s), thank you so much.
Again, thank you - all feedback I wholly agree with. Poor rewards were always the number one "issue" with Pers Chron imo - the whole mod is a bit of a love letter to EV Nova, and the first two Karengo quests were written for Endless Sky, which is why all you got as a reward was credits (with the exception of the second Karengo quest, where I tried to improve things slightly with that planetary condition).

As you noted, I tried to take things up a few notches with the Telos quests, taking cues from SotF and many other great mods that have added campaign content in the last few years. When I started Pers Chron, vanilla barely had any one-off story quests, but Alex and David have really focused on that in the last couple of patches.

The Telos stuff takes way longer, but I've gotten a lot of help with it (music by Haplo, sprites by Selkie, Sleepfish, and Nia, plus feedback from others) - and I'm bouncing between quite a few different projects at this point.

BTW, right now I'm starting a new campaign, just encountered the Riley quest again and was wondering
Spoiler
whether you would consider adding a resolution that actually lets Riley become an officer in our fleet. Perhaps if you give all the answers that already do give disposition increases with her and ask her and her core-ified father to come with in that last dialogue choice. She could have a custom officer skill to represent her father, or he could himself be an ai core officer too I guess. That would be much simpler and quicker than adding completely new quest appearances for them - as some had asked in the past - while still having the advantage of getting a little something that's impactful to carry along the whole playthrough to remember all that happened.

One of the things I feel are still missing in the game are officers that don't feel completely random but are actual npcs with a bit of personality and previously presented backstory. Only the UAF mod (that I can think of) has yet done something similar (a couple officers as a reward for a mission where they are given some backstory), I feel the Riley quest would very much fit this kind of scenario (even though her, as a character, isn't depicted as the "spacer" type: but one can learn).
[close]

Spoiler
It has come up before, yeah, and my current thought is that it'd just be strange. Why would you give a musician command of one of your ships and the crew on board? Or her AI-ified father, who is a career AI researcher? I could pull the old "when he was young he had his own ship" but...I dunno, it seems out of place. Unless it's simply nepotism, and they're officers with no skills at all. As you said, they could learn but still - it wouldn't make much sense except for Game Logic.
[close]
Adding Riley as a Contact would be a neat bonus, and being able to follow up on things if you visit the planet again (or have Stelnet).

But you, at best, are a kind, expensive taxi driver to Riley; someone to talk to for a few weeks when she needed someone to talk to, someone who provided the emotional support that most decent people would provide, and then gone. She may stay on the planet you left her at, or she may eventually book a ride on a cheaper, slower passenger ship back to her own planet where her life - her house/apartment, friends, job, maybe lover(s) - are. For sure, you were an integral part of the most surprising and emotional part of her life, but home is home, and it's not in space, not without good reason.

Karengo, on the other hand, is probably going to be an officer. He's made for the uncertainties and opportunities of space; a showman, a narcissist, and a bit of a daredevil. Plus, he'll be able to fly those fancy new ships you get...
Logged
Mod Managers: TriOS & SMOL | Mod: Persean Chronicles | Tool: VRAM Estimator | Tool: Forum+Discord Mod Database | If I'm inactive for 3 months, anyone can use any of my work for anything (except selling it or its derivatives).

Kadatherion

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #109 on: September 13, 2023, 04:07:10 PM »

Karengo, on the other hand, is probably going to be an officer. He's made for the uncertainties and opportunities of space; a showman, a narcissist, and a bit of a daredevil. Plus, he'll be able to fly those fancy new ships you get...

Yeah, in my current campaign he already sort of is, heh. I edited the save to give one of my officers his portrait, and now he pilots the Telos frigate ;) . Actually, I was planning
Spoiler
to be a cheater and give him the destroyer or cruiser that already are in the game files waiting for the next chapters, but I've noticed they are still a bit buggy, they sometimes start spinning around with no way of stopping, so that will have to wait :P Their spritework is already pretty awesome though.
[close]

As for Riley, I understand your point, and I agree storywise it's much more consistent the way it is. I'm happy to see that might be what you are planning for Karengo though, as, like I mentioned, the reason why I suggested it for Riley and her father too in the first place is indeed the lack of any other alternative that has some personality and uniqueness. Some mods already offer contacts with quite a bit of depth, backstory and a bunch of dialogues to read through (not necessarily all of them a good read, perhaps, but at the very least they try and it's better than nothing), vanilla itself does a pretty decent job for a couple of main story related ones, but officers have been widely neglected as far as I know. Which is a shame, as you actually see their random faces and interact with them constantly, much more often than with contacts, as they have a very significant role in the gameplay loop.

I find quite surprising the classic rpg idea of questing around to recruit "followers" hasn't really caught on in Starsector, neither vanilla nor modded. I guess the main turnoff is the fact that once a character is an officer then that's it, they just become an item that gives bonuses to ships, the game really doesn't allow for further interactions with them other than mechanical ones (assigning and leveling according to one ship or the other), so all the story content, dialogues and whatnot would have to happen *before* that, which is kinda constraining. Plus, it could be said that the role of "followers" is kinda taken by the ships themselves, I suppose. Still, everytime I finish the main storyline and then keep sandboxing with my team of random officers with the same face as the next four station administrators, I kinda regret the plot didn't let me, for instance, offer Scylla and Elissa to actually come with my fleet as lieutenants (even if as puny lvl 1 officers with perhaps just some knowledge of sort of vaguely fitting skills like field modulation), while showing all together the finger to Baird.

Oh well, I digress: in any case, thanks again for your work. As you can tell, this is a "little" mod that tends to stick in the mind of the players. Which tells everything there is to say about how well it's written.
Logged

Selvaria

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #110 on: September 17, 2023, 03:12:18 PM »

Hello I have a bug after the Talos mission with the nanomashines. After I leave the planet my ships no longer move normaly in space. There is no engine trail and they are just stuck in one position. I can still move in any direction but the ships themselfs are frozen and don't point themselfs in the direction of my cursor when I click on some place in space or a planet. And it's only my fleet that has that problem all other fleets function normaly.
Logged

Selvaria

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #111 on: September 17, 2023, 03:26:47 PM »

Nevermind just fight a battle with some hostile fleet and it will reset itself back to normal :)
Logged

flarg

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #112 on: September 21, 2023, 08:01:55 AM »

56490 [Thread-3] ERROR wisp.perseanchronicles.PerseanChroniclesModPlugin  - JSONObject["system_tags_to_blacklist"] not found.
org.json.JSONException: JSONObject["system_tags_to_blacklist"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getJSONArray(JSONObject.java:482)
   at wisp.perseanchronicles.PerseanChroniclesModPlugin.readConfiguration(PerseanChroniclesModPlugin.kt:219)
   at wisp.perseanchronicles.PerseanChroniclesModPlugin.onGameLoad(PerseanChroniclesModPlugin.kt:77)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I. 00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(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)

bug
Logged

Wispborne

  • Admiral
  • *****
  • Posts: 515
  • Discord: wispborne
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #113 on: September 21, 2023, 08:42:46 AM »

That isn't a bug and doesn't cause any problems. I changed that logging in the next version, though, so it stops spamming up the log file.
Logged
Mod Managers: TriOS & SMOL | Mod: Persean Chronicles | Tool: VRAM Estimator | Tool: Forum+Discord Mod Database | If I'm inactive for 3 months, anyone can use any of my work for anything (except selling it or its derivatives).

Selfcontrol

  • Commander
  • ***
  • Posts: 229
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #114 on: September 26, 2023, 09:56:10 AM »

Hello. I think you might want to make the quests easier to find.

We recently got several popular mods which add new bar events (RAT, 1.6 AotD update especially, More Military Missions, etc for example). On top of that, we already have a few well-established mods that also increase the number of bar events (ex : Nexrellin with the Agents and the numerous custom bounties). They all make getting the later quests far harder, especially Karengo III. Independent Planets with a population of 5 or more are not that common and unless you spend several months (sometimes cycles) checking them in hope of finding it, you can sometime never find the last part.

Making the quest guaranted to spawn (through a prompt for example) when docking at one such planet would solve the issue.
Logged

Wispborne

  • Admiral
  • *****
  • Posts: 515
  • Discord: wispborne
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #115 on: September 26, 2023, 05:07:07 PM »

Hello. I think you might want to make the quests easier to find.

We recently got several popular mods which add new bar events (RAT, 1.6 AotD update especially, More Military Missions, etc for example). On top of that, we already have a few well-established mods that also increase the number of bar events (ex : Nexrellin with the Agents and the numerous custom bounties). They all make getting the later quests far harder, especially Karengo III. Independent Planets with a population of 5 or more are not that common and unless you spend several months (sometimes cycles) checking them in hope of finding it, you can sometime never find the last part.

Making the quest guaranted to spawn (through a prompt for example) when docking at one such planet would solve the issue.

I think you're right. I'll drop the pop requirement down to 4 for the second two Karengo quests.

Little leery of making them forced encounters...honestly, I think it's time that Starsector break the bar into two different things, one for repeatable quests and one for one-offs. EV Nova used a Mission BBS and a Bar for this, way back in the day.
Logged
Mod Managers: TriOS & SMOL | Mod: Persean Chronicles | Tool: VRAM Estimator | Tool: Forum+Discord Mod Database | If I'm inactive for 3 months, anyone can use any of my work for anything (except selling it or its derivatives).

Kadatherion

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #116 on: October 02, 2023, 06:14:34 AM »

Bug report.

It's been many cycles since I did the Telos quest in my current run, but I just recently noticed something pretty strange going on with an independent station (in this case the Kassadar one from Tahlan's Shipworks; as such, I'm not sure whether there might be some mod compatibility thing going on, or if it could have happened with any other vanilla independent station: my guts tell me the latter, as that colony isn't particularly special except for it having a custom submarket for modded ships, but it's just a feeling). The station seems to eternally be engaged in battle against an invisible fleet: at least on the sector view, as when you look at your military options in the colony menu, you can see the fleet is tagged as Luddic Church and definitely looks like your Telos flashback mission one, with that unique capital and the horde of Hegemony ships.

If you get there with the transponder off the menu allows you to "aid the attacking forces" (which should also trigger if you are hostile to the independents), but when you go into the actual battle there's no other ships, only yours. If you are instead recognized, you can only participate in the battle as a defender if you are hostile to the Luddic Church (as per usual): however, even if you destroy the fleet - which in this case does indeed spawn in the battlefield - the station will remain in that "engaged in battle" mode as before, only against an empty "unknown attack fleet".

I even tried destroying the orbital station with a kill console command and wait for it to regenerate after the repairs, but as soon as it respawned the engaged in battle situation kicked back in.

Only other experiment I did was trying to invade the colony (with Nex) to see if the issue would persist after the faction change: and unfortunately the permanent battle engagement does come back as soon as the station is repaired even after the takeover. Only, this time you can't even see any "military option" in the colony menu, nor you can interact with the supposedly ongoing battle in any way. However, at that point you can remove the orbital station alltogether from the colony management menu, and when you build a new one from scratch, finally the problem seems not to come back.

Now, as aforementioned, my game has been going perfectly fine for many cycles since I first noticed the issue and even much before that since when it triggered (I'd think during the Telos quest, for obvious reasons, although I have no proof of that), so nothing too bad is probably going on and the bug is relatively harmless. Even if it doesn't cause leaks, crashes or similar severe issues though, a station permanently in such an engaged mode might mess with certain things such as raids, Nex invasions logic et cetera: it being tied to an independent colony - at least in my case - definitely lowers the chances of such events overlapping (IE: no faction tries to invade independent planets in Nex), but I can't be sure the same would apply under different conditions.

I guess Kassadar could have been the colony where I got the Telos mission (it's a size 5+ independent market as required by the mission to trigger, and one I visit very often as I play with Nia's ships a lot), but it was relatively early game, it's been a couple weeks, so I definitely can't confirm that as I don't remember, don't even have a save from back then anymore. I would imagine perhaps you had to anchor the flashback mission fleet to something for it to work, and the code fails at removing it afterwards? Just speculation, of course, you obviously know much better what might be going on under the hood.

Spoiler
[close]
« Last Edit: October 02, 2023, 06:31:23 AM by Kadatherion »
Logged

Wispborne

  • Admiral
  • *****
  • Posts: 515
  • Discord: wispborne
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #117 on: October 02, 2023, 07:42:16 AM »

@Kadatherion thank you for the report. That fleet isn't spawned ingame, not by me anyway, so seeing it is very weird.
Still, I'll figure out how to specifically remove it from the game after the battle, and also remove it from the sector if there's a situation like yours. Next patch is still a ways off, though - I'm focused on MagicLib for now.
Logged
Mod Managers: TriOS & SMOL | Mod: Persean Chronicles | Tool: VRAM Estimator | Tool: Forum+Discord Mod Database | If I'm inactive for 3 months, anyone can use any of my work for anything (except selling it or its derivatives).

Kadatherion

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #118 on: October 02, 2023, 09:03:15 AM »

Well, in my game I might have just solved it with the console (removeindustry - addindustry to the Kassadar star fortress: just like manually dismantling and rebuilding it after an invasion, the phantom fleet goes away). So all looks fine now (not that anything was really problematic before either, as mentioned, but still, better safe than sorry).

Should it help you for troubleshooting, here in the spoiler tag my current modlist, in case it could be something there what unintentionally calls for that fleet. It's actually quite a bit more lightweight than usual, as in this run I removed several faction/content mods I used to play with simply because I was getting annoyed at the lack of a real sorting function for weapons, which becomes a nightmare in the late game if you have too much modded content in it.

Spoiler
{"enabledMods": [
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "adjustable_skill_thresholds",
  "AttunedDriveField",
  "combatactivators",
  "lw_console",
  "customizablestarsystems",
  "DetailedCombatResults",
  "diableavionics",
  "edshipyard",
  "fleet_journal",
  "GrandColonies",
  "illustrated_entities",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "lockedAndLoaded",
  "lunalib",
  "MagicLib",
  "Mayasuran Navy",
  "more_ship_names",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "objects_analysis",
  "officerExtension",
  "wisp_perseanchronicles",
  "planet_search",
  "portrait_changer",
  "assortment_of_things",
  "Recovery_Shuttles_Buff",
  "roider",
  "Rugged_Construction_buff",
  "scalartech",
  "SEEKER",
  "bruh_ship_browser",
  "swp",
  "Solar_Shielding_Buff",
  "stelnet",
  "scf",
  "tahlan",
  "Terraforming & Station Construction",
  "timid_tmi",
  "underworld",
  "US",
  "whichmod",
  "shaderLib",
  "ShipCatalogVariantEditor"
]}
[close]
Logged

Selfcontrol

  • Commander
  • ***
  • Posts: 229
    • View Profile
Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« Reply #119 on: October 02, 2023, 10:43:45 AM »

Bug report (and a weird one) :

During Karengo III, after interacting with the planet on which Karengo is stranded, the fleet animation is buggued in the campaign layer. The fleet is stuck in the direction it was looking when it interacted with the planet. The only way to debug the fleet is to fight another fleet.
Logged
Pages: 1 ... 6 7 [8] 9 10 11