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Author Topic: [0.97a] Quality Captains: A Skill Rework - Now with perks! v1.6.0  (Read 214266 times)

dazric

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #240 on: October 20, 2023, 12:13:31 PM »

I can't seem to make changes to the configuration file, or to the files in Quality Captains\src\dal\impl\campaign\skills stick? Like, I just  tried toggling "use automated limits" from "TRUE" to "FALSE" and I still have the same penalties to my automated ship that I did before.
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Dal

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #241 on: October 20, 2023, 12:41:13 PM »

I can't seem to make changes to the configuration file, or to the files in Quality Captains\src\dal\impl\campaign\skills stick? Like, I just  tried toggling "use automated limits" from "TRUE" to "FALSE" and I still have the same penalties to my automated ship that I did before.

Lunalib settings should be changed ingame or in saves/common/LunaSettings, it creates another json copy there.
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dazric

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #242 on: October 20, 2023, 07:11:03 PM »

Thank you very much!
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Razzy

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #243 on: October 21, 2023, 12:07:08 PM »

Hey man, can you provide an alternate link? I cant seem to access it on my PC.
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Dal

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #244 on: October 21, 2023, 05:24:22 PM »

Added Mediafire mirror.
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Razzy

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #245 on: October 22, 2023, 12:30:34 AM »

Added Mediafire mirror.

Many thanks!
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Darth Trajan

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #246 on: October 22, 2023, 08:17:08 AM »

The first milestone perk (Academician) isn't working correctly for me. It gives an extra 100% sensor range than it says it will, and it's also lacking a name on the sensor range modifier list. The screenshot below is when the bonus is set to 0% (instead of 50%) using LunaLib.
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Meelock

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #247 on: November 12, 2023, 01:07:37 AM »

Is there any way to completely turn off the redacted skill features? I want to be able to use truely automated ships' system for it, rather than this mod, but the two mods conflict it seems. Thanks!
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Dal

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #248 on: November 13, 2023, 06:11:02 PM »

The first milestone perk (Academician) isn't working correctly for me. It gives an extra 100% sensor range than it says it will, and it's also lacking a name on the sensor range modifier list. The screenshot below is when the bonus is set to 0% (instead of 50%) using LunaLib.

Thanks, this is fixed for the next patch.

Is there any way to completely turn off the redacted skill features? I want to be able to use truely automated ships' system for it, rather than this mod, but the two mods conflict it seems. Thanks!

If you're willing to mod your copy of the mod, delete the corresponding entry in mod_info.json (replacement) and the .skill file, that should keep QC from effecting the skill.
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Zavindur

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #249 on: November 21, 2023, 05:19:17 AM »

but to report:
Fire Control bonus that says it increases projectile speed actually decreases projectile speed.


found it by using tmi mod to show details on weapons/projectiles and narrowed it down to this skill.
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Noopy757

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #250 on: December 03, 2023, 07:40:49 AM »

I took a break from Starsector for awhile but I asked a long while ago if adjusting the Hull Restoration Script numbers could make it so the perk never fixed cruisers and capitals. I've seen the (amazing) mod has been updated quite a bit since I last asked so I'll ask again if I could do that with the options? And is there a way to make it not effect recoverability?
« Last Edit: December 03, 2023, 10:34:46 AM by Noopy757 »
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TalRaziid

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #251 on: December 03, 2023, 07:47:28 PM »

Hello, is there a list explaining all the actual changes to skills and not just general descriptions?
« Last Edit: December 03, 2023, 08:03:00 PM by TalRaziid »
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Requiem952

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #252 on: December 05, 2023, 09:29:56 PM »

Hey, I was trying to remove Quality Captains from my Save File so I could respec my character. However, when I did so, at first it wasn't working at all; I still had the Milestone skills and couldn't respec.

However, eventually this happened:

151808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at dal.plugins.Captains_Utils.uninstallQC(Captains_Utils.java:237)
   at dal.plugins.qcDynamicSettings.reloadQualityConfig(qcDynamicSettings.java:95)
   at dal.plugins.Captains_ModPlugin.onApplicationLoad(Captains_ModPlugin.java:26)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

Reviewing the Java files themselves, looks like the issues occur at these lines:
Captains_Util:
for (FleetEventListener listener : Global.getSector().getPlayerFleet().getEventListeners()) {
         if (listener.equals(new CaptainsCombatListener())) {
            Global.getSector().getPlayerFleet().removeEventListener(listener);
         }
      }
Captains_ModPlugin:
if (Global.getSettings().getModManager().isModEnabled("lunalib")) {
         qcDynamicSettings temp = new qcDynamicSettings();
         LunaSettings.addSettingsListener(new qcDynamicSettings());
         temp.reloadQualityConfig();
      }
qcDynamicSettings:
if (Captains_Utils.QCInstalled) {
         if (Global.getSector() != null) Captains_Utils.installQC();
         reloadQualityCombat();
         reloadQualityLeadership();
         reloadQualityTechnology();
         reloadQualityIndustry();
         if (QCCustomBattleEffects) {
            reloadQualityBattleEffects();
         }
         if (Captains_Utils.QCMilestonesEnabled) {
            reloadQualityMilestoneEffects();
         }
         //Mod support
         if(Global.getSettings().getModManager().isModEnabled("nexerelin")) {
            reloadQualityNex();
         }
         if(Global.getSettings().getModManager().isModEnabled("vayrashippack")) {
            reloadQualityVSP();
         }
         if(Global.getSettings().getModManager().isModEnabled("RealisticCombat")) {
            reloadQualityRealisticCombat();
         }
      } else {
         if (Global.getSector() != null) Captains_Utils.uninstallQC();
      }

Underlined segments of code are the exact location of each exception thrown.

Now I can't even boot Starsector while Quality Captains is running, much less load the save whose character I was trying to respec. Otherwise I get that same crash errors. I really hope I didn't accidentally brick the save... Some help would be appreciated!

EDIT: Did some more digging and found the QualityCaptains.jason.data file. Edited it to keep running QC and the game loaded up without issue. Even managed to respec my character! So no worries here, and thanks for all the hard work on this mod!
« Last Edit: December 06, 2023, 04:10:08 PM by Requiem952 »
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Dal

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #253 on: December 09, 2023, 08:03:18 AM »

Glad you got it working. FYI due to an issue with permanent skills you need to toggle milestones off (and wait an ig week) and then you'll be able to respec. Afterwords reenable milestones and they'll reappear for your character.
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Uther Phobos

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Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« Reply #254 on: December 13, 2023, 11:34:05 PM »

but to report:
Fire Control bonus that says it increases projectile speed actually decreases projectile speed.


found it by using tmi mod to show details on weapons/projectiles and narrowed it down to this skill.
Actually, there seems to be an error in TMIs display of projectile speed, where it gives the difference as a negative value. I can confirm that Fire Control Elite bonus does in fact increase projectile speed.
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