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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Better Variants 1.4.3  (Read 142111 times)

itBeABruhMoment

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Re: [0.96a] Better Variants 1.3.0
« Reply #30 on: June 20, 2023, 09:02:35 AM »

If you're going to remove a variant you're going to have to remove every mention of it in the mod's resource files.
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memedos

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Re: [0.96a] Better Variants 1.3.0
« Reply #31 on: June 20, 2023, 10:01:34 AM »

I recall this being a good mod to keep late game challenging, however the amounts of deployed ships with SO were definitely overdone. Thankfully OP took note on the issue since the current changelogs mention reduced numbers of them, so I will give it another try. (Although it would be better if I could just edit out these space demons completely ;D )
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Jang

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Re: [0.96a] Better Variants 1.3.0
« Reply #32 on: June 20, 2023, 03:24:45 PM »

If you're going to remove a variant you're going to have to remove every mention of it in the mod's resource files.
Gotcha, would that just involve combing thru the /data folder or would I have to edit and recompile code?
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itBeABruhMoment

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Re: [0.96a] Better Variants 1.3.0
« Reply #33 on: June 20, 2023, 07:04:23 PM »

If you're going to remove a variant you're going to have to remove every mention of it in the mod's resource files.
Gotcha, would that just involve combing thru the /data folder or would I have to edit and recompile code?
no, just the data folder
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Jang

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Re: [0.96a] Better Variants 1.3.0
« Reply #34 on: June 20, 2023, 07:44:32 PM »

For anyone who wants to remove specific variants, it's data\world\factions\default_ship_roles.csv you want to modify. Delete any entries that reference the BV variant you don't want and it won't spawn. Make sure you're not preventing a hull from spawning entirely though - for example, I deleted all references to modded Brilliant variants, but there's also a reference to the vanilla brilliant_Standard variant that sets its spawn chance to '0'. I don't think Brilliants would spawn at all without deleting that last entry, although I could be wrong.

It's probably not necessary but I also deleted the variant files themselves in data\variants. There are remaining references to these deleted variant files in data\variants_lib\variant_tags.csv, but the game loads without deleting those references, so the only file you should need to open is default_ship_roles.csv. Hopefully this helps someone else in the future. Thanks iBABM for updating the mod!
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renegade_sock

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Re: [0.96a] Better Variants 1.3.0
« Reply #35 on: June 25, 2023, 10:26:15 PM »

Hey, I'm really glad to see this updated!

I'm getting an error when Variants Lib 0.4.0 with Better Variants 1.3.0 with Starsector 0.96a-RC10:

"Fatal: Ship hull variant [shade_d_pirates_Assault_bv] not found!"

I assume this must somehow be a mod conflict issue given nobody else is reporting this problem, do you know how to handle these kinds of issues? Really wanna be able to use this mod in my playthrough.

On a side note, is it safe to add this update to a pre-existing save?
« Last Edit: June 25, 2023, 10:59:44 PM by renegade_sock »
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itBeABruhMoment

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Re: [0.96a] Better Variants 1.3.0
« Reply #36 on: June 27, 2023, 10:26:20 AM »

Hey, I'm really glad to see this updated!

I'm getting an error when Variants Lib 0.4.0 with Better Variants 1.3.0 with Starsector 0.96a-RC10:

"Fatal: Ship hull variant [shade_d_pirates_Assault_bv] not found!"

I assume this must somehow be a mod conflict issue given nobody else is reporting this problem, do you know how to handle these kinds of issues? Really wanna be able to use this mod in my playthrough.

On a side note, is it safe to add this update to a pre-existing save?
First of all can you navigate to data/variants/shade of the mod's folder and see if there's a file named shade_d_pirates_Assault_bv there. If there's not you should probably redownload and reinstall the mod.
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Jang

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Re: [0.96a] Better Variants 1.3.0
« Reply #37 on: July 06, 2023, 08:04:41 AM »

I made a small addition to the mod (a sim_opponents.csv file) so that many of its variants appear in the battle sim, free for anyone to use: https://drive.google.com/file/d/1IBSopqk7FODSBpMcHQbsJbxv1yRWCu0b/view?usp=sharing. Just copy into Starsector/mods

Edit: I should mention that none of the original mod files are in my google drive link, just the csv file I added
« Last Edit: July 08, 2023, 07:45:04 PM by Jang »
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Rudragun

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Re: [0.96a] Better Variants 1.3.0
« Reply #38 on: July 08, 2023, 02:49:03 PM »

Is this mod meant to be dependent on Dark Revenant's Ship/Weapon Pack?
None of the variants from this mod were loading in my game when I loaded only: this mod, Variants Lib, LazyLib, and MagicLib. Didn't work when I added GraphicsLib but did work when I added Ship/Weapon Pack.

Tried with a fresh install of 0.96a-RC10, new downloads of the above mods, and checking in campaign and the Random Battle mission.
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itBeABruhMoment

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Re: [0.96a] Better Variants 1.3.0
« Reply #39 on: July 08, 2023, 07:30:04 PM »

Is this mod meant to be dependent on Dark Revenant's Ship/Weapon Pack?
None of the variants from this mod were loading in my game when I loaded only: this mod, Variants Lib, LazyLib, and MagicLib. Didn't work when I added GraphicsLib but did work when I added Ship/Weapon Pack.

Tried with a fresh install of 0.96a-RC10, new downloads of the above mods, and checking in campaign and the Random Battle mission.
This mod has no such dependencies. This mods add ship variants to AI fleets that appear in the campaign, maybe you're confused on what this mod's features.
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Rudragun

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Re: [0.96a] Better Variants 1.3.0
« Reply #40 on: July 12, 2023, 04:31:15 PM »

I think you're right that I'm just confused. I just tried this again, and the variants did load correctly into the campaign. Sorry about that!
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LeeZun

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Re: [0.96a] Better Variants 1.3.0
« Reply #41 on: October 17, 2023, 09:59:30 AM »

Greeting Author.
I have installed your mod and the modded variants have shown up in the fleet description, but all the officers' personalities have been changed to Timid. Furthermore, there are officers with Energy weapon mastery perks piloting a Dominator which is discrepant with the features you listed. Is there any way to fix them?
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itBeABruhMoment

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Re: [0.96a] Better Variants 1.3.0
« Reply #42 on: October 22, 2023, 08:19:17 AM »

Greeting Author.
I have installed your mod and the modded variants have shown up in the fleet description, but all the officers' personalities have been changed to Timid. Furthermore, there are officers with Energy weapon mastery perks piloting a Dominator which is discrepant with the features you listed. Is there any way to fix them?
This probably isn't a bug. First of all there are fleets that this mod doesn't change such as bounties. Second of all dominators with a variant from this mod are only guaranteed two specific skills if their level is high enough, so having energy mastery and timid personality is possible. Generally this mod isn't magic, it doesn't automatically decide optimal officers or ship variants.
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itBeABruhMoment

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Re: [0.97a] Better Variants 1.4.0
« Reply #43 on: February 25, 2024, 08:55:05 AM »

A new release for 0.97 is out with some reworked content and bug fixes
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incomus

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Re: [0.97a] Better Variants 1.4.0
« Reply #44 on: February 25, 2024, 03:50:56 PM »

Where do I send bug reports? This mod and "lost sector"https://fractalsoftworks.com/forum/index.php?topic=27556.0 are crashing on new game start.
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