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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97a] LOST_SECTOR - Exploration and Quest content  (Read 276271 times)

Hommi7

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #195 on: March 26, 2024, 07:57:50 AM »

Hello! I usually just lurk on the forums and fix whatever issues crop up myself, but I am at a bit of an impasse here. I am on the Lifesaver mission, and fighting against the fleet the quest points to, but whenever the fight starts, I get this error message:

Spoiler
java.lang.NullPointerException
   at prv.corp.hullmods.prv_flickercore$FlickerListener.advance(prv_flickercore.java:91)
   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.combat.CombatFleetManager.spawnFleetMember(Unknown Source)
   at assortment_of_things.exotech.shipsystems.ArkasShipsystem.spawnShipOrWingDirectl y(ArkasShipsystem.kt:239)
   at assortment_of_things.exotech.shipsystems.ArkasShipsystem.spawnPhantom(ArkasShipsystem.kt:181)
   at assortment_of_things.exotech.shipsystems.ArkasShipsystem.apply(ArkasShipsystem.kt:67)
   at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
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awisebeast

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #196 on: March 27, 2024, 12:03:40 PM »

Hi, I think my progress on one of the objectives from "The Delve" might be stuck.

Spoiler
I was told to talk to the pirates about tracking down Eliza, and went to Arigato, as it was the only permanent colony the Pirates still have left in this run for me (they've been having a very bad time).
I did the bar event there and the target for speaking to the next person in the chain once again ended up being Arigato, but there's no contact spawning in the Comm directory or in the Bar to continue. If it tells you anything, Arigato is a special Pirate colony from the mod Underworld that spawns unique NPCs for its comm directory and patrol fleets.
[close]

im also having this problem no matter how long i wait for the bar missions to reset
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spartan448

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #197 on: March 28, 2024, 09:06:29 PM »

Quick question about some of the quest content:

Spoiler
At the end of the questline, how do you keep the Unlimited Production Chip for yourself? I don't want to give it to Kesteven or Tri-Tach, and just going to one of my colonies didn't bring anything up.
[close]
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Mahalah

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #198 on: March 30, 2024, 11:07:09 AM »

Hi is there anyway to change the number of "Luddic Path Hunters" fleets generated in the "Throne's Gift" custom start? I grepped my campaign.xml and there are 40 of them, each on average with a dozen captial ships.

Oh I read the source of the mod and realized what went wrong in my game: I never used the automation points to automate any ship because I'm still early in the game, and the size and number of "Luddic Path Hunters" corresponds to the remaining automation points:
Code
// in src\scripts\kissa\LOST_SECTOR\campaign\customStart\thronesGiftDisposableFleetSpawner.java
float level = (thronesGiftManager.getDpAvailable()-thronesGiftManager.DEFAULT_DP)/50f;
if (level<1f) return 0;
which is, TBH, quite unintuitive: Luddies will stop chasing me only if I produce automated ships? That's not very fundamentalist if you ask me.
« Last Edit: March 30, 2024, 12:01:40 PM by Mahalah »
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Hexseer

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #199 on: April 04, 2024, 04:56:32 PM »

Can someone point me to data that lets me lower the chance of the ships from this mod spawning - I love the content, but them being so common just breaks the game balance entirely.
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Seamus Donohue

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #200 on: April 05, 2024, 12:08:05 AM »

Hi is there anyway to change the number of "Luddic Path Hunters" fleets generated in the "Throne's Gift" custom start? I grepped my campaign.xml and there are 40 of them, each on average with a dozen captial ships.
In my game, I use a homegrown mod I call "Seamus Cheaty Hacks".  I can get to Level 39 and gain XP rather quickly compared to vanilla.  I stockpiled 2090 automation points.

After killing 20 of these Luddic Path Hunter Fleets, I finally used Console Commands to "devmode", "reveal", teleport to various places in Hyperspace, and "kill" all the hunter fleets I could find.  I didn't keep count, but it seemed like there were around ~100 of them.  Even if these fleets weren't murdering my framerate, I'm pretty sure that if left unchecked, they would murder every single military and mercantile fleet in the Core Worlds.

I understand that it's reasonable to expect you to only balance LOST_SECTOR against vanilla values, but it might be a good idea to implement a cap on how many of these fleets can be active simultaneously just for the sake of game performance.  :P

Nice mod, by the way!  :D
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Polyvessel Pilot, Capsule Cleared

Kissa_Mies

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #201 on: April 06, 2024, 01:06:05 AM »

Not sure if this is a bug caused by this mod but my save suddenly failed to load with a null error:
Spoiler
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : Cannot invoke "java.util.Map.get(Object)" because "this.supply" is null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1103116
class[1]            : java.util.HashSet
required-type[1]    : java.util.HashSet
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.HashMap
required-type[2]    : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.ModAndPluginData
required-type[3]    : com.fs.starfarer.campaign.ModAndPluginData
class[4]            : com.fs.starfarer.campaign.CampaignEngine
required-type[4]    : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : Cannot invoke "java.util.Map.get(Object)" because "this.supply" is null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1103116
class[1]            : java.util.HashSet
required-type[1]    : java.util.HashSet
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.HashMap
required-type[2]    : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.ModAndPluginData
required-type[3]    : com.fs.starfarer.campaign.ModAndPluginData
class[4]            : com.fs.starfarer.campaign.CampaignEngine
required-type[4]    : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
[close]

Thankfully I managed to fix it by deleting those FMmbr entries its complaining about in the save file. While deleting those entries I noticed they're all nskr ships that seems to be suffering from a corona effect. Here's the last entry I deleted to get the save to load properly.

Spoiler
<FMmbr z="369474" o="1" sid="nskr_warfare_e_hev" sN="ISS Alala" t="SHIP" iF="false" id="50cadf" sUN="false" civ="false" cCiv="false">
<savedVariant z="369475" hId="nskr_warfare_e" v="0" c="0" hVId="nskr_warfare_e_hev" vDN="Sin" s="REFIT" mAAW="false" gV="true">
<wpn z="369476">
<e>
<st>WS0005</st>
<st>nskr_prot10_light</st>
</e>
<e>
<st>WS0007</st>
<st>nskr_bigFlak</st>
</e>
<e>
<st>WS0006</st>
<st>nskr_bigFlak</st>
</e>
</wpn>
<sM z="369477"></sM>
<wng z="369478"></wng>
<wG z="369479">
<WGSpec z="369480" t="LINKED" a="true">
<s z="369481">
<st>WS0003</st>
</s>
</WGSpec>
</wG>
<hM z="369482">
<st>automated</st>
<st>nskr_domain_era</st>
<st>nskr_focused_shield</st>
<st>nskr_multi_phased</st>
<st>nskr_rage_mod</st>
<st>rat_controller</st>
<st>sun_sl_notable</st>
<st>rat_artifact_controller</st>
</hM>
<pM z="369483">
<st>sun_sl_notable</st>
</pM>
<sMods z="369484"></sMods>
<sModdedBuiltIns z="369485"></sModdedBuiltIns>
<suM z="369486"></suM>
<tags z="369487">
<st>ship_recoverable</st>
</tags>
</savedVariant>
<rT z="369488" cr="0.96999997" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="369474"></m>
<recentEvents z="369489">
<CREvent z="369490">
<crAmount>-0.009814385</crAmount>
<text>Star corona effect</text>
<elapsed>1.7100552</elapsed>
<id>corona</id>
</CREvent>
</recentEvents>
</rT>
</FMmbr>
[close]

EDIT: It happened again. I guess this save is cursed.

Spoiler
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : Cannot invoke "java.util.Map.get(Object)" because "this.supply" is null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1097485
class[1]            : java.util.HashSet
required-type[1]    : java.util.HashSet
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.HashMap
required-type[2]    : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.ModAndPluginData
required-type[3]    : com.fs.starfarer.campaign.ModAndPluginData
class[4]            : com.fs.starfarer.campaign.CampaignEngine
required-type[4]    : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : Cannot invoke "java.util.Map.get(Object)" because "this.supply" is null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember
required-type       : com.fs.starfarer.campaign.fleet.FleetMember
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 1097485
class[1]            : java.util.HashSet
required-type[1]    : java.util.HashSet
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.HashMap
required-type[2]    : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.ModAndPluginData
required-type[3]    : com.fs.starfarer.campaign.ModAndPluginData
class[4]            : com.fs.starfarer.campaign.CampaignEngine
required-type[4]    : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
[close]
Spoiler
<FMmbr z="365838" o="0" sid="nskr_eternity_e_boss" sN="DSRD Shadows Of Tomorrow" t="SHIP" iF="false" id="nskr_DSRD Shadows Of Tomorrow-6528161205339495768" sUN="false" civ="false" cCiv="false">
<savedVariant z="365839" hId="nskr_eternity_e" v="8" c="15" hVId="nskr_eternity_e_boss" vDN="Oppressor" s="REFIT" mAAW="false" gV="false">
<wpn z="365840">
<e>
<st>WS0011</st>
<st>nskr_prot6_light</st>
</e>
<e>
<st>WS0013</st>
<st>nskr_causality1_dummy</st>
</e>
<e>
<st>WS0010</st>
<st>nskr_blinker</st>
</e>
<e>
<st>WS0009</st>
<st>nskr_blinker</st>
</e>
<e>
<st>WS0008</st>
<st>nskr_blinker</st>
</e>
<e>
<st>WS0005</st>
<st>nskr_blinker</st>
</e>
<e>
<st>WS0007</st>
<st>nskr_blinker</st>
</e>
<e>
<st>WS0006</st>
<st>nskr_blinker</st>
</e>
</wpn>
<sM z="365841"></sM>
<wng z="365842"></wng>
<wG z="365843">
<WGSpec z="365844" t="LINKED" a="false">
<s z="365845">
<st>WS0001</st>
<st>WS0002</st>
</s>
</WGSpec>
<WGSpec z="365846" t="LINKED" a="true">
<s z="365847">
<st>WS0003</st>
<st>WS0004</st>
</s>
</WGSpec>
</wG>
<hM z="365848">
<st>automated</st>
<st>nskr_domain_era</st>
<st>nskr_focused_shield</st>
<st>nskr_causality</st>
<st>nskr_rage_mod</st>
<st>hardened_subsystems</st>
<st>hardenedshieldemitter</st>
<st>fluxcoil</st>
<st>unstable_injector</st>
<st>rat_controller</st>
<st>rat_artifact_controller</st>
<st>sun_sl_famous</st>
</hM>
<pM z="365849">
<st>hardened_subsystems</st>
<st>hardenedshieldemitter</st>
<st>fluxcoil</st>
<st>sun_sl_famous</st>
</pM>
<sMods z="365850">
<st>hardened_subsystems</st>
<st>hardenedshieldemitter</st>
<st>fluxcoil</st>
</sMods>
<sModdedBuiltIns z="365851"></sModdedBuiltIns>
<suM z="365852"></suM>
<tags z="365853">
<st>no_autofit</st>
<st>always_recoverable</st>
<st>retain_smods_on_recovery</st>
<st>ship_recoverable</st>
</tags>
</savedVariant>
<rT z="365854" cr="1.0" crPTM="0.0" sR="false" mo="false" lCR="false">
<m ref="365838"></m>
<noSuppliesCRLoss z="365855">
<CREvent z="365856">
<crAmount>-0.04000667</crAmount>
<text>Lack of supplies for maintenance</text>
<elapsed>4.7465634</elapsed>
</CREvent>
<CREvent z="365857">
<crAmount>-0.040031966</crAmount>
<text>Lack of supplies for maintenance</text>
<elapsed>3.746445</elapsed>
</CREvent>
<CREvent z="365858">
<crAmount>-0.009335998</crAmount>
<text>Lack of supplies for maintenance</text>
<elapsed>2.7456033</elapsed>
</CREvent>
</noSuppliesCRLoss>
<recentEvents z="365859">
<CREvent z="365860">
<crAmount>0.08938128</crAmount>
<text>Repaired at dockyard</text>
<elapsed>2.5121953</elapsed>
</CREvent>
</recentEvents>
</rT>
</FMmbr>
[close]

This is a really vague issue. It may have something to do with the "rat_controller" hullmod, but it also may not. Since these are in the player fleet it could be pretty much any number of mods messing with these. Doesn't seem like a LOST_SECTOR issue but who knows.

Hi, I think my progress on one of the objectives from "The Delve" might be stuck.

Spoiler
I was told to talk to the pirates about tracking down Eliza, and went to Arigato, as it was the only permanent colony the Pirates still have left in this run for me (they've been having a very bad time).
I did the bar event there and the target for speaking to the next person in the chain once again ended up being Arigato, but there's no contact spawning in the Comm directory or in the Bar to continue. If it tells you anything, Arigato is a special Pirate colony from the mod Underworld that spawns unique NPCs for its comm directory and patrol fleets.
[close]




Hi, I think my progress on one of the objectives from "The Delve" might be stuck.

Spoiler
I was told to talk to the pirates about tracking down Eliza, and went to Arigato, as it was the only permanent colony the Pirates still have left in this run for me (they've been having a very bad time).
I did the bar event there and the target for speaking to the next person in the chain once again ended up being Arigato, but there's no contact spawning in the Comm directory or in the Bar to continue. If it tells you anything, Arigato is a special Pirate colony from the mod Underworld that spawns unique NPCs for its comm directory and patrol fleets.
[close]

im also having this problem no matter how long i wait for the bar missions to reset


The bar missions can take quite a while to show up, it's a weird vanilla thing where the game avoids spawning too many at once or something. Should force spawn these, but it's a pain to setup.

hi , today while exploring i found a system with a fleet with a quest mark , i attacked it beat it and then try to survey the planets there , but i was keeping on getting the salvage of a ship, the sunburst
now every time i try to interact to that planet this ship pop up , i can literally spawn a infinite amount of that derelict
sadly the other only save i have was too old to be used but for curiosity i tried to go in the same system , and if i interact with the planet before the fleet , the battle still popup BUT will not get stuck.
Any way to solve the problem ?
i have command console , but i can't find the id of the bounty/quest , and i'm not too familiar to the CC to know if there is a way to spawn that fleet again
i want to try to interact with the planet and fight it again to see if will solve the problem

Edit: forgot to mention was a  fleet related to Project Helios Remnant

Oh, gotta fix this.

Hello! I usually just lurk on the forums and fix whatever issues crop up myself, but I am at a bit of an impasse here. I am on the Lifesaver mission, and fighting against the fleet the quest points to, but whenever the fight starts, I get this error message:

Spoiler
java.lang.NullPointerException
   at prv.corp.hullmods.prv_flickercore$FlickerListener.advance(prv_flickercore.java:91)
   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.combat.CombatFleetManager.spawnFleetMember(Unknown Source)
   at assortment_of_things.exotech.shipsystems.ArkasShipsystem.spawnShipOrWingDirectl y(ArkasShipsystem.kt:239)
   at assortment_of_things.exotech.shipsystems.ArkasShipsystem.spawnPhantom(ArkasShipsystem.kt:181)
   at assortment_of_things.exotech.shipsystems.ArkasShipsystem.apply(ArkasShipsystem.kt:67)
   at com.fs.starfarer.combat.systems.OOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

This is a PRV and/or RAT crash.

Hi is there anyway to change the number of "Luddic Path Hunters" fleets generated in the "Throne's Gift" custom start? I grepped my campaign.xml and there are 40 of them, each on average with a dozen captial ships.

Oh I read the source of the mod and realized what went wrong in my game: I never used the automation points to automate any ship because I'm still early in the game, and the size and number of "Luddic Path Hunters" corresponds to the remaining automation points:
Code
// in src\scripts\kissa\LOST_SECTOR\campaign\customStart\thronesGiftDisposableFleetSpawner.java
float level = (thronesGiftManager.getDpAvailable()-thronesGiftManager.DEFAULT_DP)/50f;
if (level<1f) return 0;
which is, TBH, quite unintuitive: Luddies will stop chasing me only if I produce automated ships? That's not very fundamentalist if you ask me.
Hi is there anyway to change the number of "Luddic Path Hunters" fleets generated in the "Throne's Gift" custom start? I grepped my campaign.xml and there are 40 of them, each on average with a dozen captial ships.
In my game, I use a homegrown mod I call "Seamus Cheaty Hacks".  I can get to Level 39 and gain XP rather quickly compared to vanilla.  I stockpiled 2090 automation points.

After killing 20 of these Luddic Path Hunter Fleets, I finally used Console Commands to "devmode", "reveal", teleport to various places in Hyperspace, and "kill" all the hunter fleets I could find.  I didn't keep count, but it seemed like there were around ~100 of them.  Even if these fleets weren't murdering my framerate, I'm pretty sure that if left unchecked, they would murder every single military and mercantile fleet in the Core Worlds.

I understand that it's reasonable to expect you to only balance LOST_SECTOR against vanilla values, but it might be a good idea to implement a cap on how many of these fleets can be active simultaneously just for the sake of game performance.  :P

Nice mod, by the way!  :D

Oh yea there is something really wrong with the logic that caps the amount fleets. This is going to be fixed.

Can someone point me to data that lets me lower the chance of the ships from this mod spawning - I love the content, but them being so common just breaks the game balance entirely.

Adjust the numbers in the .faction files in data->world->factions

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drdragoon

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #202 on: April 06, 2024, 03:06:10 AM »

What the hell is the lore behind the Luddic Path hunter fleets and... THE HOLY SPIRIT that possesses the largest ship and commends you to "the end"? Of all the random things in mods, this one and its buggy Hunter fleets spawning EVERYWHERE makes me wish that Starsector had "endgame crises" like a Luddic Path grand crusade.
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VikStahl

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #203 on: April 06, 2024, 02:21:51 PM »

Hi, I have an issue that might or might not be a bug:

I have 2/5 discs for "The Delve" but got the location "The Cache" anyhow so when I was near it I did it first and now I have to return the chip to the Kesteveen and I got the warning that my choice will make Eliza angry.

Problem is: I don't know her and have never met her.

The Quest log doesn't mention asking pirates about her anymore. Can I still meet her? Does it matter?
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awisebeast

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #204 on: April 08, 2024, 02:12:52 PM »





Hi, I think my progress on one of the objectives from "The Delve" might be stuck.

Spoiler
I was told to talk to the pirates about tracking down Eliza, and went to Arigato, as it was the only permanent colony the Pirates still have left in this run for me (they've been having a very bad time).
I did the bar event there and the target for speaking to the next person in the chain once again ended up being Arigato, but there's no contact spawning in the Comm directory or in the Bar to continue. If it tells you anything, Arigato is a special Pirate colony from the mod Underworld that spawns unique NPCs for its comm directory and patrol fleets.
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im also having this problem no matter how long i wait for the bar missions to reset


The bar missions can take quite a while to show up, it's a weird vanilla thing where the game avoids spawning too many at once or something. Should force spawn these, but it's a pain to setup.



Ill keep at it i trust u. This mod is the best mod i think ive every played for starsector btw.
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vicegrip

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #205 on: April 08, 2024, 07:11:36 PM »

I noticed on the second Kesteven mission the description of the satellite mentions an "anti-tempering" device, which should be anti-tampering. The same mission later mentions the device possibly emitting an EMP pulse, which would be an EM pulse pulse.

Kissa_Mies

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #206 on: April 09, 2024, 12:17:24 AM »

Hi, I have an issue that might or might not be a bug:

I have 2/5 discs for "The Delve" but got the location "The Cache" anyhow so when I was near it I did it first and now I have to return the chip to the Kesteveen and I got the warning that my choice will make Eliza angry.

Problem is: I don't know her and have never met her.

The Quest log doesn't mention asking pirates about her anymore. Can I still meet her? Does it matter?

Yeah, you can still meet her. Finding the cache early skips the last quest, which is always a little abrupt. It should be its own miniquest so it's better explained, but like that's a lot of work.

I noticed on the second Kesteven mission the description of the satellite mentions an "anti-tempering" device, which should be anti-tampering. The same mission later mentions the device possibly emitting an EMP pulse, which would be an EM pulse pulse.

Noted, thanks.

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Kissa_Mies

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #207 on: April 10, 2024, 09:32:53 AM »

Late patch for some remaining issues.


Download

Version: 0.6.2c

Changelog:
Spoiler

Version 0.6.2c
SAVE COMPATIBLE
- Removed AI-Gen content, you might end up with some blank portraits due to this

Balance changes:
- Changed Converted Hangar augment. Now gives an additional fighter bay (Cruisers and up) and reduces fighter OP cost by 50%
- Volatile Flux Injector now incompatible with Safety Overrides

Fixes:
- Fixed Throne's Gift and HELLSPAWN spawning way too many event fleets
- Fixed a minor issue in Throne's Gift XP tracking past hitting max lvl
- Fixed a rare crash with the first Kesteven quest, when it could not find any R&D facilities
- Fixed Helios bounty getting stuck and spawning infinite wrecks in some rare scenarios


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Dazs

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #208 on: April 10, 2024, 11:07:30 AM »

Hello Kissa_Mies, big fan of this mod and it is  a must have in my gameplay. In this latest update you state that you removed the AI portraits but that it is still save game compatible. I was playing with the new version and when I opened up my portraits using Ryxsen1421's portrait changer I received a crash that graphics/portraits/nskr_kesteven_portrait_female_4.png" was missing. I compared your faction files in both versions and the previous version has it but the newer ones does not. Figuring those missing ones were the AI generated ones I added that line back into the faction file and placed a random portrait for nskr_kesteven_portrait_female_4 in your graphics/portraits/ as a quick fix on my end and it worked.

I know this is an edge case scenario since is an interaction with another mod but I figured you would want to know.

CV514

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #209 on: April 11, 2024, 01:51:02 AM »

Getting startup crash with 0.6.2c

Code
31511 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [nskr_barEventFixer] not found in packages:

Works fine with 0.6.2b.
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