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

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Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3907382 times)

HighTechIsCringe

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5130 on: February 20, 2023, 05:04:03 AM »

Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.html
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5131 on: February 20, 2023, 06:40:15 AM »

Is there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?
You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)

Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.html
I can't tell much from skimming this log, unfortunately. However the modlist is short enough that I could try testing it on my end, if you have a save from just before a (reproducible) hand and upload it.
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HighTechIsCringe

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5132 on: February 24, 2023, 05:55:44 AM »

Apologies for taking a long time as I were in a place that were far from my computer. Nevertheless, I have the save with me in this link: https://www69.zippyshare.com/v/0FNNybNG/file.html

I sincerely hope that it will be useful in debugging this error that I have encountered
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5133 on: February 27, 2023, 06:43:50 PM »

Okay, just tried the save (but with some optional mods left out), let it run for a couple of months ingame, no hang.

Does it require doing something specific? Else, best I can suggest is updating all your mods (excepting save-breaking updates) with the help of the MOSS or SMOL mod managers.
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HighTechIsCringe

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5134 on: February 27, 2023, 07:05:20 PM »

That is odd, the hang usually happens at the end of that particular month. I suppose the problem should be on my end then. I'm sorry for wasting your time
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missterquirty

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5135 on: February 28, 2023, 01:26:02 AM »

Is there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?
You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)

Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.html
I can't tell much from skimming this log, unfortunately. However the modlist is short enough that I could try testing it on my end, if you have a save from just before a (reproducible) hand and upload it.



i may be wrong but i think they where asking if you start as your own faction is there a way to start with say uaf ships instead of just the independent ships
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REDNOVASUN

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5136 on: March 02, 2023, 02:44:46 AM »

Hello, ive played this game for years and this is the first time ive ever posted on the forum so is a bit sad that its because of a bug, maybe.
Im running a few mods and the previous version of Nex is one of them(dont want to start a new game just yet).
The issue is, that after running the game for a while(cycle 223) it seems that factions stop "seeing" each other in the faction screen and no longer have any interactions.
Is there anyway to fix this without starting a new game?

Please let me know if you need more information.

Many thanks in advance!
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Iron Flex

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5137 on: March 02, 2023, 12:47:26 PM »

So this may be dumb but I cant seem to find the enablebrawlmode line of code in the config file.

And I have the latest version. Is this a line I have to add myself, and if so, what is the full line so it doesnt cause my game to crash
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Oni

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5138 on: March 02, 2023, 02:16:23 PM »

 ??? Does anyone else have this bug:

When you start a new game and choose 'Free Start' you get the independent options, back out and choose one of the factions, back out of them and go back to 'Free Start' and the Independent option will have been overridden by the last faction you picked and if you start from there you'll be commissioned with them as if you hadn't used 'Free Start'.

 :-\
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5139 on: March 02, 2023, 05:29:58 PM »

Is there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?
You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)
i may be wrong but i think they where asking if you start as your own faction is there a way to start with say uaf ships instead of just the independent ships
Oh, hmm.
Well, own faction start (with the planet) lets you pick some blueprints to start with, and mod factions may make some of their blueprints available in this way, but that requires having the faction enabled. If you don't want the faction to appear, the same method applies: start without the faction, add it, and console in the stuff you want.

Hello, ive played this game for years and this is the first time ive ever posted on the forum so is a bit sad that its because of a bug, maybe.
Im running a few mods and the previous version of Nex is one of them(dont want to start a new game just yet).
The issue is, that after running the game for a while(cycle 223) it seems that factions stop "seeing" each other in the faction screen and no longer have any interactions.
Is there anyway to fix this without starting a new game?

Please let me know if you need more information.

Many thanks in advance!
Can you post a screenshot (of the faction screen in intel, and anything else that might be useful to see)?
If it's what I think it is, that really shouldn't happen and I can't imagine what might cause such a thing. It might be possible for me to tell more with a copy of the save, assuming it doesn't have too many mods (50 or fewer would be good).

So this may be dumb but I cant seem to find the enablebrawlmode line of code in the config file.

And I have the latest version. Is this a line I have to add myself, and if so, what is the full line so it doesnt cause my game to crash
nex_brawlMode in Nexerelin/data/config/settings.json

??? Does anyone else have this bug:

When you start a new game and choose 'Free Start' you get the independent options, back out and choose one of the factions, back out of them and go back to 'Free Start' and the Independent option will have been overridden by the last faction you picked and if you start from there you'll be commissioned with them as if you hadn't used 'Free Start'.
Looks like a bug I introduced in 0.10.6c when trying to fix the custom ships list 'sticking' after changing factions. So I kinda actually made the bug worse. :-X
Thanks, will fix.
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REDNOVASUN

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5140 on: March 02, 2023, 09:58:48 PM »

Hello, ive played this game for years and this is the first time ive ever posted on the forum so is a bit sad that its because of a bug, maybe.
Im running a few mods and the previous version of Nex is one of them(dont want to start a new game just yet).
The issue is, that after running the game for a while(cycle 223) it seems that factions stop "seeing" each other in the faction screen and no longer have any interactions.
Is there anyway to fix this without starting a new game?

Please let me know if you need more information.

Many thanks in advance!
Can you post a screenshot (of the faction screen in intel, and anything else that might be useful to see)?
If it's what I think it is, that really shouldn't happen and I can't imagine what might cause such a thing. It might be possible for me to tell more with a copy of the save, assuming it doesn't have too many mods (50 or fewer would be good).

Hi again, please see attached image.
And where could i send you a save file? I am only running 11 mods i believe.

[attachment deleted by admin]
« Last Edit: March 02, 2023, 10:00:28 PM by REDNOVASUN »
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pipai

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5141 on: March 02, 2023, 11:30:39 PM »

My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.

EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.

Loads cause the following error to show up:


21394 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NoSuchMethodError
cause-message       : com.fs.starfarer.campaign.Faction.getSpec()Lcom/fs/starfarer/loading/J;
method              : exerelin.campaign.intel.merc.MercContractIntel.readResolve()
class               : exerelin.campaign.intel.merc.MercContractIntel
required-type       : exerelin.campaign.intel.merc.MercContractIntel
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 181386
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.rules.Memory
class[4]            : com.fs.starfarer.campaign.econ.Market
class[5]            : com.fs.starfarer.campaign.CampaignPlanet
class[6]            : com.fs.util.container.repo.ObjectRepository
class[7]            : com.fs.starfarer.campaign.StarSystem
class[8]            : com.fs.starfarer.campaign.CustomCampaignEntity
class[9]            : java.util.HashMap
class[10]           : indevo.utils.trails.MagicCampaignTrailPlugin
class[11]           : indevo.utils.trails.MagicCustomCampaignTrailEntityScript
class[12]           : com.fs.starfarer.campaign.CircularOrbit
class[13]           : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[14]           : com.fs.starfarer.rpg.Person
class[15]           : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$ImportanceData
class[16]           : com.fs.starfarer.api.impl.campaign.missions.hub.BaseHubMission$StageData
class[17]           : com.fs.starfarer.api.impl.campaign.missions.academy.GAKallichore
class[18]           : com.fs.starfarer.api.impl.campaign.missions.hub.MissionFleetAutoDespawn
class[19]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[20]           : exerelin.campaign.intel.specialforces.SpecialForcesIntel
class[21]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[22]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[23]           : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[24]           : exerelin.campaign.ai.MilitaryAIModule
class[25]           : exerelin.campaign.ai.StrategicAI
class[26]           : com.fs.starfarer.campaign.Faction
class[27]           : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[28]           : exerelin.campaign.ColonyManager
class[29]           : java.util.LinkedHashSet
class[30]           : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[31]           : exerelin.campaign.ai.DiplomaticAIModule
class[32]           : com.fs.starfarer.campaign.econ.Submarket
class[33]           : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[34]           : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[33]           : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[34]           : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[35]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[36]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[37]           : com.fs.starfarer.campaign.econ.Economy
class[38]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[39]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[40]           : com.fs.starfarer.campaign.Hyperspace
class[41]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
« Last Edit: March 02, 2023, 11:36:59 PM by pipai »
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rarewhalerw

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5142 on: March 03, 2023, 10:10:31 AM »

how to stop Diplomacy and make all factions stay hostile to each other?( i had 322 diplomacy and its lagging my game. )

[attachment deleted by admin]
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rarewhalerw

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5143 on: March 03, 2023, 10:25:16 AM »

how to stop Diplomacy and make all factions stay hostile to each other?( i had 322 diplomacy and its lagging my game. )
i found the issue


[attachment deleted by admin]
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mllhild

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5144 on: March 04, 2023, 02:42:41 PM »

Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
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