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Author Topic: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)  (Read 3517707 times)

AI cultist

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5415 on: June 21, 2023, 11:15:35 PM »

Is there any way to disable the players reputation syncing with the commissioning factions?
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5416 on: June 22, 2023, 02:22:13 AM »

Hey,

I think I found a bug? Or at least something I probably shouldn't have been able to do. Nex mission spoilers ahead:

Spoiler
I was able to scuttle the omega ship that you can get as a mercenary for the final story mission. It gave me an omega core. I was then able to reassign the "mercenary officer" Omega core to another non automated ship. Once I had done that I think it worked as intended, as I could no longer scuttle that ship to get another omega core. Unfortunately I didn't get a screen cap, I just panicked and dismissed him so I didn't have to lose the ship once the contract ran out. All I've got for proof is an omega core in my holds, but that doesn't really prove anything lol.
[close]
Yeah I got a similar report earlier; gonna think up how to fix it. Thanks!

Is there any way to disable the players reputation syncing with the commissioning factions?
There isn't an option for this, no. (I may redo the system entirely, but that'll be some time in the future)


@greenspade: Well that's just strange; like, 'shouldn't possibly happen if the file really wasn't edited' strange. Best I can suggest on short notice is: Try redownloading and reinstalling the mod, or just that specific file (on this page, use the 'download raw file' button, or the option under the menu button).
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AI cultist

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5417 on: June 22, 2023, 12:32:43 PM »

Is there any way to disable the players reputation syncing with the commissioning factions?
There isn't an option for this, no. (I may redo the system entirely, but that'll be some time in the future)

Actually, I kind of found a work around I'll leave here for anyone else. After taking a commission, I add "noSyncRelations": true, to their faction file in \Nexerelin\data\config\exerelinFactionConfig. Then I use the console to return my relations with non-hostile factions to before I joined the faction, and voila.
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scorpico69

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5418 on: June 22, 2023, 01:00:11 PM »

i am friendly with the curch, but could not join the fight at G. because both sides don't trust me? i talked to the knight to fight together on behalf of my own faction.
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greenspade

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5419 on: June 23, 2023, 03:14:07 PM »

That worked thanks!

Is there somewhere I can look to see where the questline starts are for whats been added? Aside of the walk through, the AI quests and prisim I haven't found anything else.
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scorpico69

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5420 on: June 24, 2023, 04:06:02 AM »

i am friendly with the curch, but could not join the fight at G. because both sides don't trust me? i talked to the knight to fight together on behalf of my own faction.

I have solved the problem by reloading a save and let the AI fleet chase me near the ludds, so they joined the battle on my side.
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Jang

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5421 on: June 24, 2023, 01:43:04 PM »

I'm getting a warning about my task force that I can't find any mentions of in this thread: "Warning: Variants for 3 ship(s) do not match saved variant, restoring".

The log file has a similar warning for each individual ship (https://i.imgur.com/uran6xY.png). The warnings show up regularly even when the task force isn't doing anything except patrolling, and my other task force never gets these messages. I've checked the 3 Auroras and they seem normal - their loadouts while deployed match the one I have saved. Warnings persist after disbanding and recreating the task force.

 Mod list
{"enabledMods": [
  "starpocalypse",
  "AMPP",
  "pantera_ANewLevel20",
  "advanced_gunnery_control_dbeaa06e",
  "automatedcommands",
  "lw_autosave",
  "battletechportraitpack",
  "better_variants",
  "CaptainsLog",
  "combatactivators",
  "chatter",
  "lw_radar",
  "lw_console",
  "DetailedCombatResults",
  "pt_exiledSpace",
  "fleethistory",
  "fleet_journal",
  "GrandColonies",
  "hostileIntercept",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "lunalib",
  "MagicLib",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "officerExtension",
  "planet_search",
  "pt_qolpack",
  "assortment_of_things",
  "bruh_ship_browser",
  "PT_ShipDirectionMarker",
  "speedUp",
  "stelnet",
  "Terraforming & Station Construction",
  "timid_tmi",
  "variants_lib",
  "whichmod",
  "audio_plus",
  "ezsadditionalcharacternames",
  "shaderLib",
  "ShipCatalogVariantEditor",
  "Clean_Sector",
  "System_Marker"
]}
[close]
« Last Edit: June 24, 2023, 01:58:24 PM by Jang »
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5422 on: June 24, 2023, 07:14:55 PM »

Is there any way to disable the players reputation syncing with the commissioning factions?
There isn't an option for this, no. (I may redo the system entirely, but that'll be some time in the future)

Actually, I kind of found a work around I'll leave here for anyone else. After taking a commission, I add "noSyncRelations": true, to their faction file in \Nexerelin\data\config\exerelinFactionConfig. Then I use the console to return my relations with non-hostile factions to before I joined the faction, and voila.
Ah, I'd forgotten about that! (well, it's faction specific and I was thinking of global configs)

I'm getting a warning about my task force that I can't find any mentions of in this thread: "Warning: Variants for 3 ship(s) do not match saved variant, restoring".

The log file has a similar warning for each individual ship (https://i.imgur.com/uran6xY.png). The warnings show up regularly even when the task force isn't doing anything except patrolling, and my other task force never gets these messages. I've checked the 3 Auroras and they seem normal - their loadouts while deployed match the one I have saved. Warnings persist after disbanding and recreating the task force.

 Mod list
{"enabledMods": [
  "starpocalypse",
  "AMPP",
  "pantera_ANewLevel20",
  "advanced_gunnery_control_dbeaa06e",
  "automatedcommands",
  "lw_autosave",
  "battletechportraitpack",
  "better_variants",
  "CaptainsLog",
  "combatactivators",
  "chatter",
  "lw_radar",
  "lw_console",
  "DetailedCombatResults",
  "pt_exiledSpace",
  "fleethistory",
  "fleet_journal",
  "GrandColonies",
  "hostileIntercept",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "lunalib",
  "MagicLib",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "officerExtension",
  "planet_search",
  "pt_qolpack",
  "assortment_of_things",
  "bruh_ship_browser",
  "PT_ShipDirectionMarker",
  "speedUp",
  "stelnet",
  "Terraforming & Station Construction",
  "timid_tmi",
  "variants_lib",
  "whichmod",
  "audio_plus",
  "ezsadditionalcharacternames",
  "shaderLib",
  "ShipCatalogVariantEditor",
  "Clean_Sector",
  "System_Marker"
]}
[close]
Hmm, I'd previously connected that error to using fresh-from-custom-production ships in special task groups, but I'm guessing this isn't the case here and I'd thought I'd fixed that in any event.

If you zip and upload the save folder in question I could debug this particular instance of the issue. In the meantime, download this .jar (place in Nexerelin/jars and overwrite) if you want to make the messages stop appearing without removing those particular ships.

That worked thanks!

Is there somewhere I can look to see where the questline starts are for whats been added? Aside of the walk through, the AI quests and prisim I haven't found anything else.
Currently it's just the four Remnant missions and the ground battle tutorial for story missions, so it looks like you've found them all.
If you want more (outside of vanilla), Secrets of the Frontier and Persean Chronicles have some good ones if you haven't tried those mods yet.
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Jang

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5423 on: June 25, 2023, 02:41:18 PM »

Hmm, I'd previously connected that error to using fresh-from-custom-production ships in special task groups, but I'm guessing this isn't the case here and I'd thought I'd fixed that in any event.

If you zip and upload the save folder in question I could debug this particular instance of the issue. In the meantime, download this .jar (place in Nexerelin/jars and overwrite) if you want to make the messages stop appearing without removing those particular ships.
Sure, here is the save folder: https://drive.google.com/file/d/1yVy2kYUR1PMNNedMqMvxteKkhsXWOH2m/view?usp=sharing. I have named the task force that causes the warning, and it's right next to the player in this save. I did produce the warning-causing ships using my colony, but as you guessed I changed and saved their loadout before assigning them to the task force. Thanks for taking a look! The mod has made my playthroughs a lot more enjoyable.  ;D
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SCMDR_Aramantha

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5424 on: June 26, 2023, 02:19:02 AM »

Do I have to replace the original armaa file with the new fixed one in Arma/jars?
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Selfcontrol

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5425 on: June 26, 2023, 05:36:51 AM »

Hi.

I have a newbie's question: if I change the settings during a campaign, do the new settings apply to the current campaign?

I had deactivated invasions, but in hindsight I'd like to activate them for new colonies only.
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SpaceDrake

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5426 on: June 26, 2023, 01:46:44 PM »

Do I have to replace the original armaa file with the new fixed one in Arma/jars?

Yes.
Hi.

I have a newbie's question: if I change the settings during a campaign, do the new settings apply to the current campaign?

I had deactivated invasions, but in hindsight I'd like to activate them for new colonies only.

Correct, alter them in the mod settings tab in-game (praise LunaLib!) and it'll apply immediately.
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jercar

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5427 on: June 27, 2023, 06:59:34 AM »

I think my game keeps crashing because of the battleground quest loading any advice?
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SlickTLD

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5428 on: June 28, 2023, 04:27:00 PM »

Are my colonies with military bases , ground defenses etc stuffed with marines and weapons in case of an invasion? and is there a way to see the "invasion" map ( with the locations and troops) while the colony is at peace?
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Jess_catte

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5429 on: June 28, 2023, 08:43:58 PM »

Something odd is happening in my current campaign. The Sindrian Diktat is part of an alliance with the Luddic Church and the Hegemony. I made friends with them early through a System Bounty. When the other two factions got mad at me and declared war, the Sindrian Diktat refused to declare war but stayed in the Alliance.

But now that the other two factions have had enough of the war with me and are trying to get peace, the Sindrian Diktat is continuing to vote for war with me, for no reason I can see. Its alignment with my faction isn't in the negatives, and it shouldn't even have an input on a war it isn't fighting.

So why is it able to cast a deciding vote on the war?
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