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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)  (Read 3517759 times)

Moon Spirit

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6240 on: December 03, 2024, 04:23:19 AM »

For anyone having crashes, try this fix .jar (same URL as the one before, but I changed the file), place in Nexerelin/jars.

It should silently prevent the crash and also write a relevant stacktrace to log. If you download this and get past where it would previously crash, search in the log for the text "who created me?" (without the quotes) and let me know what it says.

EDIT: Nobody I've talked to is getting the message in the log. I'll probably need to look at UAF code directly for this ???

Fix works.  No errors or crashes after installation.
But I have another problem.
Ava Nitia from Iron Shell stopped giving me any work. I have a good relationship with her and the faction. But the dialog about the job keeps closing as if I had done it all.
As if the dialog with the job can not load for some reason.
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Zavindur

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6241 on: December 04, 2024, 08:56:43 AM »

For anyone having crashes, try this fix .jar (same URL as the one before, but I changed the file), place in Nexerelin/jars.

It should silently prevent the crash and also write a relevant stacktrace to log. If you download this and get past where it would previously crash, search in the log for the text "who created me?" (without the quotes) and let me know what it says.

EDIT: Nobody I've talked to is getting the message in the log. I'll probably need to look at UAF code directly for this ???

Fix works.  No errors or crashes after installation.
But I have another problem.
Ava Nitia from Iron Shell stopped giving me any work. I have a good relationship with her and the faction. But the dialog about the job keeps closing as if I had done it all.
As if the dialog with the job can not load for some reason.

This patch kinda worked for me as well; it stopped constantly crashing after a few moments of loading the save.

However, the game will now randomly close with no crash message and the logs show it's a javascript crash.

I've disabled this mod and don't get those random javascript crashes- but it could be another mod that depends on this one that is causing the crash;

Looking forward to any future updates, I love this mod.
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Histidine

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6242 on: December 05, 2024, 12:57:22 AM »

Post the error from the log please

Fix works.  No errors or crashes after installation.
But I have another problem.
Ava Nitia from Iron Shell stopped giving me any work. I have a good relationship with her and the faction. But the dialog about the job keeps closing as if I had done it all.
As if the dialog with the job can not load for some reason.
Might need to look at the save; if you're not running with too many mods (<50 would be good) upload it someplace (Dropbox or similar) and I could take a look.
Else, post a screenshot of the dialog and we could try to narrow it down from there.
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Moon Spirit

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6243 on: December 06, 2024, 09:02:27 AM »

Post the error from the log please

Fix works.  No errors or crashes after installation.
But I have another problem.
Ava Nitia from Iron Shell stopped giving me any work. I have a good relationship with her and the faction. But the dialog about the job keeps closing as if I had done it all.
As if the dialog with the job can not load for some reason.
Might need to look at the save; if you're not running with too many mods (<50 would be good) upload it someplace (Dropbox or similar) and I could take a look.
Else, post a screenshot of the dialog and we could try to narrow it down from there.

I found what my problem is.
I had Ava Nitia in suspended contact status for some reason. I added her to my contacts again. Although I don't know why she was removed from contacts.

Thanks for the fix. I think if I will have problems in the future, it will probably be because of other mods. I have 76 of them.
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Dadada

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6244 on: December 08, 2024, 02:07:14 PM »

Quote
v0.11.2 "Concert of Persea" (2024-05-18)
Changes from beta 0.11.1x
Can't weaken rebellions by buying more goods on the black market than were sold into it
Player special task groups will use a gate if both they and the task target are in gate systems
Random spicy idea I just had which could give Histidine even more work (I am sorry): This could be behind a quest as a reward, or behind some kind of cost. :o

So, boom, now only after you do X your special task groups can do the kind of gate travel from the patch/change log.

Lore? Maybe the quest reward is a "limited amount of copies of the Janus device" or "you now have a limited ability to manufacture them". shrug.gif

E: Dangerous idea: Our very redacted contact could be of help, at the cost of sharing the device with her... Yeah, what ramifications or advantages that could bring... Uh-oh. o.O
« Last Edit: December 08, 2024, 02:18:40 PM by Dadada »
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bad1ands

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6245 on: December 18, 2024, 01:50:29 PM »

having an odd crash, after i join the persian league with my colonies, clicking the command tab causes a crash to desktop.
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EnigmaniteZ

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6246 on: December 18, 2024, 02:27:31 PM »

relevant lines from the starsector.log are helpful if you want to help us help you, yes.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

LocustJester

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6247 on: December 18, 2024, 06:25:45 PM »

for some reason the remnant contact quest "showdown" is not spawning for me
I've acquired 100 rep with both midnight and the remnant faction themselves, has completed both the lost scienist and the fragments quest, yet the showdown quest still doesn't appear
I've visited midnight multiple times but only generic quests spawn
or is there a way to force spawn the quest?
my mod list:
"enabledMods": [
  "apex_design_peak",
  "$weebshitaiportraitpack",
  "pantera_ANewLevel30",
  "aitweaks",
  "console_additions",
  "adjustableautomatedships",
  "adversary",
  "A_S-F",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "apex_design",
  "ApproLight",
  "arthrships",
  "ashlib",
  "AttunedDriveField",
  "HMI_brighton",
  "ORK",
  "Csp",
  "chatter",
  "lw_console",
  "customizablestarsystems",
  "istl_dassaultmikoyan",
  "Diktat Enhancement",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "fleetsizebydp",
  "fob",
  "fp",
  "GrandColonies",
  "HMI_SV",
  "HMI",
  "hte",
  "HIVER",
  "IndEvo",
  "Imperium",
  "knights_of_ludd",
  "lost_sector",
  "lw_lazylib",
  "luddenhance",
  "lunalib",
  "MagicLib",
  "missinghegemonyauxiliaryships",
  "missingshipscivilian",
  "missingsuperships",
  "missingmidlineships",
  "missingpatherships",
  "missingshipspirate",
  "MoreBarMissions",
  "MoreMilitaryMissions",
  "nexerelin",
  "sun_nomadic_survival",
  "sun_nomadic_survival_Aki_WfB",
  "officerExtension",
  "vice_orr",
  "PirateMiniMegaMod",
  "assortment_of_things",
  "refitfilters",
  "RigSec",
  "scalartech",
  "scan_those_gates",
  "Scrapyard",
  "bb_plus",
  "SGB_EN",
  "swp",
  "smod_removal",
  "speedUp",
  "btlg_paradise_cabal",
  "tahlan",
  "Terraforming & Station Construction",
  "underworld",
  "ungp",
  "demonx3_ungp_rulepack",
  "vbc",
  "TouchOfVanilla_vri",
  "niko_morePlanetaryConditions",
  "whichmod",
  "shaderLib",
  "Rouge_Redstar"
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Histidine

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6248 on: December 18, 2024, 07:29:57 PM »

Quick summary of the requirements for Showdown:
- <mission not already saved in contact memory>
- one Remnant station (in a system that has Remnant theme in the system generator)
- one Hegemony market (non-hidden and not in hyperspace)
- also might break if it can't find the staging area somehow, although I'm not sure how likely this is

Random spicy idea I just had which could give Histidine even more work (I am sorry): This could be behind a quest as a reward, or behind some kind of cost. :o

So, boom, now only after you do X your special task groups can do the kind of gate travel from the patch/change log.

Lore? Maybe the quest reward is a "limited amount of copies of the Janus device" or "you now have a limited ability to manufacture them". shrug.gif

E: Dangerous idea: Our very redacted contact could be of help, at the cost of sharing the device with her... Yeah, what ramifications or advantages that could bring... Uh-oh. o.O
Interesting ideas! Though I mostly added PSF gate travel as a quick feature for player convenience in response to a request, probably don't want to make a big production out of acquiring that technology right now (Alex and David are probably cooking something in this regard anyhow).
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Vocation

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6249 on: December 20, 2024, 01:02:33 AM »

Is it possible to get the faction descriptions to show when selecting a faction at the start? It only shows the lore the first time, then if you back out of the menu and go to another faction it doesn't show any lore anymore. Gave a bundle of my mods to someone else to play and they wanted to see some lore when selecting. 
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ShadowWraith

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6250 on: December 20, 2024, 05:20:05 AM »

Hi, love this mod, now with that said and done, just a couple of questions.

1. Is there a way or will there be an option in the future that allows the play to setup blockades of other factions systems as well, like a counter blockade?
2. I've seen fleets in my systems, that are (raiding the system, or investigators) but their status is neutral so my fleets wont attack them. If am at vengeful or hostile level with the faction should they not be coming up as hostile?

and finally might be AOTD question but is there a way to reverse engineer colony items of other mod factions if you raid and still from them like the monitoring node that the XI battleground uses?
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Histidine

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6251 on: December 20, 2024, 04:54:42 PM »

Is it possible to get the faction descriptions to show when selecting a faction at the start? It only shows the lore the first time, then if you back out of the menu and go to another faction it doesn't show any lore anymore.
Only a few third-party factions (I know Iron Shell does it, UAF and Sindrian Fuel might too?) print descs in the faction selector, it's currently custom-written. I could make it auto-grab the first paragraph of the intel description as a fallback; may take a look in the future.

Hi, love this mod, now with that said and done, just a couple of questions.

1. Is there a way or will there be an option in the future that allows the play to setup blockades of other factions systems as well, like a counter blockade?
2. I've seen fleets in my systems, that are (raiding the system, or investigators) but their status is neutral so my fleets wont attack them. If am at vengeful or hostile level with the faction should they not be coming up as hostile?

and finally might be AOTD question but is there a way to reverse engineer colony items of other mod factions if you raid and still from them like the monitoring node that the XI battleground uses?
Hello!

1. Might add player blockades someday; I hadn't added player raids because the cost-benefit ratio is pretty undefined there, but blockades should be more reliable.

2. Fleets like investigators and the commerce raiders from the TT events are vanilla. Not sure whether the investigators are or supposed to be neutral (thought they aren't); IIRC the commerce raiders are marked as neutral but player patrols will still fight them. Either way, best to ask Alex directly.

3. Colony item reverse engineering sounds like an AotD thing yeah.
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SirStargateur

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6252 on: December 21, 2024, 12:06:30 AM »

I don't get why but I get the janus device with random core activated, use it, and still can't use the gate. Fresh install, 0.11.3 for nexi, 1.4.6 magiclib, 2.8b lazylib.

Is these a new thing to do to activate gate ?

Edit: Thx a lot it worked, "known bug" I searched on forum and github found nothing  ???
« Last Edit: December 21, 2024, 01:02:43 AM by SirStargateur »
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Histidine

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6253 on: December 21, 2024, 12:18:48 AM »

It's a known bug in current release; my bad :-X
Use the following Console Commands runcode (copy and paste into console) to fix current save; for future saves turn on story skip in the new game settings (or enable the mod setting that makes this automatic) before enabling random sector.

Code: java
runcode Global.getSector().getMemoryWithoutUpdate().set("$canScanGates", true);
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ShadowWraith

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6254 on: December 21, 2024, 09:47:54 AM »


1. Might add player blockades someday; I hadn't added player raids because the cost-benefit ratio is pretty undefined there, but blockades should be more reliable.


Maybe another colony item like the privateer base, but like the academy or courier port where you dock or in the request fleet tab you have a blockade option and pick the scale of the blockage and just watch it cause chaos.

Something else that just came to me operatives, feels like they could have more abilities. You have lower relations but could there be an ability to combine sabotage and incite violence between factions, ie you sabotage TT supplies but there's a option to have it pinned on Luddic path or another faction, so you can set two different factions against each other while pulling the strings. To make it fair the same can happen to you as well but perhaps the internal security toggle can have counter intelligence as well to rout other spies out?   
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