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Messages - cakeonslaught

#1
Outdated / Re: [A13] Mod MEGA PACK - reloaded
June 24, 2016, 12:12:07 AM
Hi Guys,

I found a solution to not being able to load my save. Below are the steps that fixed the error for me, which i believe was due to caveworld flora based on what the log said. I messed with darkness revamp on a whim.

Step 1: Removed caveworld flora from the load order.

Step 2: Copied the mod load order from the modsconfig file and pasted it in as the load order for my save and its associated world.

Step 3: Edited my savegame xml file to remove all instances of the caveworld flora thingdefs and buildingdefs. I found references in my stockpiles, some buildings, some things, and a map component that needed to be removed.

Hope this helps. Keep in mind i'm not an expert and doing this may have caused other problems, but hey my game loads now.
#2
Hospitality v1.13 had a bug that froze the game when loading visitors(rarely). It's since been fixed, but there are some other bugs with it. People are suggesting to play with v1.11c of Hospitality.
#3
Mods / Re: Edb pawn icon bar for A13?
June 05, 2016, 12:57:15 PM
I've been playing like a slave psycho with it for awhile (~40 hours) and the only crashes i got related to the pawn bar were when i would try to open it after hiding it. I just play without hiding it (in 1080p the icons are tiny) and get no problems at all.
#4
I had to disable the missing pawns script by commenting out the lines that remove relation and send you a message. I think it's also taking way too much relation, it seems to be dividing the recruit penalty by 2 for each pawn. It only removes 5 for each dead pawn, so it's actually better if they get killed than go missing.
#5
Outdated / Re: [A13] Mod MEGA PACK
June 04, 2016, 01:00:44 PM
People are saying to switch Hospitality to 1.11c, but doesn't that version conflict with CombatRealism? The patch notes for Hospitality say it added compatibility in 1.13.
#6
I replaced my existing Hospitality folder with the new 1.13b and i'm still getting problems with angered chiefs. Nobody has died, so can somebody tell me what i've done wrong? I literally just swapped the folders and loaded my game.

I was also getting the intermitted freezing before, which i have not seen since.

EDIT: It seems that it is saying EVERYONE who visits has gone missing. I watched and they are exiting safely, but it does take them a while because the map is large and snowy.
#7
Quote from: Thorbane on June 02, 2016, 07:26:09 AM
Quote from: cakeonslaught on June 01, 2016, 03:37:20 AM
Is anyone familiar with the following error? I get it in connection with my game freezing. I'm using Crusader's mod pack and i think it has something to do with a patch for Haplo's Miscellaneous_Core.

Railgun (normal) burst fire shot count is same or higher than auto fire

That's a bad config on Mis. Core's end.  I fixed it by going into the def file for the railgun in the CR patch and changing
                      <li Class="Combat_Realism.CompProperties_FireModes">
<aimedBurstShotCount>2</aimedBurstShotCount>
<aiUseBurstMode>TRUE</aiUseBurstMode>
<aiUseAimMode>TRUE</aiUseAimMode>
</li>

to
                         <li Class="Combat_Realism.CompProperties_FireModes">
<aiUseBurstMode>TRUE</aiUseBurstMode>
<aiUseAimMode>TRUE</aiUseAimMode>
</li>



Also I have a problem with backpacks and tactical vests, they have no quality listed so they are not worn if I set the pawns outfit to not allow normal quality items.  This presents a problem outfitting my higher end troops.

Thank you very much Thorbane for fixing that!
#8
Is anyone familiar with the following error? I get it in connection with my game freezing. I'm using Crusader's mod pack and i think it has something to do with a patch for Haplo's Miscellaneous_Core.

Railgun (normal) burst fire shot count is same or higher than auto fire
#9
Outdated / Re: [A13] Mod MEGA PACK
June 01, 2016, 03:09:54 AM
Hi guys,

I'm getting a crash related to the railgun. My game freezes when it attempts to generate some event, probably a raid, and i get the following error in my log file:


Railgun (normal) burst fire shot count is same or higher than auto fire


I've found the .xml's for the railgun in two mods, one is misc_patch_core_combatrealism and the other is Miscellaneous_Core. If anyone has any ideas, please let me know.
#10
Outdated / Re: [A13] Mod MEGA PACK
May 29, 2016, 01:42:13 PM
My game keeps crashing after a few hours of playtime. I noticed my log file is 20Mb, and it seems to be spamming an error regarding a railgun, and one regarding a "psychic emanation" event. Does anyone know what mod the railgun is from? Does anyone know how to disable the Psychic Emanation event, or where it's found in the defs?

System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.IncidentWorker_PsychicEmanation.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0

  at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0

  at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


Railgun (normal) burst fire shot count is same or higher than auto fire

(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)


EDIT: I discovered that the mechanoid ship part event is referred to as the psychic emanator in the defs. I set the probability to 0 and my log seems fine after playing a while. Not sure yet if this was the cause of the crashes.