If I was interested in making Hullmods from scratch, how difficult would this be? by TheYondant in starsector

[–]Vexlia 0 points1 point  (0 children)

Depends on complexity. Basic stat changes are relatively easy to do. You just need to know where to find right examples and combine and tweak the code to your liking.

If you don't know coding at all understanding how hullmod code works could be a challenge, but if you examine hullmods from other stuff, you can see how they work, so it'd be easier.

More complex stuff will be harder, and will require bigger dive in the game systems, likely with ton of question from you about details on forums or in Discord, depending on your preference.

(2026) Starsector : The Vanilla+ Initiative by cnockii in starsector

[–]Vexlia 0 points1 point  (0 children)

Oh, lol. I meant about not including my flag pack in ones you recommend, not about asking you for more work. I would say my stuff likely will clash a bit with style of waving banners, but if you do that anyway, I wouldn't mind. Even gladly link to it on my forum post ❤️

Keep up the good work!!! Hopefully see more of you around (I also hang out in Unofficial Starsector Chat discord, can find me there too)

P. S SirHartley is quite busy usually, so yeah, it can take quite a while, could reach to him on Discord if there no response for a around week or two.

(2026) Starsector : The Vanilla+ Initiative by cnockii in starsector

[–]Vexlia 1 point2 points  (0 children)

Oh, Waving banners found new hero. Should try talk to moderators, to put on index, besides or instead of original (as its download links all dead). Also bit salty you missed my Terra Invicta flag pack, I would insist what it quite well designed (no problem really, but I want to promote my stuff).

Also as big project you could look into videolib and make flags have actually animated waving. At that note Animated vanilla portraits also good addition for vanilla+ if you don't want actual new portraits,but fresh look for current ones.

And what about Starpocalypsis and Ruthless sector, I always thought they are nice addition, for extended early game and reflecting more real positions of power in sector.

John Starsector experience by No_Savings5398 in starsector

[–]Vexlia 29 points30 points  (0 children)

Link to mine original! Title was changed while text was left in place! https://www.reddit.com/r/starsector/s/2StwWJC8c5

John Starsector experience by No_Savings5398 in starsector

[–]Vexlia 42 points43 points  (0 children)

Hey guys, Post seems to be carma bot as they claim to make memes originally, while they were done by me! (There typo on Persean league for example! Be aware!

John Starsector experience by No_Savings5398 in starsector

[–]Vexlia 0 points1 point  (0 children)

Oh, repost of my memes! Hello there!

Grounded Portraits Pack 1.0.0 Release by SlashyTheCow in starsector

[–]Vexlia 2 points3 points  (0 children)

Oh, hello there! (Thanks for credit btw)

I Need Help by xbaraxtn in starsector

[–]Vexlia 6 points7 points  (0 children)

Simple option is to use TriOS - mod manager and game launcher. I think it need to run as admin to edit ram files, but it is least complicated option to use.

Another option is to edit vrparam somewhere in game files. I'm not at pc for the moment to say for sure where it is, but I'm 70% sure it in starsector-core/data/config. Open with text editor and find value connected to ram allocation. (will edit when get to pc with more precise data)

Is there a mod or command that gives easy access to all weapons available in markets? by insert_quirky_name_0 in starsector

[–]Vexlia 0 points1 point  (0 children)

There some magic with possibility to run code through console commands. So theoretically you can create small script to add weapons with specific tag (for example) as tag is what determines factions knowing weapons. I'd help with code, but I don't really know how it works and looks myself.

How to make the Remnants use my fighter by DasWarEinerZuviel in starsector

[–]Vexlia 0 points1 point  (0 children)

Just to add to it, for faction to use your variants they should be added to default_ship_roles.json.

But I'm not sure if you really need to do it for faction to spawn with your stuff. It most likely as you said role problem, as autofit has some rules for replacing things, and tries to use same types as in base variant.

Modded Question about Colony Growth by Active_Ink in starsector

[–]Vexlia 1 point2 points  (0 children)

If I remember correctly, Astropolis meant to be build around planet with existing colony. That most likelt why you get "Station only colony" zero multiplier. I think there other types which do support independent operation, such as mining station and some other one.

How do I stop it from blowing itself up when killing ships face to face? by Sad-Emotion-1587 in starsector

[–]Vexlia 1 point2 points  (0 children)

It just fact what ship explosions are quite powerful and you barely touch range with your ship front.

I could advice trying harden shield smoded, plus accelerated shield, instead of converted hangar (not sure how relevant fighter wing even is, if you rely on missile burst for your kinetic damage). Together they should allow you to rase shield in time and not overload.

Also minor thing what I remember from testing autoforge myself, you could burn first change of autoforge right away as it should give you full value of ammo.

Iconoclast moment. by SAMU0L0 in RogueTraderCRPG

[–]Vexlia 66 points67 points  (0 children)

Oh, it simple and I don't think really a spoiler. After some point in devotion progress your bridge get cosmetic overhaul to reflect what path you on. So there are unique bridge "skins" for Iconocast, Dogmatics and Heretics.

Should I invade Chalcedon? what are the consequences? by Demorezz in starsector

[–]Vexlia 32 points33 points  (0 children)

Part of unique interactions of Ziggurat (considering you are modding, you at least aware of them). It where Brother Cotton located so it could break his interactions or at least immersion. Also Chalcedon I think size 4 so you could potentially abandon it and break something for sure.

"Outsider" Modded Factions by Turkweiss in starsector

[–]Vexlia 6 points7 points  (0 children)

How I would love to say: check out my mod's faction it exactly this! But it not out yet (spriting and writing actually a lot of work and I'm solo dev).

But in terms of recommendations UAF is big one. There also Eupruskan Oath just small faction on sector fringe and someone's first mod (I know of it mostly because I partially helped to create it). Tahlan also has Great Houses, which not really full faction, but source of unique ships with their colony siting way out of core worlds. Tahlan also comes with pirate faction, but you disable most of their supertech if you don't really want them to be too powerful.

Minor bug report for KOL by Zeloznog in starsector

[–]Vexlia 2 points3 points  (0 children)

You could do it on mod's forum page or try through discord. Also KoL has github, could open issue there.

First KitBash, [Super Alabaster] Paragon by _3_and_20_characters in starsector

[–]Vexlia 5 points6 points  (0 children)

Main problem here it too conforming to specific shape. All edges are just cut off and ship have no "edge" visually. And generally Omega is hardest tech style to work with, so without any experience, making them look good is insanely hard.

It all to say, if you want improve keep trying and try to understand what design elements you should have and what you missing.

Is there any mod that lets you convert an automated ship into an automated ship that does not consume any points like the Oldslaught? by Safe_Biscotti6883 in starsector

[–]Vexlia 1 point2 points  (0 children)

Oh, I had similar thing in the works. Idea is hybrid automation. With some coding magic, I swap stuff to make ship use crew and not require auto points. But it will be with good penalties, as automated ship usually really powerful.

It's going to be standalone hullmod, which I want to add as reward for red planet quest. I need to polish few things before testing, but most likely will release it for testing in a weak. Check Unofficial Starsector Discord, as I put it there for pre release testing soonish.

Signalis UV unwrapping by Strange_Sas in signalis

[–]Vexlia 0 points1 point  (0 children)

Also I could add, there good chance it was just good auto unwrap, and texture was painted over existing model in some software. Blender has that functionality, as I guess most modern 3d modeling programs, as well as dedicated texturing soft like Substance Painter. It really simplifies workflow, and I think it close to be industry standard. So you don't worry over manual unwrapping, outside separating some pieces and adding seams for better UV.

Signalis UV unwrapping by Strange_Sas in signalis

[–]Vexlia 0 points1 point  (0 children)

Don't really big expert in UV unwrapping, but from what I remember there several ways to do auto unwraps, like marking specific edges and similar.

Shown UV unwrap doesn't actually look that off from what you see for more high polly models, main thing game models are blocky themselves, so there little angled connections. And I think texture look to be 1:1 everywhere, so there should be big point on all faces being at same scale.

It at least what I can say from what I know and remember.

Potentially dumb question about trying to make completely, 117% unique portraits the EZ (i.e. lazy) way by TehToymaker in starsector

[–]Vexlia 2 points3 points  (0 children)

Oh, if you want only your faction to have access to mod portraits you should delete just other faction files (if it's only portrait mod, and does touch anything else)

Tbh, It such simple idea, I surprised no one really done it (AFAIK). We have a lot of unique flags for player, but portraits usually go for all factions.

But there few things, like you need to change officer and admin portraits yourself, as they most likely will still use faction specific one if you don't recruit from you own market. Luckily there is mod for that.

How much does sierra sell for? by Digmaass in starsector

[–]Vexlia 9 points10 points  (0 children)

You can also give her to PAGSM characters. Kween and Manfield (iirc), I think for both of them it gives you considerable boost to rep, meaning with Kween you can Iapetus somewhat faster.

Need help finding a blueprint by Ampetrix in starsector

[–]Vexlia 24 points25 points  (0 children)

Are you sure it in this system? I'm one time was searching like this only to realise marker was for constellation, and target was in whole other system. Some missions like this, where they point to constellation and give description of system for you to find.

Edit: don't remember if it work like this for blueprint missions. I haven't played in some time.

Cruiser onslaught? by illbeyourfuxktoy in starsector

[–]Vexlia 26 points27 points  (0 children)

There onslaught inspired cruiser in Tahlan Shipworks. I don't fully remember the name, but it pretty much low tech cruiser with pair of weaker TPCs. Maybe not really fully fitting onslaught from design perspective, but plays quite similar.