I will look into, ty.
[MOD] Rise of the Ossian Raider v2.0 and ashipmod
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Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod
Hello sco1981!
Why mk1 flagship option keep turning off itself? And all mk1 ships destroyed after I try to turn it on.
And after installing RoR(new game start) I've had 2 game crash(x4 just closes with no error).
No map changing mods are installed except RoR.
Why mk1 flagship option keep turning off itself? And all mk1 ships destroyed after I try to turn it on.
And after installing RoR(new game start) I've had 2 game crash(x4 just closes with no error).
No map changing mods are installed except RoR.
Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod
Which version of ROR do you use, newest, steam or nexus?
Mk1 flagship option turn off at the mod npc?
It looks like there is something wrong with the installation i assume.
Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod
Last steam version(+VRO mod/compat mod, FE), not sure which is it.
Yes, mk1 option at the mod npc turn offs after I press it.
Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod
Can you upload a savegame please?VPanda wrote: ↑Tue, 5. May 20, 14:20Last steam version(+VRO mod/compat mod, FE), not sure which is it.
Yes, mk1 option at the mod npc turn offs after I press it.
Did you test a deletion of ROR and did a reinstall already?
Or did you change the difficulty after you activated the mk1?
Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod
If anyone wants to try working on the compatibility patch:
https://www.dropbox.com/s/rqld6miopsvpi ... or.7z?dl=0
I have too much on my plate to deal with.
https://www.dropbox.com/s/rqld6miopsvpi ... or.7z?dl=0
I have too much on my plate to deal with.
Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod
Yeah, dont have that much time too sadly.DeadAirRT wrote: ↑Tue, 5. May 20, 18:55If anyone wants to try working on the compatibility patch:
https://www.dropbox.com/s/rqld6miopsvpi ... or.7z?dl=0
I have too much on my plate to deal with.
But did Staberind in discord a compatibility patch already? I talked to him some days ago and he posted a link to his version. But dunno whether it works or not.
If i got some time, i will work on this.
Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod
Hi,sco1981 wrote: ↑Wed, 6. May 20, 07:58Yeah, dont have that much time too sadly.DeadAirRT wrote: ↑Tue, 5. May 20, 18:55If anyone wants to try working on the compatibility patch:
https://www.dropbox.com/s/rqld6miopsvpi ... or.7z?dl=0
I have too much on my plate to deal with.
But did Staberind in discord a compatibility patch already? I talked to him some days ago and he posted a link to his version. But dunno whether it works or not.
If i got some time, i will work on this.
may 8 update:
Eos has only 2 main cannons(only from left side) - should have 4 I think
BR
Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod
Do you use the VRO version?MiFoludek wrote: ↑Fri, 8. May 20, 20:19Hi,sco1981 wrote: ↑Wed, 6. May 20, 07:58Yeah, dont have that much time too sadly.DeadAirRT wrote: ↑Tue, 5. May 20, 18:55If anyone wants to try working on the compatibility patch:
https://www.dropbox.com/s/rqld6miopsvpi ... or.7z?dl=0
I have too much on my plate to deal with.
But did Staberind in discord a compatibility patch already? I talked to him some days ago and he posted a link to his version. But dunno whether it works or not.
If i got some time, i will work on this.
may 8 update:
Eos has only 2 main cannons(only from left side) - should have 4 I think
BR
I reduced the weapons by 2 because of balance issues. I will change one of them to the oposite side, ty.
Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod
Yes I am using VRO and 4 cannons fit very vell to Eossco1981 wrote: ↑Fri, 8. May 20, 20:51Do you use the VRO version?
I reduced the weapons by 2 because of balance issues. I will change one of them to the oposite side, ty.
Re: [MOD] Rise of the Ossian Raider v1.73 and ashipmod
I know, but then i have to create some new cannons with lower damage for EOS only.
Re: [MOD] Rise of the Ossian Raider v1.74 and ashipmod
Is TB Cannon mk3 deleted?
I can not buy or craft it any longer.
I can not buy or craft it any longer.
Re: [MOD] Rise of the Ossian Raider v1.74 and ashipmod
Will look at it and fix it with the next version. Sucellus mk3 shall be able to equip the weapon.
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod
I've been running around Theia and Triton trying to find the ownerless ships as I need all the help I can get against the Patriarch...but I cannot at all find them. Do they no longer spawn? I still have the setup missions if that makes a difference.
EDIT: Nevermind, I found the other two sectors I didn't know existed. I certainly am glad that there is now a couple of Xenon sectors in-between the Ossians and the civilized parts of the map (and I was complaining a while back that the Eureka Eight was difficult to get out of the sector).
EDIT: Nevermind, I found the other two sectors I didn't know existed. I certainly am glad that there is now a couple of Xenon sectors in-between the Ossians and the civilized parts of the map (and I was complaining a while back that the Eureka Eight was difficult to get out of the sector).
Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod
Yeah, there is one abadoned XL ship left only and this one is in one of the OSR sectors.captainradish wrote: ↑Sun, 17. May 20, 03:23I've been running around Theia and Triton trying to find the ownerless ships as I need all the help I can get against the Patriarch...but I cannot at all find them. Do they no longer spawn? I still have the setup missions if that makes a difference.
EDIT: Nevermind, I found the other two sectors I didn't know existed. I certainly am glad that there is now a couple of Xenon sectors in-between the Ossians and the civilized parts of the map (and I was complaining a while back that the Eureka Eight was difficult to get out of the sector).
So it shouldnt be that easy to get out the ship.
Btw, new version is released in preparation for DeadAirGateOverhaul compatibility.
Deadairgate Overhaul patch:
https://www.dropbox.com/s/gel5d8u7fgkc9 ... r.zip?dl=0
Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod
Eureka eight has invisible engines.
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Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod
They're not invisible. The engine model is either become too small or moved too far forward. If you pay attention, you can see the tips of the engines.
I always felt the engines were far too small on the Eureka Eight anyway. Maybe this will finally get a fix.
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- Posts: 190
- Joined: Sat, 30. Apr 05, 06:09
Re: [MOD] Rise of the Ossian Raider v1.8 and ashipmod
Hopefully DeadAirGate will become compatible and not required. That mod makes the universe far too orderly for my tastes.sco1981 wrote: ↑Sun, 17. May 20, 19:45Yeah, there is one abadoned XL ship left only and this one is in one of the OSR sectors.captainradish wrote: ↑Sun, 17. May 20, 03:23I've been running around Theia and Triton trying to find the ownerless ships as I need all the help I can get against the Patriarch...but I cannot at all find them. Do they no longer spawn? I still have the setup missions if that makes a difference.
EDIT: Nevermind, I found the other two sectors I didn't know existed. I certainly am glad that there is now a couple of Xenon sectors in-between the Ossians and the civilized parts of the map (and I was complaining a while back that the Eureka Eight was difficult to get out of the sector).
So it shouldnt be that easy to get out the ship.
Btw, new version is released in preparation for DeadAirGateOverhaul compatibility.
Deadairgate Overhaul patch:
https://www.dropbox.com/s/gel5d8u7fgkc9 ... r.zip?dl=0