Avorion

Avorion

Salt's Captain QoL Tweaks
24 Comments
Pokeking 2 Jan @ 4:33pm 
cough cough
SaltF4  [author] 12 Nov, 2024 @ 10:23pm 
@Pokeking I noticed this as well, I think that some changes occurred in base game's handling of captains, I'll have to look into the code when I have some time, I pushed the latest update along with similar updates to this and my other mods, to simply allow the mod to function in the latest game version.
Pokeking 12 Nov, 2024 @ 8:34pm 
Which negative perks is this supposed to remove? Just anything that's purely negative? I ask because I'm getting captains with the Addict perk.
[R.P.C.]Ashuryx 11 Jul, 2024 @ 7:25pm 
update?
SaltF4  [author] 24 Apr, 2024 @ 10:14am 
Apologies for the delay, I've been occupied with meeting deadlines for school. @Sineme, thanks for the tip, I'll include the removal of those lines, and simplify the flow of the function(s) a bit in the next update to the mod.
Sineme 13 Apr, 2024 @ 2:01pm 
Your captaingenerator.lua is breaking my ScoutCaptainOperation mod by overriding CaptainGenerator instead of extending it / overriding selected methods.

Could you remove line 5 and 6? Your mod will work the same without breakin mine.
Also: You could simplify getLevelFromTier to just return 4 without the if/elseif/else statements.

Thanks.
SaltF4  [author] 18 Mar, 2024 @ 9:04am 
@Rocketgarden Apologies for the delayed reply, I was out of town for a couple weeks. Thanks for the suggestion, I have some plans to reorganize this mod and allow for easier tweaks to be made both by myself and for users like yourself. Life's been a bit hectic lately, but I'll try to get that into the works sooner rather than later!
Rocketgarden 11 Mar, 2024 @ 2:18pm 
Can I recommend/suggest blacklisting the "Reckless" trait? The flat 5% increase to ambush chance is a real killer
SaltF4  [author] 28 Dec, 2023 @ 1:18pm 
I'm gonna have to look more into the traits because, yeah, those should have been disabled, but I might have overlooked something silly. Glad to hear that things are working otherwise, at least!
O'shovah 20 Dec, 2023 @ 5:01pm 
woooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo! it works with the other mod... noticed a lot of greedy and gambler traits, but that's not a big deal
O'shovah 20 Dec, 2023 @ 4:56pm 
will test again
SaltF4  [author] 20 Dec, 2023 @ 3:20pm 
Either I goofed with something that's so dumb I'm just not seeing it, or there's some strange interaction that's screwing things up. Either way, I removed the part of this mod that was intended to make captains spawn 100% of the time. Captains should still have less variance and removed negative traits though. I'll keep looking into what was causing the other issues, and I'll take a look into those other mods and see what can be implemented here.
SaltF4  [author] 20 Dec, 2023 @ 3:05pm 
I should say, actually, same file is often okay, but same functions will almost certainly conflict
SaltF4  [author] 20 Dec, 2023 @ 3:05pm 
mods that change/modify the same lua files are very likely to conflict and cause unintended/unexpected behaviors. Also, I did just fix a few things I screwed up with when updating this, just doing another quick check, then I'll update it here.
O'shovah 20 Dec, 2023 @ 2:55pm 
the creator of the more captains mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2853957584 is inactive plus that version is an "updated" version of: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2789444257 which has been abandoned by the original creator. any way to merge your mod and theirs?
O'shovah 20 Dec, 2023 @ 2:51pm 
tried again since the update. now station menus don't even show the "hire" options
O'shovah 20 Dec, 2023 @ 2:44pm 
i definitely had the "Currently prevents captains from spawning" @chr0me was seeing. but that might be a conflict with https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2853957584
SaltF4  [author] 20 Dec, 2023 @ 2:21pm 
Theoretically, we should be compatible with 2.4.2 now. Please feel free to let me know if anything's jacked up or not working.
O'shovah 19 Dec, 2023 @ 7:25pm 
please update
O'shovah 19 Dec, 2023 @ 7:23pm 
@chr0me thanks for sharing!!
chr0me 7 Oct, 2023 @ 6:32am 
Currently prevents captains from spawning
CondoR 2 Oct, 2023 @ 11:07am 
Sorry, I made a similar mod a long time ago (no longer saved) for captains without negative qualities, I remember that I edited the files associated with captains and used the /addcrew command for testing and it worked, I spawned captains only with positive character traits and hiring captains also worked , only the mod was for single player.
SaltF4  [author] 1 Oct, 2023 @ 11:26pm 
@CondoR I'd have to check into that. Honestly, I've noticed a few quirky things with the behavior of the scripts which leads me to believe there's some hard-coded variables somewhere, or another script that I'm unaware of that facilitates determining which captain type to "spawn" in a station.

Specifically, as it pertains to the /addcrew command, I actually wasn't aware that such a command existed. Have you tried using the debug window? I haven't tested this too much in creative mode or debug.

I mainly just wanted a simple mod that I could load onto my dedicated server that combined a few mods I was trying to use, as well as adding custom changes that I wanted which all affected the same files, and making a single mod helps to reduce/eliminate conflicts.
CondoR 29 Sep, 2023 @ 11:16pm 
The /addcrew command does not work with this mod.