Avorion

Avorion

Extended Captains
88 Comments
Joenyan 30 Sep @ 4:07am 
Compatibility patch for Real captains 2 and Extended Captains
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3577562250
Possible reason of the issue: wrong mod order, if Extended Captains loads after RC2 -> everything works fine. If Extended Captains loads before RC2 -> missing description
Joe Staff  [author] 29 Sep @ 9:19am 
@Joenyan - Thanks for looking into this!

@Sinnergistic - as Joenyan said, probably just unintended compatibility issues. It can be quite difficult to make certain assumptions when mods come into play.
Joenyan 28 Sep @ 2:19am 
The Real Captains 2 and this mod overwrite the same function. "Race" line is non-existent in vanilla. I will fix this later, after a brake
Sinnergistic 27 Sep @ 6:53pm 
I have a weird issue where the primary perks do not show in the mouseover for the new types.

For example: If I mouseover my Tier 3 Star Surfer, by line it says: Secondary Class: Miner, Race, Tier, Then lists the mining class perks. No Star Surfer perks. (secondary perks from this mod show though)

For a Tier 2 Loot Goblin, The first three lines are Race, Tier and Level then minor perks (this includes the minor perks from this mod also).

I've checked and the primary perks still work despite not showing. So not a huge issue.. I can refer here for the primary perks. ;)

Have you ever seen this before? Or does anyone know any easy fix?
The only mods I run that I think may relate are Real Captains 2 (w/ Star Wars + Black Sun) and the AIM Mod pack in general.
Its mostly just QoL for now, but if anyone knows how to fix it, let me know.

Great mod by the way! :steamthumbsup:
MustDy 27 Sep @ 3:05pm 
One q tho
Captains have traits for all damg types, except Energy (general laser dmg)
Is this intended, or is it an oversight?
Joenyan 15 Sep @ 5:38am 
Fully compatible with Real Captains 2. No errors, all captains have proper tooltips
Joe Staff  [author] 5 Sep @ 9:02pm 
Keep me posted, it might be something that could be fixed on my side.
KarpJoe 5 Sep @ 8:56pm 
No worries. I'll have to remove mods until I find the culprit. Thanks for your time though. I greatly appreciate it.
Joe Staff  [author] 5 Sep @ 7:47pm 
@KarpJoe - Ok, I made a script that pulls up the credentials window on command and it seems to work just fine with the modded classes on either primary or secondary. So some other mod must be adding something somewhere.
Joe Staff  [author] 4 Sep @ 6:25pm 
After that, then I'll look into other mods.
Joe Staff  [author] 4 Sep @ 6:24pm 
@KarpJoe - I'll need to do more testing. I tried researching what I can while away from my computer, it doesn't seem to be Extra Available Mission's fault either. When I tested it, I didn't get a captain with a modded primary class. So I'll need to keep trying until I get one, then I'll be able to read the error log to see what's happening, if anything.
KarpJoe 4 Sep @ 2:44pm 
I can make a collection of the mods that I have if that would help, or a list somewhere. I do realize this is my own issue truly if it's working on your end, so any help you give is greatly appreciated.

Do mods for Avorion overwrite each other? So if they effect the same file then one trumps the other? If so I can poke through my files and see which ones have the same thing. I've messed around with Zomboid .json files, and a few other games.
Joe Staff  [author] 4 Sep @ 11:07am 
May not be Extra Available Missions. Will take me a few days to have the time to sit down and work on the issue.
Joe Staff  [author] 4 Sep @ 10:42am 
I actually know that mod author, so I'll reach out to him.
Joe Staff  [author] 4 Sep @ 10:41am 
@KarpJoe - I think then the issue is Extra Available Missions. In vanilla, the Lost Friend logic restricts what the captain's primary class will be based on the station that's providing the mission, and if it's not a listed station then it returns 'nil'. This mod doesn't make changes to that.

The code that creates the credentials window doesn't seem like it would struggle to show one of the modded classes since they're so similar to vanilla classes. So, my hypothesis is that what you're getting is a 'nil' captain class, and not specifically one of the modded ones.

The next time I'm available, I'll poke around in the Extra Available Missions to see if it's changing that logic. It could be trying to select a captain at random based on the Captain Class Enum size, but that could fail because my modded classes are ID'd with big numbers (like in the millions as opposed to the double digits, to prevent conflicts), leaving potential logic gaps.
KarpJoe 4 Sep @ 6:14am 
So I do have "Captain Modifications to Make Their Perks More Sensible"

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2990489005

But it seems to play nice with yours. It gives your captains the improved turret slots and I have a loot goblin captain that works as expected.

I also have "Extra Available Missions" and some sub mods for that.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2445091865

As long as the captain from any Lost Friend mission has a base class and not one of yours it works properly. I found a Commador/Shield Mistress which works as expected.
Joe Staff  [author] 3 Sep @ 8:50pm 
took me f*cking forever to find one, lol
Joe Staff  [author] 3 Sep @ 8:49pm 
@KarpJoe - I tried it out, there wasn't any issue when I finally found one. Is there maybe any other mods installed involving that mission? Or maybe it's a language issue?
Joe Staff  [author] 1 Sep @ 7:27am 
@KarpJoe - Interesting! I'll take a look into it when I get some free time, but that may be a few days.
KarpJoe 31 Aug @ 9:27pm 
I think there might be an issue with your mod now. When I do a lost friend quest that has one of your classes as it, after killing all the pirates and asking for credentials, it just gives a blank window that can't be closed.
Joe Staff  [author] 23 Aug @ 4:46pm 
@Yunru Stellaris - That's not too surprising, actually. My mod adds a few lines into Captain popup cards (when you mouse over them and it shows their name and stats, etc), so I imagine those do the same. It isn't suppose to conflict, but that depends on how they're handling it.
Yunru Stellaria 23 Aug @ 5:38am 
Nah, they just add portraits to captains... Which makes the conflict all the more confusing.
Joe Staff  [author] 18 Jul @ 11:01am 
@Yunru Stellaria - Eyy, glad to hear it's resolved. I'm not super familiar with those mods, I hope you're not missing out because of it.
Yunru Stellaria 18 Jul @ 2:45am 
Either Real captains 2 or OH MY CAPTAIN was the cause. Disabled both and it works fine!
Yunru Stellaria 17 Jul @ 2:33pm 
Language is English, haven't tested with finding a captain in the wild.
Yunru Stellaria 17 Jul @ 1:45pm 
Maybe something's wrong my end then, because not only do they not show when using CCB, they don't do anything - Tested with an AI captain because it has the most obvious impac.t
Joe Staff  [author] 15 Jul @ 2:22pm 
@Yunru Stellaria - It could be a language issue. I'm not sure about the Custom Captain Builder, but this mod doesn't do a lot for other languages other than the bare minimum to keep UI functioning.
Joe Staff  [author] 15 Jul @ 12:40pm 
@Yunru Stellaria - I'm actually subscribed to this mod and last I checked (a long time ago) it worked fine. I know nothing has changed on this side.
Yunru Stellaria 14 Jul @ 2:46pm 
Who would I have to ask to get this working with Custom Captain Builder?
Specifically these cause the sidebar that says what captains do to disappear when selected as a primary or secondary class.
Joe Staff  [author] 27 Mar @ 3:19pm 
@MajorLeeStoneD - repeating the answer here so others can know - There aren't any combo restrictions set on these classes, so any combination should be possible.
MajorLeeStoneD 27 Mar @ 10:55am 
hello Joe Staff, just a quick question. but i have been searching for a Squad leader / Limit beaker for DAY's it feels like, dose this combo exist.

Great Mod BTY loving it!
Joe Staff  [author] 22 Mar @ 9:35am 
@Lyrdian - Not these ones specifically. It's been a little bit since I was in the headspace for this, I can't really remember if there was a reason for that or not.
Lyrdian 18 Mar @ 12:31pm 
Do these captains do any of the specialist jobs like trading? For instance, if i use an AI Captain could i send it on trade operations?
Joe Staff  [author] 22 Jan @ 9:19am 
@CrusadingPriest - I haven't made one, I just theorized about one existing. It's a surprisingly easy mod to make, so I did just assume one exists already.
CrusadingPriest 20 Jan @ 12:58pm 
This mod really is great. You did mention that other mods might make it so Captains can keep leveling. Which mods where those. I can't seem to find any. Did you make one?
Sileighty-Nine 8 Jan @ 7:42pm 
Thanks for the info.

Higher level captains could certainly be interesting in combination with this mod.
Joe Staff  [author] 8 Jan @ 12:37pm 
@Sileighty-Nine - I did word that pretty poorly. For damage, it's 1% per level.
For turret slots it's 1 per 2 levels.

These also all scale infinitely should a mod allow higher captain levels.

It's been a little while since I made this, so I can't remember my specific reasoning for not just including them in the tooltip info. I was probably worried about a Captain's level not being accessible at the time the tooltip was made, so it might crash trying to produce a number.
Sileighty-Nine 7 Jan @ 2:08pm 
Would it be possible to actually list how much the damage increases per captain level or something like that? somewhere it actually shows?
Turret slots should be +1 per 2 captain levels if I read the description correctly?
Sileighty-Nine 7 Jan @ 1:51pm 
I love the idea of this mod but some of the traits like increase damage, or increased turret slots, don't seem to do anything.
Joe Staff  [author] 6 Jan @ 11:09am 
@vortensis - Lol, I knew it would come in handy, setting up a server with mods is unnecessarily extra.
vortensis 6 Jan @ 2:16am 
The fact you put the mod ID easily in the description, you get points just for that... adding to my server in a moment, as more captains can only be a good thing!
Joe Staff  [author] 26 Nov, 2024 @ 8:09am 
I've uploaded a potential fix, let me know if anymore issues come up!
Joe Staff  [author] 23 Nov, 2024 @ 8:50am 
Having had time to contemplate in it, it's possible the issue is with language translation. The tool tip code relies on English words for modifying. I'll have to investigate it when I next have time
Joe Staff  [author] 9 Nov, 2024 @ 4:22am 
I've completely removed the mod and let steam redownload it on a fresh game and it works fine. I'm wondering if it's a game version issue? If you're willing, you can send me a friend invite and we can try to investigate it further.
Joenyan 7 Nov, 2024 @ 1:47am 
1) Enabled mods: Extended Captains only
2) Save: fresh
3) Bug: no tooltip, errors at line captainutility.lua:197, check for yourself
Echo 6 Nov, 2024 @ 1:05pm 
Updates seem to break the captains. I am not sure whether they even have any effects anymore when they are broken like this. It just shows a blank window when you hover over them.
Joe Staff  [author] 4 Nov, 2024 @ 9:19pm 
Oh? Do you mean the tool tip when you hover over the Captain?
Echo 4 Nov, 2024 @ 9:12am 
Yea, it would seem that updates to the mod cause that.
Not that big of a deal imo though.
bug?
captain information window become void , it display nothing without black