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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
@Sinnergistic - as Joenyan said, probably just unintended compatibility issues. It can be quite difficult to make certain assumptions when mods come into play.
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!
Captains have traits for all damg types, except Energy (general laser dmg)
Is this intended, or is it an oversight?
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.
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.
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.
https://drive.google.com/file/d/1tRhTIqNVhYvWJwl7HyIxOrmvC2ZrZuKO/view?usp=sharing
Specifically these cause the sidebar that says what captains do to disappear when selected as a primary or secondary class.
Great Mod BTY loving it!
Higher level captains could certainly be interesting in combination with this mod.
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.
Turret slots should be +1 per 2 captain levels if I read the description correctly?
2) Save: fresh
3) Bug: no tooltip, errors at line captainutility.lua:197, check for yourself
Not that big of a deal imo though.
captain information window become void , it display nothing without black