Star Wars Mod for the Egosoft X3 series game, specifically Albion Prelude. This mod adds High quality ships, locations and sounds, as close as possible to the original films, something most people seem to loose focus of.

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Crash Bug with certain Missiles (Games : X³: Terran Conflict : Mods : Star Wars Mod Reborn : Forum : Bug Reports : Crash Bug with certain Missiles) Locked
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Apr 22 2018 Anchor

I have been more or less waiting a few versions (since 9.6?) to see if anyone else had this problem or if it was a version bug or if this was just a problem on my end. The problem is that on a rare occurrence a ship, hostile or not, will fire a missile, however when it does so it generates a error stating a missing reference and crashes the game. I have been trying to track down the missile type and it seems to be one of the common ones (most ships can use whatever it is) having a problem. With the addition of concision and protons types added to the list has made this issue show up less as more ship types tend to use those first over others if they carry them. I am unsure if it is something wrong with my system or install of the mod, though doing a clean install of TC, AP, and the mod (different version types tested as well) has the repeated bug showing up. No other mods are being in use, though have tested with packages included with mod and mods that come with the mod installer (still has the same effect) The only thing I can think of is CODEA not being installed right, but since I did not do this for most recent install (The mod contains a version of it now? Noted by script command options in-game?) and no mention in the instructions says to have this as part of running the mod (at least in this 1.0.65)).

While the game is still playable in this state it does make it frustrating having to redo combat sessions and saving before the combat music kicks in (the bug occurs here at most times, only other times is when the gravadar notes a missile active in the world space, but no visual of it [in this event getting close [combat music cue] to it makes the bug occur]. If anyone can help sort this out or if this will be active issue for the continue use of the mod, I would be most grateful.

(Edit: I state this as a missile problem as the occurs at the range of 4.80km-ish or around when combat music kicks off, unsure if the transition from normal music to combat music is the issue.)

Edited by: zachert45

Apr 22 2018 Anchor

I can honestly say I've never encountered this. What extra mods (if any) do you have installed?

Apr 23 2018 Anchor

The only real mods/scripts in use besides the ones that came with SW mod its self are the ones that that came with plugin manager by Cycrow. I am starting to wonder if its the music transition that is the issue, but if that was the case then other people would be having this as well. Due to how random this issue is I can run the same combat save point many of times and have it not occur. The only thing I have not tested so far is on another computer (which is likely the fix to this issue), and that's due to not having another computer to test on. I would say to shelve this "issue" for now, as a lookup error/missing reference error could mean anything in the file folders is at fault.

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