Star Wars: Interregnum is an upcoming mod for Sins of a Solar Empire: Rebellion that builds off of the highly successful Enhanced 4X Mod. Fleeing the unknown terror that is chasing the Vasari, the factions of Sins of a Solar Empire stumble on a temporary wormhole that takes them to a galaxy far, far away. The sudden arrival of armadas with trillions of refugees and thousands of warships between the events of Episodes 5 & 6 forever alters the Star Wars universe and plunges the galaxy into an unprecedented period of chaos and violence. Begun, a new conflict has.
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Odd Error Codes when playing Interregnum Beta 1 | Locked | |
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Jun 12 2020 Anchor | ||
When playing the game, I receive the following error codes on start-up and during gameplay. I own and run all DLC for the base Sins game. - Assert @ d:\perforceworkspaces\bfraser_babygoat_7628\codesource\engine\render\mesh\mesh.cpp(243) m_Orientation.IsLeftHandAndNormalized() - Assert @ d:\perforceworkspaces\bfraser_babygoat_7628\codesource\gs\render\entitymeshrenderer.cpp(76) - !mesh->GetData().HasAnyTextures() - ResearchWindow GridPoint Not Valid: RESEARCH_E4X_WeaponMastery - Assert @ d:\perforceworkspaces\bfraser_babygoat_7628\codesource\gs\galaxy\spawnships.cpp(292) fleetPointsUsed > 0.f - Assert @ d:\perforceworkspaces\bfraser_babygoat_7628\codesource\gs\entity\interfaces\ibuff.cpp(4919) target != nullptr && target->GetIBuffContainerPtr() != nullptr - Slot ACTION_CAPITALSHIP_OPENMANAGEINTERNALS can't be setup over ACTION_CAPITALSHIP_ABILITY_4. (I get this one Every time I click on a ship that displays this for any non-standard faction captial ship [i.e. Rogue Pirate Captain, Mandolarian Captain, Heroes, etc], and it requires dozens of clicks to attempt to get by it) The Enabled Mods TXT file shows the following: TXT2 Is there something I missed or is this a bug that has cropped up in testing and play for others? Please help. |
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Jun 12 2020 Anchor | ||
Most of those (at least) errors are actually normal, harmless errors. The problem is that they are appearing. This can have two causes.
I recommend not running the mod in the dev.exe. If you are not running the dev, try to find that settings file and change "ShowErrors" to FALSE. |
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Jun 13 2020 Anchor | ||
And that was the trouble: I had been running the mods in Dev.exe (as I had in earlier editions of the mod without issue or trouble). I also checked the ShowErrors option in the User.Settings File and it was already false. Thank you for the help good sir! |
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