Avorion

Avorion

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Keepers Of The Horizon
   
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Mods: Mod
File Size
Posted
Updated
48.833 MB
15 Nov, 2024 @ 4:37pm
12 Jul @ 9:49pm
13 Change Notes ( view )

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Keepers Of The Horizon

In 1 collection by KnifeHeart
Extra Campaign Pack
3 items
Description
Keepers of the Horizon is a polished 9-mission campaign that starts in the Xanion area, intended to be tackled either before or shortly after the player crosses the barrier into the core of the galaxy. The rewards will provide a large amount of credits and a number of exotic and legendary subsystems to give the player a boost in the newly-opened core. This campaign does not require either the Black Market or ITR DLC to play. This mod features:

- Nine new story missions.
- Two new bosses to defeat.
- Two new repeatable side missions that can be done after the campaign.
- A new, permanent inventory item that the player may find quite helpful in their travels outside the core.

Please leave any feedback, and enjoy the extra content!

===

Special thanks to:

- TESLA for the modular parts collections:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2440099415
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2543930891 (TESLA parts - collection not made by TESLA)
- BD for the Xsotan Destroyer:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1900757643
- Belisarius for the music featured in mission 6 / 7:
https://www.hard-light.net/forums/index.php?topic=83356.0 (Used with permission!)
- Joe Staff for testing / coding help
Popular Discussions View All (2)
0
20 Jun @ 9:56am
PINNED: Bugs
KnifeHeart
0
15 Nov, 2024 @ 6:30pm
PINNED: [Spoilers] Strategy Guide
KnifeHeart
51 Comments
KnifeHeart  [author] 12 Jul @ 9:50pm 
Okay, I have made my updates. Go ahead and test your stuff. If it's still not working, you will need to edit some scripts on your end.

You can delete the pastebin files - we'll need new ones anyways after the updates I made.
KnifeHeart  [author] 20 Jun @ 9:55am 
After we figure all of this out, I'm going to delete a lot of these comments and start up a dedicated thread for reporting bugs. It is annoying as hell to have them all on the main comment thread in the mod.
Seamus Donohue 19 Jun @ 4:22pm 
Okay, this is the Client Log for my last attempt to track this down: https://pastebin.com/apN7NjAb

The list of modifications starts on Line 256. I removed as many mods as I could from my Creative playthrough without significant risk of crashing the game.

I'll leave the investigation to you, at this point. Thank you in advance!

Let me know when I can delete these files from PasteBin, please.
Seamus Donohue 19 Jun @ 4:01pm 
Thank you for looking into this!

I can't shake the feeling that it's something peculiar on my end. After all, 1,159 subscribers and *I'M* the first schmuck running into this issue? 8P
KnifeHeart  [author] 19 Jun @ 1:19pm 
I don't think the invoke is necessarily the issue. For some reason the index for xsologize is not being set in the mission itself. Give me some time to run some tests and I will update this mod, and then we can circle back to finding the issue you're having

Sorry for the trouble! Like I said, I've tested this myself numerous times and have not had any issues with it.
Seamus Donohue 19 Jun @ 12:13pm 
You might be right.

I created a new Creative mode game, same mod combination, to set up a platform to test this, THEN noticed your comment, THEN tried to kill Project XSOLOGIZE. Here are the logs from the second attempt: https://pastebin.com/h2DAMzwJ

Notice Line 480 in the Pastebin: "2025-06-19 14-45-50| Received an invoke script message the wrong sector. Coordinates: 82:-139"

Then Line 488 reads (in part) "attempt to index a nil value".
KnifeHeart  [author] 19 Jun @ 9:44am 
At first glance none of those look like they should be causing an issue. I'd check client logs before you start doing some crazy compatibility testing - I have a feeling that might be where the issue is instead of server logs.
Seamus Donohue 18 Jun @ 6:50pm 
A *lot*. I've transcribed the list to here: https://pastebin.com/gpRwt9r9

I also have two homegrown mods that I haven't published.

One I call "ExplorerHasSeenItAll" which only changes scoutcommand DOT lua to add more helpful descriptions where Explorers would otherwise only say "There's something abnormal and possibly dangerous here!"

The other I call "CompassLikeGateIconsANDAlwaysOnAncientGates". Basically, I took 1722261398 and altered it to include the functionality of 3131761086 because otherwise they both change ancientgate DOT lua and /do not/ play nice with each other. I haven't obtained permission form either author to upload this.

------------

If a mod conflict is the cause of what I'm seeing, then I've got /a lot/ of work to do to narrow this down. I should probably prune older modifications that don't fit my current playstyle anymore, anyway. I'll get back to you if I ever figure out which other mod, if it disappears, makes Keepers Of The Horizon work properly.
KnifeHeart  [author] 18 Jun @ 2:45pm 
No errors. That's wild. How many mods do you have active?
Seamus Donohue 18 Jun @ 9:20am 
I think this is the server log you're requesting. Please let me know if I need to go into the server.ini to turn on some profiling option or other.

https://pastebin.com/FnCMYwn5