Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can delete the pastebin files - we'll need new ones anyways after the updates I made.
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.
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
Sorry for the trouble! Like I said, I've tested this myself numerous times and have not had any issues with it.
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".
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.
https://pastebin.com/FnCMYwn5
(It should be noted that I'm only using one ship. In case it's relevant, I'm in Free Play mode with unlimited processing power and using other modifications such as Custom Turret Builder V. Most of my weapons, however, do not penetrate shields.)
Mission "Keepers of the Horizon", Destroy Project XSOLOGIZE
1) I read Varlance's mail.
2) I jump to the Shipyard sector specified in the mail.
3) I Approach and shoot Project XSOLOGIZE. Every time the shields get low, the shields recharge extremely fast.
4) Project XSOLOGIZE jumps out. Varlance tells me to go after it.
5) I jump into the next sector specified in the Missions log.
6) Project XSOLOGIZE is marked as friendly and doesn't move or attack. There is no Interaction option.
7) I attack Project XSOLOGIZE. Most attacks register as "Immune". Shield-penetrating weapons do damage to the hull.
8) I destroy Project XSOLOGIZE.
9) Mission does not update.
Look in the "Player" window, the "Inventory" tab, for an Exceptional (yellow) item named "Subspace Research Satellite". You are supposed to fly more than 50 kilometers from (I think) both the Smuggler's Hideout and the Shipyard, then access your Inventory and right-click the "Subspace Research Satellite". This is easy to miss if you were not looking in the lower-right corner of your screen when the Hacker gave you the "Subspace Research Satellite".
You are NOT looking for a container-like object near the Smuggler's Hideout that needs to be towed 50 kilometers away using Dock blocks.
You are NOT supposed to travel to a sector with a Satellite Factory, buy a Satellite, return, then dump the Satellite from your cargohold.
This confused me for 15 minutes. :P
I balanced this mod with the assumption that your ships would have at least a million shields and 600-800k hull (so 1.8 million combined). I think my Medusa went into it with approx. 3 million.
I like the difficulty, I've never felt like piloting mattered so much in the game til that mission and loved every second.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3394755129
10/10
Describing the campaign as 'polished' is an understatement and when I played it I felt constantly challenged in a way that I have rarely ever felt playing this game. Cannot recommend it enough.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2275503442
I am seeing if SDK and I can work out a fix for this.
Let me know which one it is and I can work something out with the other mod author.
In the meantime I'm glad abandoning it / restarting it worked. There was a reason I got on Boxelware's case so much about unabandonable missions lmao.
Also first time i did Mission 4 there were about 5-6 invulnerable ships making it bug out. Fixed that by just doing a abandon of the mission then doing it again that time it worked
Guess it's the xavorion mod breaking it but kinda still want to do the rest