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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #301  
Old 08-26-2010, 09:54 PM
Dumorimasoddaa Dumorimasoddaa is offline
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Quote:
Originally Posted by JaM View Post
btw guys, is SW1 modable or not?
Shoudl be just as its the same enf=gine in 1 2 and 3 more or less
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  #302  
Old 08-30-2010, 11:23 AM
JaM JaM is offline
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need some help. I'm trying to mod weapons stats, but everytime i do a changes to modules.xml i have no weapons at game start... what i'm doing wrong? (its for SW1)
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  #303  
Old 08-30-2010, 02:37 PM
Goblin Wizard Goblin Wizard is offline
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If you only change the numbers, seems like a problem with editor. Which one do you use? I suggest notepad2 or notepad++.
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  #304  
Old 08-30-2010, 03:34 PM
JaM JaM is offline
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i have used standard notepad, its strange as i edited with it ship stats and everything was ok...
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  #305  
Old 09-05-2010, 05:08 AM
DownJones DownJones is offline
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hello guys, I'm a rookie concerning modding, so I read through the whole topics but did not find some finished mods where I can just to add or replace the files..... so whats up with that?

However, I have also some other questions.... is it possible for the motherships to be purchasable at those stations? And if you change via mod your mothership at the beginning of the game, what happenes then when you get new motherships assigned while the game process, especially then when your engines getting hacked and you must abandon your ship?
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  #306  
Old 09-06-2010, 01:01 AM
Skyeraven Skyeraven is offline
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Quote:
Originally Posted by Demourge View Post
Well, I've been playing around with the data files a bit, I've succesfully edited a couple of items, but not been able to add any new ones using existing templates.

For example:

My Shield Prototype gives an additional 700 Shield + 6 SP/s

How?

Go to X:\Program Files\1C Company\Star Wolves 3 - Civil War\Data\Game (Or where you have your game installed)
Open up Modules.xml with notepad (or any text editor)
Now search for "ShAmp5"
Once found, search for the string called: <shield_energy>
You see it is set to 500 .. Simply changing this to 700 will give you 700 additional shield
Changing the string <shield_restore> will change whatever shield you want SP/s.

Now that you have edited the game info, you naturally want it to be displayed properly in the game aswell, otherwise it will still show up 500 SP and 4 SP/s in the description.

Alright, now lets go to: X:\Program Files\1C Company\Star Wolves 3 - Civil War\Data\LocData\English (Or any other language you have)

You will notice a file called: m_modules.loc
Open up that with notepad.
Now search for "ShAmp5"
You will see the description of the file, simply changing 500 to 700 and 4 to 6 is all that needs to be done.
Save and you're ready to go!

NOTICE: ALWAYS BACKUP FILES YOU EDIT .. (Even though this editing is quite harmless, it beats reinstalling when you break your game)

Now, as for my personal problem, adding new items.
With my previous method I showed how I edited the properties of the items .. So I figured, if I copy one part of the .xml file and edit it with new settings, it should add a new item while using an existing image, no? I wanted to make a Shield Prototype Mk 2, so I added this under "ShAmp5":

<ShieldModule name="ShAmp6">
<short_name>#M_Name_ShAmp6</short_name>
<hint>#M_Hint_ShAmp6</hint>
<short_desc>#M_SDesc_ShAmp6</short_desc>
<long_desc>#M_LDesc_ShAmp6</long_desc>
<mesh_name>systembox</mesh_name>
<flat_image>Phantom_Shield</flat_image>
<hit_points>10000</hit_points>
<mass>10</mass>
<disable_trade>false</disable_trade>
<cost>300000</cost>
<technology/>
<attach_type>ONLY_FIGHTER</attach_type>
<shield_energy>700</shield_energy>
<shield_restore>6</shield_restore>
</ShieldModule>

And added this to m_modules.loc:
#M_Name_ShAmp6 = Shield Prototype Mk 2
#M_Hint_ShAmp6 = Shield Prototype|Shield booster
#M_SDesc_ShAmp6 = A shield prototype.
#M_LDesc_ShAmp6 = A shield booster that increases shield energy by 700 SP and shield regeneration by 6 SP/s.|A shield booster prototype of the new generation. It's still early to speak about its commercialization.

Now I naturally figured that it won't just show up in tradestation and had to be "added" to the inventory, so I opened up InitTradeSystem.script and figured that this line: -- Sh,Eng,Man would stand for Shields, Engines, Maneuverability and the numbers displayed in their generation: Bastion, Citadel, Stronghold, Granite, Shield Prototype .. so I figured, if I had another number behind the number that stands for Shield Prototype, it would add my Shield Prototype Mk 2, right? Wrong.
It doesn't show up in the shops unfortunately. And as of yet I can't figure out why. So anyone more experienced with modding this game, can you tell me what I'm doing wrong?

As for your cheaters out there:

To enable console open Main.ini file located in the game folder.
Under section [GAME] is entry "DEBUGMODE = 0". Change value to "1" (without quotes). Save the file.

Now you can open console in-game by pressing [Shift]+[~] keys.

To enable cheats open the console and type in "g_cheats 1". Now you have enabled cheats.

Cheats:

I - God Mode (No damage to you your mothership or your fighters unless its part of a mission)
So now first close console then push Shift and i to get the BIG I

I tried the god mode cheat i cant get the console up it keeps selecting the mother ship. i did every exactly as told what am i doing wrong?
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  #307  
Old 09-15-2010, 01:23 AM
Seige911 Seige911 is offline
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I am also new to modding, think from this thread I have figured out how to add ships and items but how do you add skills? Right now wanting to give hero a few more engineering skills (give premade ones not create them) and give Ternie the skill that allows you to use alien and precurser tech. Any examples would be nice.

Thanks.
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  #308  
Old 09-15-2010, 06:01 AM
Goblin Wizard Goblin Wizard is offline
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Path ..\Data\Scripts\Include\PilotProperties.script
example:
Code:
F_Weapon_HC = 	{30,{"Gunnery_1"},{"F_Weapon_Laser","F_Weapon_AC"}},
F_Weapon_HC => perk name
30 => skill points cost
{"Gunnery_1"} => requirements
{"F_Weapon_Laser","F_Weapon_AC"} => alternative choice. If you choose F_Weapon_HC perk then F_Weapon_Laser and F_Weapon_AC will be unavailable.

Any changes to this file take effect only before you get this pilot. If you want to change your hero you need to start a new game.

If you want to change during a game you have to put line like below into proper quest script.
Code:
pilot_Hero:SetPerk("F_Weapon_HC");
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  #309  
Old 09-19-2010, 01:41 AM
Seige911 Seige911 is offline
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Thanks Goblin,

It works but does not work. I am able to modify *most* of the skills cost (Moding the gunner tree), a few seem resistant (expert tactician, and hard to kill). Additionally, it appears that I am unable to add any further skills to the tree.

Essentially I copied the two additional system skills from the systems path and appended them after the System_2 skill. When I start a new game they do not show. Figure I will use Hero as a test case before I start trying to add Skills to Lastochka.. I mean Terni.

Few other unrelated questions:

If I want to create my own system and populate it with beserkers, aliens or precursor ships and frigates (to make getting their stuff easier) how would I go about this?

If I want to remove items from the black market (so that only top tier items are available how do I do this? How would I add a completely new item? What about adding precurser turrets and guns?

If I want to create a new ship (using the mesh of another), how what script files do I need to modify? How would I switch the missile slots to heavy cannons and add additional system slots?

If I want to remove all the go here and die conditions how would I do that? (that way after I get the final mothership I still can fly around and do stuff without going through the wrong portal and going boom!)

Thanks

Last edited by Seige911; 09-19-2010 at 01:54 AM.
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  #310  
Old 09-19-2010, 07:35 AM
Goblin Wizard Goblin Wizard is offline
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Ufff, a lot of questions here.

Quote:
Originally Posted by Seige911 View Post
Thanks Goblin,

It works but does not work. I am able to modify *most* of the skills cost (Moding the gunner tree), a few seem resistant (expert tactician, and hard to kill). Additionally, it appears that I am unable to add any further skills to the tree.

Essentially I copied the two additional system skills from the systems path and appended them after the System_2 skill. When I start a new game they do not show. Figure I will use Hero as a test case before I start trying to add Skills to Lastochka.. I mean Terni.
Skills don't show automatically. You have to add them to GUI.
..\Data\Game\Pilots.xml - check mapping_name then
..\Data\TEXTURE\Interface\Pilot\PerkTree - two files here. Eg. Lastochka_perk.dds - background image, Lastochka_perk.ini - coordinates for perks on the image.

Quote:
Originally Posted by Seige911 View Post
If I want to create my own system and populate it with beserkers, aliens or precursor ships and frigates (to make getting their stuff easier) how would I go about this?
Probably the easiest way is to add them in the location script. Check how it's done in ..\Data\Scripts\Locations. You have to analyze functions like Flight, NewFlight, NewBerserkFlight and similar (generally with a word "flight").

Quote:
Originally Posted by Seige911 View Post
If I want to remove all the go here and die conditions how would I do that? (that way after I get the final mothership I still can fly around and do stuff without going through the wrong portal and going boom!)
These conditions are done by many different triggers. Just check the quest scripts for the word "trigger".

Your other questions was already explained in this forum so use search. If you want detailed information read two manuals below. The second is in german but is rather self-explaining. If not, google translate is there for you

StarWolves-LUA_Manual_v1 English.zip

StarWolves2ModdingHandbuch.zip
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