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#301
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Shoudl be just as its the same enf=gine in 1 2 and 3 more or less
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#302
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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
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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
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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
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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? |
#306
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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? |
#307
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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.
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#308
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Path ..\Data\Scripts\Include\PilotProperties.script
example: Code:
F_Weapon_HC = {30,{"Gunnery_1"},{"F_Weapon_Laser","F_Weapon_AC"}}, 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"); |
#309
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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. |
#310
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Ufff, a lot of questions here.
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..\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:
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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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