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Messages - Saebbi

#1
Unfinished / Re: [1.0] Gen-spliced Xenohumans
February 02, 2019, 05:27:10 PM
Quote from: XeoNovaDan on January 31, 2019, 08:00:05 AM
Follow-up regarding functionality with CE, an error gets thrown when hovering over a Xenohuman pawn mentioning that pawn having a null BodyType (what determines the 'hitbox' for that pawn regarding ranged attacks). Also, armour penetration doesn't seem to be a thing with Xenohuman melee attacks (CE has custom melee attack tool classes IIRC), and Soldiermorph accuracy bonuses translate to pretty insane weapon handling.

Yeah that's because you have to add both a bodytype and the tool tags introduced by CE.
I'll upload a patch later.
#2
Quote from: FilthySanchez on February 02, 2019, 04:28:48 AM
I don't know if this correct, but it seems the Genetic Rim patch was not working until I renamed <modName>GeneticRim b18</modName> into <modName>Genetic Rim</modName>.

2 errors after doing that.

Inside Races_Animal_Rodenthybrids.xml, GR_Bearmole was named GR_Bearalope for the statBases and Tools which lead to an error, renaming to GR_Bearmole fixed it.

Another one with Races_Animal_Alpha.xml, GR_AlphaRhinoceros was causing errors with <id>hornBlunt</id> and <id>hornScratch</id>. The log error was this [XML error: <id>hornBlunt</id> corresponds to a field in type ToolCE which has an Unsaved attribute.]. I just removed them and that seems to no longer give me errors.

Oh thanks for the info, totally forgot about that.
Should all be fixed now.
#3
Quote from: Deer87 on February 01, 2019, 05:40:58 AM
Quote from: Saebbi on January 29, 2019, 12:38:47 PM
Added Rimsenal Enhanced Vanilla CE Patch by WereCat88.

Awesome, does anyone know how it plays with CE - Guns? As we have a few dopplegangers?
Otherwise i just have to start pulling out the parts I dislike.

If they use the exact same defNames, there'll be a problem.
If they don't, it should work absolutely fine from a technical perspective (except for duplicate weapons with different stats).
#4
Added Rimsenal Enhanced Vanilla CE Patch by WereCat88.
#5
Quote from: jager666 on January 07, 2019, 04:27:30 PM
Is What the Hack compatible with CE or it also needs the comp patch? My hacked centipede got shot down by two series from a charge LMG, yet when the same centipedes attack my base they are almost invincible.

After taking a quick look at the files, it doesn't seem like there should be a problem.
Could just be bad luck :D
#6
Quote from: SteveDream on January 07, 2019, 09:11:17 AM
Please, Can you Patch this https://ludeon.com/forums/index.php?topic=37875.0 I'm sorry because it has a lot of stuff.

Sorry but i don't have time nor nerve for that, as large mods are very time consuming to patch and i'm in my last months of school.
You can however do this yourself by taking a look at my patches targeting similar mods and just change the defNames and values.
It's not that hard once you figure it out, but very tedious and repetitive.
Please feel free to ask me any question you have.
#7
Quote from: Deer87 on January 24, 2019, 07:09:52 AM
Can anyone give a quick run down in how to patch appearal to fit CE?
Or how to write it from scratch so it works?

Apparel doesn't require a patch to work with CE.
Only thing which would need to be added is a <bulk> stat, which makes it more balanced but won't break the apparel when not present.
To do so just take a look at how CE patches apparel in CE/Patches/Core/ThingDefs_Misc/Apparel_Various, copy these and change the values to the desired ones.
#8
Quote from: Kori on December 21, 2018, 10:21:41 AM
Your patches are the best! :)
If you are indecisive which one to update next, may I propose Animal Collab Project?  ;)

That one may actually work, the only thing that'd need an upate is the recommended game version, which won't cause any errors except for the mod showing up red.
Generally only mods adding weapons need an update. Animals and aliens should work fine.
I haven't tried though, so please let me know if you run into any errors.
#9
Quote from: Kramoliun on December 20, 2018, 08:05:15 PM
What patches are there for race mods? i have the orassans, Zabraks, Twi-leks, androids and elder things, i just started on the forum 3 days ago, can you guys help me?

Currently Zabraks, Asari and Orks are included, but you can add other races easily.
Just copy the "CE" and "Sandy_RPG_Gear" (the latter one only for vanilla) files in the Patches folder and open these with Notepad++.
Then open the About file in the mod you want to patch and change the name of the mod you see mentioned in the patch (for example: "RimEffect - Asari of the Rims" to your mod name found in the About file).
Now open the Race file (for example: Orassans_Race found in ThingDefs_Races) in the mod you want to patch.
You now have to look for a ThingDef with a Name="Base*RaceName*Pawn" written on the top.
Now just copy the "BaseXPawn" into the patch where you see a "BasePawn".

Put the file you created into the "Patches" folder and you're good to go!
#10
Quote from: jager666 on December 20, 2018, 06:37:30 PM
Quote from: Saebbi on December 20, 2018, 06:37:41 AM
Quote from: jager666 on December 20, 2018, 05:47:58 AM
Hi! Is there any chance to get the compatibility patch for RPG Style Inventory when the 1.0 version of CE hits?

Sadly no. It's impossible by design due to both replacing the same inventory tab.

I have to correct myself, as it is possible but disables the CE loadout function.
I sent the author of RPG Inventory a PM and it should work as soon as he adds the patch i made.
Until then, just Drag&Drop the two folders included here (https://www.dropbox.com/sh/mxk1gzdiyp157mg/AAAjnen989cLQHvKubNotLvca?dl=0) into the RPG Inventory mod (replace when prompted) and make sure to load it after CE.

Great, thanks a lot! Will this work with dev version of CE for 1.0?

Yes, of course.
#11
Releases / Re: [1.0] RPG Style Inventory [V2.2] | UI mod
December 20, 2018, 02:03:06 PM
Quote from: Sandy on December 19, 2018, 11:28:43 PM
Quote from: Kori on December 19, 2018, 01:58:19 PM
Is there a chance for Combat Extended compatibility in the future? CE adds a button to the inventory to create loadouts, that's why both mods are currently incompatible.
Its not my work really.. if they are patching the vanilla dll, then they should also patch my mod's dll.. Bcoz if i add a patch, i'll also need the codes for the functionality of that button. but CE has that code, they just need to patch mine, like they do vanilla..
Same thing happened with Smart Medicine, and Uuugggg was kind to provide a patch..

I made a Patch for CE and a few Alien Races.
Just paste the contents of this folder (https://www.dropbox.com/sh/mxk1gzdiyp157mg/AAAjnen989cLQHvKubNotLvca?dl=0) into your mod directory and overwrite your vanilla patch.
The ModCheck dll is also required in order to make the patches optional when their respective mods are loaded.
I already sent you a PM, but the Forum is kinda buggy when it comes to PMs, as it seems that i haven't actually sent it (according to my sent messages, at least)
#12
Quote from: jager666 on December 20, 2018, 05:47:58 AM
Hi! Is there any chance to get the compatibility patch for RPG Style Inventory when the 1.0 version of CE hits?

Sadly no. It's impossible by design due to both replacing the same inventory tab.

I have to correct myself, as it is possible but disables the CE loadout function.
I sent the author of RPG Inventory a PM and it should work as soon as he adds the patch i made.
Until then, just Drag&Drop the two folders included here (https://www.dropbox.com/sh/mxk1gzdiyp157mg/AAAjnen989cLQHvKubNotLvca?dl=0) into the RPG Inventory mod (replace when prompted) and make sure to load it after CE.
#13
Quote from: ulyanaleyana on December 19, 2018, 08:08:04 PM
Hi. I'm still play with my B18 colony. Tried to find patch for Right Tool For The Job: Rebalanced (v 0.18.1.3), because got alot of red errors. Can you pls make it? This would be nice.

Here you go: https://github.com/Saebbi/Right-Tool-for-the-Job-CE-Patch
#14
Added Alpha Animals patch.
#15
Quote from: N7Huntsman on December 03, 2018, 07:25:36 PM
Since I've seen people asking and this sort of seems like a hub for CE patches, I'll leave a link to my patch here, I suppose. With the Combat Extended dev branch looking almost like a finished product, I've updated the CE-Medieval Times patch. I've uploaded a new version on the Workshop because I'm having trouble getting ahold of Tamias to update his version.

Github: https://github.com/N7Huntsman/MT-CE-Patch
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1581677051

Added it to the main post, if you don't mind :)