Answer me my riddle one so i can release my update and spread some fun
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#2
Help / General copyright question/quandary about another hostile modder
May 21, 2020, 10:27:50 AM
Okay, so this isn't the normal type of mod help question and i'm tucking it away in here because I figure less people will see it than other places i could ask on the forums. I want to keep drama to a minimum (I mean sorta because at this point i'm proposing something that doesn't really lend itself to my "No drama" claim). I'm going to remove references to the mod/modder and ask people not guess at it.
So first off what i want to do:
I want to release a new outlander/spacer tech faction patch for someone else's existing alienrace. They currently only exist in the form of the main alienrace mod itself that adds them in as colonists and as a separate patch release by the original modder that puts them in as a group of NPC medieval factions. There's no indication he plans to add a high tech faction in the future so i don't think it'll be stepping on his toes in that regard.
Now there's issue with this is that in that I only had the idea for the new high tech faction because of a previous very negative interaction with the original modder.
I tried his faction mod which added the medieval factions and right away saw there was glaring problems to where they're unusable as NPCs.
Pawn apparel is set to wealth ranges so low pawns can't spawn with tribal wear and show up nude constantly, some weapon roll chances have wealth ranges that are just number-same number so they show up with no weapons because zero weapons cost exactly that number, on some pawns he forgot to even include tags so they don't have a pool of items to pick from.
I brought the issue of wealth ranges to his attention and he started blaming conflicts with other mods for making his clothing disappear, in particular the vanilla expanded mods for causing the issues. This is absolutely not the case, i can see the issues using my own eyes, it's an easy fix and for him to scrapgoat other modders for his pawns not being able to spawn with items even in the base version of the game sends my eyebrows floating. There's other people in the comment section who've brought this to his attention but his mod hasn't been updated for months despite it being an easy fix.
Sadly i can no longer ask him for his blessing because after restating that the issue was on him and something he needed to fix himself he got very angry, swore a bunch while saying he doesn't get paid to make his mods, blamed other modders for his bad coding again, said he had a stressful day using a lot of caps, then he blocked me so i couldn't respond, went through my workshop and down-voted all my items, like an adult man.
Since he won't do basic quality of life fixes (Like adding cloths and weapons to his aliens) it kind of leaves it up to me
Now i think i can just post a faction mod that lists his alien mod as a dependency and clearly state he's the owner of the base race mod and there's not a thing he'll be able to do to get it unlisted but i know he'll probably try so hence why i'm asking here to double check
It's a bit of a dick move when i know how hurt he is over this but also his factions ARE broken as hell and need to be fixed and if he doesn't want to do it/admit it's his mistake then i'm willing to make something functional for people to play with, and i'm offering something different from what he is in a high tech option, AND frankly in terms of dickishness it's not even close to going through another modder's workshop and downvoting all their work; Even after he did that that me the thought of doing the same back was gross and i didn't.
He's pretty much guaranteed to target anything i put out from now until i skeletonize, like i know this isn't the road to healing but i really also want a space version of his race and think the peachy soft masses deserve better than what he did. If you want to moralize i won't hate you for it, also i kinda just wanted to share this because i have no one else to tell and holy cow what a dink.
So first off what i want to do:
I want to release a new outlander/spacer tech faction patch for someone else's existing alienrace. They currently only exist in the form of the main alienrace mod itself that adds them in as colonists and as a separate patch release by the original modder that puts them in as a group of NPC medieval factions. There's no indication he plans to add a high tech faction in the future so i don't think it'll be stepping on his toes in that regard.
Now there's issue with this is that in that I only had the idea for the new high tech faction because of a previous very negative interaction with the original modder.
I tried his faction mod which added the medieval factions and right away saw there was glaring problems to where they're unusable as NPCs.
Pawn apparel is set to wealth ranges so low pawns can't spawn with tribal wear and show up nude constantly, some weapon roll chances have wealth ranges that are just number-same number so they show up with no weapons because zero weapons cost exactly that number, on some pawns he forgot to even include tags so they don't have a pool of items to pick from.
I brought the issue of wealth ranges to his attention and he started blaming conflicts with other mods for making his clothing disappear, in particular the vanilla expanded mods for causing the issues. This is absolutely not the case, i can see the issues using my own eyes, it's an easy fix and for him to scrapgoat other modders for his pawns not being able to spawn with items even in the base version of the game sends my eyebrows floating. There's other people in the comment section who've brought this to his attention but his mod hasn't been updated for months despite it being an easy fix.
Sadly i can no longer ask him for his blessing because after restating that the issue was on him and something he needed to fix himself he got very angry, swore a bunch while saying he doesn't get paid to make his mods, blamed other modders for his bad coding again, said he had a stressful day using a lot of caps, then he blocked me so i couldn't respond, went through my workshop and down-voted all my items, like an adult man.
Since he won't do basic quality of life fixes (Like adding cloths and weapons to his aliens) it kind of leaves it up to me
Now i think i can just post a faction mod that lists his alien mod as a dependency and clearly state he's the owner of the base race mod and there's not a thing he'll be able to do to get it unlisted but i know he'll probably try so hence why i'm asking here to double check
It's a bit of a dick move when i know how hurt he is over this but also his factions ARE broken as hell and need to be fixed and if he doesn't want to do it/admit it's his mistake then i'm willing to make something functional for people to play with, and i'm offering something different from what he is in a high tech option, AND frankly in terms of dickishness it's not even close to going through another modder's workshop and downvoting all their work; Even after he did that that me the thought of doing the same back was gross and i didn't.
He's pretty much guaranteed to target anything i put out from now until i skeletonize, like i know this isn't the road to healing but i really also want a space version of his race and think the peachy soft masses deserve better than what he did. If you want to moralize i won't hate you for it, also i kinda just wanted to share this because i have no one else to tell and holy cow what a dink.
#3
Help / Issue removing -but not adding- mental states to a thinktree subtree
March 31, 2020, 02:57:26 PM
I'm editing a custom thinktree for my alien race and i'm running into an issue removing mental break types and im starting to think there's some sort of issue with how the game's applying code.
Now so far I've successfully replaced the thinktreedef subtree "MainColonistBehaviorCore" with a custom "ZR_MainColonistBehaviorCore" that removes the Jobgiver for seeking out joy activities when recreation is low. The bar will now empty and my aliens won't try to use pool tables or horseshoes, etc even when i schedule 24 hours of recreation- all good.
Now the issue is when i try replacing the MentalStateCritical & MentalStateNonCritical subtrees. I can get the game to read and naturally trigger new custom mental states i create and add to my custom subtrees but despite editing the base types of mental break out of the subtrees they're still showing up in game.
So deleting corpseobession from the subtree and replacing it with ZR_corpseobession yields me two different types of mental break in game, one default obsession and one with my custom flavour text. Removing berserk, psychotic wander, any/all other nodes from the custom MentalStateCritical & MentalStateNonCritical subtrees also doesn't have an effect.
I have no idea how the game is attaching non-custom mental states to my alien race if i've cleaned out the references to the defs in the mentalstate subtrees, the same subtree which is applying my custom mentalbreaks properly.
I need a dev to come tell me it's not something i can do or some other alien race modder who's removed specific mental states before to come call me dumb and show me whats what.
The only ways left i can figure to remove mental breaks now is to edit the MentalStates defs themselves to be commonality 0 (Obviously not what i want), or maybe i could crank up the commonality of the custom mental states im adding to 999 or something so the base game ones almost never get rolled.
Now so far I've successfully replaced the thinktreedef subtree "MainColonistBehaviorCore" with a custom "ZR_MainColonistBehaviorCore" that removes the Jobgiver for seeking out joy activities when recreation is low. The bar will now empty and my aliens won't try to use pool tables or horseshoes, etc even when i schedule 24 hours of recreation- all good.
Now the issue is when i try replacing the MentalStateCritical & MentalStateNonCritical subtrees. I can get the game to read and naturally trigger new custom mental states i create and add to my custom subtrees but despite editing the base types of mental break out of the subtrees they're still showing up in game.
So deleting corpseobession from the subtree and replacing it with ZR_corpseobession yields me two different types of mental break in game, one default obsession and one with my custom flavour text. Removing berserk, psychotic wander, any/all other nodes from the custom MentalStateCritical & MentalStateNonCritical subtrees also doesn't have an effect.
I have no idea how the game is attaching non-custom mental states to my alien race if i've cleaned out the references to the defs in the mentalstate subtrees, the same subtree which is applying my custom mentalbreaks properly.
I need a dev to come tell me it's not something i can do or some other alien race modder who's removed specific mental states before to come call me dumb and show me whats what.
The only ways left i can figure to remove mental breaks now is to edit the MentalStates defs themselves to be commonality 0 (Obviously not what i want), or maybe i could crank up the commonality of the custom mental states im adding to 999 or something so the base game ones almost never get rolled.
#4
Help / DLC surgeries and alien races?
March 03, 2020, 02:19:24 AM
In the middle of making an alien race and i'm wondering if the correct way to add implants from Royalty to the race's list of allowable surgery recipes would be as a patch operation? Is there another special way that we're suppose to use for the DLC?
(the list in question for clarity)
(the list in question for clarity)
Code Select
<recipes>
<li>InstallArchotechEye</li>
<li>InstallArchotechArm</li>
<li>InstallArchotechLeg</li>
<li>InstallPowerClaw</li>
<li>InstallBionicEye</li>
<li>InstallBionicArm</li>
<li>InstallBionicLeg</li>
<li>InstallBionicSpine</li>
<li>InstallBionicHeart</li>
<li>InstallBionicStomach</li>
<li>InstallBionicEar</li>
<li>InstallSimpleProstheticArm</li>
<li>InstallSimpleProstheticLeg</li>
<li>InstallSimpleProstheticHeart</li>
<li>InstallCochlearImplant</li>
<li>InstallPegLeg</li>
<li>InstallWoodenFoot</li>
<li>InstallDenture</li>
<li>InstallJoywire</li>
<li>InstallPainstopper</li>
<li>InstallNaturalHeart</li>
<li>InstallNaturalLung</li>
<li>InstallNaturalKidney</li>
<li>InstallNaturalLiver</li>
<li>AdministerMechSerumHealer</li>
<li>RemoveBodyPart</li>
<li>Euthanize</li>
<li>Anesthetize</li>
</recipes>
#5
Help / Is DefInjecting Japanese descriptions even a thing?
December 17, 2019, 08:25:38 PM
After trying to suss this out for hours i've come to ask if there's currently limits to what i can DefInject into Japanese.
I've got the name labels to inject fine but my descriptions defs all seem to default to "ア イ テ ム が ど の 位 良 く 作 ら れ た か を 示 し て い ま す ." meaning "Shows how well the item was made." in English.
A lot of base items in the game seem to default to the same "Shows how well the item was made." description as well (pilas, knifes, combat helmet, flakpants, etc) except for (what i've been able to find) the base tribal club which does have an actual non-default description.
I've downloaded one of the rimsenal weapon packs and a japanese translation patch to that and from what i've seen even though the translations patch has proper fleshed out descriptions in the .xml file they also default to "ア イ テ ム が ど の 位 良 く 作 ら れ た か を 示 し て い ま す ." in game.
PlEaSe HeLp
_______________________________________________________
1st Edit: I found some other guns within the rimsenal japanese patched mod that i used to trouble shoot that DID have injected descriptions in game so i looked into THOSE .XML files and it turned out the person who wrote that patch actually just messed up the def names on one branch of guns. So disregard the last part of my first post O.O
So let me just post my code for my gun:
<PSPJACKHAMMERBULLET.label>NC05 ジャックハンマ弾</PSPJACKHAMMERBULLET.label>
<PSPJACKHAMMER.label>NC05 ジャックハンマ</PSPJACKHAMMER.label>
<PSPJACKHAMMER.description>そのストッピングパワーと継続的発砲能力により、NC05 ジャックハンマは近接戦闘において恐ろしい武器となる。また、発射速度が2倍になるユニークなバーストモードを特徴としている。</PSPJACKHAMMER.description>
So there the label shows up correctly but thats it, PSPJACKHAMMER is 100% the defName for the gun so idk.
_______________________________________________________
2nd Edit: OKAY so i found a place in game where my custom descriptions did inject to -not in the regular gun's statmenu but instead in the tab where you'd check/drop your pawns gear when you hover over the weapon and get a splash. What is this, why is this, who is this, where is this, when is this? All the questions.
________________________________________________________
3rd Edit: So i'm skulling over the difference between the rimsnel patch that managed injection to where i want it to and all the other weapons that come up "アイテムがどの位良く作られたかを示しています ." (Including base game weapons) i think maybe it's because "BaseHumanMakeableGun", "BaseMeleeWeapon_Sharp_Quality", and the other default ThingDefs don't want to play nice but that if i create a custom baseweapon def for my guns it might work.
Interesting I also found that base game grenades do indeed get Japanese descriptions along with those tribal clubs so i'm narrowing in on the idea that item quality has something to do with it since neither of those item have a craft quality like other weapons do.
________________________________________________________
4th Edit: Making my own ThingCategoryDef didn't do it.
I've got the name labels to inject fine but my descriptions defs all seem to default to "ア イ テ ム が ど の 位 良 く 作 ら れ た か を 示 し て い ま す ." meaning "Shows how well the item was made." in English.
A lot of base items in the game seem to default to the same "Shows how well the item was made." description as well (pilas, knifes, combat helmet, flakpants, etc) except for (what i've been able to find) the base tribal club which does have an actual non-default description.
I've downloaded one of the rimsenal weapon packs and a japanese translation patch to that and from what i've seen even though the translations patch has proper fleshed out descriptions in the .xml file they also default to "ア イ テ ム が ど の 位 良 く 作 ら れ た か を 示 し て い ま す ." in game.
PlEaSe HeLp
_______________________________________________________
1st Edit: I found some other guns within the rimsenal japanese patched mod that i used to trouble shoot that DID have injected descriptions in game so i looked into THOSE .XML files and it turned out the person who wrote that patch actually just messed up the def names on one branch of guns. So disregard the last part of my first post O.O
So let me just post my code for my gun:
<PSPJACKHAMMERBULLET.label>NC05 ジャックハンマ弾</PSPJACKHAMMERBULLET.label>
<PSPJACKHAMMER.label>NC05 ジャックハンマ</PSPJACKHAMMER.label>
<PSPJACKHAMMER.description>そのストッピングパワーと継続的発砲能力により、NC05 ジャックハンマは近接戦闘において恐ろしい武器となる。また、発射速度が2倍になるユニークなバーストモードを特徴としている。</PSPJACKHAMMER.description>
So there the label shows up correctly but thats it, PSPJACKHAMMER is 100% the defName for the gun so idk.
_______________________________________________________
2nd Edit: OKAY so i found a place in game where my custom descriptions did inject to -not in the regular gun's statmenu but instead in the tab where you'd check/drop your pawns gear when you hover over the weapon and get a splash. What is this, why is this, who is this, where is this, when is this? All the questions.
________________________________________________________
3rd Edit: So i'm skulling over the difference between the rimsnel patch that managed injection to where i want it to and all the other weapons that come up "アイテムがどの位良く作られたかを示しています ." (Including base game weapons) i think maybe it's because "BaseHumanMakeableGun", "BaseMeleeWeapon_Sharp_Quality", and the other default ThingDefs don't want to play nice but that if i create a custom baseweapon def for my guns it might work.
Interesting I also found that base game grenades do indeed get Japanese descriptions along with those tribal clubs so i'm narrowing in on the idea that item quality has something to do with it since neither of those item have a craft quality like other weapons do.
________________________________________________________
4th Edit: Making my own ThingCategoryDef didn't do it.
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