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Messages - Argain

#151
Quote from: BetaSpectre on July 07, 2014, 07:07:02 AM
Lovin the Mod So far. It conflicts with the meteorite mod. Its a lil OP but considering the challanges My colonists keep facing its rather balanced IMO.

If you want, you might be able to make this compatible by opening the BaseMapGenerators.xml in the meteorite mod and changing this:

<!-- Hardcoded, the colonists themselves and their equipment -->
      <li Class="Genstep_Colonists">
        <startingItems>
          <li>
            <thingDef>Gun_Pistol</thingDef>
          </li>
          <li>
            <thingDef>Gun_LeeEnfield</thingDef>
          </li>
          <li>
            <thingDef>Gun_Pistol</thingDef>
          </li>
        </startingItems>
      </li>


to this:

<!-- Hardcoded, the colonists themselves and their equipment -->
      <li Class="ColonistCreationMod.Genstep_ColonistCreationMod">
        <startingItems>
          <li>
            <thingDef>Gun_Pistol</thingDef>
          </li>
          <li>
            <thingDef>Gun_LeeEnfield</thingDef>
          </li>
        </startingItems>
      </li>


Not 100% certain it'll work, but it's the only thing telling the game to use my mod when it starts up.
#152
Quote from: vagineer1 on July 07, 2014, 06:46:08 AM
I'm not sure if this is a bug but after I selected my character's gender (Male) and went to edit his clothes, his body and face and hair were still female.

Interesting thing about that... it turns out that the body is dependent on the Adulthood backstory. I'm sure Ty has his reasons for it, but when I went to check for some sort of 'Gender' variable for the backstory (to determine which gender graphics it would spit out) I couldn't find one. Soooo... we just gotta guess-and-check to see which backstory gives which gender graphics lol It should at least update the body/face when you change the Adulthood backstory.

The Clothing/Hair however, can be changed in the menus that pop-up when clicking "Change Clothing" or "Change Hair". I'd like to eventually add in buttons for changing the Skin Color and selecting a specific Head, too.

Edit: The Adulthood backstory only updates the Body graphic. I think. lol
#153
Quote from: mrofa on July 07, 2014, 02:52:52 AM
Gratz mate on finally releasing it :)

Thanks! I wasn't gonna release it until I migrated all the clothing/hair stuff to the menu, but decided not to wait lol Still a few bugs to work out, but it's definitely functional  ;D
#154
Quote from: xyz100 on July 07, 2014, 12:24:14 AM
thanks for good mod!
but it doesn't work in some languages.

i tested this and that.
i thought, languages which have 'DefInjected' or 'DefLinked' folder like pt-PT, fr-FR, nl-NL...don't work this mod.
but languages which have only 'Keyed' folder work perfectly.

can you fix this?
(sorry for poor english)

There's a lot of stuff I hardcoded as English that I didn't need to, so I'll switch those to translated versions in v1.2
#155
Quote from: AstronauticalFerret on July 06, 2014, 11:04:59 PM
I re-downloaded the game just now and plugged the mod in. It works. Thanks for the tip off!

Maybe even with dev mode off, if you've ever had it on in the past it messes with a file that bugs the mod? Either way, won't be using Dev mode for a while xD.

Quote from: Avsnoopy on July 06, 2014, 10:59:06 PM
I'm pretty sure i posted in this thread earlier today. Just to be safe i'm going to stop drinking the tap water.   ???

My previous post complained about the mod not working, and all the letters being accented. I re-downloaded and turned off dev mode and now things work! :D

Glad you guys were able to figure out the issues you were having :) hope you enjoy the mod!
In case others run into the same issues, I updated the post with an "Installation" section.
#156
Drop pods don't fall with my mod enabled... the colonists will simply be there, along with 1 pistol or rifle per colonist.
#157
Quote from: Dragoon on July 06, 2014, 08:13:01 PM
I cant get them to spawn I tired with 3 and 4 colonist but when I click continue nothing happens.

Should work now in v1.1
#158
Changes from v1.0 -> v1.1:
- Fixed the 'de-register' bug that was causing stuff not to spawn
#159
Colonist Creation Mod v2.3c


Description:
This mod opens an additional colonist creation menu upon map generation (after the crash landing message) that allows the ability to choose how many colonists you start with, their names, gender, age, starting graphics, backstories, traits, skills, passions, and starting equipped weapon. You can also export a set of colonists to import later.







Author:
Argain

Credits:
Joretap0

Features:
- Choosing how many colonists to start with
- Choosing each colonist's name, gender and age
- Choosing the starting Backstories and Traits
- Distributing Skill Points for each colonist (Skills are capped at 15)
- Choosing 1 Major Passion and 2 Minor Passions
- Choosing a weapon to start equipped with
- Setting the starting graphics for each colonist
- Exporting/Importing a set of colonists


Installation:
- Extract the .zip file into the Mods folder, so the folder structure appears as: Mods/Colonist Creation Mod/
- If updating to a newer version, delete the previous version first


Notes:
- This mod is not compatible with mods that alter the map generation.
- This mod will not function correctly with Developer Mode turned on

- If you would like this mod to be translated into your language, pm me with the required language xml file attached (can use the Chinese.xml file as a reference when creating a new one for your language)
- Everyone is free to include this mod in any modpack. I require no credit or notification to use any part of this in other works. You're free to do with it what you please.




Version Log:

v2.3c:
- Fixed a bunch of the work restrictions not being interpreted correctly to disable skills
- Hopefully improved the accuracy of matching the imported Adultstories with the indexes that were exported


v2.3b:
- Made the Hairs with the 'MaleUsually' and 'FemaleUsually' variable be available for both genders


v2.3a:
- Added some exemption lists to the BaseMapGenerators.xml file for use in the All In One Mod Pack
- Added a true/false option called 'choice' in the BaseMapGenerators.xml, which when set to true will enable the "Use the Colonist Creation Mod?" popup for use in the All In One Mod Pack (it's false by default)


v2.3:
- Added support for other languages
- Added a 'Translations' folder, which holds the xml files referenced for translations


v2.2b:
- Added a button prior to the enhanced creation menu, which asks whether to use the Colonist Creation Mod or not (for those using the mod in the All In One Mod Pack that wish to use the original colonists)


v2.2a:
- Fixed being able to import groups of colonists larger than the selected colonist amount


v2.2:
- Added a difficulty selection screen, before choosing the colonist amount, with choices of:
    - Easy (3-5 colonists w/ 40 skill points to distribute + backstory bonuses)
    - Normal (2-4 colonists w/ 20 skill points to distribute + backstory bonuses)
    - Hard (1-3 colonists relying only on backstory bonuses)
    - Insane (1 colonist relying only on backstory bonuses)
- Made the skill points reset upon changing the backstory (in the default version of the mod)


v2.1:
- Added a true/false option in the BaseMapGenerators.xml to enable the creation menu to be matched to the pawns generated in the background and not simply base templates (false by default)
- Re-added the whole list of Traits to choose from


v2.0:
- Fixed the traits getting scrambled after saving a game and reloading it


v1.9:
- Changed the Skin Color selection from a set of color sliders to a named selection with left/right buttons (should fix the bugs resulting from 'unrecognized' skin colors)


v1.8d:
- Removed the Incendiary Mortar and Explosive Mortar from the list of starting weapons to choose from, since a colonist cannot actually fire one anyways :P


v1.8c:
- Fixed a bug with the Hair Tags causing the exports to fail


v1.8b:
- Fixed a bug with the hair not resetting after the gender has been changed


v1.8a:
- Changed 'Gun' to 'Weapon', since not all the weapons are guns
- Fixed the starting weapons not being individual per colonist


v1.8:
- Fixed an import bug with the Adulthood Backstory
- Added the ability to choose a weapon that the colonist will start equipped with (should detect weapons from other mods)
- Removed weapons spawning on the map
- Not compatible with previous versions


v1.7:
- Fixed the traits being able to be identical (and freezing the game)
- Changed the 'Change Skin' button to 'Change Body'
- Made the Body shape selectable on the 'Change Body' menu!
- Not compatible with previous versions


v1.6:
- Made only the traits with effects show in the lists
- Made the two selected traits no longer able to be identical
- Fixed the Clothing/Hair lists so they can include stuff added in from other mods
- Incorporated the more cross-platform 'GeneralImportFix'


v1.5d:
- Fixed the imports for Linux
- Hopefully fixed the imports for Mac (untested)


v1.5c:
- Fixed the weird game save bug that was causing rainbow colors and breaking stuff


v1.5b:
- Fixed the Backstory Index bug
- Made the hairs available dependent on gender


v1.5a:
- Re-added the Power Armor


v1.5:
- Fixed the head disappearing when changing gender to female
- Hopefully fixed the skills importing correctly (will require a new set of colonists exported)
- Fixed the disabled skills due to Backstories (some were not being interpreted correctly due to wording)
- Changed the skill cap to 15, so the Skill Passions seem less pointless
- Exports from previous versions will not import correctly with this


v1.4:
- Fixed the childhood/adulthood stories showing up in the wrong lists (should drastically reduce the amount in each list) and ordered both lists alphabetically
- Made the traits selectable and ordered those alphabetically as well
- Added a menu for changing the skin color
- Updated the 'Change Hair' menu to a 'Change Head' menu and included controls to change the face
- Fixed the gender not importing properly
- Added a preview of the colonist on the main creation menu


v1.3:
- Redesigned the 'Change Clothing' menu
- Redesigned the 'Change Hair' menu
- Fixed all the graphics exporting/importing bugs
- Completely overhauled all of the code dealing with apparel (including the xml reading/writing)


v1.2:
- Hopefully fixed everything being translated properly into other languages


v1.1:
- Fixed the 'de-register' bug that was causing stuff not to spawn




[attachment deleted by admin: too old]
#160
General Discussion / Skill Max?
June 20, 2014, 02:41:47 AM
What's the maximum value a skill can reach?
#161
Outdated / Re: [Mod] (Alpha 4F) Rimrats
June 17, 2014, 01:59:19 AM
Interesting... not getting those pop-ups at all, even with developer mode turned on. Are there any other mods you're running alongside this one?
#162
Help / Re: [Solved] Modding the Pawn Card
June 15, 2014, 10:50:40 AM
Well be joyous, because you can now do exactly that and more with my mod!
#163
Help / Re: [Solved] Modding the Pawn Card
June 15, 2014, 02:03:25 AM
Yep! And it's something I'll be trying to implement into my Colonist Creation Mod (http://ludeon.com/forums/index.php?topic=4066.0) eventually... was thinking something along the lines of being able to add more tabs during the colonist creation, or just showing a dialog menu before-hand for selecting how many starting colonists you want. The latter option would be a lot easier to implement.

[edit] It's already implemented now  ;D
#164
Help / Re: Modding the Pawn Card
June 14, 2014, 12:35:02 AM
<li Class="ColonistCreationMod.Genstep_ColonistCreationMod" /> finally no errors! And I am successfully raising a modded form of the Colonist Creation menu after the map generates but before the colonists are spawned... so this is definitely seeming a viable route  ;D will consider this problem 'solved' now and stop spamming this thread lol
#165
Help / Re: Modding the Pawn Card
June 14, 2014, 12:22:05 AM
Apparently the Load Exceptions were a result of targeting the wrong .NET framework (needed to target 3.5), so got those cleared up... just the "Could not load class Genstep_ColonistCreationMod from node <li Class="Genstep_ColonistCreationMod" />" to resolve  ;D