[Mod] (Alpha 5D) Colonist Creation Mod v2.3c

Started by Argain, July 06, 2014, 07:36:10 PM

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JorDash

Quote from: Argain on July 08, 2014, 07:12:10 PM
Quote from: JorDash on July 08, 2014, 02:14:30 PM
Are the weapons you start with randomized for each new game? The first game I started with 4 colonists and got 3 enfields and 1 pistol. Exported those colonists. Imported them for the second game and got 3 pistols and 1 enfiled.

Yep, it's a random choice between the pistol or enfield for each colonist when starting a new game.

Nice. Thanks

Argain

I got this pm earlier today:
Quote
I'll cut straight to it.
When I create my colonists everything goes alright(besides the usual girl bodies, etc.) but when i reload my colony the debug screen(At least what I think it is, it's the screen you get from pushing the "~" Key in-game) pops up and has clothing errors and all my "Jacket" wearing people get power armor and some have changed hairstyles...
Is this a known bug??

P.S. Is there a way in the actual save files of the game to edit my Colonists' body, hair, skin, shape, clothes, skills, traits, etc?

Thanks in advance!

has anyone else been experiencing this?

JorDash

#47
Nope. I've imported my 4 colonists 4 or 5 times now with no problems.

Edit: Didn't get any error message but just checked my colonists and some are missing clothes and some have different clothes.

P_anders

yeah ... i have the same problem. i don't get any error messages (or i never realized i got some) but the hairstyles und the clothings are a little bugy. there is one more thing: i see a problem with the coloures of the clothes. if i choose 5 colonists, only the last colonists have good coloured cloths. but the outher 4 not. the jacket and the duster are ok, but the shirts are way to bright, only with the darkest types of a colour you can barley see the colonist is wearing a shirt. as is say, only colonist number 5 ( last one opn the right side ) don't have this problem.

Argain

Imported colonist graphics is indeed still a little buggy and is something I'm working on fixing. The reason it's buggy: the colonists are randomly generated at the start and the imported information tries to overwrite them. If a colonist is generated with only a T-shirt and no Jacket/Duster/Armor, then there is no existing Jacket/Duster/Armor slot to be putting information into... resulting in errors and oddness. Probably the most odd thing, is that if you just keep trying to import then it magically creates the missing clothing slot somehow lol This is definitely not something that should be happening, so yeah... working on it  ;) Got a few ideas that just need a bit of time to code and test.

P_anders

#50
hello
i have a massive problem it's really weird. I had some issues with the mods im using and have some things tryed out. i turn the Colonist creation mod off and back on .... now the mod is some kind of broken, every time starting a new colony the screnn gone rainbow and i recieve this error message:
QuoteCould not load class ColonistCreationMod.genstep_ColonistCreationMod from node
<li Class="ColonistCreationMod.Genstep_ColonistCreationMod"><startingItems>
<li><thingDef>Gun_Glock18_wea</thingDef></li><li><thingDef>Gun_DragunovSVD_wea</thindDef></li><li>
<thingDef>Gun_Glock18_wea</thingDef></li></startingItems></li>

Could not load class ColonistCreationMod.genstep_ColonistCreationMod from node
<li Class="ColonistCreationMod.Genstep_ColonistCreationMod"><startingItems>
<li><thingDef>Gun_Pistol_wea</thingDef></li><li><thingDef>Gun_LeeEnfield_wea</thindDef></li></startingItems></li>


now the really weird thing is ... even if i deactived the colonist creation mod the game want to load these 2 classes. o_O    im confused, why the game want to load a code segment, when its in a deaktiveted mod and not in the core code? ???

i really need some help here o_o

EDIT:
*update*
ok *sigh* i deactivated all mods im using and reactivated them. then i tryed 10 or 15 times a new colony start. everything seems to work fine, even with really good coloured shirts of the colonists. the only thing is, i recieve the first message of the 2 messages im posting and i dont get the dragunov and the glock 18 from the fighting chance mod. *confused*

Argain

@P_anders: do both mods still have their BaseMapGenerators.xml file (found in Defs/MapGeneratorDefs/)? If so, try removing one.

P_anders

argain? do you wanna hear something funny?

after i edit ma last posting i start a new colony just to play the game. guess what happend. i recieve the message again, but everything works fine so far. on the map lay the dragunovs and the glock 18. i did not change anything o_O ... sometime Computers acting really strange, and sometimes it looks like the computer want to spoof me o_o

Argain


Puch22

A life can be lived millions of ways, but each is unique and can only be chosen once.

ZozZ

can i change the colonist body in this mod? if not can you add the feature to change their body type

Argain

Quote from: ZozZ on July 12, 2014, 12:44:22 PM
can i change the colonist body in this mod? if not can you add the feature to change their body type

The body is dependent on the Adulthood Backstory. Unfortunately, even if I was to implement a feature that allowed you to specify which body each colonist had... the game would immediately overwrite them once you continued. So, it's not really feasible at this time. What you -can- do, however, is change the Adulthood Backstory and then check the body to see if it matches what you would like.

tase

#57
I'm having tons of problem with importing colonists and having their graphics be wrong (even after multiple imports). And I can't even fix it because the menu is broken, repeats the same hair type or clothing, or straight out doesn't show anything, not even Confirm/Cancel buttons.

Argain

Quote from: tase on July 13, 2014, 02:22:38 PM
I'm having tons of problem with importing colonists and having their graphics be wrong (even after multiple imports). And I can't even fix it because the menu is broken, repeats the same hair type or clothing, or straight out doesn't show anything, not even Confirm/Cancel buttons.

That's because the graphics stuff was still pretty buggy.

Argain

#59
Changes from v1.2 -> 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)

Notes: Due to the clothing and hair menus functioning similarly to the rest of the creation menu now (with left/right selectors), you will no longer have the option to spawn naked colonists, shirtless colonists or colonists without coats. This clears up all the conflicts, though, with importing colonist shirts/coats and trying to write their information to shirts/coats that potentially do not exist on the other end. So while we may all get a chuckle at watching a bunch of naked colonists run around... it's a worthy trade-off to have everything running bug-free. This also clears up the annoying bug of multiple entries in the checklists appearing :D Unfortunately, since the xml reading/writing has been completely overhauled, old saves of colonists will no longer import correctly.