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

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

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drysider

Hey there, love using this mod, especially since there's so many additional things you can edit like body type and skin colour.

I'm really really confused about why the hair styles have been split into male/female though, especially since randomly generated characters can use all hair styles! I don't really understand the decision; why aren't I allowed to give my female characters mohawks any more? :(

Argain

Quote from: drysider on August 09, 2014, 01:48:32 AM
I'm really really confused about why the hair styles have been split into male/female though, especially since randomly generated characters can use all hair styles! I don't really understand the decision; why aren't I allowed to give my female characters mohawks any more? :(

Well, here's the current code for that:

private void CreateHairList()
        {
            MaleHairList.Clear();
            FemaleHairList.Clear();

            foreach (HairDef hair in DefDatabase<HairDef>.AllDefs)
            {
                ColHairDef thisHair = new ColHairDef();
                List<string> Tags = new List<string>();
                thisHair.DefName = hair.defName;
                thisHair.GraphicPath = hair.graphicPath;
                thisHair.HairGender = hair.hairGender;
                thisHair.Label = hair.label;
                foreach (string tag in hair.hairTags)
                {
                    Tags.Add(tag);
                }
                if (hair.hairGender == HairGender.Any)
                {
                    MaleHairList.Add(thisHair);
                    FemaleHairList.Add(thisHair);
                }
                else if (hair.hairGender == HairGender.Male)
                {
                    MaleHairList.Add(thisHair);
                }
                else if (hair.hairGender == HairGender.Female)
                {
                    FemaleHairList.Add(thisHair);
                }
                else if (hair.hairGender == HairGender.MaleUsually)
                {
                    MaleHairList.Add(thisHair);
                }
                else if (hair.hairGender == HairGender.FemaleUsually)
                {
                    FemaleHairList.Add(thisHair);
                }
            }
        }


As you can see in the IF statements, the hairs have genders associated with them; in an attempt to keep everything aligned with what the game engine will be looking for, I split them into separate lists for the appropriate genders. The 'MaleUsually' and 'FemaleUsually', however, should be okay applying to either gender... so I'll go ahead and make them populate both gender lists. If I remember correctly, the Mohawk was a member of the 'MaleUsually' group :) so check back for a v2.3b with this quick fix.

ragneps


Argain

Quote from: ragneps on August 09, 2014, 07:39:07 PM
I cant find the link to download the mod

It's the little yellow link at the bottom of the first post... you have to be logged in to see it.

Core279

For some reason, when I try to import a group of settlers, it only gets 1 or two loaded, the rest are still randomized. And sometimes the ones that are loaded, its just the name and clothing, nothing else is as it was when saved. Is this some form of bug or is it intended?Because I hate spending almost 30 minutes or more customizing my people every single time.

Argain

Quote from: Core279 on August 10, 2014, 04:33:00 PM
For some reason, when I try to import a group of settlers, it only gets 1 or two loaded, the rest are still randomized. And sometimes the ones that are loaded, its just the name and clothing, nothing else is as it was when saved. Is this some form of bug or is it intended?Because I hate spending almost 30 minutes or more customizing my people every single time.

See if the assembly attached here works any better, with all other mods turned off. If it clears up the issue, let me know, so I can post it as a new update.

[attachment deleted by admin: too old]

tankast

not working and nothing happens i have newest version of game....


Argain

Quote from: tankast on August 11, 2014, 07:32:03 AM
not working and nothing happens i have newest version of game....

Are you also having an issue? If so, then I'll need more details than simply "not working and nothing happens".

BlowIt

When i put the skills on the colonist i click "continue" when i go to see theirs skill is not the skills i put!

Geoblazer5

This mod has an issue where if used with the A5 version of the K9 mod it won't start a map, do you think you could fix this?

Core279

Quote from: Argain on August 10, 2014, 06:17:38 PMSee if the assembly attached here works any better, with all other mods turned off. If it clears up the issue, let me know, so I can post it as a new update.

Sadly, this didn't help. The problem persists.

Argain

Quote from: Core279 on August 11, 2014, 07:05:52 PM
Sadly, this didn't help. The problem persists.

Could you send me a copy of your .col file so I can see exactly where it's failing?

De1ta


Rhea

I hope this will be updated to Alpha 6. I realise there might be a lot of work involved with the new system of traits and hats being included and all. Hopefully you'll update it though :)

Argain

It'll get updated for Alpha 6, so no worries :) As far as the hats go... they were already available in Alpha 5 and I've purposely left them out for one main reason: If I added them in, then all colonists would be forced to start with a hat on.