FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308

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mr_easy_money
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Thu Apr 27, 2017 11:52 pm

blancfaye7 wrote:So! I get now what you mean, but since this is still all new to me, I still have a few questions:
1. I can add a "global textList" file, right? Something like dialogues.xml then place all textList dialogues there?

unfortunately no, I don't think so. the only way to do it would be to add it to one of the current files (for example, events.xml, events_mantis.xml, etc.)
blancfaye7 wrote:2. If I am to create a mod, then just how would I replace the dialogues? Is it editing the files, or... appending? IDK?

replacing the entire file containing the event should really only be done for a standalone mod. the best way to create an add-on is to yes, append via events.xml.append and use Slipstream tags (like <mod:findName name="..." type="...">), to find the name of the original event, and the tags it has. this lets you go through events without needing to replace them completely.

inside readme_modders.txt under Advanced XML are the descriptions for them. here is a good starting place for examples: viewtopic.php?t=26426 and this mod can give you an idea of how do use <mod:findComposite>: viewtopic.php?f=11&t=30333
blancfaye7 wrote:3. I have no clue how to do 'hot spotting' in XML files. As far as I know, you cannot do conditionals for whatever form in the current way of modding. If there is no way, then care is really advised when doing these things since it might destroy the integrity of player immersion within events.
This is related to the above post of @stylesrj. The Old Captain saying things, then suddenly when surrendering, the old captain might just disappear from the next dialogues since they're random...

as I mentioned, slipstream tags let you make it more of an add-on. while there aren't conditionals, after making a duplicate of the event, identical just the textList sources are different, you could either:
  1. create an eventList that has the same name as the base event and rename the base event. then put the event and the "duplicate" event into this new eventList.
  2. create an eventList with a different name than the base event, and overwrite the spot of the base event in every other eventList with the name of this new event. then just put the base event and the duplicate into the new eventList.
so in other words when this event is called, you get two possible outcomes. the first is the original event without the old captain, and the second is the original event with the old captain.
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blancfaye7
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby blancfaye7 » Fri Apr 28, 2017 6:39 am

Damn... I guess I won't be able to do this unless I remove some of my current activities out of the way since I need to spend quality time for this to become a reality (of course). I recently had a 'modding disaster' too, which is a huge factor of me choosing other activities over this one. Oh well... Maybe someday I'll find the inspiration to do this, but it might be too late when it comes.
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby mr_easy_money » Fri Apr 28, 2017 7:49 am

blancfaye7 wrote:Damn... I guess I won't be able to do this unless I remove some of my current activities out of the way since I need to spend quality time for this to become a reality (of course).

the slipstream tags can be a bit intimidating at first, and they're not necessary. I mentioned them because they not only make modding easier (for me at least), they promote usability with various mods. for instance, replacing the list that dictates which weapons enemies use vs appending to the list. replacing would overwrite the list, making use with overhaul mods difficult. appending via the append tags would do so.

inevitably, figuring out the events structure will take time, but to me, that's trivial compared to coming up with dialog that'll make sense -- navigating the file structure isn't so bad, but making an event requires thinking.

blancfaye7 wrote:I recently had a 'modding disaster' too, which is a huge factor of me choosing other activities over this one.

do you mind elaborating on this?

blancfaye7 wrote:Oh well... Maybe someday I'll find the inspiration to do this, but it might be too late when it comes.

I'd love to see what your ideas are for the texts, and I hope you endeavour to do this, and I also hope that what I've said hasn't made you feel that it'll be too much of a hassle. I love FTL and modding for it which is probably the reason why I'm still here.

--
but I'm tired and sleepy, so that's all I gotta say for now :roll:
ftoml
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby ftoml » Tue May 09, 2017 5:26 pm

Uh hi

The link to the resource pack seems to be broken or something is wrong with the file, I think. MediaFire just won't let me download it on any browser at any time. The other links work fine, but I can't seem to get the resource pack.
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blancfaye7
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby blancfaye7 » Fri May 12, 2017 12:49 pm

This was reported twice already. Sometimes I can get the pack to download, but sometimes it is hard to reach this pack.

Maybe reupload? Or perhaps a mirror.

-----

So far, I have not noticed anything strange in spelling and grammar (using the latest master branch on my fork.)
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TheDarkTruth
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby TheDarkTruth » Mon May 15, 2017 4:56 pm

Good Evening
I just created this account to report a bug so please forgive me if i break any rules.

The bug I encountered is similar to/the same as the one mentioned by "redlerred7" a month ago.
Whenever I try to jump to a specific beacon the game freezes right after the ship jumps out.

The mods loaded are Captains Edition including Infinite and Endless Loot. (Correct Order)
Additionally I had Event Assistant loaded before everything so the few vanilla events that don't get rewritten by CE have some extra information.
Secondly I rewrote a single event in CE. (removed two possible events from an eventList out of anger because the event triggered twice within 5 minutes and removed my two most needed crewmembers)

Removing Event Assistant and loading the original CE did not fix the bug so I don't think that it has something to do with Event Assistant or my own modification. (At least if I understand the way it works correctly)

I have a backup of the continue.sav and could send it via Dropbox-link if needed but i dont know if this is allowed on this forum.

If it is needed and you can tell me how i should send it I will try to answer within 1 or 2 days.

Best regards
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Sleeper Service
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Sleeper Service » Mon May 15, 2017 6:19 pm

The continue save doesn't really help to pinpoint the issue, unfortunately. You can tell me the sector name though, and if the beacon is marked as distress or anything else.
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby TheDarkTruth » Tue May 16, 2017 4:42 pm

I think you are not going to like this.

Sector Name: Contested Deep Space

Beacon:
- Possible Ship Location
- No Distress Signal
- No Dangers (Long-Ranged Scanner installed)

If there is anything else i can help with please let me know.

Edit: I found a crashlog but I dont think that this will be helpfull either:
Edit2: Crashlogs were probably from me trying to load the save without mods so nothing usefull there.
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Stormbringer
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby Stormbringer » Wed May 17, 2017 3:21 pm

WAAAHOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!
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killin' slugs and beating Rebels since 2014, modding the game since 2016
TheDarkTruth
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Re: FTL Captain's Edition 1.301/Inf 1.301b/EL 1.301

Postby TheDarkTruth » Wed May 17, 2017 5:59 pm

I have been searching for a way to test through the different events in the mod.
Unfortunately i was not able to get it to work.

If you have a way to do so I would be willing to help with searching through the events this week (after work of course).

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