sM Polish Kit: Insurrection v1.6 [CE Support + Modules]

Distribute and discuss mods that are functional. Moderator - Grognak
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.031 (ft CEi 1.105 and IS Patch)

Post by slowriderxcorps »

Russian Rockman wrote:What other "module" ideas do you have?
As of right now.. my inspiration streak has gone cold. The usual ideas would be things such as new events, weapons, enemies and such, but CE does this already and it does it well, so I'll leave those on the back-burner. Events are still an option, the problem is that when it comes to creating such things, I'm pretty bad at coming up with them. My other option would be to further refine the AWM, potentially creating graphics for each augmented weapon, but I'm not sure if I want to challenge that just yet.
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.031 (ft CEi 1.105 and IS Patch)

Post by Mr. Mister »

You could just change their glow's colour.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.031 (ft CEi 1.105 and IS Patch)

Post by slowriderxcorps »

I could, but for certain weapons that'll be tricky to get right. As of now, I'm exploring alternate metal sheens for each weapon. Some of them are very discrete, one of them.. well.. you tell me.
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EDIT: And I finished my round of.. whatever it is that made me come up with this.
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I'm not sure what to think of it. Part of me thinks it's stupidly tacky, while another part says some of these actually look kind of cool. I'm not set on them looking exactly like this however. In particular, I'm not sure if I've got the missile launchers right.
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.031 (ft CEi 1.105 and IS Patch)

Post by Mr. Mister »

Small personal request: On the player ships module (and maybe on the main file as well), could you declare the engi before the mantises, so that it'll be first on the crew list? It's mostly kept as a pilot, and I like F1 being my pilot hotkey.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.031 (ft CEi 1.105 and IS Patch)

Post by slowriderxcorps »

Mr. Mister wrote:Small personal request: On the player ships module (and maybe on the main file as well), could you declare the engi before the mantises, so that it'll be first on the crew list? It's mostly kept as a pilot, and I like F1 being my pilot hotkey.
You mean ManA? Weirdly (or perhaps not), when I play that ship I have him on Engines. Makes him easier to take off his post to fix something without having to abandon the helm.

Also, AWM is annoying me. I still don't know if having these gold-plated things is wise, and this test playthrough I'm on right now, the augmented weapons are having a 50% appearance rate (much, much higher earlier on in the run when the luck wasn't evened out yet). I might have to try and make them rarer still..

EDIT: Today has been pretty productive, I think. With the learning of how to prevent the use of the well-known Forward Scout evasion, the main version number has gone up. A weapon graphic or two were also tuned into normality. However, the AWM has also been updated with the.. tasteful new metal plating, as well as (untested) compatibility with other Total Conversion mods.
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RAD-82
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Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Post by RAD-82 »

slowriderxcorps wrote:However, the AWM has also been updated with the.. tasteful new metal plating, as well as (untested) compatibility with other Total Conversion mods.
Seeing how I helped with the SMM tags for the weapon lists for AWM, I decided to look at the files for it. Your sector_data.xml.append isn't quite compatible with TC mods yet since it is still overwriting the Rock and Crystal sectors.

Example of SMM tags from my Space Turtles mod:

Code: Select all

<mod:findName type="sectorDescription" name="ROCK_SECTOR">
  <mod:findLike type="rarityList">
    <mod-append:blueprint name="MISSILES_FIRE" rarity="2"/>
    <mod-append:blueprint name="MISSILES_FIRE_BURST" rarity="3"/>
  </mod:findLike>
</mod:findName>

<mod:findName type="sectorDescription" name="ROCK_HOME">
  <mod:findLike type="rarityList">
    <mod-append:blueprint name="MISSILES_FIRE" rarity="2"/>
    <mod-append:blueprint name="MISSILES_FIRE_BURST" rarity="3"/>
  </mod:findLike>
</mod:findName>

<mod:findName type="sectorDescription" name="CRYSTAL_HOME">
  <mod:findLike type="rarityList">
    <mod-append:blueprint name="ION_HEAT" rarity="0"/>
    <mod-append:blueprint name="MISSILES_FIRE" rarity="0"/>
    <mod-append:blueprint name="MISSILES_FIRE_BURST" rarity="0"/>
  </mod:findLike>
</mod:findName>
Edit:
slowriderxcorps; 1.031 release wrote:Across the base 'kit and the CE patch, the Crystal sector should now only spawn Crystal weapons. This also corrects a core error in basic FTL where the Anti-Bio Beam can also potentially appear in the Crystal sector.
1.032: I don't see this Anti-Bio Beam "fix" in either the base or the bulk files. In the bulk file, the Slug sectors say BOMB_BIO instead of BEAM_BIO.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Post by slowriderxcorps »

RAD-82 wrote:
slowriderxcorps wrote:However, the AWM has also been updated with the.. tasteful new metal plating, as well as (untested) compatibility with other Total Conversion mods.
Seeing how I helped with the SMM tags for the weapon lists for AWM, I decided to look at the files for it. Your sector_data.xml.append isn't quite compatible with TC mods yet since it is still overwriting the Rock and Crystal sectors.

Example of SMM tags from my Space Turtles mod:

Code: Select all

<mod:findName type="sectorDescription" name="ROCK_SECTOR">
  <mod:findLike type="rarityList">
    <mod-append:blueprint name="MISSILES_FIRE" rarity="2"/>
    <mod-append:blueprint name="MISSILES_FIRE_BURST" rarity="3"/>
  </mod:findLike>
</mod:findName>

<mod:findName type="sectorDescription" name="ROCK_HOME">
  <mod:findLike type="rarityList">
    <mod-append:blueprint name="MISSILES_FIRE" rarity="2"/>
    <mod-append:blueprint name="MISSILES_FIRE_BURST" rarity="3"/>
  </mod:findLike>
</mod:findName>

<mod:findName type="sectorDescription" name="CRYSTAL_HOME">
  <mod:findLike type="rarityList">
    <mod-append:blueprint name="ION_HEAT" rarity="0"/>
    <mod-append:blueprint name="MISSILES_FIRE" rarity="0"/>
    <mod-append:blueprint name="MISSILES_FIRE_BURST" rarity="0"/>
  </mod:findLike>
</mod:findName>
Edit:
slowriderxcorps; 1.031 release wrote:Across the base 'kit and the CE patch, the Crystal sector should now only spawn Crystal weapons. This also corrects a core error in basic FTL where the Anti-Bio Beam can also potentially appear in the Crystal sector.
1.032: I don't see this Anti-Bio Beam "fix" in either the base or the bulk files. In the bulk file, the Slug sectors say BOMB_BIO instead of BEAM_BIO.
Quite the development to awaken to. Looks like I still have much to learn in the art of using these fancy new tags. These discoveries have been attached to the AWM and their compatibility should now work as-advertised.

As for the Bio-Beam: while the Crystal sector fix was in place for the CE patches, somehow it was forgotten for the main 'kit.. no idea how that happened. Or the Bio-Bomb reference. Those have been fixed, but this is curious as KF's Error Checker didn't recognise these as top-tier errors, at the very least, or as errors at all at the most.

EDIT: After much in the way of the tinkerer, I dusted off the old experiment and messed around with it, added in some SMM trickery, and thus, resulted in.. well.. yeah.
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One thing I need to figure out now is how to manually alter just the rarity of a weapon using SMM commands and nothing else. I think it might make solving one thing much easier. By no means is this module properly finished: there's a few things I know I can add, and there's bound to be some erroneous stats somewhere.
RE-ED: While I haven't worked out exactly how to replace the rarity value, the tools at hand made it possible to simply add another Rarity that appears at the bottom of the weapons code. I /think/ this works, but don't quote me on it.
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Russian Rockman
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Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Post by Russian Rockman »

The newest set of "golden" weapons actually looks pretty good. Maybe the other ones just don't look as good because they were the Vanilla weapons. The CE golden weapons look awesome. If you could make even more skins for some of you other variations that would be so cool.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Post by slowriderxcorps »

Russian Rockman wrote:The newest set of "golden" weapons actually looks pretty good. Maybe the other ones just don't look as good because they were the Vanilla weapons. The CE golden weapons look awesome. If you could make even more skins for some of you other variations that would be so cool.
The strange thing is that both of these sets of weapons were recoloured using the same settings for changing Levels within my graphics editor. The unfortunate issue with any other type of reskin seems to be one of either A: making it so discrete that it's barely noticeable, or B: making it stand out so much that it looks silly.
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RAD-82
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Re: [MOD]The sM Polish Kit 1.032 (ft CEi 1.105 and IS Patch)

Post by RAD-82 »

slowriderxcorps wrote:One thing I need to figure out now is how to manually alter just the rarity of a weapon using SMM commands and nothing else. I think it might make solving one thing much easier. By no means is this module properly finished: there's a few things I know I can add, and there's bound to be some erroneous stats somewhere.
RE-ED: While I haven't worked out exactly how to replace the rarity value, the tools at hand made it possible to simply add another Rarity that appears at the bottom of the weapons code. I /think/ this works, but don't quote me on it.
SMM should have a readme file for modders. From your post, it looks like you tried <mod-append:rarity>, and I believe that would work, since the game will probably just overwrite the previous instance of rarity when it actually loads the weapon. However, you actually want to use <mod-overwrite:rarity>, so that you replace the rarity. I don't have the readme available at the moment, but I think the spelling for the tag is overwrite; when there are tags like findName and findLike, I think you need to be aware of capital letters.
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