Search found 17 matches

by Axel6430
Mon Apr 14, 2014 12:57 pm
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 37
Views: 18630

Re: [MOD] Crew Diversity

Those whiskers are a nice addition! Makes it sort of look like that slug is of a higher rank, or an elder. About that NPC thing, I noticed that by making the first two layers "dummy" layers, ie making them invisible through blueprints, and adding new ones in (while copying and renaming the...
by Axel6430
Sun Apr 13, 2014 2:11 pm
Forum: Working Mods
Topic: [SHIP] The Breeze Cleaver
Replies: 25
Views: 24181

Re: [SHIP] The Breeze Cleaver

Alright, so I updated my ship. It should be compatible with the new systems now, and I fixed the cloaking image issue.
http://www.mediafire.com/download/qv3l4 ... leaver.ftl
Let me know if there's any problem with it.
by Axel6430
Sun Apr 13, 2014 10:22 am
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 37
Views: 18630

Re: [MOD] Crew Diversity

Actually, about that white uniform thing, it seems it ignores human_layer_1 and displays directly human_base. The face and hair variations still show up, though. If you recolour directly the human_base sheet to match the default color, and then edit the blueprint so that the alpha of the vanilla pla...
by Axel6430
Sun Apr 13, 2014 9:38 am
Forum: Mod Development
Topic: AE R&D - What is new? What can we do now?
Replies: 200
Views: 71973

Re: AE R&D - What is new? What can we do now?

Can events modify the NPC tints? Or is it strictly hardcoded?
by Axel6430
Sun Apr 13, 2014 9:31 am
Forum: Mod Development
Topic: [MOD] Crew Diversity
Replies: 37
Views: 18630

Re: [MOD] Crew Diversity

The only problem I would see with separating face and hair is that, for example if you were to make ginger hair, it would also appear on random on people with dark skin, which is kinda uncommon. If you catered to the grey/blond/brown spectrum it could work, though. Also about the white shirt bug, it...
by Axel6430
Sat Apr 12, 2014 3:19 pm
Forum: Working Mods
Topic: [SHIP] The Breeze Cleaver
Replies: 25
Views: 24181

Re: [SHIP] The Breeze Cleaver

Sleeper Service wrote:SMM still works fine and you can indeed easily add the new systems via xml editing. Check out this thread for a rough guide:

viewtopic.php?f=11&t=22667#p72003

Thanks a lot for the help!
by Axel6430
Sat Apr 12, 2014 10:04 am
Forum: Working Mods
Topic: [SHIP] The Breeze Cleaver
Replies: 25
Views: 24181

Re: [SHIP] The Breeze Cleaver

So I heard some old mods are now incompatible with the Advanced Edition. Does Grognak's mod manager still work? If not does Slipstream's work with the old .ftl files?
Also is there a simple way to add new systems in through .xml or .txt ship files?
by Axel6430
Sun Dec 29, 2013 2:04 pm
Forum: Mod Development
Topic: [MOD][WIP]Ship Greeble Graphics Mod
Replies: 193
Views: 61435

Re: Ship Graphics

Oh well, is this still in development at all? :( He probably had to take a break because of work/family/school or other commitments. That's my current status too for the moment (too much work, I've got competitive exams in April and July). The mod looks great so far! Definitely an improvement over ...
by Axel6430
Thu Dec 19, 2013 9:40 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6638
Views: 3594849

Re: FTL Captain's Edition 1.073

Alrighty then. Feel free to modify the layout or anything if needed.
by Axel6430
Thu Dec 19, 2013 8:20 pm
Forum: Working Mods
Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
Replies: 6638
Views: 3594849

Re: FTL Captain's Edition 1.073

Just posting this to say that I'm OK with you using my mod's assets for your own mod, as long as you credit me. I already posted that in my own thread but since there has been no response I assume you didn't notice? Anyway, I'm pleased that you consider my work worthy of being part of your great mod...