Search found 66 matches

by Kiloku
Sun May 05, 2019 3:38 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1268
Views: 1532068

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

I need help again. I added this event to my mod. It's a modified version of FUEL_FOR_DRONES from SleeperService's CE. The first <choice> tag is the one I'm having trouble with. When I find this event, it doesn't load BP_RANDOM_WEAPON (which is another event I added, and it works fine when called by ...
by Kiloku
Sat May 04, 2019 3:52 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1268
Views: 1532068

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Sorry for double posting, but it is a new question. I see that the vanilla dlcEventsOverwrite.xml has an OVERRIDE_ITEMS event list. However, I can't find anywhere that calls this event list. There are no references to this event list anywhere else in the XMLs. When do these events happen in game?
by Kiloku
Fri May 03, 2019 2:58 pm
Forum: Working Mods
Topic: [Ship][AE] Auto-Cruiser 1.01 & Auto-Constructor 1.0
Replies: 76
Views: 149587

Re: [Ship][AE] Auto-Cruiser 1.01 & Auto-Constructor 1.0

It basically thesaurized a part of another post in this thread.

I searched for the "Seren" part, as it's a misspell of Saren and found it all.

Image
by Kiloku
Fri May 03, 2019 3:33 am
Forum: Mod Development
Topic: Mod Testing Environment (1.2) (AE Compatible)
Replies: 57
Views: 254838

Re: Mod Testing Environment (1.2) (AE Compatible)

Is the CCP supposed to work with events that change dlcEventsOverwrite.xml? Because every time I add one of those events, it crashes my game as soon as I hit New Game. I assume that's because the CCP events are defined in events.xml, but I'm not sure. EDIT: I tried adding a dlcEventsOverwrite.xml.ap...
by Kiloku
Thu May 02, 2019 6:05 pm
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1268
Views: 1532068

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Thanks a lot, Woona, that worked perfectly!
by Kiloku
Thu May 02, 2019 4:20 am
Forum: Working Mods
Topic: [CE+EL Add-on][Beta] Blueprint Weapons Crafting 0.01c [Revived!]
Replies: 21
Views: 86495

Re: [CE+EL Add-on][Beta] Blueprint Weapons Crafting 0.01c [Revived!]

Hello everyone! I'm so sorry for being away for FIVE whole years, but the project is back. I've started playing FTL again, so I've started modding it again as well. The new version is in the first post. It has few differences for now, just making use of things that weren't available in the older ver...
by Kiloku
Thu May 02, 2019 2:41 am
Forum: Mod Development
Topic: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Replies: 1268
Views: 1532068

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

I'm trying to add new choices to a mod's existing event, from within my own mod. The event is the single, unnamed event in CE_PRODUCTION, as shown below: <eventList name="CE_PRODUCTION"> <event> <text>You consider your options.</text> <choice req="AE_PRODUCTION" hidden="true...
by Kiloku
Fri Apr 26, 2019 4:20 pm
Forum: Mod Development
Topic: Just testing some new stuff...
Replies: 20
Views: 40454

Re: Just testing some new stuff...

It's really frustrating for the whole modding community that someone comes up with a new way to do much more advanced modding than what we're used to, and then they vanish without even releasing a prototype or explaining how they accomplish what they did.

What's the point of hoarding knowledge?
by Kiloku
Wed May 21, 2014 8:00 pm
Forum: Working Mods
Topic: [CE+EL Add-on][Beta] Blueprint Weapons Crafting 0.01c [Revived!]
Replies: 21
Views: 86495

Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Estel, thanks for the amazing review and hints! :D Let me answer your topics: I thought that it will require more things to do weapon (blueprint's, certain augment and/or crew, for example), but will allow to create weapon at any empty beacon. This is also planned, actually, if the player has the On...
by Kiloku
Tue May 20, 2014 8:14 pm
Forum: Working Mods
Topic: [CE+EL Add-on][Beta] Blueprint Weapons Crafting 0.01c [Revived!]
Replies: 21
Views: 86495

Re: [CE Add-on][Beta] Blueprint Weapons Crafting 0.01b

Sorry about that, I just edited it to put the correct spelling in the original post. It's not nitpicking, I'd do the same ;) Any spoilers you can share on your rare weapons idea? The idea is that if you have certain blueprints, augments, crew of certain species and such, you could run into certain v...