Search found 66 matches
- Wed May 14, 2014 2:19 am
- Forum: Mod Development
- Topic: [Preview] Unofficial CE Addon: Weapons Crafting
- Replies: 5
- Views: 3661
[Preview] Unofficial CE Addon: Weapons Crafting
Hey, this is my second mod, and it's actually a mod for another mod! Everyone around here probably knows about Sleeper Service's incredible Captain's Edition mod, and the equally amazing Endless Loot add-on (powered by ranll's software). I decided to take advantage of these mods to expand on one ele...
- Mon May 12, 2014 10:03 pm
- Forum: Mod Development
- Topic: [Urgent]Need eventwriter for mod
- Replies: 6
- Views: 4235
Re: [Urgent]Need eventwriter for mod
A mod in the scale of CE is a tall order, sorry but I can't help because I'd probably not have time to deliver.
- Mon May 12, 2014 1:22 pm
- Forum: Mod Development
- Topic: Single event choice requiring two or more augments?
- Replies: 2
- Views: 1780
Re: Single event choice requiring two or more augments?
Yeah, using more than one req="" tag only checks the last one. (so <choice req="AUG_1" req="AUG_2"> is called even if you only have AUG_2)
That was for a secondary idea, though, not really necessary for my plans.
That was for a secondary idea, though, not really necessary for my plans.
- Sun May 11, 2014 9:12 pm
- Forum: Mod Development
- Topic: [Urgent]Need eventwriter for mod
- Replies: 6
- Views: 4235
Re: [Urgent]Need eventwriter for mod
I'm starting to dabble with events. How many events would that be? What's the mod about?
- Sun May 11, 2014 4:04 pm
- Forum: Mod Development
- Topic: Single event choice requiring two or more augments?
- Replies: 2
- Views: 1780
Single event choice requiring two or more augments?
Among the ideas I have for my mod, some would be event choices that would only appear if the player had 2 or 3 specific augments. Is that possible? I know that I could do some sort of event chain where each checks for one of the augments, but that'd be kinda inelegant and would be a bit screwy (even...
- Sat May 10, 2014 7:33 pm
- Forum: Mod Development
- Topic: Help debug my mod? [Events]
- Replies: 4
- Views: 2983
Re: Help debug my mod? [Events]
Guys, thanks a lot! It's working now, it's always something minor, isn't it? Now that the barebones are working, I'll start making the brunt of the mod!
- Sat May 10, 2014 7:42 am
- Forum: Mod Development
- Topic: Help debug my mod? [Events]
- Replies: 4
- Views: 2983
Help debug my mod? [Events]
I've been developing a mod that's supposed to add a new element to Sleeper Service's CE (+Infinite and Endless Loot). But my mod isn't working quite as I expected, something is going wrong. What's supposed to happen: 1. Player reaches trade beacon and has a Weapon Blueprint augment. He sees a blue o...
- Fri May 09, 2014 10:27 pm
- Forum: Mod Development
- Topic: Regarding modding another mod's events
- Replies: 4
- Views: 2606
Re: Regarding modding another mod's events
Because my idea is related to the CE's Trade Events. I was talking about my idea in CE's thread a few days ago, it would add something new to the mod, but would probably be conflicting if I made it "standalone". Regardless, thanks a lot, that's exactly what I needed. SMM is powerful! I tho...
- Fri May 09, 2014 10:13 pm
- Forum: Mod Development
- Topic: Regarding modding another mod's events
- Replies: 4
- Views: 2606
Regarding modding another mod's events
I've been trying to mod Sleeper Service's amazing CE mod, specifically in the Trade events. I'm doing okay, but I'm editing his files directly. That could be pretty problematic when the mod gets updated. How does appending work? If an event already exists, how do I add an option to the same event bu...
- Wed May 07, 2014 6:22 pm
- Forum: Working Mods
- Topic: FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Replies: 6626
- Views: 5014795
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98i
That's kind of what I was thinking, just wasn't sure of how to word it without being too convoluted. Sometimes my English gets kinda bad.