[MODDING] I made a tutorial: create custom events & sectors!

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theDoomBox

Re: [MODDING] I made a tutorial: create custom events & sect

Post by theDoomBox »

Someone please help. I've followed every direction step by step, uninstalled and tried it again several times, but I can't find what I'm doing wrong. When I run unpack_data.bat, where is it unpacking it to? I would love to know, and again, thanks for tolerating me.
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Ora_unit_SR388
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Re: [MODDING] I made a tutorial: create custom events & sect

Post by Ora_unit_SR388 »

The batch file that unpacks .dat should dump them in where the resource files are.
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SomeFederationPerson
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Re: [MODDING] I made a tutorial: create custom events & sect

Post by SomeFederationPerson »

Question...


How do you do the sector information in text do you do it after </nameList> or after </name>?
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https://subsetgames.com/forum/viewtopic ... 16#p117316

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Kaserin67
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Re: [MODDING] I made a tutorial: create custom events & sect

Post by Kaserin67 »

nvm wrong forum post.
SuperMarioKain
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Re: [MODDING] I made a tutorial: create custom events & sectors!

Post by SuperMarioKain »

The unpack_data thing doesnt work for me. Help please?
WIndows cannot find "..\ftldat" Make sure you typed the name correctly and try again
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Zenith
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Re: [MODDING] I made a tutorial: create custom events & sectors!

Post by Zenith »

I'm clueless as to what I'm doing, but would like to take a stab at it anyway.

My issue is with the first step, getting the ftl.dat

I have no clue what to do for the first step, the rest seems like stuff I could figure out.
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mr_easy_money
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Re: [MODDING] I made a tutorial: create custom events & sectors!

Post by mr_easy_money »

Zenith wrote:I'm clueless as to what I'm doing, but would like to take a stab at it anyway.

My issue is with the first step, getting the ftl.dat

I have no clue what to do for the first step, the rest seems like stuff I could figure out.
instead of using ftldat, Slipstream Mod Manager has an option "File --> Extract Dats..." which pretty much takes the functionality of ftldat.
This forum post was created before Slipstream Mod Manager was a thing probably. if you don't know what Slipstream Mod Manager is you should find out about that here: http://www.ftlgame.com/forum/viewtopic.php?t=17102

as for this tutorial, though outdated, it covers the core of what you need to do to make your own events. you might also want to check out the ftlwiki page on events file structure: http://ftlwiki.com/wiki/Events_file_structure

it's outdated for sure, but any new event structure wasn't really implemented with AE, except for maybe the override sectors in sector_data.xml . :edit: also maybe look at everything with "dlc" in front of it like dlcEvents.xml; those will match up with the override sectors probably

so a recap:
1. if you don't know what Slipstream is, go there first.
2. then use Slipstream to extract the dats into folders. you'll probably only need to do this for data.dat unless you want to tinker with the resources (such as images, audio, fonts)
3. then when you have your folder sorted, trace the steps of the tutorial, say for some existing event to see how it works. then you can implement your own event and see if it works. also, you can add events directly to the start beacon (the 1st beacon of the game you start at) by adding a choice to it just to see if at least the event itself works.

don't hesitate to ask any questions. there is a general inquiry thread here: http://www.ftlgame.com/forum/viewtopic.php?f=12&t=17442
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Zenith
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Re: [MODDING] I made a tutorial: create custom events & sectors!

Post by Zenith »

mr_easy_money wrote:
Zenith wrote:I'm clueless as to what I'm doing, but would like to take a stab at it anyway.

My issue is with the first step, getting the ftl.dat

I have no clue what to do for the first step, the rest seems like stuff I could figure out.
instead of using ftldat, Slipstream Mod Manager has an option "File --> Extract Dats..." which pretty much takes the functionality of ftldat.
This forum post was created before Slipstream Mod Manager was a thing probably. if you don't know what Slipstream Mod Manager is you should find out about that here: http://www.ftlgame.com/forum/viewtopic.php?t=17102

as for this tutorial, though outdated, it covers the core of what you need to do to make your own events. you might also want to check out the ftlwiki page on events file structure: http://ftlwiki.com/wiki/Events_file_structure

it's outdated for sure, but any new event structure wasn't really implemented with AE, except for maybe the override sectors in sector_data.xml . :edit: also maybe look at everything with "dlc" in front of it like dlcEvents.xml; those will match up with the override sectors probably

so a recap:
1. if you don't know what Slipstream is, go there first.
2. then use Slipstream to extract the dats into folders. you'll probably only need to do this for data.dat unless you want to tinker with the resources (such as images, audio, fonts)
3. then when you have your folder sorted, trace the steps of the tutorial, say for some existing event to see how it works. then you can implement your own event and see if it works. also, you can add events directly to the start beacon (the 1st beacon of the game you start at) by adding a choice to it just to see if at least the event itself works.

don't hesitate to ask any questions. there is a general inquiry thread here: http://www.ftlgame.com/forum/viewtopic.php?f=12&t=17442
Thanks, man.

I do know what slipstream is, I've been messing around with making ships via Superluminal.
I've got a data folder made with audio, data, fonts, and img, but have no clue as to where I'm going from here.
I suppose I should start with questions on the questions thread.
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