Custom Weapons

Discuss and distribute tools and methods for modding. Moderator - Grognak
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RECONmarine2579
Posts: 14
Joined: Mon Dec 17, 2012 6:54 pm

Custom Weapons

Post by RECONmarine2579 »

So I know with FTLShipEditors you can create your one ships and such, but how does one create their own weapons
I've never modded anything...ever... so If this requires a lot of programming skill you can just say down below "You need lots of programming skill" and I will be happy just playing the weapons other people create

On the other side of custom weapons I went into the blueprints and tried to change the stats of the Bust Laser Mark II what I tried to do is make it 1 dollar in the shop and have awesome shield pierce ability, but when I went into the game It was all the same, again if this is to difficult I will gladly not try.
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Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

Re: Custom Weapons

Post by Kieve »

Modding weapons is easier than making ships, by far. After you made your changes to blueprints.xml, did you repack the data.dat with the changes?
RECONmarine2579
Posts: 14
Joined: Mon Dec 17, 2012 6:54 pm

Re: Custom Weapons

Post by RECONmarine2579 »

Kieve wrote:Modding weapons is easier than making ships, by far. After you made your changes to blueprints.xml, did you repack the data.dat with the changes?
Repack the data? Is that like saving the new blueprint
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Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

Re: Custom Weapons

Post by Kieve »

RECONmarine2579 wrote:
Kieve wrote:Modding weapons is easier than making ships, by far. After you made your changes to blueprints.xml, did you repack the data.dat with the changes?
Repack the data? Is that like saving the new blueprint
Well you save the blueprint.xml, yes, but then you use FTLDat to "pack" the changed file back into data.dat so the game can read it. I assume you're talking about editing the file after extracting it - if you're trying to modify the data.dat package directly, it's a wonder your game didn't just crash on you on startup.

The info on FTLDat is stickied up at the top of this forum (current release version 7). Read up on it to make sure you're using it properly.
RECONmarine2579
Posts: 14
Joined: Mon Dec 17, 2012 6:54 pm

Re: Custom Weapons

Post by RECONmarine2579 »

Kieve wrote:
RECONmarine2579 wrote:
Kieve wrote:Modding weapons is easier than making ships, by far. After you made your changes to blueprints.xml, did you repack the data.dat with the changes?
Repack the data? Is that like saving the new blueprint
Well you save the blueprint.xml, yes, but then you use FTLDat to "pack" the changed file back into data.dat so the game can read it. I assume you're talking about editing the file after extracting it - if you're trying to modify the data.dat package directly, it's a wonder your game didn't just crash on you on startup.

The info on FTLDat is stickied up at the top of this forum (current release version 7). Read up on it to make sure you're using it properly.
Great..... FTLdat I've been trying this entire time to do it just by changing the values...this is no good, because my computer reads the website that FTLdat as a security warning
Is their a way to turn off the anti-virus
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Kieve
Posts: 944
Joined: Tue Sep 18, 2012 2:21 pm

Re: Custom Weapons

Post by Kieve »

RECONmarine2579 wrote:Great..... FTLdat I've been trying this entire time to do it just by changing the values...this is no good, because my computer reads the website that FTLdat as a security warning
Is their a way to turn off the anti-virus
That's between you and your antivirus. Look up whatever help-files you get on how to add an exception for antivirus scanning / blocking. FTLdat is harmless and will not negatively impact your PC.
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