
The blend mode shouldn't actually do anything in this case, so don't mind that.
An interesting thing to experiment with would be the Contour graph. Editing it can alter the look of the glow quite significantly. Check it out!
The enemy ship names are located in the blueprints.xml, think you can edit those from there.Fantasysci5 wrote:Thanks for helping! It seems to be working, I just had two questions (one pretty straightforward, and another has me scratching my head). One is, what file would I edit to rename the ships that are attacking (like in the right hand corner when it says Rebel Scout, Relationship:Hostile). The 2nd question is, when I try to head to a specific spot (not when I try to change sectors), it crashes to my desktop and says, "Assertion failed! File:src/rapidxml/rapidxml.hpp, expression:text, line:1383". I can't find a xml file called rapid, so I'm not sure what to change. I can go back into the game, continue, and go to a different spot just fine, but if I try to go back to that specific one, I get the same message.
Any help would be much appreciated, I'm sorry to bother.
Code: Select all
<mod:findName type="blueprintList" name="WEAPONS_ION">
<mod-append:name>ION_8</mod-append:name>
</mod:findName>
Isn't that precisely what the mod: tags are for?TaxiService wrote:...maybe a tool could be made that compares the contents of a mod with those of the original game, then rewrites it so that it only appends new things.That would allow for different modders to add alternative options to the same event, or weapons to weaponlists!
You need to add a mod-appendix folder to your .ftl file. Inside of that you need to put a file named metadata.xml. Check out some mods that make use of this feature to see how to use this -- for example, my Auto-Cruiser mod.Crazybat wrote:Does anyone know how to edit the Mod Manager Description of a mod? Just as a nice little finishing touch - I notice that some ships as well as the larger mods have all these links and details in the details pane.
Why am I only learning this now !?TaxiService wrote:You should totally try SMM's XML Sandbox function!!!
Yeah, it's the reason I started using them as much as possible. I tend to keep my mods AE and CE compatible.TaxiService wrote:Not to mention, mods that append instead of replacing don't clash with other mods, and compatibility is great!
I'll just finish the mod and load up an event that has a blue option for an ion weapon with MTE CCP.TaxiService wrote: Oh, check if somewhere in some of the dlcOverwrite things your list is overwritten.
Yes! What i meant to say is: what if a tool converted non-compatible mods into compatible mods?kartoFlane wrote:Isn't that precisely what the mod: tags are for?
Don't tell me about it. I'm writing a quest in which at some point you have to engage in conversation with a pirate to distract them from something. ...I then realised that i would have to write like 27 different outcomes for it. I've been writing for weeks and i'm not even halfway done!!Biohazard063 wrote:So much hassle for giving people 1 blue option. Beauty is in the detail I guess.
TaxiService wrote:Don't tell me about it. I'm writing a quest in which at some point you have to engage in conversation with a pirate to distract them from something. ...I then realised that i would have to write like 27 different outcomes for it. I've been writing for weeks and i'm not even halfway done!!Biohazard063 wrote:So much hassle for giving people 1 blue option. Beauty is in the detail I guess.
Code: Select all
<event name="GET_A_GHOST">
<text>Living beings are not suitable for this ship. One must be removed and replaced with a ghost.</text>
<choice hidden="true" req="human">
<text>The Human</text>
<event>
<removeCrew class="human">
<clone>false</clone>
<text>The human dies and a ghost appears.</text>
</removeCrew>
<crewMember amount="1" class="ghost"/>
</event>
</choice>
</event>