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Re: Introduce me to modding

Posted: Sat Apr 19, 2014 5:21 pm
by kartoFlane
Guess I forgot to mention that; .ftl files are just renamed zip archives. So select the data folder in your mod, pack it into a zip, then rename the zip to have .ftl extension.

Re: Introduce me to modding

Posted: Sat Apr 19, 2014 6:17 pm
by WhiteWeasel
kartoFlane wrote:Guess I forgot to mention that; .ftl files are just renamed zip archives. So select the data folder in your mod, pack it into a zip, then rename the zip to have .ftl extension.
To be perfectly honest, I have no idea how folder structures work.

Re: Introduce me to modding

Posted: Sat Apr 19, 2014 7:28 pm
by InventorRaccoon
WhiteWeasel wrote:
kartoFlane wrote:Guess I forgot to mention that; .ftl files are just renamed zip archives. So select the data folder in your mod, pack it into a zip, then rename the zip to have .ftl extension.
To be perfectly honest, I have no idea how folder structures work.
You need to make a .zip folder, put the data inside and rename it to have .ftl at the end. Then pop it into the mods folder of Slipstream and patch it in through Slipstream.

Re: Introduce me to modding

Posted: Sat Apr 19, 2014 7:42 pm
by WhiteWeasel
Like this?
Image

Re: Introduce me to modding

Posted: Sat Apr 19, 2014 8:01 pm
by InventorRaccoon
WhiteWeasel wrote:Like this?
Image
No, you need to take the stuff in the folder out, put them in a .zip, rename to a .ftl and then put it back, you can't have it in a folder.

Re: Introduce me to modding

Posted: Sat Apr 19, 2014 8:26 pm
by WhiteWeasel
Let's see if it works now! I made it 3 rarity, so let's hope I find it in store!
EDIT: Eh, for sake of testing I'll make it super common.

Re: Introduce me to modding

Posted: Sat Apr 19, 2014 11:01 pm
by WhiteWeasel
I have this error:
Image

Re: Introduce me to modding

Posted: Sun Apr 20, 2014 3:05 am
by RAD-82
I don't know what you would've done to make it say that. A simple blueprints.xml.append wouldn't do that.

I copied your code from before, then added a little more to give the Kestrel two of them, assuming I didn't make a mistake. I can't test it myself right now.

edit: Giving the Kestrel two was purely for testing, because as mentioned in the next post, it is OP to have more than one. I believe CE has a weapon similar to this, but it isn't quite as fast on the recharge.

edit (April 25, 2014): Received message, "Sorry, the board attachment quota has been reached." Removed this file which should no longer be needed to see if it helps any.

Re: Introduce me to modding

Posted: Sun Apr 20, 2014 5:42 am
by WhiteWeasel
Alright guys and gals and hermaphrodites if there happens to be slugs in the audience, lets see the fruits of my labor (with your help of course) in action! It seems pretty OP actually, like a down clocked vulcan. But that's because RAd-82 gave the kestral two. By itself the F.R. Laser can't even deal damage if the opponent has one shield layer. However pair it with another weapon to knock down the shields and this baby will keep them down, freeing up your other weapon to wreak havoc. I might rebalance it a little, Either making it 3 power bars or increasing cooldown by .5 seconds, (any slower and it would become an ion clone). And for a non OP kestrel, i'd give it a Basic laser and one F.R. Laser. While a strong start, once your enemies get 2 shield layers, you're in a lot of trouble if you have not gotten another weapon.

https://www.youtube.com/watch?v=2vZ_ypT ... e=youtu.be

Re: Introduce me to modding

Posted: Sun Apr 20, 2014 10:52 pm
by WhiteWeasel
So did anyone like how my first mod played out above?