sM Polish Kit: Insurrection v1.6 [CE Support + Modules]

Distribute and discuss mods that are functional. Moderator - Grognak
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slowriderxcorps
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Joined: Thu Apr 25, 2013 8:42 am

Re: The sM Polish Kit 1.21 for AE [CEi 1.23 Patches + Module

Post by slowriderxcorps »

SkyLine wrote:Ok, thanks. But I install enchanted system, and I can`t upgrade system to 5,10 lvl. Some images been changed in upgade menu, but I cant upgrade oxygen to lvl5(only to lvl3), shield to lvl10(only to lvl8).
I see, that's really strange.. I'll take a look into this to see if anything's up, but just make sure that Enhanced Systems is installed as late into the progression as possible so that nothing ends up overwriting its effects. If it still doesn't work.. then I might have to discontinue the module entirely.

Meanwhile, solid progress on the core mod is being made. Once I'm certain that I haven't broken anything, I will update the download link.
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SkyLine
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Re: The sM Polish Kit 1.21 for AE [CEi 1.23 Patches + Module

Post by SkyLine »

Thanks. Now work fine. But some system have error: could not find:*system*_*number*
My mod order:

Code: Select all

Beginning Scrap Advantage 1.1
Engi Scrap Advantage 1.1
Alpha - The sM Polish Kit for Advanced Edition
Better Planets and Backgrounds_v1.3.1
CE Resource Pack 1.23
FTL Captains Edition 1.23
CE Infinite Addon 1.23
CE BPaB Compatibility Patch 1.0
Patch - The sMPK for Captains Edition
Patch - The sMPK for CE Infinite
CE Additional Music Addon 1.225
EL Texture Pack 1.22
CE Endless Loot Addon for CE Infinite 1.23
CE Non-EL Enemy Loadouts Addon 1.229
ExpandedEnemyWindow_1.1
Module - Fleet Delay AE
Module - Hard Flagship AE
Ship - AWM Showcase Ships
Ship - Captains Edition Player Ships
Ship - The Capital Cruiser AE
Module - Augmented Weapons for sMPK-AE
Module - Augmented Weapons for sMPK-CE
Module - Augmented Weapons for sMPK-CEi
Module - Enhanced Systems for sMPK
Module - Enhanced Systems for sMPK-CEi
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slowriderxcorps
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Re: The sM Polish Kit 1.21 for AE [CEi 1.23 Patches + Module

Post by slowriderxcorps »

SkyLine wrote:Thanks. Now work fine. But some system have error: could not find:*system*_*number*
Oh, are these in elements like mouse-over tooltips and the upgrade menus? Unfortunately, these glitches cannot be attempted to be fixed unless it alter the misc.xml file, and I've told myself to hold back from modifying that file until Slipstream Mod Manager finally updates to allow for what I remember as 'raw append' editing. If I did edit it now, I might be able to sort out some of the tooltips, but a LOT of in-game text would appear without spaces in between words. Regardless, those glitches should only be visual and do not have any negative effect on the practical gameplay.
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SkyLine
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Re: The sM Polish Kit 1.21 for AE [CEi 1.23 Patches + Module

Post by SkyLine »

Ok. If glitches only visual - it's good.
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slowriderxcorps
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Re: The sM Polish Kit 1.22 for AE [CEi 1.23 Patches + Module

Post by slowriderxcorps »

Okay, I think I've managed to fix up enough things to warrant updating the mod. Amongst the list of changes made include minor fixes for the graphics of every bomb weapon (and a major graphical glitch on the Vulcan Laser), a buffed Stun Bomb, a minor rebalance to The Fregatidae, new uniform colours for Human crew members, another graphical alignment fix for Lanius crew members, better statistical descriptions for both of these species, a slight graphical fix to The Osprey, and about a metric ton of new blue options for some of the more uncommon pieces of equipment. There's also a module to enable the use of Holograms in basic sM (they get their own blue options too!), and a very silly concept lying around for those who are morbidly curious.

And there's my overly long speech for the month.
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sandiestcomet
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Re: The sM Polish Kit 1.22 for AE [CEi 1.23 Patches + Module

Post by sandiestcomet »

Lol, The Picture Of The Flagship Looks Like My Mod..XD
SkyLine
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Re: The sM Polish Kit 1.22 for AE [CEi 1.23 Patches + Module

Post by SkyLine »

With AWM and EL I see a lot of EL weapons, but I dont see AWM weapons(Only on enemies). It's normal?
And system/weapons have chance be in shop?
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slowriderxcorps
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Re: The sM Polish Kit 1.22 for AE [CEi 1.23 Patches + Module

Post by slowriderxcorps »

SkyLine wrote:With AWM and EL I see a lot of EL weapons, but I dont see AWM weapons(Only on enemies). It's normal?
And system/weapons have chance be in shop?
Unfortunately, the AWM wasn't really designed for use with Endless Loot in mind. Both nods do a very similar job, except the scale of EL is much, much more extreme. As a result, you are far more likely to see the thousands upon thousands of EL weapons than the select few hundred in the AWM purely out of them outnumbering it Many-to-One.
Weapons and systems should still appear as normal, though, and I have seen your comment on the other thread regarding the Artillery systems.. I had fixed a mess up regarding all of the Type C ships not having them at all, but I'll make another pass through to ensure everything's there.
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slowriderxcorps
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Re: The sM Polish Kit 1.22 for AE [CEi 1.23 Patches + Module

Post by slowriderxcorps »

Everything seems to be in order, after eventually getting to analyse the parts. Most of my time seems to have ended up going towards the 'additional content' route, for some reason.. I feel like I'm falling backwards into the origins of where I started to learn how to mod in the first place, way back when CE wasn't even in Open Beta format. I'm going to have to hold back on it for a bit though, since these little experiments were done using weapon art assets from both the CE patch and, well, CE itself. I really don't want to end up in any bother while I try and teach myself some more modding skills, like new events and sectors and all that.

Regardless of that ramble, a minor update was pushed. What I've ended up deciding to do, in an effort to ease confusion (because there were honestly far, far too many FTL mod files in the download), I've ended up putting all of the lesser-important modules and such into a separate folder in the archive. The ones that are still in the root involve all the core CE and Infinite patches, the AWM, and the token bonus mod.

One key change I have made however was one very minor alteration to the graphics of Humans, and it shouldn't be noticeable at all unless you're playing CE or have the Hologram Integration enabled. I noticed that they would always have this strange yellow glow inside their ship sprites.. and traced this down to the graphics file that generates the little yellow/green/etc glows that appear when crew are selected or otherwise. I've simply hollowed out the graphics, and the issue is almost perfectly fixed, with a possible exception to when a Hologram is actively selected. Even so, it's a major improvement. Oh, and they have crew colours now too, just like normal Humans.
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Russian Rockman
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Re: The sM Polish Kit 1.22 for AE [CEi 1.23 Patches + Module

Post by Russian Rockman »

Hi slowy! It's really nice to see that you are still working on this mod and fixing little issues like the allignment of the ship gibs. ;)

I am really happy with everything you have done and your continuing efforts. I am implementing a lot of your graphical improvements into the Shiny! UI mod, which I am now looking to expand beyond just the UI. So keep up the good work!!! :D

Thank you for taking a look at my mod and telling me if you noticed any issues, I've already fixed several. :geek: Remember to also share with me and Sleeper any new issues with vanilla that you notice. Sleeper said once that he wished you'd share more with him.

One issue I've noticed with sMPK was that your Kestrel B cloak image is cut off in the front. I think there was something else that had this issue with being cut off, but I can't remember, sorry. :( Anyway, in the Shiny! files you can find my attempt at a complete Kestrel B cloak image, if that helps. I'll let you know if I notice any other things as I peruse your files.

Thanks again for everything. and good luck!

P.S. The Explosion Simulator Tool gave me a very fun time. :lol:


EDIT: I have a few other things to add...
1.) It appears that your naming of the Beam 2 images is a little off. According to dlcBlueprints.xml they should be drone_beam_2_... You are missing an underscore, yours say drone_beam2. Also, the alignment on those image seems wonky.
2.) A much needed change I would suggest from vanilla is a buff to the FIRE_EXTINGUISHERS augment. Currently it can not handle 2 fires at a time and sometimes even one fire. I found that changing the value on that augment to 2.0 allows the augment to successfully put out fire before any damage is done to a system. If there are multiple fires in a room though it will still take some time. Unfortunately this does not work for the SLUG_GEL augment.
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