Crew mods

Discuss and distribute tools and methods for modding. Moderator - Grognak
POINGjam
Posts: 4
Joined: Sat Nov 17, 2012 6:40 pm

Crew mods

Post by POINGjam »

Is it possible to modify the appearance and capabilities of the crew? I haven't seen anything that alters them (except mods that unlock the ghosts).
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CrashSanders
Posts: 149
Joined: Mon Nov 12, 2012 4:19 pm

Re: Crew mods

Post by CrashSanders »

I think that races, their abilities and such things are hard-coded.
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Ora_unit_SR388
Posts: 190
Joined: Fri Apr 12, 2013 2:41 pm

Re: Crew mods

Post by Ora_unit_SR388 »

Yep they are hard coded.
UltraMantis
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Joined: Thu Sep 20, 2012 3:17 pm

Re: Crew mods

Post by UltraMantis »

Appearance can be modded. It requires repainting a LOT of frames, but it can be done.
However, though the races will look different, they will still have the same abilities.

Use an unpacking/repacking tool to unpack resource.dat (specifically img/people), that's where the animation spritesheets are located.

You can find the tools in the Master Mod List, listed under Modding Tools. I recommend DatManager but any will do.

There are certain hardcode limitations regarding some specific sheets. Repair and Anti-Personell drones for example. But most of the races can be modded.
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dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Crew mods

Post by dalolorn »

UltraMantis wrote:Appearance can be modded. It requires repainting a LOT of frames, but it can be done.
However, though the races will look different, they will still have the same abilities.

Use an unpacking/repacking tool to unpack resource.dat (specifically img/people), that's where the animation spritesheets are located.

You can find the tools in the Master Mod List, listed under Modding Tools. I recommend DatManager but any will do.

There are certain hardcode limitations regarding some specific sheets. Repair and Anti-Personell drones for example. But most of the races can be modded.
I'm no expert, but I think you can even add custom races without overwriting existing ones - it's just that their stats are identical to humans.

So, if I were so masochistically inclined, I could try creating a ton of races for, say, a Star Trek or Star Wars total conversion, which - while having stats identical to those of the regular human race, would look different.
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Sleeper Service
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Joined: Sun Mar 24, 2013 8:49 pm

Re: Crew mods

Post by Sleeper Service »

I played around with that a little once. Simple recolouring doesn't take to long, but I wasn't satisfied with the results...
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Kieve
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Joined: Tue Sep 18, 2012 2:21 pm

Re: Crew mods

Post by Kieve »

dalolorn wrote:I'm no expert, but I think you can even add custom races without overwriting existing ones - it's just that their stats are identical to humans.

So, if I were so masochistically inclined, I could try creating a ton of races for, say, a Star Trek or Star Wars total conversion, which - while having stats identical to those of the regular human race, would look different.
I attempted to verify this once, a while ago, by turning a mantis red and declaring it as custom (red_bug, I think). The test event still gave me a human. Similarly, it didn't work as starting crew on a new ship or an enemy ship.
I won't completely rule out the possibility, but no methods I know of for adding crew will successfully implement a customized race, even human-stat clones with a paint job.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Crew mods

Post by dalolorn »

Kieve wrote:
dalolorn wrote:I'm no expert, but I think you can even add custom races without overwriting existing ones - it's just that their stats are identical to humans.

So, if I were so masochistically inclined, I could try creating a ton of races for, say, a Star Trek or Star Wars total conversion, which - while having stats identical to those of the regular human race, would look different.
I attempted to verify this once, a while ago, by turning a mantis red and declaring it as custom (red_bug, I think). The test event still gave me a human. Similarly, it didn't work as starting crew on a new ship or an enemy ship.
I won't completely rule out the possibility, but no methods I know of for adding crew will successfully implement a customized race, even human-stat clones with a paint job.
Interesting. I'm not going to pursue the matter further at this moment, but...
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Crew mods

Post by speedoflight »

..but nothing... right now, its just impossible to create new races.. :cry: , i experimented ages ago as well, and the way FTL works, its just impossible.
My currently mods / wips ->
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ThePersonFromSteam
Posts: 84
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Re: Crew mods

Post by ThePersonFromSteam »

wasnt there a mod that makes crew have uniforms

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Okayish Modder, and a terrible splicer; but i did throw my share in Project Coal, and helped in Multiverse.
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