[MODDING]Custom Races Help!

Discuss and distribute tools and methods for modding. Moderator - Grognak
Donavan
Posts: 39
Joined: Tue Sep 18, 2012 4:19 pm

Re: [MODDING]Custom Races Help!

Post by Donavan »

Well i will make a new thread if i make any progress.
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AtillaBosma
Posts: 56
Joined: Tue Sep 18, 2012 3:51 pm

Re: [MODDING]Custom Races Help!

Post by AtillaBosma »

Races are hard-coded I think, you would need to decompile some of the .dll's and .exe and change the code to do it.
Alblaka
Posts: 98
Joined: Thu Sep 20, 2012 1:41 pm

Re: [MODDING]Custom Races Help!

Post by Alblaka »

Whale Cancer wrote:If that were the case, my custom race description and name would appear when I mouse over the crewman in the hanger. It doesn't. The human race description does.
This pretty much sounds like what I just stated: The game doesn't recognize the new class and defaulted it to human. If neither appearance, nor discription changed.. how's the chance your new crewman actually just ARE human's, since the code couldn't resolve your new class ^^

I've mentioned it before, the structure of the XML-documents hints that somewhere there needs to be a <species> tag or something, which links crewBlueprint and the different animations together. I suppose you need to copy that struct to create a new class. Though the struct COULD be hardcoded, can't tell.
After finishing my set of weapons I'll probably bother taking the animation-names and CTRL+F my way through all XML files. They are eventually referenced somewhere.
Greetz,
Alblaka
swixel
Posts: 80
Joined: Mon Sep 17, 2012 6:08 am

Re: [MODDING]Custom Races Help!

Post by swixel »

Ignoring the spambot, I actually meant to reply to this (wow, spambots doing good? ... holycrapskynetruntime?)...
Alblaka wrote:I suppose you need to copy that struct to create a new class. Though the struct COULD be hardcoded, can't tell. After finishing my set of weapons I'll probably bother taking the animation-names and CTRL+F my way through all XML files. They are eventually referenced somewhere.
It's an inherited class structure, actually.

CrewMember -> RockAlien (rock) for example. All you need is 49 functions though ... and detours. This is actually quite doable.
aczom
Posts: 7
Joined: Fri Oct 05, 2012 2:50 am

Re: [MODDING]Custom Races Help!

Post by aczom »

Has anyone made any progress on this yet? :?
shark
Posts: 169
Joined: Thu Nov 08, 2012 10:11 am

Re: [MODDING]Custom Races Help!

Post by shark »

aint gonna happen.
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BrenTenkage
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Re: [MODDING]Custom Races Help!

Post by BrenTenkage »

think about turning the Mantis into Xenomorphs and when they fight, you hear their little shrieking cries, I would so download that LOL
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