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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: Installing Mods - A Simple Guide  (Read 46140 times)

Orikson

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Re: Installing Mods - A Simple Guide
« Reply #15 on: February 11, 2017, 02:30:46 AM »

Ok, updated the DME descriptions on not requiring ElizaLib anymore and added a huge reminder after the intro and credits section (it's pretty obvious  :)).

Also added 'Racoon's Arms Pack' (with appropriate warnings) and tweaked a few details.

Not sure what to do right now. Something to do with a basic summary of faction mods to entice people to look further in the mod's own thread. Probably further extension of some of the supported factions 'Style' from Dynasector.

Maybe come 0.8? Let me know here what you all would like to see.
« Last Edit: February 11, 2017, 03:14:50 AM by Orikson »
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Stalker

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Re: Installing Mods - A Simple Guide
« Reply #16 on: February 14, 2017, 04:27:58 PM »

Note that Freeapace is not a total conversion mod — it is a faction mod that is fully compatible with other mods. There's nothing getting overwritten. I play test balancing against vanilla, Blackrock, Templars, and other popular mod ships.
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Orikson

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Re: Installing Mods - A Simple Guide
« Reply #17 on: March 01, 2017, 04:01:19 PM »

Ok, edited some things as per information (freespace not being a tc for one).

Added Tartiflette's latest faction: Outer Rim Alliance! It's in its early days, but pretty good.
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Orikson

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Re: Installing Mods - A Simple Guide
« Reply #18 on: March 19, 2017, 01:11:57 AM »

Update (19/March/2017).

Changelog:

- Exigency has been updated!

- Removed the 'Requires Java 8' from Racoon's Arms Pack.
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Orikson

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Re: Installing Mods - A Simple Guide
« Reply #19 on: May 06, 2017, 07:59:28 AM »

Well, did some updating. Bit barren, but when more mods update, I'll add them in accordingly.

Short changelog (of the short hand and frustrates those that like changelogs):

- Reorganised the non-faction mods.
- Added new mods.
- Removed all non-updated mods for the time being.
- Cleared clutter and reformatted a few things.
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Orikson

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Re: Installing Mods - A Simple Guide
« Reply #20 on: May 10, 2017, 05:13:31 PM »

Minor update:

- Some shuffling.
- Some new mods.
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Snrasha

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Re: Installing Mods - A Simple Guide
« Reply #21 on: May 11, 2017, 01:00:26 AM »

Quote
Mods requiring feedback to improve:

These mods are... different. Mostly in terms of art style that just doesn't quite click (for me at least).
                    
Looters & Artifacts

   Blurb: N/a.

I approve that, I can take all critics.(Currently, I have already remade three, four times all sprites of my mod, so do not need to talk about my art style choice, I know already than this is very bad choice.(I gonna remade again very soon, with a other style)).

Thank you to you, Orikson.
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Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

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Two weird faction.

Sanguinary Anarchistic Defectors A fan-mod of Shadowyard.

Orikson

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Re: Installing Mods - A Simple Guide
« Reply #22 on: June 05, 2017, 11:57:48 AM »

Updated accordingly!
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Orikson

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Re: Installing Mods - A Simple Guide
« Reply #23 on: June 18, 2017, 09:32:10 PM »

Minor update.
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Ahne

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Re: Installing Mods - A Simple Guide
« Reply #24 on: August 25, 2017, 05:38:13 AM »

You are still missing the NGO faction mod in your faction mod guide.
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Orikson

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Re: Installing Mods - A Simple Guide
« Reply #25 on: August 25, 2017, 09:37:45 PM »

Changelog (29/August/2017)

Updated accordingly and added a few mods in while giving some comments on them
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Orikson

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Re: Installing Mods - A Simple Guide
« Reply #26 on: October 13, 2017, 09:58:29 PM »

Changelog (14/October/2017)

- Added the Dynasector tag for Tyrador Safeguard Coalition.
- Removed "Lion's Guard" mod as this has been integrated into Ships & Weapons Pack mod.
- Removed the note that states "Underworld" mod requiring a fix as that has been resolved in a recent update.

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Digganob

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Re: Installing Mods - A Simple Guide
« Reply #27 on: October 10, 2019, 08:39:14 PM »

Can I ask why running mods requires more memory? For instance, why would having new ships require more? It just seems odd because it's just adding more data, it doesn't seem like it's a larger load on my computer.
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