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Author Topic: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion  (Read 65669 times)

Konturga

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Ha, I'll give it a shot then. Let's see what happens.
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plebianweeb

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #16 on: September 01, 2022, 04:43:06 AM »

Very promising mod i do love me some mods that can make me feel like an actual ruler instead of some rando nut job. Great idea to make seperate mods for different things but i think you can just release [SUPER REDACTED] as a seperate mod with a simple name. It migth make it more user friendly for people looking into mods that let them to take those ships but they migth be unable to find it on mod nexus later on.
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Konturga

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #17 on: September 01, 2022, 08:40:14 AM »

Very promising mod i do love me some mods that can make me feel like an actual ruler instead of some rando nut job. Great idea to make seperate mods for different things but i think you can just release [SUPER REDACTED] as a seperate mod with a simple name. It migth make it more user friendly for people looking into mods that let them to take those ships but they migth be unable to find it on mod nexus later on.

I think it makes sense, we'll see. There used to be a mod called Boardable Unboardables that only changed tag on each line of the ships.csv file. If that can be considered a  mod.. I'll need to think on it.
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RoquetheRogue

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #18 on: September 01, 2022, 03:31:00 PM »

I heard it was very hard to make custom avatars for the players faction, and have all player faction AI use that exclusively. But if you can do that, it would be awesome.
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Konturga

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #19 on: September 01, 2022, 03:43:20 PM »

I heard it was very hard to make custom avatars for the players faction, and have all player faction AI use that exclusively. But if you can do that, it would be awesome.

I think the easy part is making it exclusive to the player faction, the hard part is making the portraits. If I remember correctly, each faction file has a list of portraits names and their locations and the player faction is no difference.

I'm testing the waters, but I'll likely have to modify what's already there. But let's see what's possible.
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RoquetheRogue

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #20 on: September 04, 2022, 07:28:56 AM »

I heard it was very hard to make custom avatars for the players faction, and have all player faction AI use that exclusively. But if you can do that, it would be awesome.

I think the easy part is making it exclusive to the player faction, the hard part is making the portraits. If I remember correctly, each faction file has a list of portraits names and their locations and the player faction is no difference.

I'm testing the waters, but I'll likely have to modify what's already there. But let's see what's possible.
Well that could be a plugin on it's own as something to inspire artists to make custom portraits for the PC faction
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Konturga

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #21 on: September 04, 2022, 10:17:54 AM »

Here, let me show you what I mean. Inside the player faction file is a portraits list.
These are are locations of the portraits which it uses to load them up. As you can see, they look into the graphics folder, then portraits, and then the name of the one you want loaded into the game for the faction.
Spoiler
[close]



Here's one place it would look for them, and note the location and name of the files:

Spoiler
[close]

It's not a very hard thing to do, but the issue more lies in the fact that I can comment in a bunch of fake lines pointing to portraits that don't exist but people would still need to go into the files to remove the #. And if I didn't comment them out, then I think you might find your faction filled with these portraits:

Spoiler
[close]



Although, to be honest it might just not start.
« Last Edit: September 05, 2022, 08:41:25 AM by Konturga »
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RoquetheRogue

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #22 on: September 05, 2022, 09:51:37 AM »

It's just a matter of better structuration, the template for most factions is there and creating a new one exclusive for the player faction might not be as hard as I thought then
Making  the player faction exclusive portraits could be similar to these new flag design mods, potentially?

Images for the portraits is easy to swap around, I did a bit of that myself in the Interesting portraits pack mod, changing some I didn't like much.

Thanks for replying and your hard work, I appreciate it  ;)
« Last Edit: September 05, 2022, 09:59:39 AM by RoquetheRogue »
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Konturga

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #23 on: September 05, 2022, 10:04:09 AM »

It's just a matter of better structuration, the template for most factions is there and creating a new one exclusive for the player faction might not be as hard as I thought then
Making  the player faction exclusive portraits could be similar to these new flag design mods, potentially?

Images for the portraits is easy to swap around, I did a bit of that myself in the lore friendly portraits mod, changing some I didn't like much.

Thanks for replying and your hard work, I appreciate it  ;)

You hit the nail on the head, it's pretty much exactly like the flag mods, although it might actually be easier than that since there are two links for every flag. You can look through the player.faction file in either the core resources or this mod,

(I recommend the mod since this one pretty much copies that file and makes changes on top of it. The base game version omits a lot of options too, like your port music.)

It's way easier to adjust a file to your liking than to start from scratch. And with everything you need in one set of folders, figuring out how it works gets a lot easier.
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Until the thoughts arrive as the sun sets,
Basking the world in twilight,
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They seem so far away.

OrgaShortstick

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #24 on: September 05, 2022, 02:43:32 PM »

This looks great. I look forward to what you come up with next
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Konturga

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #25 on: September 05, 2022, 04:25:57 PM »

This looks great. I look forward to what you come up with next

Ha, I guess we'll see. I hope it won't disappoint.
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Lowest Hegemon

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #26 on: September 05, 2022, 07:37:49 PM »

One of the best mods right now, love the aesthetic. with my current version i start with a civilian ship blueprint, but it isn't activatable in any way and doesn't show that it has any blueprints on it, i'm not playing with any mod that changes how blueprints are and i recall that it had "auxiliary" in the name and sells for 20,000.
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Konturga

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #27 on: September 05, 2022, 08:54:15 PM »

One of the best mods right now, love the aesthetic. with my current version i start with a civilian ship blueprint, but it isn't activatable in any way and doesn't show that it has any blueprints on it, i'm not playing with any mod that changes how blueprints are and i recall that it had "auxiliary" in the name and sells for 20,000.

Interesting, I checked through the two unique ship descriptions, as well as the two blueprint packages. They are:
"13th Battlegroup Armored Convoy Package"
"13th Battlegroup Combat Package"

I didn't see Auxiliary in the descriptions of the new dram or phaeton, or in the descriptions of the BP packages, but that may have been changed a while back.

With that said, let me see what I can find.

Edit: Yup, looks like you are right, one of the tags was written wrongly. The BP package should be working now with 1.08
« Last Edit: September 05, 2022, 09:02:48 PM by Konturga »
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Basking the world in twilight,
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RoquetheRogue

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.07
« Reply #28 on: September 06, 2022, 08:18:29 AM »

That's something I've always felt was missing from the player faction, faction exclusive portraits

if you use a mod that expands the amount of portraits from factions while immersive and cool, your faction will inherit all the portraits - ever since I started playing this game I dreamed of creating a unique faction and portraits are pretty much a necessary aspect of it
imagine for instance you lock your faction to pirate only portraits, or.. Tech Priest portraits like those awesome ones from 40k mechanicus, or another radical luddic path cult, or run a militarist mercenary faction but the portraits are a bunch of civilian ones, you could get the ships with a nanoforge but the portraits would never have the same uniformity like the factions get.
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Konturga

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Re: [0.95.1a-RC6] Kon's Player Faction/ XIII Ships/ New Blueprint Tweaks v.1.08
« Reply #29 on: September 06, 2022, 08:23:42 AM »

Hmm, could you give an example of those portrait packs? I'd like to check something.
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It's easier surrounded by seas,
A simple safety, Without regrets,
Until the thoughts arrive as the sun sets,
Basking the world in twilight,
As cracks in the clouds bleed golden skylight,
They seem so far away.
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