Opinion? What's that?
Hulls your way!
Published on February 27, 2006 By kryo In Modding

Ever want to use a Dreadlord Hull, or some other race's hull as your own, or even just a different hull than the size you picked allows? Now you can! KHSM adds a 'blank' hull of each size (simply a hardpoint and nothing else), and makes ALL ship hulls in the game into jewelry. So now you can have any hull design you like, add hulls upon hulls as jewelry, or even create a ship ENTIRELY out of jewelry with no hull at all!

READ THE INCLUDED README BEFORE USING!

Now updated and improved for Dark Avatar!
Get the latest version here!




Comments (Page 3)
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on Mar 04, 2006
Also, I forgot to mention it but the mod adds fake colony, troop, trade, and constructor modules so you can make symmetrical versions of those ships. For the trade and constructor modules there is a left and right version since those ones are non-symmetrical themselves (models for both sides were included with the game, but never made available as jewelry).
on Mar 04, 2006
Here are a couple of designs I made in a recent game using the mod; the Snathi SenSphere Sensor Drone (does not use a hull at all, only jewelry) and the Snathi Pounches-class Colony Transport (uses multiple hulls as jewelry):










on Mar 04, 2006
First version caused CTD when in ship designer. Not sure if I want to install this again... it looks so cool...
on Mar 04, 2006
Considering some people have been getting ship design CTDs anyway and this doesn't add anything particularly new, I seriously doubt it was caused by the mod.
on Mar 05, 2006
I've never gotten a CTD. Except when I used your mod. Don't get me wrong, I'm not blaming you or anything. It's a cool mod but I don't think I can/will use it.
on Mar 08, 2006
Sonofa! So Kryo, hate to say it, but I think the 3-06-06 patch killed your mod again.
Funny thing though... when I patched, I could finish my current game with yu hull mod no problem. But once I started a new game, your mod seemed to be "gone."

Very strange.

Anyways, love the mod, love making ships even more with it... hope you keep it updated!
on Mar 08, 2006
I'll be very glad when Cari gets the mods folder working. The problem now is that when you patch, it overwrites the modded GC2Types.xml with the new patch version.

Until I update it again, you can simply copy the modded one back from the archive, but you'll lose whatever tweaks they made for the patch that werent in the last one.
on Mar 09, 2006
Kyro,

Is it possible (maybe when the mod folder is properly implemented) to have your mods append the official one rather than replacing it? I am fanatical about patching, but i'd hate to lose the advantages of your mod... Im even considering keeping a second copy of the game installed on a second computer JUST to build ships with your mod in case there is an upgrade before you can update your mod. If i recall correctly since with the latest update you can use ships in all subsequent patches... if i keep an older version of the game for your mod(i keep all the patches as they come out) i can transfer the ships to my fully patched game as i complete them... sort of a stand-alone shipbuilder so to speek. Im going to take a look at the guts of your mod when i get home to see if its even possible...



LOVE THE MOD, i have made some crazy ships with it!
on Mar 09, 2006
link is dead, any1 have a mirror?
on Mar 09, 2006
Did you try the library? thats where i got mine and I love this mod. it is awesome
on Mar 10, 2006
The link works fine--it just points to the mod on the metaverse library. I'll try and get it up-to-date for 1.0X(1) tomorrow.

Is it possible (maybe when the mod folder is properly implemented) to have your mods append the official one rather than replacing it?


That's exactly what will happen when it's working, and the reason I commented that I'd be glad when Cari got it done. Once we can use the mods folder there will simply be a file with only the mod changes in it that you put in the mod folder and activate in-game or something. As it is now, the only way to mod is to directly edit the game's data files and that puts us in the troublesome position of having to update for every patch, and having the mods nuked evey time users patch.
on Mar 10, 2006
Im going to take a look at the guts of your mod when i get home to see if its even possible...


FYI, all the mod consists of is a pile of new GC2Types.xml entries adding jewelry pieces that use the hull models, as well as fake versions of colony/constructor/trade/troop modules (for mirroring on your designs), and a "Blank" hull of each size that consists of a speck so small you can't see it with a single hardpoint attached. So it's really pretty simple, just a lot of grunt-work to make it.

If you want to use it with the latest version before I update it, just find the entry in the modded GC2Types.xml file for BlankCargo. Select that entry and everything after it except the closing GC2 tag in the file, and copy/paste them into the latest core GC2Types.xml file in the same place (just before the closing GC2 tag). That's all it takes, the models and such shouldn't have gone anywhere with the update.
on Mar 10, 2006
Updated for 1.0X.010 (finally). Get it from the posted link above, as it won't appear in the main listing until it gets reapproved again.

Also I'm glad to announce that KHSM is once again the most-downloaded GC2 mod in existence! yay!
on Mar 10, 2006
Can't wait to get home so I can check this out!
on Mar 12, 2006
This is still simply the best mod yet.. one question I notice this release seems to be missiong the rotate hardpoint forward,45 degrees, and 135 degrees extras what happend to thses and whill they be back heh..
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