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 5)
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on May 06, 2006
Minor update: missed the adjustments to large and huge hulls in 1.1. The blank hulls now reflect the correct new values.
on May 06, 2006
This was something interesting i found when i updated my game: All i had to do was return the xml folder to were it should be, then i just ran the copy models thingy.
on May 06, 2006
LOL i just read the note in the reedme about usinging it on the mv
on May 07, 2006
This thing is awesome! My only complaint? When I downloaded the XML it had the Large and Huge blanks as one of my race's Large or Huge hulls! It was a mistake in the XML file, which I fixed.
But still, I've gotta say, this thing rocks! It's the sorta thing that you'd think Stardock would have made built-in.
on May 07, 2006
Eek! Note to self: pay attention when copying and pasting updated values

Large and Huge hulls will be refixed again momentarily...
on May 08, 2006
For some reason it doeasnt work for me it seems that something is wrong with the readme file kryo you should check it out. Anyways i installed everything and did what readme said but i cant make it work in game
on May 09, 2006
It maybe the new patch, i followed the instructions per the readme with no results... And i so wanted to make that huge orbital weapons platform tonight.
on May 09, 2006
BE SURE YOU CREATE A NEW GAME AFTER INSTALLING THE MOD--IT WILL NOT AFFECT GAMES ALREADY IN PROGRESS!

Other than that, there is no change in the patch that would render it inoperable. When installed by the directions it should continue to work just fine, as it does for me and assumably everyone else. Do bear in mind that if you install a patch after installing the mod, you will likely need to reinstall the mod, because SDC will overwrite the modded xml file.
on May 09, 2006
Library is bugging out, so I'm hosting the 1.11 updated version on my own site. See the link in the original post above.
on May 09, 2006
Butcherski , like the other guys said, after patching you must run the batch file again.

And make sure to use a NEW game or you may think Kryo's Hull Mod isn't working.

I actually thought it wasn't working but I was trying with an old game. Started new game and now it's working.
on May 10, 2006
A "start a new game for the mod to work" tip would've been most helpful but thanks for the promt update and reply...
on May 16, 2006
Kyro, how did you control which tab the structures went into?
on May 16, 2006
so is the mod functional for 1.11? because I've heard that mods act wierd with the current patched version.

I don't have the game yet as I'm getting it on my B-Day on June 2nd (and yes I know I'm saying that all over the place, lol).
on May 16, 2006
The mod is updated for 1.11, and should work without problems because it doesn't use the (as-yet incomplete) mod support, it just overwrites the game's core data files the old fashoined way.

how did you control which tab the structures went into?

Which tab they go on is based on the sN_ prefix on the model files themselves, where N is 0-4 or 99. 99 puts it on misc, while 0-4 sets it to one of the built-in styles (the ones with the same number as you picked go on the tab for your current style, the rest go on the other styles tab. If you have two models with the same name and only differing in that prefix, only the one will appear that matches your current race. I'm not sure what would happen if you're using a third style in such a case (it also depends on what kind of part you're using).
on May 17, 2006
nm
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