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Messages - Pinkeh

#1
Mods / Re: Pinkeh's Workshop
May 01, 2015, 11:10:28 AM
Decided not to bring back the mods. I'm done with the drama caused by Valve / Bethesda's greed. I was actively involved with multiple group projects for Skyrim and none of those projects can proceed now because of the divide in opinions and views amongst project contributors. This is a decent summary of the shitstorm (http://www.gamersnexus.net/gg/1926-steam-paid-mods-postmortem-analysis) last week, which is going to have an everlasting effects on the modding scene in Skyrim.

The events last week have simply forced everyone to clarify their intentions and goals with shared projects. Unfortunately the chaos has already caused irreparable damage to the works I was part of. So the people that suffer are end-users. I will still make mods from time to time, but I'm done with it for now.
#2
Mods / Re: Pinkeh's Workshop
April 25, 2015, 07:53:10 PM
I've removed my mods from Steam workshop including ones from Skyrim. I may release mods again, but not until this clusterfuck (https://www.reddit.com/r/skyrimmods/comments/33qcaj/the_experiment_has_failed_my_exit_from_the/) sorts itself out. 

For more information, look at the articles covered on Kotaku (http://kotaku.com/paid-skyrim-mod-turns-into-a-clusterfuck-1699913114) and Destructoid (http://www.destructoid.com/the-first-paid-skyrim-mod-has-been-pulled-290924.phtml)
#3
Mods / Re: Ferro70's Mod Thread
April 10, 2015, 08:21:19 AM
yeah i broke my ships with -90% maneuverability. most of my ships at the moment are set at -60% max,  except a shuttle. The mass variable might be better if u want sluggish turning speed. :)

How did u figure out where to position the guns ?

The other thing is the cost. Most people won't be able to afford it naturally without using the money cheat. Otherwise it'll be hours of mining asteroids. I think i'll be investigating loot drops for the next mod.
#4
Modding info / Re: Ship modding
April 07, 2015, 03:19:35 AM
I've been spawning them with a new character xml.

Directory

data\characters\test-spawning.xml

This is the one i used for my battleship with weapons/mods/etc.

test-spawning.xml:


<?xml version="1.0" encoding="utf-8"?>
<root>
<header>
<id>test-spawning</id>
<title>Spawn Civilian Minerva</title>
<description>This is used to test the Minerva ship mod to ensure it is working as intended. You will start a new game in the Minerva dreadnaught and some basic equipment.</description>
<enabled>1</enabled>
</header>

<data>

<!-- starting money -->
<money>10000</money>

<ship>
<equipment>
<!-- basic items -->
<hull>hull_minerva</hull>
<engine>engine_civilian</engine>
<rcs>rcs_civilian</rcs>
<fueltank>fueltank_civilian</fueltank>
<generator>generator_civilian</generator>
<shield>shield_civilian</shield>
<radar>radar_civilian</radar>
<grappler>grappler_civilian</grappler>

<boosters>
<!-- none -->
</boosters>

<consumables>
<!-- none -->
</consumables>

<devices>
<!-- none -->
</devices>

<weapons>
<weapon>
<slot>0</slot>
<weapon>weapon_mlrs_gc30xs</weapon>
</weapon>
<weapon>
<slot>1</slot>
<weapon>weapon_laser_heavy</weapon>
</weapon>
<weapon>
<slot>2</slot>
<weapon>weapon_laser_heavy</weapon>
</weapon>
<weapon>
<slot>3</slot>
<weapon>weapon_mlrs_gc30xs</weapon>
</weapon>
</weapons>
</equipment>

<items>
<!-- none -->
</items>

<cargo>
<!-- none -->
</cargo>
</ship>

<skill_points>0</skill_points>
<skills>
<!-- none -->
</skills>
</data>
</root>


It's frustrating tho because if you don't have the correct ids the game will freak out. Might try the command line option now.

The advantage of having it in place is to let people test your mods without having to go look for the ids or looking for them in the store. You can just let them spawn in the exact configuration of equipment you intend. It's up to them if they want to stick with your test-class or find/earn it themselves

This method also bypasses any restrictions caused by skills / incorrect mounts.
#5
well that's handy i was kind of confused about the above variables too.

i couldn't get my original missile launcher to home in on targets, so i changed the behavior to just blanket the target area with multiple warheads. turned out to be more fun although i might go back and tweak it in another mod.
#6
free target practice for my BFG.

does killing merchants even affect reputation?
#7
Game discussion / Re: So.. where do I place mods?
April 07, 2015, 02:16:06 AM
steam might have put it in your steam directory, or on a different drive.

i've been putting it where loudent suggested.
#8
The red ores mine a lot slower on the industrial 2's, and you can't at all on the standard drills.

My first mod was a mining laser that zaps all the ores in one cycle.  ;D
#9
Mods / Pinkeh's Workshop
April 06, 2015, 08:44:20 PM
Weapons
"BFG" (http://steamcommunity.com/sharedfiles/filedetails/?id=421031509)
Particle Cannon (http://steamcommunity.com/sharedfiles/filedetails/?id=422558288)
"Shards" MLRS (http://steamcommunity.com/sharedfiles/filedetails/?id=421059728)
"Repeater" Flak Cannon (http://steamcommunity.com/sharedfiles/filedetails/?id=422056820)

Characters
The Ascended (http://steamcommunity.com/sharedfiles/filedetails/?id=421276165)
Scrooge McDuck (http://steamcommunity.com/sharedfiles/filedetails/?id=420762109)

Hulls
Comet (http://steamcommunity.com/sharedfiles/filedetails/?id=422540170)
Raven (http://steamcommunity.com/sharedfiles/filedetails/?id=422155308)
Minerva (http://steamcommunity.com/sharedfiles/filedetails/?id=421103553)

Boosters
Cargo Expanders (http://steamcommunity.com/sharedfiles/filedetails/?id=422146585)
FTL Drive (http://steamcommunity.com/sharedfiles/filedetails/?id=422050108)
#10
Bug reports / Re: [1.2.1] Local Server Fatal Error
April 06, 2015, 06:55:59 PM
From what i can tell it means one of your mods have something that isn't working properly.

I was writing a mod and left heaps of easter eggs and footnotes, which caused the game to try to launch to a non-existent game server or give me this "Local Server Fatal Error" message. When i removed the offending code, it launched just fine.

#11
Mods / Re: Steam Mod Uploading tool
April 06, 2015, 09:47:51 AM
Trying to use this tool but it won't let me drop files into the window. Tried both mpk files and directory drag/drops from windows explorer (win 7) to no avail.


Weird. Windows explorer wouldn't do it but Explorer++ worked.

Nevermind.