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Englisch How do I mod in a new skill?

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alt Re: How do I mod in a new skill?

Gast

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It was a couple of stupid mistakes! Oh well, I figured it out now...

... although i accidentally made hitting with the pickaxe raise fishing skill, which raises the question...

"How I mine for fish?"

alt Re: How do I mod in a new skill?

E_net4
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[English]"How do I mine for fish?"[/English]
You mean this.
Well, I never tried searching for the skills, so none can do. Pherhaps you have selected a wrong skill when using the pickaxe.

alt Re: How do I mod in a new skill?

Gast

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I thought the exact quote "How I mine for fish?" was a joke intended to make fun of n00bs.

I've already got the skill mostly working, 2 simple errors were tha i made the batch file wrong since i forgot how to use the -mod tag right and the second is that i made the pickaxe give skill to fishing instead of mining because i pasted in without looking. Right now, the only problem left is that it unlocks all of the abilities on the first skill-up... the thing is I can't find any errors or typos or any of that in the script that would lead to that, so i just fixed it in game for now by manually executing lockbuilding commands.

alt Re: How do I mod in a new skill?

Gast

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That wouldn't really work, as it's supposed to be a progression, and besides, more skills mean more clutter. I'll figure it out eventually

alt Re: How do I mod in a new skill?

Gast

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Sorry for the double post... maybe i should register. I figured out the problem and now the new skill works as I intended it to

alt Re: How do I mod in a new skill?

Gast

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I'm trying to make sort of an extention to make everything buildable and all resources renewable in one form or another. The skill was mining, what it is is every time you hit a rock with a pick, you get some skill, and with each skillup you can excavate (build) a new type of rock which can then be hit with the pick some more. The first available is a run of the mill boulder, the second is an iron rock, the third is a gold rock, and the fourth is a crystal rock. I'm making it so modern things like airplanes and yachts and rocket launchers etc. are buildable by the player but need crystals. I figured crystals need a use so might as well make them the Magical Crystals of Modernization

So far I've made the following available to make:

Pistol
Shotgun
Bullet
Rocket Launcher
Rocket
Poisonous Rocket
Yacht (modded to have 5 metric tons of cargo capacity)
Airplane (modded to have 100 Kg of cargo capacity)
Rock
Gold Rock
Iron Rock
Crystal Rock
Bag
Gold Bag

alt Re: How do I mod in a new skill?

E_net4
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That's nice. But I think you'll have to make some more items before being able to make those.
Example, you can't make the bullets without gun powder.

alt Re: How do I mod in a new skill?

Gast

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Maybe if i feel like it eventually, this is more my personal messing-around mod than some realism mod. If it was meant to be a realism mod, grain would take over a hundred days to grow and most trees over 600 days

Currently I have it that an iron bar + a hammer = 20 bolts or 10 bullets, I'll leave the balancing for later (maybe reduce the resulting bullets to 5).

Eventually though, I might add in things like gunpowder etc (especially since i added the explosive barrel to the build list just recently).

alt Re: How do I mod in a new skill?

Gast

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I put in gunpowder, I might eventually put in sand for making the bottle... As for new buildings, I don't think I can make any more, since although my modelling apps i think can export b3d files, I don't think they can inport them, and that means no references. I don't want to work hard on a model to have it show up sideways, enormified, with the textures all messed up in game. Besides, the point is to let the player build all of the things he/she normally can't, not introduce new things.

alt mining skill

Gast

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i think it would be fun if you put it so we could download. I would make my own but I have no idea how. so maybe you could put it so we can download the mining skill.
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