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Simple mod help

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4 years ago
Aug 7, 2020, 12:42:28 AM

So I wanted to enable a few modules available via a faction trait. I figured out how to get it to grant Sophon Free Move by granting the relevant tech. But the one I really wanted was the Annihilation Beam. I tracked it from the Deeds file to the Drop List file to the Module Definitions file, and found the name of the module... but I can't get it to appear in-game. Apparently the grant tech method doesn't work because it's not associated with any tech, at least not so far as I can tell, and I can't figure out how to grant it any other way. I tried the code from the Deeds file that unlocks it, but that doesn't seem to work with a faction trait for some reason.


I'm hoping there's something really obvious I'm overlooking; can anyone tell me what it is?

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4 years ago
Aug 8, 2020, 12:11:01 AM

As you've succesfully guessed, it's not tied to a technology but to a quest (Deeds rewards are given via hidden quests), if you're just trying to make it available to everyone here's a very simple change :

In \Endless Space 2\Public\Simulation\Battles\ModuleDefinitions[DLC1].xml


Delete this line :

<PathPrerequisite Flags="Edition" Inverted="false">../ClassEmpire/ClassQuests,CompletedQuestMilitary_Stage4A</PathPrerequisite>

Updated 4 years ago.
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4 years ago
Aug 8, 2020, 7:48:02 AM

So I made a new tech, with a new SimulationDescriptor entry, copied the Annihilator Beam code from ModuleDefinitions[DLC1].xml into a new module XML, removed the line you quoted me, added a line so it had a tech requirement consisting of the new tech I made, and added the tech unlock code to my faction trait XML. Still doesn't show up in game... Annihilator Beam can go on small ships right?

Updated 4 years ago.
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4 years ago
Aug 12, 2020, 11:14:10 PM

Make sure your plugin file is correctly set-up, you also need to create SEVERAL XML entries in several different files to make a new technology, I would recommend just using an existing tech.

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4 years ago
Aug 23, 2020, 2:59:23 AM

Is there a step by step somewhere on how to make a new module? I can make a trait that grants the Sophon Free Move module just fine, but I can not for the life of me get a custom module to show up in game, even if I don't give it any prerequisites.


I know it's asking a lot, but could someone look at my files? I've got code for traits and technologies and such in there, but right now I'm just trying to figure out why I can't make a new module...


HiddenTechs.zip


Although ideally I would like to figure out how to just make a trait that unlocks existing modules directly, but I don't think that's possible without them being tied to a technology, and I don't think you can make a technology prerequisite for an existing module without breaking the normal method of obtaining it (like a Deed).

Updated 4 years ago.
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4 years ago
Aug 23, 2020, 5:27:10 AM

It looks like you're missing extratypes to load stuff in your mod file. The main one I noticed was lacking was the WeaponModule one.

Check out this link for a complete list

Edit: Oops, looks like you had that commented out, my IDE just hid the comment. Try making a non-weapon module, I've had problems with weapon modules too.

Updated 4 years ago.
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4 years ago
Aug 27, 2020, 3:06:55 AM

I tried to do a new module more or less from scratch, simple as I could; I just made a clone of the Sophon Free Move and didn't add any prerequisites. A module without prerequisites is available by default right?


Here's the file if anyone feels like giving it a look.


ExTech.zip


EDIT: Forgot to mention, it doesn't work

Updated 4 years ago.
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4 years ago
Aug 27, 2020, 10:40:51 PM

Update. I added a tech prerequisite (Military stage 1) and now the module works. So apparently removing all prerequisites will NOT make it available by default. Now to make a weapon work....

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