kryo kryo

RELEASE: Kryo's Hull System Mod

RELEASE: Kryo's Hull System Mod

Hulls your way!

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!



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Reply #51 Top
Thanks man! Great mod!!!

Unfortunately I have to ask how I can uninstall it because I want to try the 1.1 beta....
Reply #52 Top
Unfortunately the only control over the sorting that I have is which category they go in (your style hulls are in yours, others in others, dreadlords in misc--IMO it's slightly better that way than just dumping them ALL in misc). The game itself decides what order to place them in the list (annoying, but nothing I know to do about it).
Reply #53 Top
If you install the 1.1 beta, it should simply overwrite the mod. The models will still be there, but without the altered GC2Types.xml they'll not have any effect on your game.
Reply #54 Top
If you install the 1.1 beta, it should simply overwrite the mod. The models will still be there, but without the altered GC2Types.xml they'll not have any effect on your game.


I'm still confused; i have the 1.1b beta. Will your awesome mod work with this one?
Reply #55 Top
#52 by Darth Kryo
Saturday, April 01, 2006 5:18 PM


Trolling
Insightful


Unfortunately the only control over the sorting that I have is which category they go in (your style hulls are in yours, others in others, dreadlords in misc--IMO it's slightly better that way than just dumping them ALL in misc). The game itself decides what order to place them in the list (annoying, but nothing I know to do about it).


thanks.. I will keep looking...
Reply #56 Top
I'm still confused; i have the 1.1b beta. Will your awesome mod work with this one?


Only if you manually combine them or try using the old file with the beta. I don't have the beta myself (too busy to mess with it right now), so I won't be releasing a new version until the final 1.1 is out in a couple more weeks or so.
Reply #57 Top
Mod has been updated for 1.1 at last. The 1.0X file is still included as well for those who can't/won't update just yet due to new crashes, activation issues, etc (though it probably wouldn't hurt anything if you used the 1.1 file with 1.0X).

The readme also includes details about using the mod with the metaverse, so check it out if you've got questions about that. Remember though, I take no responsibility if you do that.
Reply #58 Top
Mod has been updated for 1.1 at last. The 1.0X file is still included as well for those who can't/won't update just yet due to new crashes, activation issues, etc (though it probably wouldn't hurt anything if you used the 1.1 file with 1.0X).

The readme also includes details about using the mod with the metaverse, so check it out if you've got questions about that. Remember though, I take no responsibility if you do that.



found a fix for the sorting issue??? I am waiting until it is found before I download the mod again... as much as I liked it dood, I hated having to scroll through all of them....
Reply #59 Top
It is not possible without breaking compatibility with all prior versions of the mod, and people can get quite attached to their ship designs.
Reply #60 Top
It is not possible without breaking compatibility with all prior versions of the mod, and people can get quite attached to their ship designs.


can you make a version for us that are unattached.. or capable of dealing with making new designs...
Reply #61 Top
Minor update: missed the adjustments to large and huge hulls in 1.1. The blank hulls now reflect the correct new values.
Reply #62 Top
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.
Reply #63 Top
LOL i just read the note in the reedme about usinging it on the mv
Reply #64 Top
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.
Reply #65 Top
Eek! Note to self: pay attention when copying and pasting updated values

Large and Huge hulls will be refixed again momentarily...
Reply #66 Top
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
Reply #67 Top
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.
Reply #68 Top
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.
Reply #69 Top
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.
Reply #70 Top
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.
Reply #71 Top
A "start a new game for the mod to work" tip would've been most helpful but thanks for the promt update and reply...
Reply #73 Top
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).
Reply #74 Top
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).