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!

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Reply #76 Top
just wondering here, do I have to download the bonus pack stuff before I download Kryo's hull mod or does it not matter? I know I should download the bonus pack before I d/l the patch, but since the mod has the bonus jewlery in it, I'm just wondering if it matters or not.
Reply #77 Top
It works with 1.11. Just (re)install the mod after patching the game.



Reply #78 Top
Updated for new mod folder functionality in 1.2+. Should be the final update, unless hull values get changed again ala 1.11.

Also new in this update:
+ A new "Blank" tab will appear on the hul selection palette along with Small, Medium, Cargo, etc. Clicking it will cause the ship designer to only show the blanks, and not the normal hulls.
+ Scaling issues noted on civfanatics.com are fixed. Ships made with the hull mod will now appear correctly sized based on their size class, instead of all being the same size on the map and in battle.

Unfortunately, the ability to create new tabs in the component palettes does not apply to jewelry at this time (nor likely in the future, but we can hope) due to the special style-based sorting functionality there. So the hulls-as-jewelry may still be difficult to rummage through for some.

Once again, disregard the old/corrupt library version and download via the link in the OP of this thread.
Reply #79 Top
Um, 1.2 is in beta. Is there still a link to the 1.11 version?
Reply #80 Top
DK knowing that the game ignores the mods folder for MV games can you also release a standard edition for integrationinto the core files please
Reply #81 Top
The entire point in using the mods folder structure is so I do not have to continually update the mod for each new version (as such there will no longer be any pre-integrated version available).

However, the readme does include directions for integration into your MV data, which is a simple matter of copying the files back from the mods folder into the main folder and copying all of KHSM.xml except the first five and last one lines into the appropriate GC2Types.xml just before the end tag.

For those who want the 1.11 version in interim, it is still available at http://www.threespursdesign.com/KryosHullSystemMod.zip However, once 1.2 goes final that version will be unsupported and if you wish to run the mod with an older version you will need to manually integrate KHSM.xml into your GC2Types.xml.
Reply #82 Top
Manual integration works fine
Reply #84 Top
1.2 beta uses a Mods folder in the GC2 install location by default, so that is what it is made for (at least, the batch file is). Once you've run the batch file to get all the hull models built, you can move it all wherever you like.
Reply #85 Top
yeah.. i tried installing the latest v. into the my docs GalCiv2/Mods folder and it didn't work for me.

also... i have a few mods that i want to add but dont really want to play with the main GC2Types.xml, would i create my new xml as you have and then add it to the mods folder?
Reply #86 Top
The mod folder functionality is set up so most xml data just needs placed in the appropriate location, and it will be used along with the core data and any other mod data. There are a few files that will only work via total replacement, but you can put the replacements in the mod folder and it will just use them instead of the core version.

More details on that will be available when Cari releases the modding guide shortly.
Reply #87 Top
I will never use another hull again.
Reply #88 Top
you can still use the hulls to create a totally different looking hull.
Reply #90 Top
Would it be possible to include the weapon/engine/defense/modules as jewelry pieces as well. There's another mod in the libary which turns all non-jewelry components invisible (to help with custom hull models) and it'd be nice to be also able ot use standard models and decorate them with normal components as well.
Reply #91 Top
weapons and engines are already out the as eye candy.

Non-functioning Engine Parts by Kaesar, is here. but not upgraded for the mods folder in 1.2.
Link

and

Weapons Mod by me, is here.
Link

my download is not upgraded for the mods folder (it will be reposted soon), but i have made both usable in the mods folder on my system and do use both when i build ships.

i didn't bother doing the defenses as i don't really use much defenses. i bring the fight to them
Reply #92 Top
the defenses mostly just look like plates anyway, nothing special really. So is the weapons mod compatible with Kryo's hull mod? I can't find out for myself atm because I just have the demo right now. I could certainly use the weapons mod along with the Kryo's mod.
Reply #93 Top
yes, the weapons and engines mods are both compatible with Kryo's mod. it's cause of his mod i made the weapons mod. i did try the engines myself but had a few issues, so i never really played with it that much after. then i saw that someone else made it and life was better.

and i suggest loosing the demo and buying the full game... well worth it imo. i've been a hardcore gamer for years and i have never, ever seen support like Stardock gives to their customers.

and no, i'm not kissing ass... i'm telling it the way it is.
Reply #94 Top
I am going to lose the demo soon I'm getting it for my B-Day this friday or over the weekend
Reply #95 Top
deleted because redundant post
Reply #96 Top
Sad news: according to Cari the metaverse cheat detection code has been revised, so the mod can no longer be used in metaverse games without getting a cheat flag.
Reply #97 Top
Nooooooooooooooooooooooooooooooooooooooooooooooo
Reply #98 Top
DK could we not just add the mod into the mods folder, create the ships and then they 'should' be there for a MV game as it ignores the mods folder so no flag?
Reply #99 Top
quick question: i installed it and it works....sorta. i have v 1.11 and i can put blank hulls and stuff but in the readme it says that u should be able to put other race hulls and the dread lord hulls as well. well i look everye where in the extras and theirs no hulls, just the jewlery

what the heck?
Reply #100 Top
You probably didn't run the batch file that is included in the ZIP. Follow the readme's directions and all should be well.