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 #126 Top
I'm trying to run the mod in Beta 1.12, but can' seem to get it to work. I put the filed into toe Mods folder, and extractedthe file in there as well, but the mod doesn't register...I have my mods directory set to Default (as, for some inexplicable reason, I can only swithc between that and the Example one)..
Reply #127 Top
They changed how the mods folder is handled a bit in the latest beta release. I haven't gotten to look into it yet but I may need to adjust the mod.
Reply #128 Top
My server is currently down for maintenance. Not sure how long until it'll be back up, but the download is unavailable for now.
Reply #129 Top
Thanks to Andrew for fixing the library; the version there is now up-to-date and working.
Reply #130 Top
OK, I have tried installing it, following the readme instructions, and unfortunately that does not work. How do I actually install this mod?
Reply #131 Top
I've installed the mod - exactly as the readme says to - I already had the use mods option turned on, but I'm getting nothing.

Do I need to copy the files anywhere? Or do I also need to put them in the mods folder inside the Mydocs area that the game makes?

I don't know why it doesn't seem to be working, there are no hulls, other than the ones that were pre designed.

I thought it might be because I am using a custom race with Terran style ships, but then I started another new game as Terrans, and still there are no hulls or anything.

Please tell me if I have done anything wrong, as it is bugging me that nearly everyone else seems to have it working. My game is the most up to date version. 1.2 beta whatever...
Reply #132 Top
1.2 uses a new mods folder located in the game's directory (C:\Program Files\StarDock\TotalGaming\GalCiv2 by default), not the old one in My Documents\My Games\GalCiv2. So the mod needs to go in the one under Program Files.
Reply #133 Top
I installed the game into a folder on my C: Drive called games, as I have never liked filling the program files folder with cr@p...

But having said that, the Mod folder in the games installation path is where I have put it, and that is why I was wondering why it isn't working.
Reply #134 Top
Also be sure you've selected the appropriate mods folder in-game once you've turned it on.
Reply #135 Top
Where do I find the option for choosing the mod? All I see is the use mods option... Nothing about choosing which one!
Reply #136 Top
Right below that there's a "Choose Mods Directory" (or something to that effect) option.
Reply #137 Top
No, all I have is the use mods option, then the ones like skip internet connection test etc

No choice of mods anywhere in the option lists
Reply #138 Top
I found that any ships I design are in the my docs area, so should I also copy your mod there?

Or do I need to use your other mods as well?
Reply #139 Top



Click the marked button on the options screen, and select KHSM from the resulting dialog box. If it is not in that list, you did not unzip it in the correct location, and if you do not have these screens/options available, you're either not running the latest version of GC2 or have somehow gotten a damaged install.
Reply #140 Top
No.... I haven't got that at all....

I've never had that.

Anyone know why?


- @ 21:05 I just saved all my stuff (the techs etc that I made) into notepad, for reintegration, as it turned out my game wasn't up to date... I apologize for saying it was...

I now have the folder directory option available, and I will now be able to use the mod WOOT
Reply #141 Top
hmm... just got 1.2. so this may be moot very shortly anyway.

trying to get your mod integrated with most of the example mod; i copied the example/data folder and the models for the bonus structures, but left out the new races and UI stuff, into the new(?) mods/default folder.

i've got the blanks and offsets showing up, but not the jewelry hulls... hmmm... ran the BAT in the mod and the default folder. i don't need jewelry-hulls that badly, just not sure if it's due to the final release of 1.2 or from trying to dump together the two mods without knowing exactly what i'm doing
Reply #142 Top
I haven't gotten 1.2 final yet myself, but if there's no more changes you should just need to run the batch at its original location (Mods/KHSM), which will create the hull models in Mods/KHSM/Gfx/Models. You can then copy them wherever you want from there.
Reply #143 Top
I got the full 1.2 update and the mod works fine for me.
Reply #144 Top
Indeed, it works great, and for the first time I'm going to say many thanks to Kryo as well! And boy, you weren't kidding when you mentioned it could save time if you take away unused parts... now that I don't use the fake hulls, the extras load in a heartbeat!

EDIT:
Some new comments. First--in which xml(s) are the fake weapons/engines located? I deleted the fake hull xmls and all I have left are blank hulls and modules, no common components. What happened? (This hasn't adversely affected me yet, simply working on making jewelry ships)
Second--Kryo, you've done a lot with this mod already, but I've come across a couple of requests. If it would be at all possible, it would be sweet if you could make blank weapons, for "internally mounted" weaponry, or even jewelry mounts for the weapons, or simply to pick a fake weapon that you like to take the place of the normal graphic for a stronger (or w/e) weapon. The same goes for engines (I personally don't care too much where engines are concerned, but I've seen others who do and can understand why.

Come to think of it, if invisible weapons and engines are possible, that could help alleviate the AI eyesore problem, as well...
Reply #145 Top
...Did I kill this thread or something? I'm sorry...
Reply #146 Top
DK has anyone managed to integrate it the old way and still post MV scores as you once could?

Thanks
Reply #147 Top
The mod cannot be used with the metaverse now, period. The checking is much more strict than it used to be (so saith Cari). Rasori--the mod does not include any changes to weapons, engines etc. there are some other mods though that provide fakes for those.
Reply #149 Top
Oh wow... I must've had them and forgotten about it... that explains it.
Reply #150 Top
Kryo, do you mind if I use one of your "models" for a mod I intend to make? Go ahead and send me an e-mail ([email protected]) if you need to ask questions.