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!



750,757 views 317 replies | Pinned
Reply #201 Top
Kryo! Are we allowed to use this mod with other mods. i.e. I've got permission to use some other mods with mine and I'm creating a conglomeration type mod of all the really great mods. Besides my own, I'd like the two other base mods to be yours and the High Resolution Graphics mod. Let me know if you feel this would be OK!

Thanks Lynx xxx
Reply #202 Top
Sorry, but I prefer to not have the mod included in other mods, as that then leads to support confusion and can propogate older versions rather than having people get them from the same place, where the latest version will always be posted.
Reply #203 Top
Thanks for your reply. I understand and will abide by your wishes. Thank-you for all your support and keep up the great work with your mod.

Regards Lynx xxx
Reply #204 Top
I still have V1.5 where do I get the 2.0 patch? can't get it by updating the game from the "Update Game" button in the launch screen
Reply #205 Top
Hello Kryo. First let me say how much I love the mod. I've been using it almost from day one of owning DL.

I can't seem to find this answer, so I'll ask specifically.

I understand this mod is not compatible with the Metaverse. It's detected as a cheat. Does this mean that the mod cannot be installed at all?
Or does it simply mean that I need to uncheck the use mods checkbox in Options before starting a Metaverse game?

If it actually needs to be uninstalled, what is your recommended way of going about this? Would it be best to completely uninstall and then reinstall the game? Or is there an uninstall procedure that could quickly and painlessly remove the possibility of raising the cheat flag?

Thanks.
Reply #206 Top
Or does it simply mean that I need to uncheck the use mods checkbox in Options before starting a Metaverse game?


Yep.
Reply #208 Top
Is there a file list of what files the bat file replaces in the main galciv directory? Or am I seeing it wrong and it just expands the files into the mod folder. I just wanted to check to make sure I don't edit any xml such as the GC2types.xml file when a mod copy might already exist. I love the mod don't want cause a conflict when I run them together.
Reply #209 Top
Nothing is changed in the main GC2 folder, it just duplicates the models used by the mod into the mods\KHSM folder so that they can be made available in-game regardless of the hull style you play with.
Reply #210 Top
Great! Does it do for all the models? Maybe I haven't played with enough but it seems in my last game when I was playing with thalan ship style I didn't see the thalan hulls as extras. Does the mod skip whatever style your playing as or did I just not see them?

I was wondering because I would like to create some ship model templates that are available at the start of each game no matter what race or style I was playing. I assumed I could do that with this mod using the basic cube hulls as bases, But I can't seem to find ships I already made despite researching all techs. I am thinking I have to rename the custom models but to what?

Thanks for your help!
Reply #211 Top
All hulls should appear across the various jewlery tabs--make sure to look thoroughly.

Since the game bases it's descisions about which ships to show for which race on the filenames of the ship designs, it still takes some manual work in order to port ships between styles (just renaming some stuff in My Documents\My Games\GC2DarkAvatar\ships, really). But aside from that ship designs should work fine once moved to another style.

Do note that the cubes are part of DA--the hulls added by KHSM are just a single hardpoint with no model whatsoever, with my avatar as the icon.
Reply #213 Top
The "hulls as jewelry" thing doesn't work correctly for me for some reason. I unzipped the mod as directed, and ran the *.bat file. For some reason, the *.bat doesn't work as it should. I was wondering if there is a way to manually copy the files and whatever else it is doing?
Reply #214 Top
For some reason, the *.bat doesn't work as it should.


Pretty much the only reason that might be is if you put it in the wrong place. Doublecheck that you're using the appropriate version (DL/DA) and you have it in the appropriate place (GalCiv2\Mods or GalCiv2\DarkAvatar\Mods).
Reply #215 Top
Er... right. I had the DA version under GalCiv2\Mods\, not Dark Avatar\Mods\ or whatever. I think I had placed it there originally because there was no Mods folder under Dark Avatar (it needed to be created). However, everything works now, thanks!
Reply #216 Top
I just changed computers and have tried to install KHSM-DA into the game (Dark Avatar) with no success. I used this mod on my old computer and have been VERY careful to follow all instructions for installation and use (and yes, I did create the "mod" folder under Dark Avatar...). This ran on my old computer (MS XP), but not my new one which is MS Vista. (I even ran the bat file as administrator- no luck...) Am I missing a trick because this is Vista?
Reply #217 Top
I did create the "mod" folder under Dark Avatar


The game has to actually be set to use it. Unless you hit the 'default' button at the bottom of the change mods directory in the options, it may be set to look for mods in DL's mods folder still.
Reply #218 Top
Kryo and everybody: just a follow up on my post above. I DID get the mod running. If you have Vista and are having trouble, this is what I did that worked...

Vista was not letting the batch file run- it "looked" like it ran (with the old "DOS window" pop-up), but it really wasn't. I finally figured out that the "user account control" wasn't letting the bat file run, so I turned it off (I would suggest for security purposes disconnecting from any network while doing this), ran the batch file, then turned "user account control" back on. Went into the game and there was the mod.
Reply #219 Top
Kryo, How long after TA's release do you think you will need to get your Mod running with it?  ;) 
Reply #220 Top
It should *work* with it fine as-is. We'll see about updating it to include new stuff though.
Reply #221 Top
I have a question about the mod. I see that some people are talking about using a hardpoint to give the illusion of having a fleet of fighters alongside a carrier. How would I get this to work with a model already made? For example I want to use the BSG mod and use the Huge class ship as my "carrier" then apply vipers as the tiny class "fighters" as far as I can tell theres no real explanation on how to make it work and ive yet to get it to work on custom ships that ive made as well.
Reply #222 Top
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if you mean like this kyros mod has some jewels that just adds hard point.
Reply #223 Top
Right so im told so which part is this exactly in the ship builder since none of them are labeled I cant tell.
Reply #224 Top
I believe it is something like delta 10 or something to that effect.
Reply #225 Top
the one i used up there was the delta one 5 times