Community mod packs

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Prophet
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There was some discussion on IRC a while back about packaging a number of mods together for easy download and install for new players.

These mods would be limited to minor fixes, adjustments and/or cosmetic upgrades and must leave the game as balanced as possible.

Possible inclusions to the Beginner mod pack:

No-dock Nav beacons
Auto-Refuel
Ore-dockscreen overwrite
captain's log
SiaFu's station and item graphics
Vizth's weapon Icon's




If you would like to see some other mods included, post your suggestions but please nothing that will alter balance. ABSOLUTELY NO GODMODS!


Additionally, another mod pack that should be assembled is a modder's starter pack with some tutorial text files, FAQ, templates for items and objects and some useful script examples, helper funcs, rendering resources and source files.

A txt file of the most recent function list, with easy to find links to the wiki, xelerus, and the IRC address.

I realize all this information is accessible now, but it's all in separate locations and to find it all requires much searching.

Hopefully, this modpack would encourage would-be modders to jump in and get them part-way up the learning curve as well as alleviating some of the posts here in the forum about where to find things and how to start modding.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
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alterecco
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I would consider these for the beginners pack:

Stargate Dock n Go
Empty Wrecks Explode
Implantable ID Chips
Batteries Included

and for the modders starter pack:

OnDebug Startup
sdw195
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i would remove Vizth's weapon Icon's because afaik its only a graphics pack and does nothing to the game
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Prophet
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sdw195 wrote:i would remove Vizth's weapon Icon's because afaik its only a graphics pack and does nothing to the game
That is the goal of the beginner mod pack, spice up vanilla without modifying the balance or gameplay experience.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
sdw195
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Prophet wrote:
sdw195 wrote:i would remove Vizth's weapon Icon's because afaik its only a graphics pack and does nothing to the game
That is the goal of the beginner mod pack, spice up vanilla without modifying the balance or gameplay experience.
i mean its ONLY graphics no xmls, adds nothing to the game (its only Resources)
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"Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable"
"<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev
"You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
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alterecco
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I think as long as the mods are interoperable and are well made (really add value, not just "wow, new") then mods that just add graphics or sounds are great to include in a modpack.
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ThePrivateer
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I think all of what Prophet has listed would be perfect for a Mod Pack (except for that Vizth's thing -- I haven't tried that one yet though).

They just remove (or add) a few things to/from the game to make it smoother and better in general (eg, removing extra docksreens, prettifying some stations, etc)
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Darth Saber
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For beginners, I would also suggest the following:

"scuttle wrecks" - http://xelerus.de/index.php?s=mod&id=91
"Luminous Outpost" http://xelerus.de/index.php?s=mod&id=731
"R/C Scout auton" http://xelerus.de/index.php?s=mod&id=778
"titan jumpdrive" http://xelerus.de/index.php?s=mod&id=39
"ore refining mod" http://xelerus.de/index.php?s=mod&id=28
"communications array" http://xelerus.de/index.php?s=mod&id=58
"active lrs" http://xelerus.de/index.php?s=mod&id=133

For the modders starter pack, I would recommend:

"Playership Modding Example" http://xelerus.de/index.php?s=mod&id=402
"Errors 101" http://xelerus.de/index.php?s=mod&id=409
"modelling resources" http://xelerus.de/index.php?s=mod&id=622
"Rendering Resources for Bryce 5.5c" http://xelerus.de/index.php?s=mod&id=519
"Rendering Resources for Gmax" http://xelerus.de/index.php?s=mod&id=505
"turbolasers alternative sound" http://xelerus.de/index.php?s=mod&id=593

I have used each of these mods as a beginner, and found them to be a great asset in staying alive, and generating revenue. Now, to avoid flak, let me explain my choices for the beginners' and modders' packs:

Beginners' Pack

scuttling wrecks: pretty explanatory; some of us like to be tidy.

Luminous Outpost: provides a challenge, as well as alternate graphics for the Luminous sovereign.

R/C Scout auton - gives player a chance to explore without much danger, but does not change gameplay.

titan jumpdrive: there are many times when, in large systems, that you need to get to a stargate, but don't want to run low on fuel doing it.

ore refining mod: this mod has aided me in processing large amounts of energy ore, thus freeing up cargo space and giving me much needed fuel.

Communications array: adds zest to the game by allowing the player to be an employer, instead of an employee, for a change.

Active lrs: this mod has aided me when running Korolev missions, when using stock ships with "short" range sensors.

Modders' Pack

Playership Modding Example: I created it as a practical tutorial on how to create a playership. I put everything I knew at the time about the topic in it, and am not aware of it being archaic as yet. If it is, then someone should let me know.

Errors 101: Another of my tutorials, it gives the beginning modder a heads up on what causes the errors which they may be finding, and how to resolve them. As far as I know, the information contained is still relevant today.

The modeling and rendering resources were chosen because they are of benefit to all of those who have and use those programs to create custom graphics. I use Gmax some, so I can at least relate to the resource mod for that program.

And finally, the turbolaser alternative sound: this adds a pleasing variation to the standard sounds found in the vanilla game. Since modders are likely to be creating more than custom graphics and ships, it would make a good choice as an alternate sound for modded weapons.

These are my recommendations; sorry if the post was a bit lengthy though.
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Aury
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In regards to the luminous outpost, titan jumpdrive, ore refining mod, communications array, possibly the scout auton, and possibly the active lrs (mostly since I don't know what the active lrs is):
Prophet wrote:These mods would be limited to minor fixes, adjustments and/or cosmetic upgrades and must leave the game as balanced as possible.
The first four are large enough changes balance-wise that I would not suggest their inclusion, as per prophet's statement.
The last two may or may not fall under his criteria.
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Aury
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Also, I would not include vizth's and SF's item icons both as that would likely result in a conflict (both cover weapon icons). Once SF's is complete, I think that should be a candidate for inclusion, given the greater degree of thoroughness with which it covers the items.
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ThePrivateer
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I would like to reccomend my own Neo Raisu mod for the begginer mod pack.

It awards the player a random ROM upon completing the Arco Vaughn quest. It does not change the balance of the game much, simply giving the player one of five common <lv3 ROM.
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Ttech
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ThePrivateer wrote:I would like to reccomend my own Neo Raisu mod for the begginer mod pack.

It awards the player a random ROM upon completing the Arco Vaughn quest. It does not change the balance of the game much, simply giving the player one of five common <lv3 ROM.
Voting for your self? :) I don't see a problem nessiarily

However I do think any mods that are added to a pack should be reviewd by a 'review group'.
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SpongeJr
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What about SpongeJr's Sound Variety Pack ?

Granted it's in its early stages, but I fully intend to modify most of the game sounds all the way through... I could work together with say, a graphics modder and we coudl make a combined Sound/Graphics improvement...
I'm working on new sounds for Transcendence. Check out what I have so far: http://xelerus.de/index.php?s=mod&id=825
(still a work in progress, but it does work!)
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