Search found 30 matches

by Zeke
Sun Jan 19, 2020 5:23 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

My playership is the Armstrong Freighter mod, along the solar items mod that has the stronger solar power array and blast plate style solar armor, and making a positron cannon to be an omni weapon. For the last I found a Xelerus mod for a graviton omni weapon, switched the type of damage and matched...
by Zeke
Sun Jan 19, 2020 1:35 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

It appears that I got the playership mod and two other mods to merge. The stuff is parked in inventory. There might be other problems later because this items are not for early use. But since I've used at least one of the other item mods before and it worked fine, I'm not too worried about them work...
by Zeke
Sat Jan 18, 2020 11:04 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

I think you can just copy the entity definition (<!ENTITY someEntity "0xnnnnnnnn">) from the mod with the type you want to use to the mod where you use it. Or use the hex UNID (0xnnnnnnnn) rather than the entity (&someEntity;). But then your mod will only work if the mod containing that type is als...
by Zeke
Sat Jan 18, 2020 4:38 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

OK, I decompiled it. I basically hate using the command prompt for anything other that OS fixes, especially 3rd party software. My new issue is trying to combining mods. In particular a playership mod where I wanted to add gear from another mod to the playership stating inventory. Obviously if I jus...
by Zeke
Fri Jan 17, 2020 5:10 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

 Sorry, but that really is your best option if you want to look at the XML files; to my knowledge, they’re not uploaded anywhere. You might be able to find the 1.8 files in the Git repository if it keeps a history of old versions, but you may have to dig a bit since it’s currently on the 1.9 stream...
by Zeke
Fri Jan 10, 2020 8:15 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

AssumedPseudonym wrote:
Sun Dec 29, 2019 8:03 am
 This will decompile Transcendence.tdb, not Transcendence.exe. The TDB files decompile into the assorted XML files (plus whatever graphic or audio files are included).
Still trying to sell me a plan I didn't want. I just wanted to dl it like the older versions on Xelerus.
by Zeke
Sun Dec 29, 2019 2:38 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

NMS wrote:
Sat Dec 28, 2019 10:18 pm
Zeke wrote:
Sat Dec 28, 2019 12:13 am
I'm using the 1.7 xml's because that was the latest on Xelerus. Where can 1.8 be downloaded?
Links here: https://forums.kronosaur.com/viewtopic.php?f=15&t=8737
No, not the game. The source code xmls. I'm not going to decompile the game.
by Zeke
Sat Dec 28, 2019 4:55 am
Forum: Mod Announcements
Topic: Armstrong Player Ship mod
Replies: 10
Views: 697

Re: Armstrong Player Ship mod

Thanks. Any hope for an update soon? You can't trade it in and it doesn't have a device disable screen. I'll post it up somewhere else on the forum if that will help,. Trying to avoid needing a membership at Xelerus if I can. Odd - I've been playing with it almost exclusively for the past few month...
by Zeke
Sat Dec 28, 2019 12:13 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

Thanks for the info.

I'm using the 1.7 xml's because that was the latest on Xelerus. Where can 1.8 be downloaded?
by Zeke
Fri Dec 27, 2019 8:46 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

Yeah, I'll have to ditch most of the Dealer stations mod. I wanted the trader that dealt in xeno weapons, but it added that plus 3 other dealers. Fortunately the mod is broken into 4 parts and I can ditch the EI, Nami, and ROM vendor. Dumping 3/4ths should help to restore more standard stations. The...
by Zeke
Fri Dec 27, 2019 6:22 am
Forum: Mod Announcements
Topic: Armstrong Player Ship mod
Replies: 10
Views: 697

Re: Armstrong Player Ship mod

Thanks.

Any hope for an update soon? You can't trade it in and it doesn't have a device disable screen.

I'll post it up somewhere else on the forum if that will help,. Trying to avoid needing a membership at Xelerus if I can.
by Zeke
Mon Dec 16, 2019 10:45 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

Well, the mods on the multiverse are worth a try, And if you are in to modding, there is a nice tutorial here: https://transcendence.kronosaur.com/guidePage.hexm?id=938 I've seen all of that. Actually no, I'm not hoping to delve deep into modding this game. Modding games can end up like a crack hab...
by Zeke
Mon Dec 16, 2019 7:57 am
Forum: Mod Announcements
Topic: Armstrong Player Ship mod
Replies: 10
Views: 697

Re: Armstrong Player Ship mod

Any image of this ship available?
by Zeke
Mon Dec 16, 2019 5:50 am
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

I've never permitted Steam into my gaming because I never wanted Steam in my computer. If it isn't freeware then I insist on owning a physical copy of every game software, not letting others hold it hostage at a server in exchange of gaining access to my gaming or other personal info. If I need an i...
by Zeke
Sun Dec 15, 2019 10:07 pm
Forum: Beginner's Luck
Topic: Trouble with getting mods to work
Replies: 31
Views: 761

Re: Trouble with getting mods to work

A lot of mods are outdated. But with so many releases because the creator stays working but player interest in games a frequently transient thing, this is to be expected. I'll remember the Relenat advice. The mod number names are mod UNIDs. Possibly updating the UNID names could help, providing the ...