I haven't yet tested it that way though, so be warned. You can tweak DI in a way where it will appear like vanilla, but with its new editor tweaks like the addition of nudge handles in place, and use this mod with it. While it at first will include a force save feature, it will be removed in future versions and replaced with this mod's content validation mechanics. If you necessarily want the nudge handles back, consider installing Dark Injection anyway. This is another flaw of this mod, but I think it more reflects how the captain in creature editor glitch works in a pure vanilla environment. Why can't I tweak the captain weapons' strength? Where are the nudge handles? Also, this way it is easier to know which parts are vanilla and which are not, which is a problem within Dark Injection that I wish to be resolved. Again, this is more intended for adventure creators who want their games 100% free of modded creations, even those made with Dark Injection. While Dark Injection does add the outfits within the creature editor as well, it does so in a way where the vanilla parts are mixed up with modded parts, which I personally don't like. To download the creatures made with this mod, you will need either this mod, Force Save or Dark Injection, all of which add the capability to add and save outfits within the creature editor.īut doesn't Dark Injection already do this sort of thing with its features? It is the same deal as with modded creations in general (and C&C and Bot Parts if they aren't registered to your account), where you'll have to upload them within an adventure or make a "legal" creation that was born out of that particular creation after it was uploaded. If the website doesn't recognize the parts your creation has (and the "DLC" as something you legally "own"), it will delete the creature from the site and not upload it properly. Why does my creature not show up in the Sporepedia?Īlas, the old limits will still apply when sharing creations to the online Sporepedia at. If there are some outfit parts I missed that you can't save, please inform me here or on Discord, and I'll try to fix it as soon as I can. I'm pretty sure I thought this far ahead when adding the relevant content validation keys to the outfitters as well. PI/Public/)Īre you sure you got EVERY outfit and captain part? And what about the outfitters? To resolve this issue, either remove parts until the complexity meter is no longer full, or reinstall the force save mod using Spore ModAPI Easy Installer. Sadly, this is one of the flaws of getting rid of force save/re-enabling the content validation measures. When I saved my imported captain in the creature editor using this mod, it got the red complexity mark! More details can be found from this link, leading to the original, related DavoOnline post: viewtopic.php?t=5274 If it only was just implemented in the mods of that time. Well, it was, until in 2014 or so when Emd (the developer of ModAPI as we know him today) discovered that you could "register" the custom parts you've made for your mods within the EditorKeys series of folders, eliminating the primary purpose of force save for many creators. Wait, how?! But I thought force save was NEEDED for using modded/"illegal" parts! Be mindful of the old sharing limits, though. They are savable without force save mod in all editors and outfitters. Adds a new category in the Creature Editor for outfit and captain parts included in the outfitters. Added the editor key for Captain Cornhall colonist hat part. The second and just as important is giving people the ability to more safely use the captain in creature editor glitch without the other hazards of force save mods, as the only reason really to use them until now for adventure creators was tweaking outfitted creatures to have different poses. The first is making outfits more readily available to the creature editor, giving creators the ability to tweak their creatures' outfits more readily while also posing them. This mod has two primary purposes, both with primarily adventure creators in mind. As a side bonus I've made every outfit part there is in the game savable (but not sharable online) to the Sporepedia, without the need for a force save mod. In a similar vein to my Cell parts in Creature Editor mod about a year ago, it adds the vanilla outfitter and captain parts into the base creature editor and categorizes them into a single category, with the captain parts classified as "GA" in the editor itself.
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