Search found 371 matches
- Sat Aug 26, 2023 4:20 am
- Forum: Miscellaneous Mods
- Topic: Effect Overrider
- Replies: 0
- Views: 2227
Effect Overrider
Effect Overrider This mod adds a basic system for Sporemodder FX projects to easily overwrite effects found in vanilla Spore! It's easy to use, and no extra custom code is required; modders can simply use Sporemodder FX. For mod developers, I recommend checking out the mod's sample project in its s...
- Sat Jul 15, 2023 1:00 pm
- Forum: Editor Mods
- Topic: Advanced CE ~ Creature Part Clipping
- Replies: 17
- Views: 31012
Re: Advanced CE ~ Creature Part Clipping
Advanced CE version 3.0 is released! This update heavily mitigates the mod's longest-standing issue - that being, parts becoming parentless. With version 3.0 installed, any parts that have been made parentless will instead become parented to the creature's spine. With some notable exceptions (Hands...
- Sat Jun 17, 2023 4:59 am
- Forum: Help
- Topic: Spore crashes when saving creature
- Replies: 2
- Views: 2516
Re: Spore crashes when saving creature
Several questions.
1 - Where did you buy and install Spore from?
2 - What mods do you have installed?
3 - How many parts are on your creature?
(Creatures with over 255 parts (including symmetrical copies) will not paint properly, and will crash the game upon saving)
1 - Where did you buy and install Spore from?
2 - What mods do you have installed?
3 - How many parts are on your creature?
(Creatures with over 255 parts (including symmetrical copies) will not paint properly, and will crash the game upon saving)
- Sat Jun 10, 2023 4:09 am
- Forum: [WIP] Work In Progress
- Topic: Solar Spore 0.5a
- Replies: 41
- Views: 58922
Re: Solar Spore 0.5a
I haven't been working on Spore mods much for a while, sorry.
However, I do want to get this mod back on track soon; although that's easier said than done, since most of the code I wrote for it is kind-of abysmal.
- Sat Jun 10, 2023 4:02 am
- Forum: Help
- Topic: Spore ModAPI Launcher
- Replies: 1
- Views: 1867
Re: Spore ModAPI Launcher
You can't have multiple copies of Spore installed. You must uninstall all mods, backup %appdata%\Spore and Documents\My Spore Creations , uninstall all copies of Spore, and then install only the GOG version. You could use Steam Spore or Origin Spore instead, but the GOG version is the best; both for...
Re: Modding
The Spore ModAPI Launcher Kit itself will not ever ask for administrator privileges. However, the Spore ModAPI Easy Installer and Easy Uninstaller will , as it is the only way to make sure that the mods can actually be installed; regular user accounts may not have write access to Spore's root folders.
- Sat Jun 10, 2023 3:58 am
- Forum: Mod Discussion
- Topic: Any mod to prevent Captains appearing as Empires in Space Stage?
- Replies: 5
- Views: 1474
Re: Any mod to prevent Captains appearing as Empires in Space Stage?
All Spore creations have the option to add tags, which can be modified alongside the name and description.SerbianSlav wrote: ↑Fri Jun 09, 2023 11:15 am How do I tag them? I'm not an expert when it comes to this stuff.
To stop a creation from being used in-game, its only tag must be gaprop.
- Wed May 03, 2023 3:13 pm
- Forum: Hosted Mods
- Topic: Slightly Better Spore
- Replies: 3
- Views: 10257
Re: Slightly Better Spore
Ah. Sorry about that.
It can still break your game (planet-buster on homeworlds/saves messes stuff up), but yeah. I probably shouldn't have been so blunt.
- Wed Jan 11, 2023 12:47 pm
- Forum: Editor Mods
- Topic: Advanced CE ~ Creature Part Clipping
- Replies: 17
- Views: 31012
Re: Advanced CE ~ Creature Part Clipping
I wanted to use this mod for the clipping feature, but when I go into an outfitter the creature parts count for the cost. Any way to fix this, or is this intended? I don't use EvoOutfitter. Ah, that's a bug. I think I know how to fix it, so I'll try to release a patch in the somewhat near future to...
- Sat Jan 07, 2023 6:19 pm
- Forum: Tools & Patches
- Topic: Spore ModAPI
- Replies: 741
- Views: 976100
Re: Spore ModAPI
[snip] Known issue, the current solution is to create the folder that the Launcher Kit says is missing in the error message. As for it saying you aren't using the Launcher Kit, that's because it failed to inject code into Spore due to an error, and so the game acts as if no code was injected. (sinc...
- Fri Jan 06, 2023 11:39 am
- Forum: General Discussion
- Topic: How do i downgrade my spore from gog to version 1.5.1?
- Replies: 4
- Views: 4776
Re: How do i downgrade my spore from gog to version 1.5.1?
I want to downgrade it to 1.5.1 since it is REQUIRED to start DI mod. What do i do for downgrading it? Patch 5.1 is only required for Disc Spore. All other versions should use the latest version, which is automatically installed if you installed Spore (or downloaded GOG's offline installer) past Ma...
- Sat Dec 17, 2022 5:23 pm
- Forum: Miscellaneous Mods
- Topic: Expanded vanilla party v.9
- Replies: 69
- Views: 33110
Re: Expanded vanila party
With all due respect, this is not a problem. Yes, saving without a name directly to the Sporepedia without being created on the planet will result in the creature being lost after loading. But this is not a major problem. Yes, it's the lack of foolproofing, but it's not a terrifying problem. People...
- Tue Oct 18, 2022 8:23 am
- Forum: Mod Ideas
- Topic: New Mod Idea for Spore GA (with materials)
- Replies: 10
- Views: 2078
Re: New Mod Idea for Spore GA (with materials)
...Why exactly would you not want the mod to use a sporemod file for installation? I'm genuinely curious, since it's much better to use a componentized .sporemod file than a zip file containing separate packages which all need to be installed manually. (Or just one big package for the whole mod, whi...
- Tue Oct 18, 2022 8:20 am
- Forum: Miscellaneous Mods
- Topic: Expanded vanilla party v.9
- Replies: 69
- Views: 33110
Re: Expanded vanila party
Force Save should be removed from this modpack; it's a depricated mod which can cause tons of issues, and there are much better ways to allow your custom parts to save. (The issues include nameless creations (which disappear from the Sporepedia once you relaunch Spore) being savable, and also mouthl...
- Fri Sep 30, 2022 10:37 am
- Forum: Help
- Topic: ModAPI Compromised
- Replies: 3
- Views: 2539
Re: ModAPI Compromised
It's most-likely a false positive, unless a virus or something infected the file on your computer. The Spore ModAPI Launcher Kit injecting code into another program (Spore) is seen by antiviruses as malware-esque behaviour, which makes sense considering that many viruses (and other malware) do the s...
- Mon Sep 12, 2022 9:25 am
- Forum: Mod Discussion
- Topic: New Client & Broken Mods
- Replies: 118
- Views: 184060
- Mon Sep 12, 2022 9:23 am
- Forum: [WIP] Work In Progress
- Topic: Solar Spore 0.5a
- Replies: 41
- Views: 58922
Re: Solar Spore 0.5a
[snip] If you could however, then it would make having 20 to 30 planets in a system more sound, because only a fraction would be actually habitable, and most would either be gas giants or small moons. Forgot to respond to this, I'm sorry. I already did actually decide on what to do about solar syst...
- Mon Sep 12, 2022 9:21 am
- Forum: [WIP] Work In Progress
- Topic: Solar Spore 0.5a
- Replies: 41
- Views: 58922
Re: Solar Spore 0.5a
With custom code, anything would be theoretically possible; although more uber turrets would be pretty useless, since they'd most-likely have the same effects when the player isn't on the planet.ReaperGamerYT wrote: ↑Sun Sep 04, 2022 7:01 pm For the uber turret thing i do not think that is possible
- Mon Sep 12, 2022 9:13 am
- Forum: Mod Ideas
- Topic: Better/Refined 3D Models
- Replies: 2
- Views: 1239
Re: Better/Refined 3D Models
Howdy folks! Howdy! I'm a 3D artist, one of the things I notice with spore is the lack of detailed models. I'd like to create some better looking part models. Mostly making curved items truly curved (rather than lowpoly angular cuts) - the problem is that I have little to no programming experience....
- Mon Sep 12, 2022 9:08 am
- Forum: Miscellaneous Mods
- Topic: 450 Mods
- Replies: 10
- Views: 23042
Re: 450 Mods
Key word is most :) means some might still work Those mods are still all really old though, and a lot of them are incompatible with each other as well. Installing random mods from this archive to figure out which ones still work would risk completely breaking your save-data, especially since none o...