Modding the trader parts

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DVDMaster
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Modding the trader parts

Unread post by DVDMaster »

Davo,

I've tried the redirect to a different parent trick on the trader parts and I get really odd behavior and all I did is redirect to new parent file without making any changes: Jump Jets put me in ultra high altitude and it too over 5 minutes to float down to the ground.

I'll post the mod when get to my modding PC.

My goal is to change the energy costs for the trader parts (either zero energy or half energy).

I'm still not having any lucking making a captain part do a different power. Have you had any success?


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Davo
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Re: Modding the trader parts

Unread post by Davo »

i will loook soon!
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DVDMaster
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Re: Modding the trader parts

Unread post by DVDMaster »

I got the trader parts to work ok.
JumpJet is really fun with 1/2 or 1/4 energy. It makes you launch into space like iron man.

I'd still like to see if you can make one captain part have a different power.
I'm not sure the solution is redirecting the power to a new creatureabilities file, or
redirect the captain part to a new file.
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Davo
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Re: Modding the trader parts

Unread post by Davo »

im still looking into this stuff. its hard to find this stuff
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TheNameOfTheWind
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Re: Modding the trader parts

Unread post by TheNameOfTheWind »

Did you ever have any luck on a mod that reduces the trader part cost? :)

I recently tried the mods on this site for reduced warrior part energy cost, great fun!
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