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MaroonToon

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Posted
4 hours ago, MaroonToon said:

Anyone know how to make hugslib configs? cause I sure don't.

Well, how much experience do you have in visual studio? I don't mind giving you source code[just the beginning of the mod you want to make] to start if you want to play around in visual studios.

Posted
1 minute ago, devacore said:

Well, how much experience do you have in visual studio? I don't mind giving you source code[just the beginning of the mod you want to make] to start if you want to play around in visual studios.

I've been using Notepad++ for all my coding.

As long as it's in xml format and I have some kind of example, then I should be able to make something

Posted
6 minutes ago, MaroonToon said:

I've been using Notepad++ for all my coding.

As long as it's in xml format and I have some kind of example, then I should be able to make something

You have to compile it to make the dll. If you add the Assemblies/.dll it will give you the option under the mod menu. No real functionality but just an example of what you're looking at if you wish to add the functionality to the mod.

Kurin Source.7z

Posted
19 minutes ago, MaroonToon said:

oof C# is new to me, but i'll see what i can do.

If you download visual studio [it's free] properly the example mod has all the initialization setup. You'll have to add the reference files to compile it properly. Honestly it's pretty much the same as xml but more syntax.

Posted
8 minutes ago, devacore said:

If you download visual studio [it's free] properly the example mod has all the initialization setup. You'll have to add the reference files to compile it properly. Honestly it's pretty much the same as xml but more syntax.

I've had visual studio, but i don't use it much. I don't know what i have to do

Posted
10 minutes ago, MaroonToon said:

I've had visual studio, but i don't use it much. I don't know what i have to do

Put the files into the mod folder. Go to the Source folder click on KurinOptions.sln. It should open in visual studio.  Youtube video-> RimWorld Modding - How to setup Visual Studio 2017 [Part 3] at 4:04 he talks about how to add reference files.

Posted

Slightly off-topic, but what does the "Garam" framework do that the HAF can't?

I imagine having both enabled is a really bad idea, but at the same time, I really want add the Kurin and those weird mint chocolate chip slime girls.

Posted
38 minutes ago, Car Fax said:

Slightly off-topic, but what does the "Garam" framework do that the HAF can't?

I imagine having both enabled is a really bad idea, but at the same time, I really want add the Kurin and those weird mint chocolate chip slime girls.

It messes up some pawn generation .

It allows for a loop of textures to play to look like facial animations .

It has an abundance of somewhat random bugs.

It has a a large amount of lack of support .

It has low development support since the author is enlisted and just had to release his mods without telling people in advance.

It also seems to reduce maximum achievable frame rate and increase performance decay faster.

 

But hey at least it has facial animations and gender specifications that you wont notice unless you are zoomed in on your pawns all the time, and the animation feel very much un-immersive.

 

Well that is what I found out in it while using it.

Posted
2 minutes ago, NeverLucky4Life said:

It messes up some pawn generation .

It allows for a loop of textures to play to look like facial animations .

It has an abundance of somewhat random bugs.

It has a a large amount of lack of support .

It has low development support since the author is enlisted and just had to release his mods without telling people in advance.

It also seems to reduce maximum achievable frame rate and increase performance decay faster.

 

But hey at least it has facial animations and gender specifications that you wont notice unless you are zoomed in on your pawns all the time, and the animation feel very much un-immersive.

 

Well that is what I found out in it while using it.

I briefly looked for the source code but I guess he doesn't like to share? I could think of a good use for those looping sprites. No point in using that framework unless he opens the source [bug fixes, compatibility etc]

Posted
58 minutes ago, NeverLucky4Life said:

It messes up some pawn generation .

It allows for a loop of textures to play to look like facial animations .

It has an abundance of somewhat random bugs.

It has a a large amount of lack of support .

It has low development support since the author is enlisted and just had to release his mods without telling people in advance.

It also seems to reduce maximum achievable frame rate and increase performance decay faster.

 

But hey at least it has facial animations and gender specifications that you wont notice unless you are zoomed in on your pawns all the time, and the animation feel very much un-immersive.

 

Well that is what I found out in it while using it.

I suppose there's no reason to use Garam just yet then.

Thanks for the info!

Posted

But yeah, from what i've seen, it could be a really good framework for adding much more complex Alien races and the like once it's incompatibility stuff is kinked out.

From my hypermodded (430~) game tho, it hasn't really messed things up in terms of pawn generations and the like.

Posted

The Biggest advantage of Garam has to be the potenial in my opinion. Correct me if I'm wrong, but It looks like you can do a lot more with it than HAF.

Posted

I'ma assume this is a patch mod that requires the original mod. Please, put requirements and/or load order in OP to avoid confusion. Otherwise, amazing job. Con't wait for the convert to HAF instead of that flop system Garam (because we needed yet ANOTHER framework mod *rolls eyes*)....

Posted
1 hour ago, DonFrosty said:

I'ma assume this is a patch mod that requires the original mod. Please, put requirements and/or load order in OP to avoid confusion. Otherwise, amazing job. Con't wait for the convert to HAF instead of that flop system Garam (because we needed yet ANOTHER framework mod *rolls eyes*)....

I had a warning to load after Kurin, but i'll try to make it clearer

  • 4 weeks later...
Posted
On 3/10/2020 at 12:47 AM, MaroonToon said:

 I won't give up until the kurin are properly Lewd.

 

You Sir are my hero.

 

I already have the steam "Kurin easy mod" to nerf the mood debuffs. How exactly do I use the "texture only" package? I have unpacked it to mod folder, but RW can't detect the version and I have red error: Mod Kurin Naked Textures did not load any content. Following load folders were used:
  - C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Kurin Naked Textures

 

Do I need to copy the textures in my local copy of Kurin Mod folder? Where/how exactly?

Posted

Nevermind, found the retexture patch file. You guys are great.

Is there any way to make Kurin Body Armor less visible? If tried Character Editor and Dubs Paint, but can't change much to the colors. The Kurin Duster can be turned invisible, 'though.

Posted
11 hours ago, CYFire said:

Nevermind, found the retexture patch file. You guys are great.

Is there any way to make Kurin Body Armor less visible? If tried Character Editor and Dubs Paint, but can't change much to the colors. The Kurin Duster can be turned invisible, 'though.

I've completely reworked kurin to use HAR instead of garam. i highly recommend you use this instead.

Posted
56 minutes ago, GentleSlavBoy said:

Ok so just to be clear

Do i use Garam or Humanoid Alien Races

is it normal that sometimes it's naked and sometimes not

do i use Garam and HAR at the same time?

read the github description

Posted
50 minutes ago, Drakeen said:

Would it be hard for you to a male version? I love me some fox girls, but it would be nice to see more.

can't. kurin are an all female race and without proper textures they would look very strange. also this just patches garam kurin. go to my other thread if you want the HAR version

Posted

making a Male version of Garam Kurins is a waste of time sine the race is restricted to only Homosexual relationships, true I have a patch that changes this but Garam still does not play nice with moist mods.

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