devacore Posted March 12, 2020 Posted March 12, 2020 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]Â to start if you want to play around in visual studios.
MaroonToon Posted March 12, 2020 Author Posted March 12, 2020 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]Â 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
devacore Posted March 12, 2020 Posted March 12, 2020 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
MaroonToon Posted March 12, 2020 Author Posted March 12, 2020 oof C# is new to me, but i'll see what i can do.
devacore Posted March 12, 2020 Posted March 12, 2020 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.
MaroonToon Posted March 12, 2020 Author Posted March 12, 2020 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
devacore Posted March 12, 2020 Posted March 12, 2020 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.
Car Fax Posted March 13, 2020 Posted March 13, 2020 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.
NeverLucky4Life Posted March 13, 2020 Posted March 13, 2020 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.
devacore Posted March 13, 2020 Posted March 13, 2020 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. Â 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. Â 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]
MaroonToon Posted March 13, 2020 Author Posted March 13, 2020 Vera on the rjw discord found a way to get the textures out.
Car Fax Posted March 13, 2020 Posted March 13, 2020 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. Â 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. Â 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!
Arkar1234 Posted March 13, 2020 Posted March 13, 2020 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.
MaroonToon Posted March 13, 2020 Author Posted March 13, 2020 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.
MaroonToon Posted March 14, 2020 Author Posted March 14, 2020 I'm working on a remake of Kurin using Humanoid Alien Race Framework.
DonFrosty Posted March 18, 2020 Posted March 18, 2020 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*)....
MaroonToon Posted March 18, 2020 Author Posted March 18, 2020 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
CYFire Posted April 9, 2020 Posted April 9, 2020 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?
CYFire Posted April 9, 2020 Posted April 9, 2020 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.
MaroonToon Posted April 10, 2020 Author Posted April 10, 2020 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.
GentleSlavBoy Posted April 10, 2020 Posted April 10, 2020 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?
MaroonToon Posted April 10, 2020 Author Posted April 10, 2020 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
Drakeen Posted April 11, 2020 Posted April 11, 2020 Would it be hard for you to a male version? I love me some fox girls, but it would be nice to see more.
MaroonToon Posted April 11, 2020 Author Posted April 11, 2020 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
NeverLucky4Life Posted April 11, 2020 Posted April 11, 2020 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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