Search found 23 matches

by Albalrogue
Sun May 05, 2019 5:13 pm
Forum: Mod Discussion
Topic: Force Loading
Replies: 3
Views: 487

Re: Force Loading

No problem I just found it weird that the response was just the spore logo.
by Albalrogue
Sun May 05, 2019 10:01 am
Forum: Mod Discussion
Topic: Force Loading
Replies: 3
Views: 487

Re: Force Loading

?
by Albalrogue
Fri May 03, 2019 3:47 pm
Forum: Mod Discussion
Topic: Force Loading
Replies: 3
Views: 487

Force Loading

Hi there,

I was wondering if there is any way to force load a creation into an editor that it shouldn't be in?
I'm wanting to load a land vehicle into the sea vehicle editor and modify it there.

I tried using SporeHackv3 but since I have the steam version of spore, it won't work.
by Albalrogue
Sun Mar 18, 2018 3:27 pm
Forum: » Stage - Space
Topic: 100 Planets mod V2!!!!
Replies: 8
Views: 10311

Re: 100 Planets mod V2!!!!

A bit too many planets for my taste but hey! Good job!
by Albalrogue
Tue Mar 13, 2018 2:19 pm
Forum: » Stage - Space
Topic: ProfAlba's Grox Replacer
Replies: 1
Views: 2451

ProfAlba's Grox Replacer

This mod replaces The Grox as well as their buildings and their vehicles with my versions which you can find here . https://i.imgur.com/X7MgcQs.jpg https://i.imgur.com/eqTQcTY.jpg You will need to reset your galaxy in order for it to take effect so backup your "pollination.package" and you...
by Albalrogue
Tue Mar 13, 2018 1:19 pm
Forum: Mod Discussion
Topic: Replacing Grox buildings and vehicles
Replies: 4
Views: 2806

Re: Replacing Grox buildings and vehicles

Well I had an idea as you said that it was in decimal instead of in hexadecimal. So I converted the ID numbers into decimal and tried that (1828235C to 405283676).

Turns out it worked! Thank you for the hint (whether it be intentional or not). :)
by Albalrogue
Tue Mar 13, 2018 1:04 pm
Forum: Mod Discussion
Topic: Replacing Grox buildings and vehicles
Replies: 4
Views: 2806

Re: Replacing Grox buildings and vehicles

Ok, I tried putting the ID instead of the numbers and it did nothing, it even revert the grox replacement to the normal grox. I was following these instructions from Forgottenspore : Hey guys I was here to speak with Davo in Private but while I was here I figure Ill help out a little...Anyway to Rep...
by Albalrogue
Tue Mar 13, 2018 9:46 am
Forum: Mod Discussion
Topic: Replacing Grox buildings and vehicles
Replies: 4
Views: 2806

Replacing Grox buildings and vehicles

I'm wanting to mod my spore game where the Grox are replaced by my own version, let it be the species, buildings and vehicles. I've managed to replace the grox themselves successfully but I'm struggling with replacing the buildings and vehicles. The only place I could find where the grox buildings a...
by Albalrogue
Fri Mar 09, 2018 5:48 pm
Forum: » Stage - Space
Topic: Better colonies
Replies: 3
Views: 3425

Re: Better colonies

Any feedback would be welcome. The mod works but I haven't play tested it enough to know if it is unbalanced or not.
by Albalrogue
Fri Mar 09, 2018 4:29 pm
Forum: » Stage - Space
Topic: Better colonies
Replies: 3
Views: 3425

Better colonies

Well, I finally made a mod. I was frustrated that colonies on T1 and T2 planets couldn't have all building and turret slots filled. The ecosystem seems stable so how come? So I made a mod that lets you fill your colonies as you would on a T3 planet. You will still only be able to place 1, 2 or 3 col...
by Albalrogue
Fri Mar 09, 2018 11:08 am
Forum: Mod Discussion
Topic: 3 full colonies on t0 planets
Replies: 2
Views: 2532

Re: 3 full colonies on t0 planets

Right, I've managed to figure out how to have full colonies on any Tscore (save T0) so all I need to do now is figure out how to do it for T0 planets and get rid of the city number limit.
by Albalrogue
Sun Mar 04, 2018 8:01 am
Forum: Mod Discussion
Topic: 3 full colonies on t0 planets
Replies: 2
Views: 2532

3 full colonies on t0 planets

Greetings, I was wondering if anyone knew whether or not it was possible to make a mod that would let you place 3 colonies and put all buildings and turrets on T0 planets. I downloaded a mod called "Terrafreedom" which said it did that and reverse engineer it but it doesn't seem to work pr...
by Albalrogue
Fri Nov 10, 2017 7:30 am
Forum: Mod Discussion
Topic: .crt files
Replies: 0
Views: 1204

.crt files

Hello, I'm wanting to replace the Grox in my spore game with a remade version (along with new vehicles and buildings). The thing is that in the "editorsaves" package where the creature is, there are these ".creaturedata" files but no ".crt" files. Am I to assume that th...
by Albalrogue
Fri Nov 03, 2017 4:19 pm
Forum: » Stage - Space
Topic: Productive Homeworld
Replies: 3
Views: 3881

Productive Homeworld

Ever got annoyed that your homeworld produces way less spice than a simple T1 colony? Do you want to have an edge in the spice market from the moment you set sails to space? If you answered yes and yes, then I have the mod for you! Joking aside, I always found that your homeworld is pretty much usel...
by Albalrogue
Thu Nov 02, 2017 5:30 pm
Forum: Mod Discussion
Topic: Modding problems
Replies: 4
Views: 2086

Re: Modding problems

Thanks I'll check it out. :)
by Albalrogue
Tue Oct 31, 2017 6:13 pm
Forum: Creatures
Topic: Maxis Creatures Reimagined
Replies: 6
Views: 4263

Re: Maxis Creatures Reimagined

I just finished remaking "The Grox".

Image

Anyway great creations!

EDIT : Maxis creations are horrible imo and it is always fun to see reimagings of them. :)
by Albalrogue
Tue Oct 31, 2017 1:12 pm
Forum: Mod Discussion
Topic: Modding problems
Replies: 4
Views: 2086

Re: Modding problems

Ah that would explain it since french uses "," as decimals.

Also, I had no idea there was something else than sporemaster...
by Albalrogue
Mon Oct 30, 2017 4:06 pm
Forum: Mod Discussion
Topic: Modding problems
Replies: 4
Views: 2086

Modding problems

Since I have some time now I decided to have another go at modding. The thing is that every time I pack a mod I get this pop-up : https://preview.ibb.co/bRK1wR/Error_sporemaster.png And even though the changes are there when I unpack it, there is no effect ingame. I thought it might be because I'm o...
by Albalrogue
Sun Oct 29, 2017 5:44 pm
Forum: Mod Discussion
Topic: Changing the way parts are positionned in creature editor.
Replies: 1
Views: 1241

Changing the way parts are positionned in creature editor.

I remember playing around with sporemaster a few years back and found a way to change the rôle of parts like turning mouths into graspers and graspers into mouths (they also share the same way they animate wich is neat). As I did that, I noticed that the mouths that were now graspers were placed the...
by Albalrogue
Sat Oct 14, 2017 4:02 pm
Forum: Mod Discussion
Topic: Eradicate Flora
Replies: 8
Views: 2893

Re: Eradicate Flora

Yeah I use the anytool on any planet mod and ended up de terraforming. It's not as if homeworld produces much spice anyway.

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