Zerbie's Ability Modification (Final Version)

The modificaton of parts, models and abilities.
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UglyDollFan
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Zerbie's Ability Modification (Final Version)

Unread post by UglyDollFan »

Before explaining what this mod does, here's what required before downloading this mod :
Of course, you need Spore :spore:
You may also need the Creepy and Cute expansion :cc: (to experience this mod's full effects)
Lastly, you need Galactic Adventures :ga: With the 1.5 Patch :patch1.5:

If you already have downloaded Any version of the mod prior to the most recent version (listed on changelog), delete it and replace it with the most recent version

Originally a modification that only added jump to most foot parts, I suddenly had the idea to add more than just that!

Here's a short demonstration of the mod :



Read changelog and features below before downloading : http://www.mediafire.com/file/s1y5j0ogm ... ckage/file

Changelog:
Version 4 : AKA The Final One
- Made bite and strike refresh a bit faster, the refreshing should time perfectly with the attack animations
- Nerfed strike damage.
- Removed the $25+ strike tax on any part that had strike
- Made higher levels of energy blade and electric sword recharge a bit longer
- Fixed pricing of certain parts
- Added $5 to the starting budget of the early creature creator
- At this point, there doesn't seem to be anything else to add or change, there won't be any further updates after this, thanks for playing!

VERSION 3 : AKA Zerbie's Ability Modification
- Reworked all attacks and sprinting
- Changed the prices of parts that include strike, consider it a tax. Prices raise based on the level of strike
- Speaking of taxes, increased the price of all graspers!
- Increased the refresh timer of summon swarm and freezing ability.
- All sensory parts with charm are now $10
- Downgraded sensory parts that had charm level 2

VERSION 2
- Changed the prices of parts based on amount of abilities. Refer to the guidelines below as to how they change! Now there's more strategy on what to spend DNA on!
- To confiscate for the change in price, the initial budget in the creature creator has been doubled! Now you start with $4000!
- All Sensory parts now have sight!
- Certain Antennae and "ears" have charm. This raises their price to $25
- Certain "Cute" eyes have charm. This raises their price to $25
- (Creepy/Cute Exclusive) The Cute Herbivore Mouth has charm
- Level 2-4 Dinosaur hands have pose!

VERSION 1
- Added Strike to some graspers
- Added Sprint to most feet
- Removed Jump for level 1-3 wings
- Altered the mechanics of Sprint and Charge

BETA : UDF Foot Jump
- Added varying levels of jump to most foot parts

Features

Mouth
- (Creepy&Cute Exclusive) For the cute herbivore parts, charm is added!

Senses
- Everything has sight!
- For most of the antennae, charm is added
- For some ears, charm is added
- For some of the "cute/goofy" and feminine eyes, charm is added

GRASPERS
- For the level 3/4 amphibian parts, strike is added!
- For the arthropod parts, strike is added!
- For the "cute" alien parts, strike is added!
- For the level 2-4 dinosaur parts, pose is added!
- Added a $25 hand tax. Should make it longer to obtain hands now!

FEET
- For the reptile parts, Jump is added!
- For the bear parts, Jump is added!
- For the bird/raptor parts, Sprint is added!
- For the primate parts, Jump and Sprint (Level 2-3) are added!
- For the level 1-3 hooves, Jump is added!
- For the arthropod parts, Sprint is added!
- For the "cute" alien parts, Sprint and Jump (Both for level 1-3) are added!
- For the other "cute" feet, Sprint and Jump are added!
- For the "creepy" feet, Sprint and Jump are added!

Combat
- Buffed the damage of bite. The higher the level, the longer it takes to use the attack again!
- Buffed the damage of charge. Out of all the attacks, this one has the longest recharge time! Also, the higher the level, the farther away the attack can start!
- Strike may be slightly weaker than in the base game, but it's the fastest attack out of the rest!
- Buffed the damage of spit attacks (but not poison). Unlike the rest, its recharge time is always the same regardless of level.
- Increased the recharge time of Summon Swarm and Freeze. While you may no longer spam these attacks as often anymore, it will at least give you some time to breathe when used against you!
- Increased the recharge time of all levels of energy blade and electric sword, they're too powerful to get!

OTHER CHANGES
- The prices of parts are determined by the amount of abilities they have, refer to the guidelines below!
- Initial budget in creature creator has been doubled (Used to be $2,000 ... Now is $4,000)
- That annoying $145 budget in the early creature creator has been fixed to $150
- Because almost everything has jump on it, the Level 1-3 wings lose their jump ability
- The stamina bar displayed when sprinting refills faster now!

If you wonder how and why I determine the price of things, this quote will explain it all!

General
- The location of the parts determines their STARTING prices. The first parts will always start with $25, while the last parts will always start with $250
- Abilities such as sight, grab, and speed does not change the price of parts. They're pretty basic/essential abilities, so there's no need to increase prices
- Parts can only have one ability to retain their STARTING prices. There are some exceptions to this rule, though...
- The levels of abilities do not influence price, only how many types of abilities a part has.

Mouth
- Bite, Sing, and mating call are required for all mouths, price is unaffected.
- Otherwise, any other ability will increase the price. Each new ability will increase the price by $25

Graspers
- It doesn't make sense to immediately grow arms at the beginning of the creature stage, so it's decided that all Graspers should be given a $25 tax!
- Social abilities do not seem to influence price

Feet
- Neither Speed n'or jump affect price.
- The part can only have 1 social/combat ability to retain their STARTING Prices
- Otherwise, any other ability will increase the price. Each new ability will increase it by $25

Weapons / Details
- The part can only have 1 combat ability to retain their starting prices.
- Otherwise, any other ability will increase the price. Each new ability will increase it by $25
While Some changes from this mod will apply to all creatures, anything that adds abilities to parts won't apply to creations that were made before installing this mod. Only things made/downloaded when this mod is installed will have the abilities. If a creation was made when the mod was installed, when the mod gets uninstalled, the creation will still retain the modified abilities!

If you want all non-maxis creations to have these modified abilities, simply delete the pollination folder in [C:\Users\(Name)\AppData\Roaming\Spore] and wait for everything to reinstall. That way, everything has the modified abilities!

OLD DESCRIPTION *Spoilers don't work atm*
Spoiler
ORIGINAL TITLE : ADDED JUMP TO MOST FOOT PARTS

Now, I would like to say what this mod does... But the title answers itself!
Basically, most of the foot parts now have varying levels of jump in them. I've always been bothered by the fact that very few types of feet have the jump ability, which is one of the most vital abilities in the entire game! Because of that, I gave the parts some level of jump...

Only the default foot part, the 2nd Rhino foot, and the Creepy and Cute Alien foot don't have jump in them. Ironically, the sucker feet do have jump on them.

Creations that were made before installing this mod will not have the added jump ability, only things created/downloaded after installing this mod will have the added ability.
It's best if you delete the pollination package, that way, when the creations are redownloaded, they will have the added ability!

NOTE : The location of the package is in [ C:\Users\(whatever'syourusername)\AppData\Roaming\Spore ]
This package determines what creatures/races/vehicles/buildings will appear in your game. Deleting this package will cause the game to redownload every creation. This may cause some existing creations in saved games to be replaced by another creation. This won't harm the game, but it may harm your attachment to fictional characters...


Don't worry, anything you make using this mod can still be shareable, it's just that it would only have the original abilities when viewed by other players...
Last edited by UglyDollFan on Sat Sep 19, 2020 11:45 am, edited 15 times in total.
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UglyDollFan
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Re: Added Jump To Most Foot Parts

Unread post by UglyDollFan »

I'm planning on modifying more parts than just feet. I may consider utilizing UPE to make things easier...

...Hopefully UPE can allow me to apply the modified abilities to EVERY CREATION in the game!

EDIT : NEVERMIND, I'm still of a beginner when it comes to modding...
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Re: Zerbie's Ability Modification

Unread post by UglyDollFan »

I have some plans for Version 2 :

- Add Sight to Hearing/Smelling based sense parts

- Add abilities to some sense parts

- Add more abilities to some mouth parts

- Add social abilities to graspers

- Increase prices of parts to balance things out, encouraging players to make more tough choices

- Increase the starting amount of DNA points in creature creator to confiscate for the raised prices of parts

If anyone wonders how I determine the prices of things, I'll place some guidelines on the Original Post

I highly recommend downloading something like this http://davoonline.com/phpBB3/viewtopic.php?f=125&t=6706 for this sort of mod, just to make getting parts a bit easier!
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Re: Zerbie's Ability Modification (VERSION 2)

Unread post by UglyDollFan »

As of yet, I don't have any other plans in regards to this mod. This took a few hours on what is basically copying and pasting code onto things. I may consider making an "Expansion Pack" for this mod some time later... But now, I need to rest!

EDIT : Nah, there are other mods that already add parts that I intended to add (Grox and Cell parts)... Refer to something like Dark Injections for that sort of stuff...

...Speaking of which, I may make something for that mod... It's minor though!
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Re: Zerbie's Ability Modification (VERSION 2)

Unread post by UglyDollFan »

I have some plans for Version 3 :

- Change the charge attacks again, because it seems a bit overpowered to be able to stun creatures at point blank range
- Nerf certain captain parts, maybe just increase the "refresh" time??
- Modify More of the parts in game...

I was considering on creating brand new abilities, but such a thing is too complex for me to do! The game is very limited on what you can actually do, and there's no tutorial that I can find on how to make brand new abilities...
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Re: Zerbie's Ability Modification (VERSION 2)

Unread post by UglyDollFan »

Jeez, it's been a long while... Yeah, I haven't worked on this mod because I lost motivation to work on it (and also because modding in a virtual machine was slow). Thankfully, I got a new PC, so I can get right back to work!

Currently, I'm completely reworking the combat for the base game (bite, charge, strike, spit). I may also change some things from Galactic adventures.
I may also consider reworking the pricing of parts as well, just to confiscate for the change in combat!
Lastly, I'm considering on making a demonstration video for the mod, just to help visualize changes.
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Re: Zerbie's Ability Modification (VERSION 2)

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hey
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Re: Zerbie's Ability Modification (VERSION 2)

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hey
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Re: Zerbie's Ability Modification (VERSION 2)

Unread post by UglyDollFan »

Build the helicopter and off to the rescue! Prepare the lifeline, lower the stretcher and make the rescue!

Okay, but in all seriousness... After testing out the mod on the creature stage... Oh my god!
Creatures can be beaten in mere seconds! I can even kill a rogue with only two pack members, with less than 30 HP no less!

I'm currently creating a mod to balance that issue! Hell, I may as well revamp the entire game then!
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Re: Zerbie's Ability Modification (VERSION 3)

Unread post by UglyDollFan »

Fixed Name of Thread.

Also turned Spoilers into quotes because they don't seem to work at the moment...
Last edited by UglyDollFan on Sun Aug 30, 2020 9:08 pm, edited 1 time in total.
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Re: Zerbie's Ability Modification (VERSION 3)

Unread post by UglyDollFan »

Alright, I think I'm going to do one last change for this mod. After that, no more!

Here's what I'm planning to change :

- Making higher levels of bite and strike refresh a bit faster (The refresh timer should last as long as the attack animations)
- Nerfing the damage of strike.
- Removing the "strike" tax on any part with strike
- Fixing the prices of certain parts
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Re: Zerbie's Ability Modification (Final Version)

Unread post by UglyDollFan »

Due to potential package corruptions going around the site, I've decided to move my mods to mediafire. The pop-ups may be annoying, but external downloads were not affected by said corruption.
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Re: Zerbie's Ability Modification (Final Version)

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Will this mod crash with Dark Injection?
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Re: Zerbie's Ability Modification (Final Version)

Unread post by UglyDollFan »

Demariosphere wrote: Sat Sep 12, 2020 11:54 pm Will this mod crash with Dark Injection?
Dark Injection never changes the combat system n'or the abilities that Core Spore/Creepy&Cute parts have. It should be fine...

Infinite Complexity may take over in terms of your initial DNA budget for the editors, but it should be fine!
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Re: Zerbie's Ability Modification (Final Version)

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UglyDollFan wrote: Sun Sep 13, 2020 12:29 am
Demariosphere wrote: Sat Sep 12, 2020 11:54 pm Will this mod crash with Dark Injection?
Dark Injection never changes the combat system n'or the abilities that Core Spore/Creepy&Cute parts have. It should be fine...

Infinite Complexity may take over in terms of your initial DNA budget for the editors, but it should be fine!
Okay, then.
So, according your reply, can I conclude that Zerbie Creature Stage is safe too with DI?
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Re: Zerbie's Ability Modification (Final Version)

Unread post by UglyDollFan »

Demariosphere wrote: Sun Sep 13, 2020 12:35 am
UglyDollFan wrote: Sun Sep 13, 2020 12:29 am
Demariosphere wrote: Sat Sep 12, 2020 11:54 pm Will this mod crash with Dark Injection?
Dark Injection never changes the combat system n'or the abilities that Core Spore/Creepy&Cute parts have. It should be fine...

Infinite Complexity may take over in terms of your initial DNA budget for the editors, but it should be fine!
Okay, then.
So, according your reply, can I conclude that Zerbie Creature Stage is safe too with DI?
Yep, DI only adds parts, nothing in the evolution games should be affected by it
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