Creature Stage modding Help

Learning to mod or have something to contribute? Have a look and find more.
Post Reply
User avatar
Hiemor
Cell
Cell
Posts: 7
Joined: Sun Feb 11, 2024 8:33 am

Creature Stage modding Help

Unread post by Hiemor »

Hi everyone, I hope I explained everything well


I'm making a mod that converts creature stage to "half tribe stage", half tribe stage and half creature stage with huts instead of nests and more....



PROCEDURE

in my mod I added creatures with custom parts via the package file "HalfTribeStage_Content.package"

and in the ".summonary" file of each creation where there was the string "parameter int 0x052def3f hash(TRG_NPC_TribeCreature)" I put "parameter int 0x052def3f hash(HTRG_NPC_Half_Tribe)"

so then I went to the "herdtypes~" folder and added the "HTRG_NPC_Half_Tribe.prop.prop_t" file with the creature characteristics inside by inserting the string "uint32 ArchetypeGroup"hash(HTRG_NPC_Half_Tribe)"

then I went to the "0x0302A1C9" folder in the "0x2BEB12F4" file where the bootable files of the "herdtypes~" folder are written in the creature phase

and added "hash(HTRG_NPC_Half_Tribe)" to the other strings



DESIRED RESULT

this way I should find the "half tribe" creatures in creature phase only with my creatures with custom parts




PROBLEMS

but it works only if in the file "HTRG_NPC_Half_Tribe.prop.prop_t" I put "hash(NPC_Large_Combat)" instead of "hash(HTRG_NPC_Half_Tribe)" in the string "uint32 ArchetypeGroup"

but I didn't find any file with explanation of "uint32 ArchetypeGroup" for herdtypes~

it seems that thanks to ArchetypeGroups the game is able to position or identify creatures
Hi I'm "Italian"
and I just started posting my SPORE™ mods
Post Reply

Return to “Modding Documentation”