New Weapons mod 3.0 от JimReinor

The modificaton of parts, models and abilities.
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Jim Reinor
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A major update to the New Weapons mod, where a huge number of new weapons and abilities were added.

A significant amount of work was done to improve all the old shot animations to higher quality and more realistic analogues.

Now the effects of elemental weapons, the Force abilities from Star Wars, firearms and special weapons look much better, and the characteristics were rebalanced. Also, a colossal amount of work was done to correct the animations of shots of abilities so that they do not fly only from the center of the creature's body.

It integrates the STAR WARS Captain Weapons Mod, but the captain's weapons now retain the standard shot effects and they are no longer replaced with new ones, as well as the Fire Breath mod from ChocIce75 with improved damage.

The mod is intended primarily for creating cool game creations with new combat abilities, for playing in epic adventures.
It is strongly recommended not to use the mod's abilities at the Creature and Tribe stages, as they will introduce an imbalance at these stages.

The author thanks IHaveNoIdea, the creator of the Locked N Loaded mod, for the tip on creating abilities that allow you to create custom versions of captain abilities without replacing the original ones. Also, a huge thanks to the user emd4600 for the Effect Editor tutorials for Sporemodder, without him there would be no update of the mod.

The modification is intended ONLY for Spore Galactic Adventures! Since it uses many sound and visual effects of the abilities from the Galactic Adventures add-on, it will not work on the regular version of Spore.

Mod installation: copy the file !!!!!!New_Weapons_mod to the SPORE/SPORE_EP1/Data folder.

Update from 10/22/2024 - fixed the animation error of the autoshotgun, increased the speed of the laser beams of 2 and 3 levels.
Adjusted and increased the damage of all weapons.

Update 10/30/2024 - Fixed a bug with the captain's part "Ice Attack" not working. Thanks to Rigel Acarios for finding the bug.

Link to the mod MediaFire

Image

Old versions of the mod are in the posts below.
Last edited by Jim Reinor on Wed Oct 30, 2024 12:53 am, edited 32 times in total.
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Jim Reinor
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New Weapons mod от JimReinor

Latest mod. Adds many new creature weapons in the form of abilities, such as elemental weapons, Star Wars Force abilities, firearms, and special weapons.
Weapons are very competitive with captain equipment, so you will always find among them the abilities that suit your playstyle.

Installing the mod: copy the file !!!!!!New_Weapons_mod to the folder SPORE/SPORE_EP1/Data or if you have a different version of the game, SPORE/Data.

Link to the mod https://www.mediafire.com/file/exzyki67 ... r.zip/file

Image

The following abilities are currently implemented:

Air Wave - When attacking, create an air wave that damages enemies and knocks them down, interrupting their attack.

Fire (Fire) - Sets the target on fire and deals additional long-term damage to several targets in range, and reduces their defense.

Ice (Ice) - Freezes several enemies in range, dealing minor damage to them and reducing the health recovery of enemy heroes.

Lightning - Unleash lightning bolts that can damage multiple targets and briefly electrocute an enemy.

Vorpal - A single-target shot that can instantly destroy a weak enemy and deal additional damage to enemy heroes.

Force Grip - Allows the Jedi to strangle or compress the organs of living beings.

Pistol
Shot from a semi-automatic pistol.

Automatic pistol (Auto Pistol)
Shots from an automatic pistol. High rate of fire but low damage.

Submachine gun (SMG)
Shots from a submachine gun. High rate of fire and medium damage, but low range.

Assault Rifle (AR)
Assault rifle shots. Good rate of fire and good damage, medium range.

Burst Assault Rifle (BR)
Shooting from an assault rifle with a burst. The rate of fire is below average, but has higher damage, and the range is above average.

Shotgun (SG)
Shotgun blast with splash damage. Very high damage, but short range and low rate of fire.

Automatic shotgun (Auto Shotgun)
Shots from an automatic shotgun, with area damage. Decent damage, but lower than the shotgun, and a significantly higher rate of fire. Small range.

Semi-automatic sniper rifle (DMR)
Shot from a semi-automatic sniper rifle. Decent damage, high range and good rate of fire.

Bolt-action sniper rifle (SR)
Shot from a bolt-action sniper rifle. Very high damage, long range, but low rate of fire.

Light machine gun (LMG)
Shots from a light machine gun. High rate of fire and high damage, medium range but high power consumption.

Revolver
Shot from a revolver. Significantly more damage than a pistol, but slower rate of fire.

Medium Blaster
Blaster shot of medium firepower. Effective at medium range.

Crossbow (Crossbow)
Crossbow shot. Good damage and high range, but rather low rate of fire. Effective for silent elimination of enemies at a distance.

Lanvarok
The Lanvarok is an ancient weapon created by the Sith race. After the disappearance of the Sith race, the Lanvarok became a rarity. Fires sharp metal discs. It has low damage compared to a crossbow, but a much higher rate of fire, and the metal disk stuns the enemy.
Despite its ancient age, it is still effective for stunning and damaging enemies from a distance.

Geonosian sonic blaster
Fired from a Geonosian sonic blaster. Fires an acoustic wave of energy that can deal area damage and disorient an enemy on impact. Shot range is slightly below average. Effective against lightsaber blocks as they do not reflect acoustic beams.

Version 2.3

List of changes:

- Improved reloading and damage of light weapons such as the pistol, submachine gun and revolver.
- The damage of the Vorpal ability has been adjusted, now it is equivalent in power to a shotgun.
- Added a new weapon - the Proton Torpedo.
A miniature proton torpedo converted from a missile by Adumarian weaponsmiths. Has devastating damage. When it hits a target, it explodes violently, causing powerful area damage.

Version 2.4

List of changes:

- Energy costs for all weapons have been completely removed. Now energy is used only to operate the Power Shield from the Zealot's equipment.
You can now effectively use all types of captain armor, including the force shield.
A power shield will perfectly protect against light weapons, and will mitigate damage from heavy weapons, reducing their damage per hit.

Version 2.5

List of changes:

- Added new weapons - Explosive Shot, Poison and Heavy Machine Gun.

A shot that explodes upon impact with the target. Deals high damage.
A poison shot that disorients the enemy and deals long-term poison damage.
Shots from a heavy machine gun. High rate of fire and high damage, medium range.


STAR WARS Captain Weapons Mod

Also, I post the old mini-mod, which was previously posted here, but was lost when the site database was damaged:
STAR WARS Captain Weapons 2.0 by JimReinor (Latest version 2.2 and Saberfighting featured here)

Upgrades the stats of the Captain's Ripple weapon and replaces the standard Captain's Ripple effects with Star Wars auto lasers, and replaces the default Flare Gun tier 1 weapon effect with a Star Wars auto laser, improving the weapon's stats.

Halves the energy cost of melee weapons - Lightning and Knife Knuckles, the energy cost remains for balance.
Removes the energy cost for the Sprint, Hover and Mega Jump skills so they don't cost energy at all.

All lasers are specially balanced so that you can easily destroy secondary weak characters such as soldiers, but a hero with protection and increased HP will be difficult for you to destroy with a clamp and in this case it will be optimal to shoot fast single shots to reduce the high energy consumption, which is also a compliance balance, otherwise it would be easy for you to destroy any enemies.

Version 2.0 - Improved damage of lasers 2 and 3 levels, equivalent to the damage of the standard abilities of the captain: 2 level: from 30 to 35, 3 level: from 40 to 55

Mod changes:

Pulse Gun level 1 (red autolaser) - damage 25
Pulse Gun level 2 (green autolaser) - damage 35
Pulse Gun level 3 (purple autolaser) - damage 55
Rocket launcher level 1 (golden autolaser) - damage 35

The modification can be easily removed without affecting the creations made on a clean version of Spore and with other mods. No incompatibilities or conflicts were found.

It is also easily removed when crafting creatures with this mod, if the mod is removed, the creatures and captains will return the standard effects and characteristics of the weapon.

JimReinor would like to thank TheChosen1GroxPL, the author of the "No energy drainage for Captain tools" mod to speed up the firing of warrior fragments and disable energy, for providing access to the resources of the game, giving inspiration and the opportunity to make a completely new mod.

Installing the mod: copy the file !!!!!!STAR_WARS_Captain_Weapons_mod to the folder SPORE/SPORE_EP1/Data or if you have a different version of the game, SPORE/Data.
Removing a mod will not affect the performance of creations made before or after the mod.

STAR WARS Captain Weapons mod by JimReinor and Saberfighting

Saberfighting is an optional modification that, in addition to the previous changes, increases the playability and effectiveness of melee captain weapons of all levels, balancing their damage, allowing you to use different movesets and attack combinations for characters, making fights more spectacular.

Everything is the same, but for melee weapons - Lightning and Knife Knuckles, for all levels (1,2 and 3) the same damage parameters are set - 115 and 90, and the same reload speed.

Set as desired. If you want the damage of melee weapons to be like in the vanilla version, install the first version of the mod.

Version 2.1
Removed the recoil and jump shot animation from the Tier 3 Rocket Launcher that knocked the character back.
Increased the rate of fire of the rocket launcher of level 2 - damage 60 - submachine gun and level 3 - damage 125 - rapid-fire grenade launcher. (Only in Captain_Weapons and Saberfighting)

Edit version 2.1 dated 04/07/2023 - increased laser damage level 1 in both versions: from 20 to 25.

Version 2.2

Improved shaman weapons.

Poisoned Blade - improved version - Vorpal Blade - a sharp blade with increased damage and a fast-acting poison that takes an additional percentage of the target's health.
Summon Insects - Enhanced - A poisoned shot that disorients the enemy and deals poison damage over time.
Ice - Added some minor damage and added an area effect that allows you to freeze multiple enemies in range.
Hypnosis - Increased target hypnosis time from 15 to 50 seconds and accelerated cooldown.

Edit dated 06/13/2023 - Changed the Poison Shot icon to a poison icon.

Level 2 and 3 flare guns have completely eliminated the recoil that throws the arrow away.
Reduced the damage of tier 2 and 3 rocket launchers to 40 and 80 while maintaining a high rate of fire to maintain balance.

Edit dated 06/15/2023 - the delay before the shot was removed from the golden laser (Tier 1 rocket launcher), now it is effective when used separately, and not only with pulse lasers.

Edit from 11/20/2023 - the damage of the Ice Attack ability has been significantly increased.

Edit from 12/20/2023 - energy costs for all weapons have been completely removed. Now energy is used only to operate the Power Shield from the Zealot's equipment.
You can now effectively use all types of captain armor, including the force shield.
A power shield will perfectly protect against light weapons, and will mitigate damage from heavy weapons, reducing their damage per hit.

Edit from 02/03/2024 - the “Summon Insects” ability has been restored. Compared to the original, damage and range have been increased. The "Poison Shot" ability has been replaced with "Poison" and moved from the New Weapons mod.

Link to the mod https://www.mediafire.com/file/yj34vqi4 ... r.rar/file

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Last edited by Jim Reinor on Wed Jul 03, 2024 8:45 am, edited 8 times in total.
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Davo
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This looks amazing!!!
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Jim Reinor
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After a lot of time, I made a new version of the New Weapons mod v3.0, where a lot of new things were changed and added.
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Rigel Acarios
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The mod is amazing. The latest version has a huge variety of new abilities.
My only problem with the mod is that for some reason the captain's ice burst ability doesn't work properly. On NPCs it does work, but on the captain or creature I want to control I don't get the ability and only the default strike ability appears. It seems to only work when the creature has no hands for some reason.
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Jim Reinor
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Rigel Acarios wrote: Mon Oct 28, 2024 3:07 am The mod is amazing. The latest version has a huge variety of new abilities.
My only problem with the mod is that for some reason the captain's ice burst ability doesn't work properly. On NPCs it does work, but on the captain or creature I want to control I don't get the ability and only the default strike ability appears. It seems to only work when the creature has no hands for some reason.
Thanks for the error you found. I fixed it and re-uploaded the mod, now the captain's part "Ice Attack" should work.
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Rigel Acarios
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Jim Reinor wrote: Wed Oct 30, 2024 12:55 am
Rigel Acarios wrote: Mon Oct 28, 2024 3:07 am The mod is amazing. The latest version has a huge variety of new abilities.
My only problem with the mod is that for some reason the captain's ice burst ability doesn't work properly. On NPCs it does work, but on the captain or creature I want to control I don't get the ability and only the default strike ability appears. It seems to only work when the creature has no hands for some reason.
Thanks for the error you found. I fixed it and re-uploaded the mod, now the captain's part "Ice Attack" should work.
I really appreciate that you fixed the bug. Ice burst works now!
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