Expanded vanila party

Mods that combine many smaller mods or lonely mods that just have no place to go...
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artguk
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Expanded vanila party

Unread post by artguk »

MORE ABOUT MODIFICATION

works without SporeApi. Сopy mod in "DataEP1" folder

DOWNLOAD from Google Drive: https://drive.google.com/drive/folders/ ... sp=sharing
DOWNLOAD from Nexus Mods: https://www.nexusmods.com/spore/mods/34
Videos and images:
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ADDED CHANGES (Own innovations):

  • The captain editor now allows you to change the structure of the creature's body.
  • Added disable symmetry [A] in the cell editor.
  • Expanded zoom limits in all editors
  • Horizontal offset [Shift] and vertical offset [Ctrl] in all editors (The smaller the part size, the more accurate the positioning. ;) )
  • Difficulty indicator in all editors increased to maximum ("unlimited")
  • Increased the durability of allied ships at the "Space" stage by 2 times
  • Laser, Impulse, Bomb, Antimatter Bomb alter terrain (deal terrain damage)
  • New weapon "Remote contactor"
  • New weapon "Сool Thinker"
  • New Tool "Small Terraforming Laser"
  • New Tool "Mining Terraforming Laser" (Drilling the ground and mining Sporebucks)
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3rd party MODIFICATIONS INTEGRATED into this mod:
  • FORCE SAVE - / We save without restrictions (even without a mouth)
  • SPORE STACKER - / Allows you to place creature parts on top of other parts
  • HIDDEN CELLS & GROX PARTS (BETTER SPORE) - / Taken from the "BETTER SPORE" modification, hidden cage parts and Grox parts.
  • GENETIC (PLATINUM SPORE) - / Taken from the "PLATINUM SPORE" modification, the functionality allows you to change the citizens at the "Civilization" and "Space" stages.
  • DAVO BABY KIDNAP (Creature Kidnapper) - / Depending on your size, this mod will allow your creation to pick up smaller creatures. To pick up another, smaller creature, you must switch to attack mode and the "pick up object" icon will appear when hovering over a smaller creature. Your creature must be taller than the creature being picked up.
  • HOCE75 SUBMARINES (Submarine Editor) - / allows you to create underwater vehicles by dropping parts well below the water level in the water vehicle editor. It also changes the water vehicle background in Sporopaedia to an unused background from the Creature Creato demo.
  • CITY WALLS - / Allows you to change the walls of cities and colonies at the "Civilization" and "Space" stages
  • FREELANCE I5x - / Increased earnings from completing tasks for any empire by 15 times, which allows you to equalize income from both tasks and from the sale of a resource among themselves.
  • CUSTOM STARTING CELL - / At the beginning of a new game, instead of choosing from standard cells, the cell editor is launched, in which you can create a cell yourself
  • SPACE STAGE HARBOURS - / The terrain alignment is more circular. Creating a "Port City" on the coast becomes much easier.
  • 2017 HD CREATION TEXTURES 2048x - / Creature texture fixes.
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Spoiler
I decided to make a complex mod and combine some good but conflicting mods.
However, as is usually the case, in the process of merging, I added a few more of my functions and the result was a complex and global modification. :)
I tried to add to the game, but not to change the balance of the game
The goal was to create a modification that would not change the balance of the game, but add some gameplay features and design features.

Also published on google drive besides the modification itself:
  • 4GB Patch - After patching, allows Spore to use 4GB of memory in total. The program will patch the "SporeApp.exe" file located in the "SporebinEP1"
    folder of the game. After that, in the game itself, in the settings, set the amount of available memory for the game to 4096 Mb
  • "Config" folder to replace identical folders in "DataEP1" and "Data" games:
    -Fixed lighting and general shading
    -Fixed bump mapping
    -Fixed "noisy" textures
    -Fixed cell transparency
Last edited by artguk on Tue Nov 29, 2022 7:49 am, edited 5 times in total.


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vanillacold
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Re: Expanded vanila party

Unread post by vanillacold »

Force Save should be removed from this modpack; it's a depricated mod which can cause tons of issues, and there are much better ways to allow your custom parts to save.
(The issues include nameless creations (which disappear from the Sporepedia once you relaunch Spore) being savable, and also mouthless creatures being savable too (since these crash Spore when trying to socialize due to a lack of the Sing abilities))
Hello there! I'm a random guy who sometimes does *slightly* smart stuff. For a while now, I've been creating a game called Sporigins, along with Spore mods such as Solar Spore.
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artguk
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Re: Expanded vanila party

Unread post by artguk »

vanillacold wrote: Tue Oct 18, 2022 8:20 am Force Save should be removed from this modpack; it's a depricated mod which can cause tons of issues, and there are much better ways to allow your custom parts to save.
(The issues include nameless creations (which disappear from the Sporepedia once you relaunch Spore) being savable, and also mouthless creatures being savable too (since these crash Spore when trying to socialize due to a lack of the Sing abilities))
With all due respect, this is not a problem. Yes, saving without a name directly to the Sporepedia without being created on the planet will result in the creature being lost after loading. But this is not a major problem. Yes, it's the lack of foolproofing, but it's not a terrifying problem.
The main thing is that I corrected the pseudocode of all third-party modifications so that they no longer clearly conflict with each other leading to a crash from the game and added more than enough of my own innovations, which I had not seen before, incl. implemented a working "Captain Editor" without SporeApi, although I started with it. I decided that using SporeApi for internal resource modification would be overkill. :lol:
Last edited by artguk on Tue Nov 29, 2022 7:26 am, edited 1 time in total.
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LamaLama
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Re: Expanded vanila party

Unread post by LamaLama »

nice. : )
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artguk
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Re: Expanded vanila party

Unread post by artguk »

LamaLama wrote: Sat Nov 26, 2022 1:44 pmnice. : )
Thank you. I am glad that you liked this complex mod created thanks to the development of many people. :ga: :)
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vanillacold
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Re: Expanded vanila party

Unread post by vanillacold »

artguk wrote: Sun Oct 30, 2022 6:07 pm With all due respect, this is not a problem. Yes, saving without a name directly to the Sporepedia without being created on the planet will result in the creature being lost after loading. But this is not a major problem. Yes, it's the lack of foolproofing, but it's not a terrifying problem.
People potentially losing hours of progress on a creation due to saving without a name is a problem.
There's no reason to use Force Save anymore, or at least not the actual mod as opposed to the toggleable variant which can be added through config modifications.
Although, in case you need it, there is a tutorial on how to allow your custom parts to be classed as valid here.

The main thing is that I corrected the pseudocode of all third-party modifications so that they no longer clearly conflict with each other leading to a crash from the game and added more than enough of my own innovations,
Fixing up older mods does seem like a good idea, although in my opinion, it'd also be a good idea to separate the mod into different components with an XML Mod Identity for the Spore ModAPI Easy Installer. People might want some features but not others, and so might look for other mods instead of using yours.
which I had not seen before, incl. implemented a working "Captain Editor" without SporeApi,
....wait, the Captain Editor is in vanilla Spore, with the Galactic Adventures expansion pack. I dunno what you mean by that tbh.
although I started with it. I decided that using SporeApi for internal resource modification would be overkill. :lol:
Using the Spore ModAPI Launcher Kit for modifying properties is actually a good thing, since it can help to ensure compatibility with other mods, although you're correct in saying that it's overkill; it's much easier to instead make a mod that relies on Universal Property Enhancer (a separate mod that uses the Spore ModAPI Launcher Kit) to do runtime property-replacement.
Hello there! I'm a random guy who sometimes does *slightly* smart stuff. For a while now, I've been creating a game called Sporigins, along with Spore mods such as Solar Spore.
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