Expanded vanilla party v.10.1

Mods that combine many smaller mods or lonely mods that just have no place to go...
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FrenchSPORE wrote: Mon Jul 17, 2023 6:27 am Okay, I was a bit worried that my creations made with the mods temporarily removed for testing would be buggy in case I came across them in my party. I know not to open them, otherwise I can always delete them and add them back into the game, which usually fixes the problem.
Yes, so to check that the mod is working properly, I'm going to test it, I've also had a bit of a time crunch.

I'll say that, normally tomorrow, if it worked.
Merci. :)
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So that's it, I tested by removing all the mods, with and without Drone_part, but I can tell you that when I started the game, I freaked out a little when I went to my Sporpedia, I had seen that my creations had mostly disappeared! As if I had removed a file specific to the game but no, and afterwards, the rest of my creations were loaded, so I lost none, ... phew. I don't know why it did that.

I regret to say that ''Stacker'' still didn't work! Only if we place the elements on the parts of Drone_parts.

The ''Baby kidnapping'' seemed to work better, or so, that's a feeling I got when playing a new game, but I didn't really see a difference in another save.
But me, I say and I note rather, that it works according to some conditions:
-It works pretty well on Cellular and crawling creatures, but it hardly works on ''Alpha''.
-When the creatures you meet evolve (cocoons), it doesn't work or almost, they also change size.
-That there is still a size limit for picking up small creatures, sometimes the babies are a little too big and you can't pick them up, even though you're always bigger, we I would say that the creature has to be really smaller than you for it to work.
-When you evolve (brain that grows), of course, you gain in size, but whatever the case, you are still bigger than the creature you want to pick up. After passing this stage, there were before, creatures that I could not pick up that I could pick up afterwards! I confirm that there is therefore, a size limit!

I made a little diagram to see the thing:
Voir l'image en grand

Afterwards, I tested the mod itself to see, and it almost doesn't work! I saw that it was the same for other people too.
I was able to pick up a small creature only once, and another that I couldn't pick up until my creature's brain grew and after, yes. This mod may be a little less functional than the one included in yours.

The textures that leave marks on the creatures, it has partly "disappeared", even after putting back all my mods. But are still present on some creatures!
Here, an image that shows that my creature doesn't seem to have these marks anymore, or it looks like they are really very light, and the outline of the creature looks a little black. But these green ''Payer'' creatures, si, it shows very well, I then tried to make a new creation of this creature, and it didn't have these marks anymore. In fact, these marks are quite noticeable when creatures are viewed from a little further away.
Voir l'image en grand

I may not be the only one to have encountered these problems, but I'm the only one to have reported them :p
I'm French, sorry if there are sentences or words that may seem confusing once translated, or other errors... :?

I play the game disk version, on Windows 7.
I have all the game's expansions and it is up to date.

I have Spore Hero too.
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Fine. Thanks for the test.
- There is indeed a problem with the Stacker - It crashes.
Fixed in a new update I'm preparing
-Glitch with the captain view. Fixed in a new update I'm preparing.
-Lifting creaturesA selection of creatures. Indeed, there is a gradation of the rise of entities. You need to be about half the height of another creature.Approximately this ratio allows you to raise. You have very accurately displayed in your picture.In general, it would be strange if you could lift creatures of such height as yourself or a little less with one hand. :lol: It's not my mod. It's an early Davo mod. I just integrated him to my complex mod. ;) Image -----------------------------------------------------
:idea:
The update my mod will be ready soon. :)
The update will contain the correction of detected errors and new functions :!: :)
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From nothing ;)
Ah... I was quite right that there were some concerns, it reassures me that it wasn't just me.
A selection of creatures. Indeed, there is a gradation of the rise of entities. You need to be about half the height of another creature.Approximately this ratio allows you to raise. You have very accurately displayed in your picture. :lol: It's not my mod. It's an early Davo mod. I just integrated him to my complex mod. ;)
But since it was said that we could ''carry small creatures'' and that our creature had to ''be larger than this creature'', it was confuse :roll:
In general, it would be strange if you could lift creatures of such height as yourself or a little less with one hand.
It's true, but even in Adventures we can lift much bigger objects :D , it's just a game after all.

Briskly the update, I may no longer have to remove the mod every time when I'm not using it.
If you can make the ''new'' mod usable without having the obligation to use the ModAPI, it will suit me (or to others).
Thanks ;)
I'm French, sorry if there are sentences or words that may seem confusing once translated, or other errors... :?

I play the game disk version, on Windows 7.
I have all the game's expansions and it is up to date.

I have Spore Hero too.
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FrenchSPORE wrote: Wed Jul 19, 2023 6:41 am ...Thanks ;)
My nephew plays with my mod. He didn't have any problems. I made a mod for it. He again asked me to add changes and I went back to finalizing.
With some difficulty, I discovered the problem with the stacker, which you only mentioned when you added now, in the upcoming update, new parts.
But thanks for reporting the issue. :)
As for the description of the modification from Davo ... English is not my native language, so I'm sorry that the translation is so clumsy :lol:
:arrow: Yes, I initially decided not to use the SporeAPI. Without it, the creation of a modification is much more complicated and the possibilities are greatly limited, but there was a reason.
The fact is that the utilities are written in Java 11 (2019), and with the new Java there are errors due to the lack of components that were in the old Java. I had to separately look for the outdated Java 11 package and download it from the archive, to which there is no access without registration. Without Java 11, neither Spore ModAPI Launcher nor anything else worked.
In the end, I decided that I needed to moderate my ambitions and abandon ModAPI. Moreover, my nephew's Steam version and mods related to injection did not work
--------------
It's true, but even in Adventures we can lift much bigger objects :D , it's just a game after all.
True, but there is no need to turn the game into an absurd dream of a madman. ;)
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My nephew plays with my mod. He didn't have any problems. I made a mod for it. He again asked me to add changes and I went back to finalizing.
With some difficulty, I discovered the problem with the stacker, which you only mentioned when you added now, in the upcoming update, new parts.
But thanks for reporting the issue. :)
Afterwards, I wondered if it's because I have the game on disc, the file locations in the PC are a bit different when installed from Origin/ Steam etc... but I don't think it has anything to do with it, the ''designs'' :arrow: (FR: les conceptions) created in the game, it stays the same.
Or maybe he installed some mods that prevented some issues from appearing unknowingly, if he didn't try to test just your mod.
Afterwards if it's a question of PC, drivers or others of this kind for the textures, maybe... but if I compare by putting myself at the time of the game on CD, on a Windows 7, I will say that my PC is still a little more powerful than the one that preceded it, lastly, I don't know too much about computers, and I didn't have a PC before this one :?
As for the description of the modification from Davo ... English is not my native language, so I'm sorry that the translation is so clumsy
Ah, okay, me too, it happens to me that the translation is a bit clumsy and that sometimes it uses weird words or forgets them, and these words / sentences can be misinterpreted, and when I see the translation in my Language, it is not always perfect! Sometimes you could say that I know certain English words better than the translator! :lol:
Yes, I initially decided not to use the SporeAPI. Without it, the creation of a modification is much more complicated and the possibilities are greatly limited, but there was a reason.
The fact is that the utilities are written in Java 11 (2019), and with the new Java there are errors due to the lack of components that were in the old Java. I had to separately look for the outdated Java 11 package and download it from the archive, to which there is no access without registration. Without Java 11, neither Spore ModAPI Launcher nor anything else worked.
In the end, I decided that I needed to moderate my ambitions and abandon ModAPI. Moreover, my nephew's Steam version and mods related to injection did not work
Yes thanks. Because the ModAPI doesn't look very functional, given the number of errors and malfunctions that many people encounter! Even if for some it worked very well and the next day, it no longer works properly or even at all! :( I don't want/prefer not to install it, I would have preferred personally, that it didn't exist. It's easier to put the mods in a single file without worrying even more.
Yes, because if there are obsolete things, it creates problems! And you don't always know where it comes from, especially when you don't know anything about it.

After just to know, can mods that requiremandatory use of the ModAPI, be ''remodified'' so that they work without? There are some that interest me, but unfortunately, I can't use them! Like the new version of colored elements with spikes, and advanced painting to color creatures the same as buildings/vehicles! :(
But fortunately some mods can include them, like yours for ''Advanced CE'' ;)
I'm French, sorry if there are sentences or words that may seem confusing once translated, or other errors... :?

I play the game disk version, on Windows 7.
I have all the game's expansions and it is up to date.

I have Spore Hero too.
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FrenchSPORE wrote: Fri Jul 21, 2023 8:43 am After just to know, can mods that requiremandatory use of the ModAPI, be ''remodified'' so that they work without? There are some that interest me, but unfortunately, I can't use them! Like the new version of colored elements with spikes, and advanced painting to color creatures the same as buildings/vehicles! :(
But fortunately some mods can include them, like yours for ''Advanced CE'' ;)
It is difficult to say which modifications will work without SporeAPI.
Such mods were developed in C ++ and with the help of SporeAPI wedged into the work of the Spore process. Without the SporeAPI injection mechanism, they cannot do this and, accordingly, will not work or will work with errors.
- - - / / - - -
I noticed that you are playing the disc version of Spore: Space Adventures. We have :arrow: v1.3.0.22 (SPORE) + v3.1.0.22 (SPORE: Galactic Adventures) and I am modifying this bundle :)
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It is difficult to say which modifications will work without SporeAPI.
Such mods were developed in C ++ and with the help of SporeAPI wedged into the work of the Spore process. Without the SporeAPI injection mechanism, they cannot do this and, accordingly, will not work or will work with errors.
Ok.
Mods whose ModAPI requires it to work. Usually these are ''SPOREMOD'' type files, and these files don't work without the ModAPI.
They can also be ''PACKAGE'' type files.
Mods requiring the ModAPI for them to work are generally mentioned on the page where they can be downloaded. Dig in a bit the ''SPOREMOD'' type mods to put them in ''PACKAGE'' type so that they also work without the ModAPI.
I noticed that you are playing the disc version of Spore: Space Adventures. We have :arrow: v1.3.0.22 (SPORE) + v3.1.0.22 (SPORE: Galactic Adventures) and I am modifying this bundle
Yes, I've been playing SPORE since 2011, it's been a while, it was the kind of game I was search for, and I’m always ''plonged'' on that! Creativity is my thing ;)
But I begin on mods only this year, I didn't know what it was, when I found out, when I wanted to download some, the links were almost all dead, sites were bugged, or there were viruses! I couldn't test a single one! Now it seems to me that the mods are eventually resurrected, that's a very good thing, I wanted to put more color to my creatures, something I noticed the first few times when I played the game, that the creatures were cruelly lacking in color!
Fortunately, there are always fans who keep the game alive (which doesn't deserve to be abandoned! :x ) and that they bring improvements, supplements grace to mods, thanks to them! :D ;)
I'm French, sorry if there are sentences or words that may seem confusing once translated, or other errors... :?

I play the game disk version, on Windows 7.
I have all the game's expansions and it is up to date.

I have Spore Hero too.
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FrenchSPORE wrote: Sat Jul 22, 2023 8:56 am
It is difficult to say which modifications will work without SporeAPI.
Such mods were developed in C ++ and with the help of SporeAPI wedged into the work of the Spore process. Without the SporeAPI injection mechanism, they cannot do this and, accordingly, will not work or will work with errors.
Ok.
Mods whose ModAPI requires it to work. Usually these are ''SPOREMOD'' type files, and these files don't work without the ModAPI.
They can also be ''PACKAGE'' type files.
Mods requiring the ModAPI for them to work are generally mentioned on the page where they can be downloaded. Dig in a bit the ''SPOREMOD'' type mods to put them in ''PACKAGE'' type so that they also work without the ModAPI.
I noticed that you are playing the disc version of Spore: Space Adventures. We have :arrow: v1.3.0.22 (SPORE) + v3.1.0.22 (SPORE: Galactic Adventures) and I am modifying this bundle
Yes, I've been playing SPORE since 2011, it's been a while, it was the kind of game I was search for, and I’m always ''plonged'' on that! Creativity is my thing ;)
But I begin on mods only this year, I didn't know what it was, when I found out, when I wanted to download some, the links were almost all dead, sites were bugged, or there were viruses! I couldn't test a single one! Now it seems to me that the mods are eventually resurrected, that's a very good thing, I wanted to put more color to my creatures, something I noticed the first few times when I played the game, that the creatures were cruelly lacking in color!
Fortunately, there are always fans who keep the game alive (which doesn't deserve to be abandoned! :x ) and that they bring improvements, supplements grace to mods, thanks to them! :D ;)
I added colors. Don't worry :)
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It was at that time, I couldn't make more colorful creatures because of those dead links, and I thought it was included in Dark Injection (luckily not), and I saw that I couldn't have it either, and often I saw people saying that it was full of bugs and crashed the game. :(
:arrow: So I had to drop all that, until I came across by chance a video on You Tube that showed a whole list of mods, and that's when I started on it! I had a hope to see all these resurrected mods and new ones come out. :D
I'm French, sorry if there are sentences or words that may seem confusing once translated, or other errors... :?

I play the game disk version, on Windows 7.
I have all the game's expansions and it is up to date.

I have Spore Hero too.
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FrenchSPORE wrote: Sun Jul 23, 2023 7:22 am It was at that time, I couldn't make more colorful creatures because of those dead links, and I thought it was included in Dark Injection (luckily not), and I saw that I couldn't have it either, and often I saw people saying that it was full of bugs and crashed the game. :(
:arrow: So I had to drop all that, until I came across by chance a video on You Tube that showed a whole list of mods, and that's when I started on it! I had a hope to see all these resurrected mods and new ones come out. :D
:D
Understand. Indeed, quite a few modifications have been made to improve the quality of life in Spor :)

Sorry for not answering. I made a modification. She's already assembled. Today I will play Spore. After checking all the functions added, I will post an updated version. It will either be late tonight or tomorrow afternoon. :idea: :D
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FrenchSPORE wrote: Sun Jul 23, 2023 7:22 am ... new ones come out. :D
A little more patience.
I'm almost done.
I already wanted to post an update, but then I also wanted to create unified parts for robots.
I will add icons and captions after creating the details.
Another day, maybe two, and it will be ready.ns. :D
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I am patient ;). Especially since I go back to work on Monday, the mod may already be ready and I will only have Sunday to discover all these new features and check if there are no other problems, taking all my time.
On the other hand if it is ready before, I will be able to test it quickly.

So from what I've seen:
- New parts in the robotic parts.
- Already existing parts but with additional actions.
- A bit like Dark Injection, invisible parts, like putting an invisible hand when I saw your creature picking up an object with its tail, when it visible doesn't have a hand.

I don't understand what the parts with a fork next to them mean? Edible parts? :lol:
Is it normal these black marks on the hollow hexagonal part?
Can the white squares of the pieces be avoided? It's not pretty and gives the impression that it's bugged. :|
Will there also be descriptions of the parts written in Russian? Or is the game set up like this? If not (for the parameters), it bothers me a bit, personally.

But I'm still a little worried about the texture of the creatures, if it's only on my side that it does. Because of that, I can't leave the mod with my other mods.
I'm French, sorry if there are sentences or words that may seem confusing once translated, or other errors... :?

I play the game disk version, on Windows 7.
I have all the game's expansions and it is up to date.

I have Spore Hero too.
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FrenchSPORE wrote: Wed Jul 26, 2023 6:30 am ...I am patient ;)...
:)
- If you look closely, the descriptions are given immediately in both Russian and English.
- White squares are unfinished icons (thumbnails). I just haven't made them yet. Already doing =)
- Black dots on the part - this is a part with a problematic coordinate scan (I just tested morph ;) )
- These are not forks, but brushes for drawing. I used the brush image from Spore resources. Agree. They look like forks due to downscaling. :lol:
They mean that these fragments are amenable to coloring. I also kept the original fragments so that the player would have a choice. Yes, I had to tinker with the textures. They turned out to be tricky. There were many glitches and artifacts.

- Dark injections are full of details. Playing it for the passage is a living hell. Due to the fact that there are a lot of parts and many of them must be opened during the game, parts of the same type or class can very often drop during the creature stage. Unbalanced.
:arrow: But incredible merit of Dark Injection is that during its development, new tools were created, searches for hacks and descriptions of components were carried out ... Its development became another impetus for the development of Spore modding. :!: :idea: :di:

-Nephew wanted to have features that would expand the game without changing it too much. That's why my mod is called "Vanilla Party". I used my work and some of the once popular mini-mods into a single, complex mod.
There is no insanity or deletion of the game's functionality. Only balancing, polishing and expansion of some possibilities. :idea: :!: :D

If we compare My modification and Dark injection.
Dark Injection is a space shipyard for production.
My modification is a pleasure space spaceship for a pleasant and comfortable ride :lol:
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The update is ready.
You need to remove the previous version of the mod and install new
Download from google drive. I haven't updated the resource on the Nexus site yet and other resources. :!:
ONLY FROM GOOGLE_DISK. THE LINK IS THE SAME AS IN THE DESCRIPTION :arrow: : https://drive.google.com/drive/folders ... sp=sharing

Later, I will shoot a video and write all the edits made.
But here's a quick list for you:
-There were implants that give skills. They are available to the captain in the Captain's Outfitter (Captain Editor). Now we can add the missing skills to him without changing the physiology of the captain
-Implants that allow you to turn any part into a hand have been added to the Creature editor.
-If there is a DLC "Roboparts", then morphable parts appeared in their sections to create robot-like creatures. There are only eight details. But these details are morphed, expanding the range. There are also three subcategories. The first is dyed with the base color, the second is dyed with the secondary color, and the third is dyed with the tertiary color.
-The mouths of the DLC "Robo Parts" are now also divided into two categories: Paintable and non-paintable. They are also duplicated in the version of herbivores and carnivores. In the original, these mouths were only omnivores.
-The parameters of the wings have been changed. Now they are more balanced. Now you don't have to "kill the Space key" while swinging. Wings are balanced to the point where they finally feel like wings. The duration of the flight and flapping effect is accordance to the size of the planets and the type of wing, so that it looks and feels more or less adequate.
-Were added textures for creatures from two mods: "Delta's Paints" and "Creature Paint Expansion".
- Modifications "Adventures: Infinite Complexity-100 points-Extra Size mod!!" and "Sneaky Effects". Both of these modifications did not work as they should. I had to fix them. The first mod did not increase the details. I rewrote all the details in the editor and rewrote the editor options. Works in my mod now. As for the second mod, I threw out the non-working effects and created miniatures for all the remaining "300+". I also added my own effects.
Now there are color filters (they are not combinable with each other, but are compatible with most other effects that affect the screen image). "Filters" were also added as effects, which were previously сalled by cheat commands from the console ;)
Filters "Noir" in two versions. One option is compatible with color filters, the other is not.
You can view all the effects for the screen in the Adventure Editor in the effects section. For a quick search, in the search field (in Sporepedia) enter the word "screen"
- I added and changed something else, but I don’t remember. :lol:
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- If you look closely, the descriptions are given immediately in both Russian and English.
- White squares are unfinished icons (thumbnails). I just haven't made them yet. Already doing =)
- Black dots on the part - this is a part with a problematic coordinate scan (I just tested morph ;) )
- These are not forks, but brushes for drawing. I used the brush image from Spore resources. Agree. They look like forks due to downscaling. :lol:
They mean that these fragments are amenable to coloring. I also kept the original fragments so that the player would have a choice. Yes, I had to tinker with the textures. They turned out to be tricky. There were many glitches and artifacts.
Okay ;)

Regarding :di: , does it also work with earlier versions? Like for ''Freedom_2012'', the one I put in?
___________________________________________________________________
You need to remove the previous version of the mod and install new
Logique ;)
-Were added textures for creatures from two mods: "Delta's Paints" and "Creature Paint Expansion".
If we've already added these two mods, we can now delete them?
- I added and changed something else, but I don’t remember.
This needs to be reviewed ;)

Good job! :D, I'll test it next Sunday, there's not enough time this Sunday.

:arrow: Do we have obligatory to put the patch ''4gb_patch-exe'' ?
I'm French, sorry if there are sentences or words that may seem confusing once translated, or other errors... :?

I play the game disk version, on Windows 7.
I have all the game's expansions and it is up to date.

I have Spore Hero too.
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FrenchSPORE wrote: Sat Jul 29, 2023 8:39 am Regarding , does it also work with earlier versions? Like for ''Freedom_2012'', the one I put in?
:arrow: My modification is not compatible with the "Dark Injection" modification
:arrow: My modification makes a lot of changes to the scaling and displacement of body parts (this is written in the description of the modification), and also disables the difficulty counter for all editors. It does not need to be modified by Freedom and will conflict with it.
FrenchSPORE wrote: Sat Jul 29, 2023 8:39 am If we've already added these two mods, we can now delete them?
Yes
FrenchSPORE wrote: Sat Jul 29, 2023 8:39 am Do we have obligatory to put the patch ''4gb_patch-exe'' ?
If you make creatures so complex and detailed that it looks like the work of the 3d editor of the animation studio Pixar, then yes. :lol:

N.B.
The main reason for modification conflicts is that they act on the same objects and functions at the same time and at the same time give different instructions, which causes contradictions and bugs.
Try not to use at the same time modifications that bring similar functionality with slight differences. Most likely their connection will lead to conflicts. :)
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My modification is not compatible with the "Dark Injection" modification
Oh? Because I had seen that you talk about Dark Injection as if the mod added supplements, or it was me who misunderstood... :oops:
If you make creatures so complex and detailed that it looks like the work of the 3d editor of the animation studio Pixar, then yes.
No, it's not my case. They can be complex, but not to that extent. :)
The main reason for modification conflicts is that they act on the same objects and functions at the same time and at the same time give different instructions, which causes contradictions and bugs.
Try not to use at the same time modifications that bring similar functionality with slight differences. Most likely their connection will lead to conflicts.
But that still doesn't prevent using elements of :di:? For example, thinking about the unlimited complexity, it will be a shame, because if it causes bugs, I will have to remove these elements (the effects especially) on my creatures. Even for the people who have it, it will be a pity for them. :(
There were no problem with the older version of the mod, so I think it will still be fine with the new one.
I'm French, sorry if there are sentences or words that may seem confusing once translated, or other errors... :?

I play the game disk version, on Windows 7.
I have all the game's expansions and it is up to date.

I have Spore Hero too.
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FrenchSPORE wrote: Sun Jul 30, 2023 8:02 am But that still doesn't prevent using elements of ? For example, thinking about the unlimited complexity, it will be a shame, because if it causes bugs, I will have to remove these elements (the effects especially) on my creatures. Even for the people who have it, it will be a pity for them.
There were no problem with the older version of the mod, so I think it will still be fine with the new one.
Forced to upset you.
Interferes.
It's just that my mod had a lower priority and the Dark Injection functions were causing glitches in my mod overwriting my changes.
In some cases it was not noticeable at first glance, in some it caused noticeable artifacts.

If you put my mod with the highest priority, then the Dark Injection will have problems.
They are not compatible.
If you want to play with my mod, you will have to disable Dark Injection (remove its files from the DataEP1 folder). You can just move them to the Config folder. I've done this before when I need to remove a mod that I don't need now.
And run the game not through SporeMod, but through its usual shortcut.
Nothing will happen to your Dark Injection creations until you start editing them.
So you can easily play my mod by starting on another planet and don't touch the planet where the Dark Injection was applied. :ga:
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Okay, well it's no big deal, I'm using your mod as an option.

I was finally able to test it this Sunday, but not finished yet, for the moment I can say:
-That it's okay when we watch a Captain from the Sporpedia, that the game no longer crashes ;)
-''Stacker'' working! ;)

But... I always have this little problem with the textures of the creatures.

For the rest, I will do that on Sunday, I will have images to show to ask for explanations and remarks.
I'm French, sorry if there are sentences or words that may seem confusing once translated, or other errors... :?

I play the game disk version, on Windows 7.
I have all the game's expansions and it is up to date.

I have Spore Hero too.
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