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Though I have a question regarding one of said files.
In your modified, rebalanced version, there is a script called "researchScreen_Added" which is responsible for the change that allows level 10 tech in chapter 3 (and no respec cost). In the script file, it says it was decompiled. So if it was really decompiled, how was this done? Do you mind sharing the method or tool used?
I'm working on a mod myself and I want to work around some of the limitations of the locked .DSO files. I've looked for days trying to find any possible way to decompile, and I couldn't find anything. Any response would be greatly appreciated!
Thanks for the help, I really appreciate it!
(i actually found the tool a day before you posted this, but its still helpful to know im using the same one)
I am currently working on a branch/remaster of this version of FFU which patches this. But if you want to patch it yourself, follow the steps below (its really easy)
In the original FFU mod, The flame effect is present in the mod folders, but it does not load for some reason. I haven't done much testing with it, and instead just replaced the effect entirely. (I'll look more into it later)
If you want to apply the same fix I did, here's what I did:
1. go to gameScripts > datablocks > weapons > projectileDatablocks
2. edit projectileDatablocks and find the projectile: "FlameBullet_hydrogen" (CTRL + F)
3. replace the approperiate values underneath it with the following:
imageMap = "bullet_flameballImageMap";
coronaImageMap = "bullet_flameball_glowImageMap";
motionEffect = "bulletSparks";
motionEffectScale = 1.25;
(skip motion stuff if you dont want sparks behind fireballs)
4. repeat the same for these projectiles: "FlameBullet_chemical" and "FlameBullet_redsun"
5. enjoy fire in space or something
after that, all flame based weapons should have actual visible projectiles and particles, obviously not the intended ones but it should look fine.
Seems to be happening when the beacon gets Virus Bomb'ed
That shouldn't be possible, the patch makes all non-vanilla zombie weapons do Ion damage instead. It does make them near useless but it fixes crashes. Unless this doesn't apply to the non-personalized option, no idea whats happening there.
Was planning to fix crashes in my own modification without making zombie weapons useless but I'm taking an indefinite hiatus from working on it, as modding is frustrating and I've ran into limitations as well.
I don’t know what to tell you, lol, I’m using the “Fight for Universe Origins unofficial patches and it’s crashing *every* time, lol
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Edit: The virus bomb infects the target with Zombie crew
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Edit 2: Maybe due to the "PlagueWisp" effect from the Plague mass bomb? (both datablocks found in Space Pirates and Zombies\mods\FightForUniverse_TrueOrigin_UnofficialBugfixes\gameScripts\datablocks\weapons)
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Edit 3: 100% Zombie crew issue:
I went to a non-zombie system, waited for an UTA enemy to get close to my beacon, then effectively plague bombed my own beacon. Crew = 0, Zombie Crew = 3, crash Is there a way to "remove crew req" from the beacon?" so it cant be boarded? that or give it inf. crew :P
Plague bomb wisp (datablock WispDatablock(PlagueWisp : WispBase) {) still has:
blossomData["Linger", "DamageType"] = "Zombify";
Ill change it to Corrosive and see how we get on
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Edit 4: Success! No crash!