Space Pirates and Zombies

Space Pirates and Zombies

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Indigo Skies Dec 4, 2022 @ 7:05pm
Fight For Universe Unofficial Patch
If you've played Fight For Universe for long, then you probably know that it contains a pair of crash bugs and that a lot of the boosters in that mod don't work. And if you've read the mod's thread, you probably know that there are known fixes for these bugs which are scattered throughout the thread and which need to be manually applied to the mod's code. Here's a download which contains a modified version of FOU with all three of those fixes already applied:
https://drive.google.com/file/d/1_DVbVlPxukmYsZep_oP4h1_G-y9IqCxK/view?usp=share_link

I'm posting this as its own thread so that it doesn't get buried in the FOU thread like the bug fixes themselves were.


Also, since playing FOU required me to modify the mod, I ended up modifying it further to my liking. Here's my personalized copy:
https://drive.google.com/file/d/18PmHzdGZ27UB9O-lR9ZHAakENq5LA4A-/view?usp=share_link
It contains a text file listing all of the changes I made to it. If those changes aren't to your liking then the version which only has bug fixes is still available. Or you can get the unchanged FOU from its own thread.
Last edited by Indigo Skies; May 4, 2023 @ 11:35am
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Showing 1-13 of 13 comments
Dog Gaming Mar 24, 2023 @ 12:47pm 
Nice fix of FFU! Very helpful for those who want to play it without meddling in the game files.

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!
Indigo Skies Apr 17, 2023 @ 8:54am 
I used BrokenSPAZ[github.com], which I found out via the GitHub description of the No Respec Cost mod. I didn't actually copy said mod because making a _added file was far simpler than what that mod did.
Last edited by Indigo Skies; Apr 17, 2023 @ 8:54am
Dog Gaming Apr 17, 2023 @ 1:09pm 
Originally posted by Indigo Skies:
I used BrokenSPAZ[github.com], which I found out via the GitHub description of the No Respec Cost mod. I didn't actually copy said mod because making a _added file was far simpler than what that mod did.

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)
Last edited by Dog Gaming; Apr 17, 2023 @ 1:10pm
Krain Apr 26, 2023 @ 2:08pm 
I found a bug in the unofficial Bug fixes patch, The hydrogen Flamethrower weapon has no visual effect for firing said weapon. I've not tested the unofficial rebalance mod if it has the same issue.
Krain Apr 26, 2023 @ 2:24pm 
Same for the rebalance mod as well.
Dog Gaming Apr 28, 2023 @ 1:47pm 
Originally posted by Krain Train:
I found a bug in the unofficial Bug fixes patch, The hydrogen Flamethrower weapon has no visual effect for firing said weapon. I've not tested the unofficial rebalance mod if it has the same issue.

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.
Krain Apr 28, 2023 @ 3:17pm 
I've not patched a game before, so maybe I'll wait until the next patch comes out, also thank you for replying so quickly!
Indigo Skies May 4, 2023 @ 11:48am 
I think the issue is that I didn't include the game folder assets from the original mod. Using these assets would stop the game from working and require me to verity the Steam installation, but it turns out there were two files which didn't overwrite anything - and one of them is a flame effect. I think that's the missing effect. The downloads in the original post have been updated to include the game folder asset files which don't overwrite anything.
Twisted Aug 1, 2023 @ 11:25pm 
Thanks for this Indigo. I've been wanting to replay SPAZ for years but the base game is pretty imbalanced and what fragments of mods there were scattered around seemed equally broken. Hopefully you'll give it another go and finish your planned list of changes sometime :happymeat:
Duros001 Aug 4, 2023 @ 12:46pm 
I'm getting the https://imgur.com/a/cKMsrEF Crash, even with these bug fixes :(

Seems to be happening when the beacon gets Virus Bomb'ed
Last edited by Duros001; Aug 4, 2023 @ 12:49pm
Dog Gaming Aug 4, 2023 @ 1:10pm 
Originally posted by Duros001:
I'm getting the https://imgur.com/a/cKMsrEF Crash, even with these bug fixes :(

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.
Last edited by Dog Gaming; Aug 4, 2023 @ 1:12pm
Duros001 Aug 5, 2023 @ 1:46am 
Originally posted by Dog Gaming:
Originally posted by Duros001:
I'm getting the https://imgur.com/a/cKMsrEF Crash, even with these bug fixes :(

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!
Last edited by Duros001; Aug 5, 2023 @ 2:16am
Indigo Skies Apr 4, 2024 @ 3:24pm 
I've updated the versions on my drive. All Zombify weapons should now be Ion weapons for real. I also fixed some sort of tech distribution bug in the rebalance - techs should spawn properly when you generate a new galaxy in it.
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