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Author Topic: [Other] TM PC Modding API  (Read 29264 times)

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Joel

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Re: TM PC Modding API
« Reply #190 on: December 30, 2017, 12:24:09 AM »
hmmm very interesting,Now (sorry if i keep asking question but I'm very curious)in Dragon Ball Xenoverse 2 me and my brother like playing it anyway i tested mods on it with multiplayer i Chose to play as a modded goku super sayain vs a goku that is already in the game.....the game crash on my brother pc then later my did too now we both install the same mod now i can use this modded goku to fight a goku that's already in the game.....What I'm trying to say here if both player install the modded NPC/avatar can that player see your skin if Player 1 has modded skin when player 2 wearing default skin mind you both player have the same mod install can it work?

The Gold Knight

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Re: TM PC Modding API
« Reply #191 on: December 30, 2017, 12:33:58 AM »
hmmm very interesting,Now (sorry if i keep asking question but I'm very curious)in Dragon Ball Xenoverse 2 me and my brother like playing it anyway i tested mods on it with multiplayer i Chose to play as a modded goku super sayain vs a goku that is already in the game.....the game crash on my brother pc then later my did too now we both install the same mod now i can use this modded goku to fight a goku that's already in the game.....What I'm trying to say here if both player install the modded NPC/avatar can that player see your skin if Player 1 has modded skin when player 2 wearing default skin mind you both player have the same mod install can it work?
Again, it's like a texture pack. I say this because I literally replaced an existing model, not added in a new one. If both players have the same texture pack equipped, they see the same thing. If one has Original HD and the other has Original HD Winter, they'll see different things. Same thing with models. If both players have the model replaced, they both see the same thing.

Not Actually Atlas

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Re: TM PC Modding API
« Reply #192 on: December 30, 2017, 02:46:49 AM »
Odd question, but is it possible to add a new door with a new texture? I'm thinking about trying to just add some of my blocks from what was going to be just a texture replacing mod, and I think a place where I want to start is by making saloon doors


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Joel

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Re: TM PC Modding API
« Reply #193 on: December 30, 2017, 02:37:19 PM »
Changing Existing Blocks:Adding new blocks is not yet supported, but you can change existing blocks. Changing blocks requires the modder to supply certain XML files which redefine the blocks properties, and PNG files to redefine their textures. Each mod can change multiple blocks. No programming is required.
As you can see if you want that new door you have too replace the texture or changing the file of that door

Lunar

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Re: TM PC Modding API
« Reply #194 on: January 03, 2018, 06:22:38 AM »
Is there anyway you or anyone who knows can make a video showing how to do the npc and item changing, just a quick overview to get to learn

The Gold Knight

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Re: TM PC Modding API
« Reply #195 on: January 03, 2018, 12:30:34 PM »
Is there anyway you or anyone who knows can make a video showing how to do the npc and item changing, just a quick overview to get to learn
There's two ways you could do it. If you read the modding API and go to items/npcs/whatever, you'll see how the start of each part of an xml includes some form of an ID tag. If you write in the id of something that already exists, you replace it, if you write in something new, it adds in a new thing. Simple.

Lunar

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Re: TM PC Modding API
« Reply #196 on: January 06, 2018, 01:18:28 AM »
Is there anyway you or anyone who knows can make a video showing how to do the npc and item changing, just a quick overview to get to learn
There's two ways you could do it. If you read the modding API and go to items/npcs/whatever, you'll see how the start of each part of an xml includes some form of an ID tag. If you write in the id of something that already exists, you replace it, if you write in something new, it adds in a new thing. Simple.
I understand that, I can do that, but the NPC is what i really want to know, do i make a component in game then make the component the npc file or like how does that work.

EDIT: I understand now, turns out I was reading the documentation and didn't understand, we're good, I do have to make a component.

crazytater94

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Re: TM PC Modding API
« Reply #197 on: May 13, 2018, 05:10:19 AM »
How do you define a hitbox for new NPCs? They don't take any damage when attacked.

AlienizdPixel

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Re: TM PC Modding API
« Reply #198 on: May 13, 2018, 11:52:41 AM »
How do you define a hitbox for new NPCs? They don't take any damage when attacked.
Hitboxes are automatically created; your issue is likely that you have not set the NPC to be capable of combat, and as such you cannot hit it. This can be changed using behaviors.
-Alionz

crazytater94

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Re: TM PC Modding API
« Reply #199 on: May 23, 2018, 01:36:28 AM »
That is exactly what it was.

Now, when I hit the NPC, it plays the default player model noise. I supplied a sound file, and called upon ot for the ActorAudioData, but the sounds to not play. Do they have to be in a specific file format? I have them in .wav