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Post by bigfoot on Mar 4, 2016 12:32:13 GMT -8
Mod List
As the majority of mods are on the old website, this will hopefully keep everything tidy on the new one. I will try to keep it updated as new mods appear, if I don't see one or you want to add a screenshot/description just let me know.
Sunrider: First Arrival/Mask of Arcadius
Extra StorylinesFor Queen and Country by Saibotlieh
After the fall of Ryuvia Prime, the crew of a small Ryuvian outpost wants to join the fight against PACT. Will Asaga be able to fulfill her royal duty? Link
Requires: Mod Framework
MIA by Saibotlieh
Ava found evidences that another Ceran battleship might have escaped the PACT forces. Could there be new allies to be found? LinkRequires: Mod Framework Quantum Jump by Saibotlieh
The Mining Union has a mysterious Ryuvian artifact for offer. Might Chigara be able to find out its secrets? LinkRequires: Mod Framework A Boost of the Morale by Saibotlieh
Claude proposes a mission to boost morale rather than funds. Will Ava approve? Of course not, but will Kayto? LinkRequires: Mod Framework Queen of Spades by Saibotlieh
Icari requests Shields to help in reacquiring a piece of equipment that she had to leave behind in past events. S-surely not because she l-likes him or anything, r-right? LinkRequires: Mod Framework Sword and Shield by Saibotlieh
Kryska conveys a request from the Alliance to hunt down a band of pirates. Will the Sunrider be up to this task? LinkRequires: Mod Framework Gemini by Saibotlieh
Sola reveals that her Ryder misses essential equipment. Can replacements be found in an ancient Ryuvian research station? LinkRequires: Mod Framework Treasure Here! by Saibotlieh
One day a mysterious entry appears on the star map. Is it really a good idea to jump to these coordinates? LinkRequires: Mod Framework Woolly Shambler Hunting/Moon Recon by The Bigfoot
This is primarily an in-joke but is fully enjoyable as a standard mod. It is an attempt to produce battles very different to standard fights and has unique rewards for each ship along with a unique weapon. LinkRequires: Mod Framework A Shard of Ancient Ryuvia by Drath
This mod follows up on the 'Mysterious Cargo' from the escort freighter mission, it is primarily a puzzle/story mod and is very nearly almost complete. Link A short side-mission branch by Rhi
This off-branch takes place between chapters 1 and 2, chronologically it's a week after you've destroyed the pirate base(so a week prior to Grey's message) Link New ShipsPhoenix Restoration Mod by The BigfootTalk to Chigara and Icari about rebuilding the Phoenix Booster, this destroyable booster may be attached and detached at will. It grants heavy armor, strong firepower and even a warp drive, but when destroyed it needs to be rebuilt. LinkRequires: Mod Framework Cera Battleship by Spart117MCThis mod adds the mighty Cera Battleship to the store with high-powered kinetics and hull so strong, kinetics just bounce off it. Link Gameplay Mods
Ship Directional Movement by The BigfootChanges the ship label when it changes direction, no more flying backwards. New animations included! LinkRequires: Mod Framework Ships leave wreckage by The BigfootThis mod causes destroyed ships to create cover on destruction (as long as they are larger than Ryders). The cover is colored according to ship and degrades over time LinkRequires: Mod Framework Ryuvian Missile mod by The BigfootThis mod changes the hit animations of the Ryuvian Cruiser's missiles to be blue and shiny. LinkRequires: Mod Framework Liberation Day voices in MoA by SaibotliehReplaces the English ship voices in MoA with Japanese ship voices on the battle map. Link Major Gameplay mods
Extensive Mod by Void (Astral)This is a huge re-balance of Sunrider, providing an entirely different feel where mighty battleships cruise space obliterating smaller ryders. Limited mod compatibility. Link Maray Shields conversion by Spart117MC (Incomplete)This mod lets you play as Maray Shields, with new battles and a new perspective on the game. Limited mod compatibility. (They will work but make no sense) Link Modding Tools/Infomation
Mod Making Tutorial by The BigfootThis is a tutorial for making mods and integrating them into the game. Link Mod Framework by The Bigfoot This allows mod makers to interact with the game in far greater detail and enables lots of things. Link Old Versions
Sunrider Multiplayer by The Bigfoot This is a proto-multiplayer using emails, it is playable without using the multiplayer and lets you use PACT ships against the Sunrider. It is for v7.1. Link Sunrider: Liberation Day
Extra ModesArcade Mod(e) by HistidineEnables a ladder-style game where increasingly difficult waves of enemies enter the battle in an attempt to destroy you. Latest version for 12.2 Link Modding ToolsMod Framework by The BigfootA group of mod tools designed to better enable mods and reduce conflict between them. Link
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Hafidz
Recruit
The Kingdom of Ryuvia Declares War on the Cera Federation
Posts: 15
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Post by Hafidz on Jul 3, 2017 6:32:56 GMT -8
Thanks Bigfoot for the Mod List... ๐
And Btw, Did you know how to replacing the Cera Gunboat EMP's into the Missiles???
I was trying to tweak this Weaponaries but always failed. Am I wrong to placed on the Right Code in library.py???
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Post by bigfoot on Jul 3, 2017 10:55:28 GMT -8
Thanks Bigfoot for the Mod List... ๐ And Btw, Did you know how to replacing the Cera Gunboat EMP's into the Missiles??? I was trying to tweak this Weaponaries but always failed. Am I wrong to placed on the Right Code in library.py??? Hah it's quite outdated but will try and update it tonight. You want to look at the CeraGunboat class and change self.default_weapon_list, to change it, you take out SuppressiveFire() and replace it with the weapon you want. BlackJack missiles would be pretty relatable and not too overpowered I think, which would be BlackjackMissile() You also want to change self.max_missiles from 0 to whatever you want for ammo. There are a few other ways to do it that don't involve modding base files but that's by far the easiest. If you want something you can put in a file and share around... I have a modded create_ship function that lets you adjust ships on spawn so you can just overwright the weapons and to revert it all you need to do is remove the file and any new ships won't be affected. init 20 python: for ship in storeships[:]: if not hasattr(ship,'ship_load_variables'): ship.ship_load_variables = [] if not hasattr(ship,'create_funcs'): ship.create_funcs = []
def create_ship(ship,location=None,weapons=[]):
#find the location if location != None: location = get_free_spot_near(location) if BM.grid[location[0]-1][location[1]-1]: return else: #indicate that the cell on the grid is occupied BM.grid[location[0]-1][location[1]-1]= True
#set the location ship.location = location
#confirm the weapon list if weapons == None or weapons == []: weapons = ship.default_weapon_list
#register the weapons for weapon in weapons: ship.register_weapon(weapon)
#register the ship if ship.faction == 'Player': store.player_ships.append(ship) else: store.enemy_ships.append(ship) store.BM.ships.append(ship) #set variables if ship.ship_load_variables != []: for variable in ship.ship_load_variables[:]: setattr(ship, variable, getattr(ship.__class__, variable))
#retun the a player ship for easy aliasing if ship.faction == 'Player': for function in ship.create_funcs: function(ship) return ship else:
#add newly encountered enemy ships to the list of enemies in skirmish. in_all_enemies = False for eship in store.all_enemies: if ship.__class__ == eship.__class__: in_all_enemies = True if not in_all_enemies: store.all_enemies.append( ship.__class__() ) store.all_enemies[-1].location = None for function in ship.create_funcs: function(ship) return ship
CeraGunboat.weapons = [CeraGunboatAssault(),SuppressiveFire()] CeraGunboat.missiles = 3 CeraGunboat.ship_load_variables.append("weapons","missiles")
Copy this into a text file and save it as a .rpy, then throw it in the game folder. The important lines are the last three, anything in ship_load_variables are automatically applied to ships on creation.
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Hafidz
Recruit
The Kingdom of Ryuvia Declares War on the Cera Federation
Posts: 15
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Post by Hafidz on Jul 4, 2017 3:26:54 GMT -8
Thanks Again Bigfoot...... ๐ I will be Trying this tonight and using for my next Experimental projects.......
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Le_Fay
Corporal
i assure you no matter what is i am doing, i am absolutely up to no good
Posts: 69
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Post by Le_Fay on Jul 29, 2017 5:08:39 GMT -8
i am having this error with the side mission mods I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 10, in script
init 3 python: # init blocks run at the start of the game or on loading
File "game/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 18, in <module>
talk_buttons.append(["asa_location == None and MoACharacterMissionPossible('Asaga') and SL_SM_AsagaMission_Intro",'asa','bridge','SL_SM_AsagaMission_Intro'])
NameError: name 'talk_buttons' is not defined
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 10, in script
init 3 python: # init blocks run at the start of the game or on loading
File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\ast.py", line 785, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\python.py", line 1445, in py_exec_bytecode
exec bytecode in globals, locals
File "game/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 18, in <module>
talk_buttons.append(["asa_location == None and MoACharacterMissionPossible('Asaga') and SL_SM_AsagaMission_Intro",'asa','bridge','SL_SM_AsagaMission_Intro'])
NameError: name 'talk_buttons' is not defined
Windows-7-6.1.7601-SP1
Ren'Py 6.99.3.404
Sunrider Mask of Arcadius Beta 7.2
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Post by bigfoot on Jul 29, 2017 9:03:39 GMT -8
Right, a bit of a muddle there, the first problem is you were trying to use the LD mods in MoA, the second is you tried to put the MoA Framework in LD
For playing in MoA:
download and add the files for the MoA versions to the MoA/game folder (They have their own rpy files), then download the latest Mod framework file (forget the previous ones in the folder, that's only for if I needed to rollback for some reason)
If you still have trouble, let me know.
For playing in LD
Download the MoA in LD mod and put it in the libday/game folder, then copy the needed files over from MoA to the MoA mod folder.
Extract the Side missions rpy and put in the game folder
You don't need the framework files because they are already integrated into the base game by Vaendryl
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Le_Fay
Corporal
i assure you no matter what is i am doing, i am absolutely up to no good
Posts: 69
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Post by Le_Fay on Jul 29, 2017 11:46:49 GMT -8
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Post by bigfoot on Jul 29, 2017 14:01:09 GMT -8
The imgur link isn't working, are you trying to use it in MoA or LD?
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Post by timevir on Jul 29, 2017 14:07:03 GMT -8
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Post by bigfoot on Jul 29, 2017 14:52:51 GMT -8
Right, will run through the steps: Firstly, lets clear any extra files we don't need and delete the Game folder, then reinstall / check game integrity to replace them with stock files. You could go through trying to pick out rpy and rpyc files but its just so much easier to nuke the whole thing. In LibDay: Download the MoA in LD mod [here] and extract the MoA folder into the Liberation Day/game folder Copy from your MoA installation the following folders: Background cg Character gameplay Map Menu Music sound Space Transitions Battle UI into the MoA folder Download [Sidemissions] and copy the Mods folder into the Liberation/game folder For MoA: Download all but the last file from [sidemissions] and the ModFramework.rpy from [here] (only that one file, nothing else is relevant here) Put them all into the game folder. Errors: gyazo.com/bca1dc3b13555dd72ee50c922eb68340 is what happens if you have a duplicate of the file imgur.com/2azL8zm is what happens if you put the LibDay version into MoA If it still isn't working, let me know and ping me with a traceback.
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Le_Fay
Corporal
i assure you no matter what is i am doing, i am absolutely up to no good
Posts: 69
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Post by Le_Fay on Jul 29, 2017 15:33:02 GMT -8
alright got it, big thanks for the patience and help i can also add in the restoration mods right?
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Post by bigfoot on Jul 29, 2017 15:39:32 GMT -8
NP happy to help!
Do you mean the phoenix restoration mod? That works fine for MoA but I haven't updated it for LD
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Le_Fay
Corporal
i assure you no matter what is i am doing, i am absolutely up to no good
Posts: 69
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Post by Le_Fay on Jul 30, 2017 15:28:02 GMT -8
ah ok, just a heads up ran into another exception error at the end of MOA, verifying files didnt fix either
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Post by bigfoot on Jul 30, 2017 15:52:19 GMT -8
Can you send me the traceback?
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Le_Fay
Corporal
i assure you no matter what is i am doing, i am absolutely up to no good
Posts: 69
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Post by Le_Fay on Jul 30, 2017 20:01:48 GMT -8
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/Mod_SL_SM_ChigaraMission.rpy", line 826, in script call call EndCharacterMission File "game/Mod_SL_SM_AvaMission.rpy", line 1462, in script call call EndCharacterMission File "game/Mod_SL_SM_ExtraMission.rpy", line 2053, in script call call EndCharacterMission File "game/Mod_SL_SM_AsagaMission.rpy", line 3529, in script call call EndCharacterMission File "game/Mod_SL_SM_SolaMission.rpy", line 5586, in script call call EndCharacterMission File "game/Mod_SL_SM_KryskaMission.rpy", line 2367, in script call call EndCharacterMission File "game/Mod_SL_SM_ClaudeMission.rpy", line 612, in script call call EndCharacterMission File "game/script.rpy", line 21994, in script call call mission21_inits from _call_mission21_inits File "game/initialize.rpy", line 918, in script python: File "game/initialize.rpy", line 935, in <module> blackjack.weapons[-1].fire(blackjack,blackjack,hidden=True) File "game/ModFramework (1).rpy", line 2624, in supportfire if self.ammo != None: AttributeError: 'AwakenAsaga' object has no attribute 'ammo'
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/Mod_SL_SM_ChigaraMission.rpy", line 826, in script call call EndCharacterMission File "game/Mod_SL_SM_AvaMission.rpy", line 1462, in script call call EndCharacterMission File "game/Mod_SL_SM_ExtraMission.rpy", line 2053, in script call call EndCharacterMission File "game/Mod_SL_SM_AsagaMission.rpy", line 3529, in script call call EndCharacterMission File "game/Mod_SL_SM_SolaMission.rpy", line 5586, in script call call EndCharacterMission File "game/Mod_SL_SM_KryskaMission.rpy", line 2367, in script call call EndCharacterMission File "game/Mod_SL_SM_ClaudeMission.rpy", line 612, in script call call EndCharacterMission File "game/script.rpy", line 21994, in script call call mission21_inits from _call_mission21_inits File "game/initialize.rpy", line 918, in script python: File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\ast.py", line 785, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\python.py", line 1445, in py_exec_bytecode exec bytecode in globals, locals File "game/initialize.rpy", line 935, in <module> blackjack.weapons[-1].fire(blackjack,blackjack,hidden=True) File "game/ModFramework (1).rpy", line 2624, in supportfire if self.ammo != None: AttributeError: 'AwakenAsaga' object has no attribute 'ammo'
Windows-7-6.1.7601-SP1 Ren'Py 6.99.3.404 Sunrider Mask of Arcadius Beta 7.2
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Post by bigfoot on Jul 31, 2017 3:29:01 GMT -8
Redownload the ModFramework and try it now, Hopefully it will be fixed but I'm doing this on my phone so I cant really test it myself
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Le_Fay
Corporal
i assure you no matter what is i am doing, i am absolutely up to no good
Posts: 69
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Post by Le_Fay on Jul 31, 2017 7:10:25 GMT -8
nope no dice, meh actually since im pretty sure i've played through each characters side mission, its fine (assuming they all have 1 each)
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Post by bigfoot on Jul 31, 2017 9:16:43 GMT -8
/facepalm It haddn't synced, should be now... but yes there is 1 per person
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Post by nescredriv on Aug 6, 2017 17:48:07 GMT -8
Whenever a PACT Elite attempts to do anything on the first mission against Fontana's PACT Assault Carriers, I get this error:
Full traceback: File "game/script.rpy", line 18362, in script $BM.battle() #continue the battle File "D:\CV\sunrid\SR_normal\renpy\ast.py", line 785, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "D:\CV\sunrid\SR_normal\renpy\python.py", line 1445, in py_exec_bytecode exec bytecode in globals, locals File "game/script.rpy", line 18362, in <module> $BM.battle() #continue the battle File "game/classes.rpy", line 1010, in battle self.dispatch_handler(self.result)() File "game/classes.rpy", line 938, in battle_end_turn self.end_player_turn() File "game/classes.rpy", line 1064, in end_player_turn self.enemy_AI() #call the AI to take over File "game/classes.rpy", line 1317, in enemy_AI ship.AI() File "game/classes.rpy", line 1971, in AI self.brain.AI() File "game/AI.rpy", line 493, in AI parent.AI_basic_loop() File "game/classes.rpy", line 1965, in AI_basic_loop self.brain.AI_basic_loop() File "game/AI.rpy", line 226, in AI_basic_loop parent.AI_estimate_damage(pship) File "game/classes.rpy", line 1959, in AI_estimate_damage self.brain.AI_estimate_damage(pship,en,range_reduction) File "game/AI.rpy", line 111, in AI_estimate_damage estimation = estimate_melee_damage(parent,weapon,pship) if pship.stype == 'Ryder' else 0 File "game/AI.rpy", line 633, in estimate_melee_damage return get_acc(weapon,self,target,guess = True,custom_range=1) * (weapon.damage-target.armor) * weapon.shot_count / 100 TypeError: get_acc() got an unexpected keyword argument 'custom_range'
Windows-8-6.2.9200 Ren'Py 6.99.3.404 Sunrider Mask of Arcadius Beta 7.2 Extensive Mod
The Expanded Library mod that lets you get enemy units from the mining union is also installed, though it has not been used at all in this save. Anybody know what to do?
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Post by bigfoot on Aug 7, 2017 9:18:07 GMT -8
I haven't got any experiance with the extensive mod given it modified a lot of core files and conflicts with just about everything, from the traceback it looks like the weapon wasn't modified to work with the mod's function. You could try opening AI.rpy in a text editor and on line 633 removing ,custom_range=1 because it doesn't look like get_acc() uses it. That said I haven't trawled through the code to see what else he's modified and its very hard to tell when their in the core game files so it might not help.
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Post by nescredriv on Aug 7, 2017 14:10:28 GMT -8
Well, after removing the custom_range there's no errors anymore, but the PACT Elite just waddles around the map. It might have to do with enemy mechs that use melee, as earlier on in this playthrough the havoc generated some error as well that's likely the same, but only did so in close range. Maybe I can incorporate it into tactics as a PACT superweapon that breaks the universe if you get too close to their elite ryders.
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