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Shield modding
 
DragonStarNova  posted on Sep 27, 2014 6:44:21 PM - Report post

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Well since they allow modding in the game, it would nice to find out which files can be modded.

Is Excel requirement to use first? Do not have that software on my system.

 
jackbig  posted on Sep 27, 2014 6:54:24 PM - Report post

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quote:
originally posted by DragonStarNova

Well since they allow modding in the game, it would nice to find out which files can be modded.

Is Excel requirement to use first? Do not have that software on my system.

you can do it with notepad ++ but with excel everything is put nicely in rows and collums and way easier to read

also the savegame can be edited with notepad ++
search for X.sgs where X is the name of the savegame
in there you can easy edit money perks skills etc.

[Edited by jackbig, 9/27/2014 7:15:06 PM]

 
DragonStarNova  posted on Sep 27, 2014 7:46:42 PM - Report post

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quote:
originally posted by jackbig

quote:
originally posted by DragonStarNova

Well since they allow modding in the game, it would nice to find out which files can be modded.

Is Excel requirement to use first? Do not have that software on my system.

you can do it with notepad ++ but with excel everything is put nicely in rows and collums and way easier to read

also the savegame can be edited with notepad ++
search for X.sgs where X is the name of the savegame
in there you can easy edit money perks skills etc.

[Edited by jackbig, 9/27/2014 7:15:06 PM]

Where is the player data? tried looking for it and cannot seemed to find it. Trainer is not working on system so am going to have to learn to do some modding.

Will try the savegame edit.

Thx.

 
DragonStarNova  posted on Sep 27, 2014 11:25:29 PM - Report post

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Found a modding site for the game via the workshop, not sure if allowed to post site link here, but reading about modding one of the recommendation is that one should never ever modified any of the files unless one makes a backup or create a mod and put those files in the mod folder.

The workshop suppose to have a modding kit but have not found it yet.

editing the savegame file has been great, really do not need the trainer. Apparently there are NO caps for perks, skillpoints or credits that have found yet.

 
evolvedsungod  posted on Oct 01, 2014 10:30:30 AM - Report post

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I can't get this to work. Still trying savegame editing. The shield file and others all seem to reset to defaults when the game loads, so no changes seem to make a difference.
 
DragonStarNova  posted on Oct 02, 2014 9:16:24 AM - Report post

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quote:
originally posted by evolvedsungod

I can't get this to work. Still trying savegame editing. The shield file and others all seem to reset to defaults when the game loads, so no changes seem to make a difference.

All settings revert to default after a update. Really annoying to have to redo everything.

Been using MS Excel and Notetab++

Savegame editing is not worth it..

However if you edit the newgame and newgame2 you can start out with most everything, though the credits are hard capped.

So usually do this for newgame.sgs/newgame2.sgs

Credits: 500000000
SkillPoint: 50000
PerkPoint: 50000
Experience: 50000
Reputation: 50000

When doing the enchancement files there are 10 of them that the NPC does not use. Use Microsoft Excel (it helps).

Power-Core
Propulsion - Need to be careful with this, put it too high and you will get mission failures during campaign. Suggestions is to not go above 8 (too high and you can get space balls FTL speeds beyond insane )
Sensors
Shield
Transporter
Grappler
LWeapon - too high could result in mission failures during campaign especially if on fire at will mode (F Key)
HWeapon
Hanger
Cloak

Also if you have favorite ship,using notetab++ you edit the ship .shp file. Be warned NPC uses same ships as players. Only thing that can be edited would be cargo space and ammo for the heavy weapons. Anything else and NPC will use them against you.

Have fun...

 
evolvedsungod  posted on Oct 08, 2014 6:11:58 PM - Report post

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quote:
originally posted by DragonStarNova

quote:
originally posted by evolvedsungod

I can't get this to work. Still trying savegame editing. The shield file and others all seem to reset to defaults when the game loads, so no changes seem to make a difference.

All settings revert to default after a update. Really annoying to have to redo everything.

Been using MS Excel and Notetab++

Savegame editing is not worth it..

However if you edit the newgame and newgame2 you can start out with most everything, though the credits are hard capped.

So usually do this for newgame.sgs/newgame2.sgs

Credits: 500000000
SkillPoint: 50000
PerkPoint: 50000
Experience: 50000
Reputation: 50000

When doing the enchancement files there are 10 of them that the NPC does not use. Use Microsoft Excel (it helps).

Power-Core
Propulsion - Need to be careful with this, put it too high and you will get mission failures during campaign. Suggestions is to not go above 8 (too high and you can get space balls FTL speeds beyond insane )
Sensors
Shield
Transporter
Grappler
LWeapon - too high could result in mission failures during campaign especially if on fire at will mode (F Key)
HWeapon
Hanger
Cloak

Also if you have favorite ship,using notetab++ you edit the ship .shp file. Be warned NPC uses same ships as players. Only thing that can be edited would be cargo space and ammo for the heavy weapons. Anything else and NPC will use them against you.

Have fun...

I seemed to have figured out everything except for changing weapon damage and accuracy. I am also having trouble figuring out which ones the NPCs don't use, do you know which ones?

 
jackbig  posted on Oct 08, 2014 11:39:29 PM - Report post

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quote:
originally posted by evolvedsungod

quote:
originally posted by DragonStarNova

quote:
originally posted by evolvedsungod

I can't get this to work. Still trying savegame editing. The shield file and others all seem to reset to defaults when the game loads, so no changes seem to make a difference.

All settings revert to default after a update. Really annoying to have to redo everything.

Been using MS Excel and Notetab++

Savegame editing is not worth it..

However if you edit the newgame and newgame2 you can start out with most everything, though the credits are hard capped.

So usually do this for newgame.sgs/newgame2.sgs

Credits: 500000000
SkillPoint: 50000
PerkPoint: 50000
Experience: 50000
Reputation: 50000

When doing the enchancement files there are 10 of them that the NPC does not use. Use Microsoft Excel (it helps).

Power-Core
Propulsion - Need to be careful with this, put it too high and you will get mission failures during campaign. Suggestions is to not go above 8 (too high and you can get space balls FTL speeds beyond insane )
Sensors
Shield
Transporter
Grappler
LWeapon - too high could result in mission failures during campaign especially if on fire at will mode (F Key)
HWeapon
Hanger
Cloak

Also if you have favorite ship,using notetab++ you edit the ship .shp file. Be warned NPC uses same ships as players. Only thing that can be edited would be cargo space and ammo for the heavy weapons. Anything else and NPC will use them against you.

Have fun...

I seemed to have figured out everything except for changing weapon damage and accuracy. I am also having trouble figuring out which ones the NPCs don't use, do you know which ones?

like you said newgame and newgame2 both are overwritten when a patch comes out, in fact everything else which is not in your mod folder, is overwritten when a patch comes out

Thats why you need to make use of mods

Here is how i did it ( i made use of a modding guide on steam)

Make a folder named Mods and in that folder make a new folder named MyMod ( you can name it anything you like)and in MyMod make a folder named Spg2. It looks like this
c:\Program Files (x86)\Steam\SteamApps\common\Starpoint Gemini 2\Mods\MyMod\Spg2

(Now depending what you want to mod, make use of the game folder named Spg2, and then copy the needed folders to the Mymod\Spg2 folder keeping the folder/file structure of the original Spg2 folder)

Make 3 main folders in:.
c:\Program Files (x86)\Steam\SteamApps\common\Starpoint Gemini 2\Mods\MyMod\Spg2 named:
Base\lightweapons.wdt and ships.wdt (1 main folder, 2 files)
Models\ships\taurus\taurus.shp (1 main 2 subfolders 1 file)
Newgame\newgame2.sgs (1 main folder 1 file)

then to make the game make use of the mod folder:
goto c:\Program Files (x86)\Steam\SteamApps\common\Starpoint Gemini 2\Mods
Open notepad > new txt file call it MyMod.txt and put the next text in it:

txt
FileBypass: SPG2 Mods\MyMod
Version: 1000
Mod:
{
Name: MyMod
Author: your own name
Description: whatever you like to name it

}


then use in notepad save AS and name MyMod.txt MyMod.sgs

in above mymod.txt the line telling:
FileBypass: SPG2 Mods\MyMod is very important, it lets the game go first to the folders inside mymod and then to the game folders itself, so it acts as a override switch.

Thats generally the way to make use of mods.

About npc data, there is, but as far as i know only:
in newgame2.sgs

Skills: 2 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0
Credits: 5000000
Experience: 0
Reputation: 150

Whats important though is the fact, when you edit ships or weapons, and enemy uses same weapons and ships, well even that can be bypassed rather easy.
By making a custom ship / weapon
you need 2 files,from 1 folder: c:\Program Files (x86)\Steam\SteamApps\common\Starpoint Gemini 2\Spg2\Base
named ) ships.wdt and lightweapons.wdt
( in my case i used only lightweapons

copy them to to: c:\Program Files (x86)\Steam\SteamApps\common\Starpoint Gemini 2\Mods\MyMod\Spg2\base

In case you also want a new ship, you also need the models ( in my case the original taurus ship from the campaign):
c:\Program Files (x86)\Steam\SteamApps\common\Starpoint Gemini 2\Spg2\Models\Ships\Taurus\taurus.shp and copy to:
c:\Program Files (x86)\Steam\SteamApps\common\Starpoint Gemini 2\Mods\MyMod\Spg2\Models\ships\Taurus\taurus.shp

taurus.shp has info about:
ShipBase:
{
Name: Taurusship (custom name)
Class: 3
Manufacturer: 18
Value: 361680
Maneuver: 1.20
Hull: 72000.00 (edited)
Cargo: 4500 (more cargo)
Crew: 22
Hangar: 0
Cloak: 0
Descript: 1005
Soak: 0.00
Mass: 100.00
AngularDamping: 0.00
Evasion: 0.20

so that's where you edit hull cargo and a lot more.

newgame2.sgs has info about:
Ship:
{
Id: 40 (this is needed for a custom ship)
i made a custom ship copy from ID 40 to ID 116 in ships.wdt
Name: T.A.U.R.U.S. (put here a custom ship name)

PrimaryWeapons:
{
Battery:
{
Sort: 0
Turrets: 0
Weapon: 0
}
Battery:
{
Sort: 1
Turrets: 0
Weapon: 0
}
Battery:
{
Sort: 2
Turrets: 3
Weapon: 101 (custom weapon)
}
Battery:
{
Sort: 3
Turrets: 0
Weapon: 0
}
}
SecundaryWeapons:

by ship: ID: 40 thats the taurus ship from original ships.wdt
(custom ship and ID 116 added in ships.wdt):
116 Jackship Spg2\Models\Ships\Taurus\Taurus.shp Spg2\Textures\GUI\shipIcons.dds 40 297740 Spg2\Icons\ShipIconsSmall.dds 0 52 320 372 Spg2\Models\Ships\Taurus\schemT.dds Spg2\Models\Ships\Taurus\schemL.dds Spg2\Models\Ships\Taurus\schemQ.dds

By battery: weapon: 101 that's a copy from the original SBR ID:24 weapon, the taurus uses, by simply adding a new weapon ID in lightweapon.wdt, and mod that weapon:

101 JACK 15000 1 72500 850 1.1 1000 1800 1800 0.1 1700.5

so in game the weapon is named jack, hp 15000, range 850, energycost 1.1, damagemin 1000, damagemax 1800, rate of fire 0.1, damagepersec 1700.5

picture:

Link

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