December 1, 2013
REQUIRES GC2 VERSION 1.2 OR HIGHER!
+ New "Blank" hulls that consist only of a single disembodied hardpoint; create ships from only jewelry and components with no hull at all.
+ All hulls in the game are available as jewelry, including Dread Lord hulls (combined with blank hulls you can use any hull with any size or race, or multiple hulls at once).
+ "Fake" versions of Colony, Constructor, Transport, and Trade modules for making symmetrical ships. Includes the previously unused mirror version of the Constructor and Trade modules for correct Left/Right symmetry.
+ Hardpoint formations (disembodied hardpoint groupings). Includes single extension, dual mirrored, triple, quad, etc, up to a ring of 8. Also included are a cluster of 10 hardpoints for placing multiple items in one place, and a delta formation for making ships that look like groups of mini-fighters.
The mod has been restructured for 1.2, and now uses the mods folder. The various features of the mod are broken into multiple XML files as well so you can selectively disable the parts you don't want. More details in the readme.
READ THE INCLUDED README BEFORE USING!! You must start a new game to see the mod's effects; it will not work on a save made before installing it.
Could you please explain what steps you took to correct this problem? I happen to be experiencing the same one.
Re-purchased the game as Ultimate Edition through Steam. Not sure where or how to install this - the Mod folder under Stardock or under Steam. Neither seems to work.
*coughs awkwardly* Nevermind.
I just tried to install this mod on the Ultimate Edition as downloaded from Stardock. It doesn't work. Half the files the copymodels.bat file is looking for do not exist. I was only able to get the Terran and Torian hulls to appear in the ship designer. Anyone else have this problem?
I just downloaded this modification, and I have nothing but praises for it. This is a great gaming aid as well as an excellent tool for any aspiring modder.
I don't know why I waited until today to download it.
Hello again. I am currently engaged in making a Metroid-themed total-conversion mod for Twilight Of The Arnor, and want to include several parts of KHSM along with it. However, I am reluctant to do so without permission from the mod's creator (you/Kryo, depending on who's reading this). I would of course credit you/him in the readme and mod description for those components I make use of. If there is any sort of other copyright/credit arrangement that you/he would want me to include, please tell me and I will include it.
Hi! I'm really hoping someone can help me out.. I installed this mod exactly how I was supposed to (according to the read me file) and I just can not get it to work. I'm running version 2.01 Twilight of the arnor with no other mods. I did have to create my own mods folder in Twilight and after pushing default in the mods menu in game it finds the folder and detects one mod evidently. The mod doesn't have a name and when I click on it it only lights up. I of course clicked the use mods button and restarted the game, but that didn't activate the mod. I am starting a new game each time I try to get this to work... If ANYONE can help me get this mod running I'd GREATLY appreciate it!
I got the models and everything copy'd but for some reason I don't have the high-res ToA bulk hulls...I USED to, but it seems now I have the standard, clunky looking standard hulls as bling =/
P.S. Is there a forum page for this mod?
The mod has been updated to 2.0 for TA.
Will a ToA version of this be made? With the souped up graphics?
I tinkered around and created a Mod folder for DA and then put the corresponding mods into GC2 and DA respectively. I then went into the menu and enabled the mods in each mod folder. The mod seems to work for DA (but the "hulls as jewelry" isn't working) but it isn't for GC2. Any ideas?
I have the DA Gold edition which only seems to have a single Mod folder for both GC2 and DA. Do I need to make a mod folder in the DarkAvatar subfolder and then copy the GC2 stuff to the GC2 folder and the DA stuff to the DA folder or can I use a single folder for both?
Hello there. I recently attempted to install and use PubMasters Ship Pack, with no to bad results for my game. I have installed this version of your Hull System and it works properly except when I use blank designs to attack, the game shuts down reporting an error. I have Version 1.5 Dread Lords and a functioning mod system, with the exception of that error and that suddenly other ships like the constructor, colony ship, and transport loose their extras when I use a custom ship. Anything you can do to help? I would greatly apprciate it. Thank you. send to Comptech224@yahoo.com with any information.
In DA's options, open the 'change directory' dialog and click the Default button at the bottom. That should make a new mods folder for DA alone, and set it to use it. You can then put the mod there and pick it in-game.
I went to the readme and it stated to put it in the /Dark Avatar/mods folder. When I go under Dark Avatar, there is no MOD folder. What do I do?
The old mod still works for DA, but with a different Hit point scheme for same sized vessels as DL. For example, with the "old" Kryo Mod (configured for DL only), you can still make a blank huge hull, but it will have only 80 hit ponts, and cost less than a huge DA hull, which could be 135 hit points but cost more and take longer to build. I kinda like having the greater degree of choice. I can now make acruiser, battle cruiser, battleship, dreadnought, and monitor in terms of different large and huge hulls. For the "in-between" sizes, I use a blank hull with the non-updated Kryo's Mod.
I love this mod but I have one question. I find the red triangle placement indicators to be so large and become so numerous that I can hardly see my design each step of the way. Is there a means by which one can omit or minimize the size of all those placement markers???
Blacksheep, sort of yes, but I still prefer working from a totally blank slate myself, as I'm sure some others do. Plus there's a lot more than just blank hulls in the mod :)
There are already "blank" hulls in Dark Avatar for every shipsize, right? :)
Kryo are you releasing a new version of your MV safe mod too?
I am so hoping that this mod will be translated to be compatible with Dark Avatar
thanks for the mod i got tierd of stakin over those lame hulls with extra parts just so i could get a good look
i need help getting it to work
what does it mean by blank hulls
please update for v220.127.116.11
How do you enable the mod? Arrgh im new to modding.
New "lite" version available that lets you use Blank Hulls (but unfortunately not any of the other features) in metaverse games without fear of cheat flags!
You should be able to by attaching some of the Delta and/or Cluster hard points that are included with this mod in Extra's.
Can i make a ship that's nothing but floating weapons an engines?
OK I see the mod in the mods option but I don't see any of the blank hulls or anything else that has to do with the mod...
Hmm.. I followed the instructions, I'm using 1.3 and yet it doesn't bloody install..
The trouble is that it adds new ship components, and the game isn't going to be getting any code to look at the blank hulls (arguably the most important part of the mod) and determine that since their stats are identical to the normal ones so they must be ok. The most we could hope Cari can do is make it allow jewelry (since those will never affect the game's outcome) and get the blank hull idea integrated into DA...
Still so frustrating that we cant use this mod in the MV games. Surely something can be done to allow its use. I mean its only graphical changes, not logistics etc...
Have you actually enabled and selected the mod in the games options? You also need to begin a new game to see the changes, so don't try it on a prior save.
I 'm on v 1.30 (Beta). I've got the KHSM folder in the GalCiv2/Mods directory. I ran the bat file (the shell screen came up and ran for a few seconds). I started a new game with the altaran ship style, but when I select the hull and go to the extras tab, I don't see the new blank hulls or anything. Am I missing something? This is my first attempt at modding this game...
certified? what that mean?
this is crazy it like it should have come with the game i like it
"Kryo you said the game doesn't use the mod folder under mydocuments, then where is the mod folder it uses and how do I get to it"
As noted below, you MUST have v1.2 to use it. I've updated the readme and description to be more specific about this, and to put more emphasis on using the batch file...
Finally got this to work, man this mod rocks! I love building a crazy big ship and then make it look like it has a fleet of large ships around it.
Downloaded fine, installed fine. Can see 'dummy' parts and 'blank' hulls, which are great. Cannot see hulls for other race's ships or use hulls as jewelry. Help?
Kryo you said the game doesn't use the mod folder under mydocuments, then where is the mod folder it uses and how do I get to it, DAMN IT THIS IS DRIVING ME CRAZY!!!!!!
This is the best mod yet!
Thanks a bunch now i can finally use it :)
Forgot to note it in the readme, but the mods folder mentioned there is the one in the game's installation folder, not the one under MyDocs. That one has never been used (and now never will be, unless you edit your prefs.ini to point there).
So to make the mod appear in the list in-game, it needs to go in C:\Program Files\StarDock\TotalGaming\GalCiv2\Mods, or wherever else you put GC2 at.
For some reason i cant get it to show up in the mod screen in the gameso i cant use in the game although everything else is installed i need help
I take it the instructions for installation are in the ReadMe file? Cool mod by the way. Maybe tere should be a catagory of ship parts.
Absolutely fantastic! The game should have come this way to begin with!
Well, Thanks for fixing the link, but here come my troubles:
I have my game installed into E:/, and like if you did it anywhere else, it makes a "my games" folder outside of program files. Thats where the mod folder is, right? Well, I downloaded to there, extracted, and I ran the program inside of the folders it made for it. Seems ok? Well, the game showed no sign for it working. I'm going to screw around with it a little, but could you give us an idea what we did wrong?
Thanks, the mod is great!
At least the one I used.
try clicking the "default" button - worked for me.
I downloaded this and experienced the same problems as a few of the other posters have. Um, except I have the correct mods folder yet it doesn't even show the "example" mod the last update included. Any sort of constructive help would be appreciated. :)
SAME AS THE LAST COMMENT BELOW WILL NOT WORK!!!!
ERROR ERROR......ROY KIRK ERROR............................ITS DEAD JIM!!!
HOLY TESTICLE TUESDAY!!!! ALLLLRIGHTY THEN
HELP ME MISTER WHIZARD........................
i unzipped to my mods folder correctly. but when i start the game and go into the use mods part of the options, the only 2 options that i have in browse directories is "example" and "default". what am i doing wrong? please help.
When i download it and extract i do not have a mods folder what do i do.
If you don't have this you are missing out! Awesome Mod!
Anybody got this working ok for MV games after the changes to 1.2?
The issues that were stopping me from updating the copy here have been resolved at last, so this (latest) version should be working now.
Hell link doesn't work and alternate dl site is off line or something, i can't use it. FIX please
NO!!! Broken Link! Nooooooooooo!
Please fix. ;)
It gives me an error when I try to download guys. Any ideas?
Link to dowload is broken!....something...............error?????
yes i get the same this a error when i try to get the update
I downloaded the original, and its great. But, this is the update and the link leads to a page that just says "error" on it. Perhaps you could repost or send me the direct email with the file? Thanks for the mods!
Question- I downloaded this from Kryo's link, posted above- but I got v. 1.6(?) according to the readme, and it isn't compatible with GalCiv2 Collectors Ed. V.1.11
can you please update this for v.1.1.1? Thank you in advance. I LOVE this mod.
Waiting for T-Man to fix some issues--The download got corrupted here and the library throws an error when I try to re-update it. Meanwhile, use the link in the first post of the thread: http://forums.galciv2.com/?ForumID=348&AID=103430
As of 14th May the ilink is still broken! Damn!
um when you press dwld it goes to a page called erreo wth.
link still broken, any help...?...
The Link to Kryo's Hull System Mod is broken. This is a Superb mod. Pleas Heaaaalp...
Yes, same here but the other downloads are working fine
get a error when i try to download
Awesome mod! Is this going to be updated for 1.1? I have been using it and when I started a new game it isn't available, I'm guessing that its because of the new version....please tell me it will be updated, I love this thing!
Can you update this mod to v1.1? This is the best mod in GalCiv2!!!
Follow the directions in the readme. And you should have 1.0X.010 or higher when using the mod, as that is what the latest version was made for.
Doesn't seem to work for me. Got 1.0, and it lists all the Hull types, but I get absolutely nothing in any of the "accessories" tabs. No engines, extras, weaposns, etc. and my build time is skewed too. Every ship type is insta-build, zero build time.
Sweet! Wish I have seen this sooner. One question: It seems you can not play on metaverse with this mod, is there a way around it? Should we try to ask SD to make this mod an exception since it changed nothing but how the ships look?
Currently the mod uses a modified core GC2Types.xml file. Once the mod folder functionality is implelemnted with 1.1 final, I'll made a final update which will be good forever (theoretically).
If you want to use it with the 1.1 beta, you can manually add the extra items (just open the file, and grab everything after the blank cargo hull section except the closing GC2 tag, and copy/paste it over) from the current modded GC2Types.xml to the 1.1 beta version's GC2Types.xml, and it should work. Though I've not tested it myself, so I cannot say for sure.
Same question as Shamer12
Superb mod. Great work. One question though if any1 can answer that. Is it going to be compatible with the upcoming (v1.1) mega-update of the game i.e. new/upgraded ship designing system? If this is so then the galaxy's my oyster ;D.
Damn i hate this guy, i spend too much time building new ships as it is, now i going be spending even longer with all the new stuff heehee
Great job kyro amd mp Modded game will ever be able too submit to metaverse Darth. :)
dread lords faceing dread lords is what i want to see
Nah, Even better: A super invasion transport made of nothing but engines and a troop module.
"Sample ship and model textures" Is just a pack of 3d Studio Max versions of some of the game models, so modders can see how to make them, It doesn't add anything to the game.
The mod WILL conflict with any other mod that changes GC2Types.xml, of which there is at least one already (SaberCherry's rebalance). There's no way around this since the mod folder isn't working yet, so you'll need to manually integrate the mod files if you want to use both.
This is the best thing I have seen yet, The game is only out a few weeks I am real curious to see more from this guy. He did a fantastic job here and will make all the difference in how I play and enjoy my game. Its rwally awesome. I wanted to ask the maker if the other mod offered on this page would conflict with this mod? There was another ship xtra type "Sample Ship and model Textures" Do you know if that would conflict with this or could both run at the same time?
Now THIS will allow me to make my Confederation starships! Thank you!
Can games using this be posted to the Metaverse?
Awesome! can't wait to build crazy hulls-only ships.