Shirsh 129 Report post Posted May 13, 2016 Hey, @Jason I've got another modding question/request: when I trying to make female enemy it's always looks like for dragging this enemy male animation used: doesn't matter if I use Banks kanim or use .adef from grp_name.anim, she always get male proportions when an agent drag her =/ Is it possible to override somehow? Share this post Link to post Share on other sites
Shogal 0 Report post Posted May 23, 2016 About "How to make a program" section of help: You forgot to explain PROGRAM_LIST, PROGRAM_NO_BREAKER_LIST, PROGRAM_BEGINNING_BREAKER_LIST, PROGRAM_BEGINNING_NO_BREAKER_LIST attributes. Without them, mainframe program won't appear in shops. Also, you forgot any of them in example code. Share this post Link to post Share on other sites
AgentChirthorpe 0 Report post Posted July 18, 2016 Couldn't modding have been made a tad easier? Not that I'm not grateful of the way soft mods are a thing now, but I just can't get the tools necessary to actually work. I'm perpetually stuck at stage one, unable to open any KWADS to do anything. A pity, really. Share this post Link to post Share on other sites
Cyberboy2000 660 Report post Posted July 18, 2016 This tool opens KWADs https://github.com/Psimage/KWADTool Share this post Link to post Share on other sites
AgentChirthorpe 0 Report post Posted July 18, 2016 I already have the tool. It just doesn't work for some reason. Share this post Link to post Share on other sites
Mobbstar 14078 Report post Posted July 19, 2016 14 hours ago, AgentChirthorpe said: I already have the tool. It just doesn't work for some reason. You are opening from the command prompt, yes? (that's the black box with "hackerish" font) If you don't, it doesn't have the required parameters and just closes itself again. First call the KWAD tool via its path (in windows you can just drag it into the prompt and it will paste the correct path), then before pressing enter, add the flags and parameters (e.g. " -i anims.kwad"). Share this post Link to post Share on other sites
AgentChirthorpe 0 Report post Posted July 19, 2016 11 hours ago, Mobbstar said: You are opening from the command prompt, yes? (that's the black box with "hackerish" font) If you don't, it doesn't have the required parameters and just closes itself again. First call the KWAD tool via its path (in windows you can just drag it into the prompt and it will paste the correct path), then before pressing enter, add the flags and parameters (e.g. " -i anims.kwad"). I'm not very proficient in using the command prompt, though I did open it that way once. Then couldn't make head nor tail of what it was actually saying. Oh, whatever. I don't see myself being able to make a mod for this game. I'm more an idea-person. Frankly the more practical thing I'd want to do is make agents able to have 8 augment slots or more, maximum (for fun). Share this post Link to post Share on other sites
Nickster206 29 Report post Posted July 19, 2016 (edited) Getting agents to have 8 augment slots is surprisingly simple, actually. No kwad tools needed. Simply follow the following steps: 1. Open scripts.zip, located in wherever you put your steam folder/steam/steamapps/common. 2. Open the sim folder. 3. Open the unitdefs folder. 4. Open the agentdefs file. Now, scroll down until you see " cyborg_1 " (it's a fair bit of scrolling down, around halfway through the file.) This template represents Sharp, and one of his traits is " augmentMaxSize=6 ", found in " traits = util.extend ", under cyborg_1. Change this to however many slots you want, and copy " augmentMaxSize=(however many you want) " to your clipboard. Paste this in each agent's template directly to the right of " mpMax = 8, " and keep it within the " }, " bracket. Voila! Should work as planned. If you need any more help, just ask REMEMBER TO SAVE before exiting! Edited July 19, 2016 by Nickster206 Share this post Link to post Share on other sites
Strelock 10 Report post Posted August 5, 2016 Hey! I've added support for Drag&Drop. No need to fiddling with this pesky console interface. Just drag and drop KWAD file onto the KWADTool executable and wait for the extraction process to finish. You can find extracted files close to your KWAD file inside a directory named <your-kwad-file-name>.d Happy modding! 1 Share this post Link to post Share on other sites
Cyberboy2000 660 Report post Posted September 12, 2016 @Jason sorry if this is considered a dead post but I just noticed that the KWAD extractor doesn't seem extract builds from Obake and Obake 2 portraits, but it does extract builds from other portraits like null drone and akuma drone. Do you have any idea what the reason for that could be? Share this post Link to post Share on other sites
Jason 6012 Report post Posted September 12, 2016 I just tried it and it seemed to work ok for me. In the portraits folder of the anims.kwad.d folder I have sankaku_drone_face_new.anim and sankaku_drone_heavy_face_new.anim Those zips seem to have all the art in them. Am I misunderstanding what you were looking for? Share this post Link to post Share on other sites
Cyberboy2000 660 Report post Posted September 13, 2016 It's not the art that's missing, it's build.xml. The default build only works for human guards. Share this post Link to post Share on other sites
Shirsh 129 Report post Posted September 13, 2016 (edited) @Cyberboy2000 I have both extracted, with build xmls, you sure was using "-e anims" in KWADTool? sankaku_drones_portraits_extracted.zip Edited September 13, 2016 by Shirsh Share this post Link to post Share on other sites