Mod modding
-
How should I word this. I have the cloak mod 0.96 beta (LAN only people. Please don’t hyperventilate.) and I was trying to get it to work with a new ship I have added to the roster for the mod I made. I have tried everything and there are two things I cannot get the ship to do. Cloak and have a shield.
My question is, does the FLHook only work with the vanilla ships or am I doing something wrong?
I can post the ships code if anyone needs it.
-
In theory, I can hardly see why it shouldn’t be able to work with new created ships, you might need to configure it, though.
-
Ahh… my all time favorite word… cloaks
Yeah… once apon a time in the dark ages we couldn’t even mutter that word for fear of being tared and feathered… but all that’s changed (and thank the gods!!)
ok… few ways… but only really one “great” way, and it’s kinda new… but works a treat with hook.
There’s a post here somewhere with a very special Hex edit that enables the game to recognize the cloak as a Countermeasure HP… no other funkiness needed… they show up in markets… mount/un-mount and most of all… they WORK! no need to sacrifice your shielding… but a decision for the pilot on a CM or cloak if only one CM slot… but that… i think is pretty cool…
Search the forums for “cloak hex edit” or similar… look for the one with the hex edit supplied by Adoxa
-
The method didn’t work, but I figured it out. I was working with a custom ship so I overlooked the most obvious thing. The original ships don’t have cloak functionality in the SP or MP even though they have the hardpoint. That is why I overlooked it. It wasn’t obvious to me. After I figured it out, I went into HardCMP and added the hpcloak. Works perfectly now.