Modding Help Disable Vanilla Races? - VANILLA PARSE CODE SCREWING IT ALL UP LOL

Discussion in 'Starbound Modding' started by Jatz, Mar 14, 2014.

  1. Jatz

    Jatz Subatomic Cosmonaut

    As the title suggests, i'm looking to disable a couple of the races for the time being in my mod. Anyone have any ideas? I tried to overwrite and remove the id's from the charcreation.config (below) and SB didn't like that :p


    The portion of charcreation.config I thought was responsible:

    Code:
    "buttons" : [
            {
              "id" : 0,
              "image" : "",
              "position" : [0, 0]
            },
            {
              "id" : 1,
              "image" : "",
              "position" : [27, 0]
            },
            {
              "id" : 2,
              "image" : "",
              "position" : [54, 0]
            },
            {
              "id" : 3,
              "image" : "",
              "position" : [0, -26]
            },
            {
              "id" : 4,
              "image" : "",
              "position" : [27, -26]
            },
            {
              "id" : 5,
              "image" : "",
              "position" : [54, -26]
            }
          ]
        },
    
    Can't seem to find any references as to when the species is loaded into the character creation. Anything works though, disabling the button/removing the species from the button/etc...
     
  2. The | Suit

    The | Suit Agent S. Forum Moderator

    player.config
     
    Jatz likes this.
  3. Jatz

    Jatz Subatomic Cosmonaut

    :p :p :p :p :p

    :love: @xxswatelitexx

    Just made a custom tech from scratch,.... perfect.
    Overhauled 4 of the 6 races,.... perfect.
    Just added a new item which tracks spawning of a certain dungeon object,.... perfect(maybe)

    and then this,....

    I always seem to get stuck on the dumbest things :>



    EDIT: I take that back, i'll never get this thing working,.... an item that when activated tells you whether object A was generated or not on the planet you're on :p Eventually though :>
     
    The | Suit likes this.
  4. The | Suit

    The | Suit Agent S. Forum Moderator

    Can't really blame your self.
    Unless you know it exists - and where it exists - you aren't expected to know it.
     
    Jatz likes this.
  5. Jatz

    Jatz Subatomic Cosmonaut

    Very true! Also thank you btw
     
  6. Jatz

    Jatz Subatomic Cosmonaut

    Would you replace the species names with a null, or remove them completely ;o

    Starting to think im looking in an old assets pak xD

    EDIT:
    Code:
    {
        "_merge": [
            [
                "overwrite",
                "species"
            ]
        ],
        "species": [
            "human",
            "glitch",
            "hylotl",
            "apex",
            "null",
            "null"
        ]
    }
    
    I suppose it's not the biggest deal, as i can just overwrite more code.

    BUT - It has NO problem with my code, whether removed or set "null" but it seems to crash sections after, mainly on humanTiming (the first section following species) o.o


    {
    "defaultHumanoidIdentity" : {
    "gender" : "Male",
    "hairType" : "male2",
    "color" : [51, 117, 237, 255]
    },

    "species" : [ "human", "glitch", "hylotl", "apex", "avian", "floran" ],

    "humanoidTiming" : {
    // Idle, Walk, Run, Jump, Fall, Swim, SwimIdle, Duck, Sit, Lay
    "stateCycle" : [1.0, 0.75, 0.75, 0.25, 0.25, 0.50, 0.50, 1.0, 1.0, 1.0],
    "stateFrames" : [1, 8, 8, 4, 4, 7, 2, 1, 1, 1],

    // EmoteIdle, Blabbering, Shouting, Happy, Sad, NEUTRAL, Laugh, Annoyed, Oh, OOOH, Blink, Wink Eat Sleep
    // , normal , caps , :) , :'(, :wut: , :D , , :eek:, :O , , ;)
    "emoteCycle" : [1.0, 0.3, 0.3, 0.3, 1.0, 0.3, 0.5, 1.0, 1.0, 1.0, 1.0, 0.5, 0.3, 1.0],
    "emoteFrames" : [1, 2, 2, 2, 5, 2, 2, 2, 2, 3, 3, 5, 2, 2]
    },


    This is the vanilla code, it freaks out over this part
    But only when I attempt to change JUST the code from above

    always get this crash


    Error: Exception raised during Root finishInitialization: AssetException: Could not read variant value /player.config:humanoidTiming
    caused by: VariantException: No such key in Variant::get("humanoidTiming") in query("humanoidTiming")
    Variant::query(String)
    Assets::variant(String)
    Humanoid::HumanoidTiming::HumanoidTiming(Variant)
    PlayerConfig::playerConfig(Map<String, Variant, unordered_map<String, Variant, hash<String, void>, equal_to<String>, allocator<pair<String, Variant> > > >)
    PlayerFactory::load()
    Root::reload()
    _Function_handler<void (), _Bind<ClientApplication::preSplashInitialization()::{lambda()#1} ()> >::(_Any_data)
    ThreadImpl::runThread(void*)
    BaseThreadInitThunk
    RtlInitializeExceptionChain
    RtlInitializeExceptionChain




    EDIT: There is a parse error in the original player.config :zzz:



    FINAL EDIT FOR TONIGHT: I'm beginning to think I could have just finished these 2 races, in the time i've spent trying to disable them LMFAO!
     
    Last edited: Mar 14, 2014
  7. Kawa

    Kawa Tiy's Beard

    Disabled vanilla races? SURE I CAN SPIN THAT. Here's what you do:
    1. In a mod, put { "__merge" : [ [ "delete", "index" ] ], "playerSpecies" : false } in species\avian.species, apex, floran, glitch, human, and hylotl.species.
    2. Hide the first button in the character creator, because that one'll remain unmapped -- having only the Felins left, those got button #2 when I tried. Or #1 if you want to get technical.
    3. Ignore player.config:species.
    4. If you want to properly get rid of the vanilla races, disable their dungeons. This goes beyond the scope of this post.
     
  8. The | Suit

    The | Suit Agent S. Forum Moderator

  9. Jatz

    Jatz Subatomic Cosmonaut

    You're both right, in different senses :D I don't want to delete the races from the game as they are the base for the new races.

    Basically I've got 6 custom races, that are replacing the vanilla races, but I don't want to do 2 of them right now, I wanna focus on the other 4.

    Kawa has it I think, i'm going to try his method thank you guys again, very much!

    I got so frustrated with that damn parsing code last night, that I just began work on the skin and stuff for the last 2 races :p


    Having the dungeons and things would be fine for now, as I will remove all the dungeons and things eventually.
    and all npc's will be re-imagined when the other 2 races are complete.
     
    Last edited: Mar 14, 2014

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