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 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...
@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 Eventually though :>
Can't really blame your self. Unless you know it exists - and where it exists - you aren't expected to know it.
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 , , :'(, , , , , :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:layerConfig(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:reSplashInitialization()::{lambda()#1} ()> >:_Any_data) ThreadImpl::runThread(void*) BaseThreadInitThunk RtlInitializeExceptionChain RtlInitializeExceptionChain EDIT: There is a parse error in the original player.config 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!
Disabled vanilla races? SURE I CAN SPIN THAT. Here's what you do: In a mod, put { "__merge" : [ [ "delete", "index" ] ], "playerSpecies" : false } in species\avian.species, apex, floran, glitch, human, and hylotl.species. 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. Ignore player.config:species. If you want to properly get rid of the vanilla races, disable their dungeons. This goes beyond the scope of this post.
I am going to guess you want to disable the 2 races - to get 2 extra slots to test your race. It is much easier instead to use http://community.playstarbound.com/index.php?resources/character-creation-species-extension.951/
You're both right, in different senses 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 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.