Hello again ! Little update on what I did about the research station : before doing the 4th upgrade, I removed the admin-installed station. Once the ship upgrade was done, the real research station was there, so it really was the info that was missing in the blockkey.config.
I found the issue with the armors showing as Perfectly Generic Item in the crafting table, go to \Familiars.Stable.Dev\items\armors\familiar\ in both powersuit and punchsuit (perhaps even invisarmor), go to their folders and change these values in .chest, .head, and .legs from "basePercentage" to "baseMultiplier", this line is under statusEffects. I uploaded this to dropbox too if you don't want to make the changes yourself if you're just too lazy ;P (I also fixed the sounds so it isn't silent anymore, but the player sounds are human) https://www.dropbox.com/s/svwl9okigiwuacd/Familiars.Stable.Dev.rar?dl=0
Lovely race mod. But for some reason my game crashes when I swing my weapon, and yes everything is current. I painstakingly rooted out all outdated mods as well.
Don't worry, I'm working on a patch for the mod, the comment I made above yours is I think not properly formatted, so it'll just be a little while until I can get everything working as it should. EDIT: Ok, this should be good enough, I've got everything updated and working properly (I think), let me know if you encounter any issues. https://www.dropbox.com/s/svwl9okigiwuacd/Familiars.Stable.Dev.rar?dl=0
Here's the fork I use on FBR if you'd like to compare the two. The main differences seem to be that you physically copied all aicommands while I used a copy operator, weapon/armor leveling, and some ship stuff. I can add you to the private GitLab repo as well, if you'd like detailed info on exactly what was changed.
I'm not really a professional at coding stuff, lol, all I kinda did was make everything at least compatible and fix around a few things except for the swords because I have no idea how to modify their damage.
I just found a fix for the issue. Not sure how stable it will be in the long run, but it has worked since I did it half an hour ago. The problem is that the sword references the "2hsword" damagekind, but (as far as I can tell) it either doesn't exist, or the mod can't find it. All I did was take another sword damagekind from another mod (I have the Avali mod installed to play with a friend), and put it in a new folder, "damage". I adjusted the labels from the other mod's names, and renamed it "2hsword", and it works now.
Looks like I have some work to do with this mod. Sorry I haven't updated in quite a while, got a lot of other stuff to do and personally I've been waiting on the official not-beta release of the game to actually dig in and get things working and up to date with the game's progression again~
That's fair, no worries. The good news is the next game update will be the 1.0 release so, we will finally have a full game and future updates wont change the engine just add more content =3 (the bad news is they havent said when its coming out)
By the way what is that supposed to be on their neck? It looks like they have fur-coloured shoulder pads or something.
Yay I called it! xD I hope they don't change anything in 1.0 that would break this mod, it's always fun to run into Familiar NPCs =3
I do hope it doesn't break, but I heard something about there being personal story quests unique to each race now? Or at least, planned for the final release. I don't know what's involved in making those unique quests and missions, but if anyone has dug into that stuff yet, can they let me know how it works? Might be nice to have a special questline for my race to match the ones the main races get~
1.0 breaks a good chunk of the mod, but most of it is fairly easy to fix. When I did a quick test update about a month ago, all armor, all projectiles, ship files, familiar.species, and player.config needed minor edits. Swords and quests, on the other hand, could take a bit more work. I know it's totally possible to just use a copy operator to give familiars a vanilla species' quest line, but I can't comment on making a unique one. All quest lines were intentionally broken when I did the test so I just didn't bother. Edit: I can make that test update available so you can poke through it, if you'd like.