Shadows Compatible Mod List

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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Mansen
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RE: Shadows Compatible Mod List

Post by Mansen »

ORIGINAL: Azuran

Sirian's Component Mod works in Shadows.
Missing a few of the new icons but otherwise compatible.

[;)]

Currently Working On:
X-Universe Conversion (Hiatus)
dostillevi
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RE: Shadows Compatible Mod List

Post by dostillevi »

@Osito I will certainly include your mod. I'm trying to make a comprehensive list, similar to what you would find over at the X3 modding forums if you happen to play that game, and there's no reason to exclude a mod simply because another is similar. When I have a number of mods listed here I'll split them into categories, but for now there are few enough that I don't feel this is necessary.

@necaradan666 We have a very small modding community here and I would like to, for now anyway, include any upcoming mods that authors would like to promote. Obviously there should be some substance here to support the imminent release of the mod, but since we are so small and there are so few mods I think highlighting them here may keep promising mods from sliding off the front page into oblivion. I am only mentioning upcoming mods whose authors have posted in this thread, so I wouldn't worry about things getting too crowded.
necaradan666
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RE: Shadows Compatible Mod List

Post by necaradan666 »

Yeah you're right, I guess it is a pretty small community here.
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Sirian
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RE: Shadows Compatible Mod List

Post by Sirian »

Just wanted to add, Sirian's Character Icon Mod got its 2 missing character icons added and is now fully Shadows compatible.

Regards, Sirian
Buio
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RE: Shadows Compatible Mod List

Post by Buio »

Ardilus Combat Audio Pack works fine with Shadows.
tm.asp?m=3241748

But Shadows has four new sounds that it doesn't update as far as I know. The two tractor beam sounds and the two graviton beam sounds.

The pack is a different take on combat sounds. You might like it, or prefer default. Recommend using Darkspire's updated version with adjusted volume levels (it's a post further below in the topic).
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Azuran
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RE: Shadows Compatible Mod List

Post by Azuran »

I hope with Shadows their might be a community mod.
dostillevi
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RE: Shadows Compatible Mod List

Post by dostillevi »

I'm not exactly sure what you refer to as a community mod?
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Darkspire
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RE: Shadows Compatible Mod List

Post by Darkspire »

ORIGINAL: dostillevi

I'm not exactly sure what you refer to as a community mod?

From my understanding, one that is created by the community, everyone involved provides resources, generally there is list that is made, a master plan as it were, a list of folks in the theme group, creators and testers, all the things needed for the theme. Folks then state which part they are going to complete, for example, ships, races, troops for graphics, then the text files, biases, races, policy, design templates, systems, designs etc. With the amount of work that has been put in around here on non theme parts for DW, like planets, UI etc it could also encompass a secondary overwrite mod. Last decent one I saw was back with NWN and that was moons ago, there a great idea but do take a fair bit of organizing, easy access to the files currently being worked on so that testers can take the current revision and give feedback, an FTP dump from someone in the group with password access to avoid any 'problems', best done with a small group of dedicated individuals, no more than 6-8 and a small group of like minded testers who can give good feedback on any problems. An overall individual forum thread to give direction and feedback for the theme which should only be used for the theme creators and testers and a secondary one for overall updates, questions, ideas etc from the community. Folks are always ready to say, 'I will do that' but it is following up the words, hence the dedicated individuals. You would also have to take into account that folks have real life priorities and things can be a little slow, but if done right they tend to be the showcase theme / mod for the game, like Haree78's Extended theme is at present.

Darkspire
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Darkspire
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RE: Shadows Compatible Mod List

Post by Darkspire »

ORIGINAL: Buio

Ardilus Combat Audio Pack works fine with Shadows.
tm.asp?m=3241748

But Shadows has four new sounds that it doesn't update as far as I know. The two tractor beam sounds and the two graviton beam sounds.

The pack is a different take on combat sounds. You might like it, or prefer default. Recommend using Darkspire's updated version with adjusted volume levels (it's a post further below in the topic).

I had forgotten all about that one, there are a few other threads kicking about with edited sounds from me, I might make a post and stick them all in one place.

Darkspire
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Tampa_Gamer
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RE: Shadows Compatible Mod List

Post by Tampa_Gamer »

Just a quick update, my two other mods for Legends listed below are both compatible with Shadows but I am currently working on updates for both of them to incorporate some new functionality found in Shadows and waiting for the Shadows modding guide to complete them. In the meantime, here are the links:


Sound Effects Mod v1.00 Shadows compatible - replaces 40 default sound effects

Character Image Resource Pack (Human) v1.00 Shadows compatible - a resource pack of 70 historical/current human character images and statistics to combine into your own custom mod
For those interested, forum thread link to post with a master list of all my DW mods: Link

dostillevi
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RE: Shadows Compatible Mod List

Post by dostillevi »

Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.

Edit: A community mod sounds interesting. I'd have to give it some consideration.. I've made my own "community mod" of sorts that combines the best of what I can find here on the forums, and I imagine a number of you have done the same. I would argue that a precursor to a good community mod is better mod support, specifically in the form of a mod editing tool with the following capabilities:

-Mod Manager: Allows the integration of multiple mods, easily switching between active mods, determining priority when mods conflict, and allows annealing to take only the desired parts of separate mods. The mod manager would make appropriate backups of default files, effectively eliminating the need to put some files in the customization folder and others in the main game folder.
-Race manager: Each race stands alone. With all races set up for the mod tool, the user would be able to turn races on and off with a check box, and the mod editor would handle all file movement and editing of text files automatically. The race manager would allow easy access to all relevant race and profile stats and allow comparisons between multiple races. It would also allow modification of shipsets and race images within the program.

Ideally the program would be able to pull all information from existing mod files, but in the case where two mods are adding races, they won't have bias settings for each other. The mod tool would be able to load a "master biases file" maintained by the community for all released races, or would make a guess based on relations between existing races of the same race type.

Frankly DW is so simple to mod that writing such a program is almost trivial. I sat down to give it a go a few months ago but my programming skills are very rusty. Its still on my list of projects though, someday.. someday..
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Darkspire
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RE: Shadows Compatible Mod List

Post by Darkspire »

ORIGINAL: dostillevi

Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.

Edit: A community mod sounds interesting. I'd have to give it some consideration.. I've made my own "community mod" of sorts that combines the best of what I can find here on the forums, and I imagine a number of you have done the same. I would argue that a precursor to a good community mod is better mod support, specifically in the form of a mod editing tool with the following capabilities:

-Mod Manager: Allows the integration of multiple mods, easily switching between active mods, determining priority when mods conflict, and allows annealing to take only the desired parts of separate mods. The mod manager would make appropriate backups of default files, effectively eliminating the need to put some files in the customization folder and others in the main game folder.
-Race manager: Each race stands alone. With all races set up for the mod tool, the user would be able to turn races on and off with a check box, and the mod editor would handle all file movement and editing of text files automatically. The race manager would allow easy access to all relevant race and profile stats and allow comparisons between multiple races. It would also allow modification of shipsets and race images within the program.

Ideally the program would be able to pull all information from existing mod files, but in the case where two mods are adding races, they won't have bias settings for each other. The mod tool would be able to load a "master biases file" maintained by the community for all released races, or would make a guess based on relations between existing races of the same race type.

Frankly DW is so simple to mod that writing such a program is almost trivial. I sat down to give it a go a few months ago but my programming skills are very rusty. Its still on my list of projects though, someday.. someday..

I think you are slightly misunderstanding the community mod. It is a mod with all new graphics for ships and races, everything in a 'comod' is new and done from scratch, yes we have all done the 'chop a bit here and add a bit here' themes but this would be entirely new content, almost like an expansion pack without the features. The NWN's one I mentioned is a good example, I can not remember the exact amount but there were at least 10+ new tilesets added along with new buildings, NPC's etc. As I said it takes a dedicated and talented set of individuals to undertake such a project.

Darkspire
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Darkspire
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RE: Shadows Compatible Mod List

Post by Darkspire »

ORIGINAL: dostillevi

Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.

Edit: A community mod sounds interesting. I'd have to give it some consideration.. I've made my own "community mod" of sorts that combines the best of what I can find here on the forums, and I imagine a number of you have done the same. I would argue that a precursor to a good community mod is better mod support, specifically in the form of a mod editing tool with the following capabilities:

-Mod Manager: Allows the integration of multiple mods, easily switching between active mods, determining priority when mods conflict, and allows annealing to take only the desired parts of separate mods. The mod manager would make appropriate backups of default files, effectively eliminating the need to put some files in the customization folder and others in the main game folder.
-Race manager: Each race stands alone. With all races set up for the mod tool, the user would be able to turn races on and off with a check box, and the mod editor would handle all file movement and editing of text files automatically. The race manager would allow easy access to all relevant race and profile stats and allow comparisons between multiple races. It would also allow modification of shipsets and race images within the program.

Ideally the program would be able to pull all information from existing mod files, but in the case where two mods are adding races, they won't have bias settings for each other. The mod tool would be able to load a "master biases file" maintained by the community for all released races, or would make a guess based on relations between existing races of the same race type.

Frankly DW is so simple to mod that writing such a program is almost trivial. I sat down to give it a go a few months ago but my programming skills are very rusty. Its still on my list of projects though, someday.. someday..

I think you are slightly misunderstanding the community mod. It is a mod with all new graphics for ships and races, everything in a 'comod' is new and done from scratch, yes we have all done the 'chop a bit here and add a bit here' themes but this would be entirely new content, almost like an expansion pack without the features. The NWN's one I mentioned is a good example, I can not remember the exact amount but there were at least 10+ new tilesets added along with new buildings, NPC's etc. As I said it takes a dedicated and talented set of individuals to undertake such a project.

Darkspire
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Tampa_Gamer
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RE: Shadows Compatible Mod List

Post by Tampa_Gamer »

ORIGINAL: dostillevi

Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.

I would say due to the nature of the type of mods that they would be in the first category above since the user loses no functionality by using them. The sound mod does not strive to replace all default 90+ sounds it only replaces the 40+ that I thought needed replacing. The jury is still out on whether I will replace some of the newer sounds or not. The second link is more of a resource pack then it is a traditional mod so again there is no lost functionality by incorporating it into someone's personal mod.
For those interested, forum thread link to post with a master list of all my DW mods: Link

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AstroCat
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RE: Shadows Compatible Mod List

Post by AstroCat »

I think Jon Micheelsen's ExplosionsV20Light is compatible with Shadows.
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historyis
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RE: Shadows Compatible Mod List

Post by historyis »

I have finished my supplemental systems mod:
3400 system names, fully compatible with both Tampa_gamer and the original systems file.
tm.asp?m=3348987
necaradan666
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RE: Shadows Compatible Mod List

Post by necaradan666 »

ORIGINAL: Darkspire

I think you are slightly misunderstanding the community mod. It is a mod with all new graphics for ships and races, everything in a 'comod' is new and done from scratch, yes we have all done the 'chop a bit here and add a bit here' themes but this would be entirely new content, almost like an expansion pack without the features. The NWN's one I mentioned is a good example, I can not remember the exact amount but there were at least 10+ new tilesets added along with new buildings, NPC's etc. As I said it takes a dedicated and talented set of individuals to undertake such a project.

Darkspire

He's not wrong about the community mod though, I played NWN 1 and 2 for a lot of years what I saw there was many individual projects being made compatible, no file conflicts, then all packaged together. There were tons of tilesets but you could download them all separately from their respective authors. The good thing about community mods was that having it all together provided a stable base of good content that module makers and persistent world builders could make use of with a good chance that everyone would have the package already

There were votes and stuff on what to include. I don't remember the NWN2 community mod ever being complete enough to really bother with though.
dostillevi
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RE: Shadows Compatible Mod List

Post by dostillevi »

ORIGINAL: necaradan666

He's not wrong about the community mod though, I played NWN 1 and 2 for a lot of years what I saw there was many individual projects being made compatible, no file conflicts, then all packaged together. There were tons of tilesets but you could download them all separately from their respective authors. The good thing about community mods was that having it all together provided a stable base of good content that module makers and persistent world builders could make use of with a good chance that everyone would have the package already

There were votes and stuff on what to include. I don't remember the NWN2 community mod ever being complete enough to really bother with though.

I think a community mod consisting of new content would be awesome, bu I would also love to be able to make it easy for newcomers to combine existing content in an easy way, especially since there isn't all that much of it.
historyis
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RE: Shadows Compatible Mod List

Post by historyis »

I totally believe in the non-conflict thing.

One of my favorite mod packages with the MSGO mod for Morrowind which was a lot of mods put together in one package.
Ruru
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RE: Shadows Compatible Mod List

Post by Ruru »

PLEASE for the mass effect mod :)
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