Ship Size Mod for 1.2.7.9
Moderator: MOD_DW2
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- Posts: 15
- Joined: Sat Aug 15, 2015 9:16 pm
Re: Ship Size Mod
This is a great mod - I still use it with the latest patch + DLC
Doesn't apply to the Quameno though... maybe. The tell is the the intro screen - both Quameno and Gizureans have normal sized stations.
Keep developing this - i'll pay for it. Good work.
Doesn't apply to the Quameno though... maybe. The tell is the the intro screen - both Quameno and Gizureans have normal sized stations.
Keep developing this - i'll pay for it. Good work.
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- Posts: 15
- Joined: Sat Aug 15, 2015 9:16 pm
Re: Ship Size Mod
Ahoy - I added the Quameno and Gizurean to the mod. Just used the find and replace method on the two .xml files. Full credit to the opening poster for this wonderful mod.
Seems that a few fighters are still regular size, not a big deal but willing to manually modify these values if we are not restricted to integer values.
Updated 12/10/2023 ... in the new races, DIsplaySize can have a value that doesn't end in zero so not everything was adjusted.
Seems that a few fighters are still regular size, not a big deal but willing to manually modify these values if we are not restricted to integer values.
Updated 12/10/2023 ... in the new races, DIsplaySize can have a value that doesn't end in zero so not everything was adjusted.
Re: Ship Size Mod
Hello!!
Thank you for your help!
Now I updated this mod and made a quick one.
for version 1.2.1.2
It got two versions now, 1/12th the size and 1/6th the size.
PLUS, a working folder where all resources I used are in it.
For the components.xml I used a python script that is run with notepad++.
The script is in the working folder.
If you want to scale the ships to a different size, use libre office and change the ratio. it recalculates and then you paste the file contents
"<DisplaySize> 12 </DisplaySize>:<DisplaySize> 2 </DisplaySize>
<DisplaySize> 14 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
<DisplaySize> 15 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
<DisplaySize> 16 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
"
into a txt file that is calles as you like.
then, you have to open
universalv2.bat
and change this line (6tel.txt) to your ratio
"starteallev3.bat".
before you execute, you can delete all xml files in the mod folder that is named shiphulls...
the batch takes the shiphulls from the original data folder and writes it fresh in the mod folder.
the mods work with 1.2.1.2 AND I added all of it (quameno and all of them).
It resizes the weapons and all ships.
the components of other races do not have any body soze for weapons, so they did not change.
Let me hear what you think of it.
The game is getting better!
Thank you for your help!
Now I updated this mod and made a quick one.
for version 1.2.1.2
It got two versions now, 1/12th the size and 1/6th the size.
PLUS, a working folder where all resources I used are in it.
For the components.xml I used a python script that is run with notepad++.
The script is in the working folder.
If you want to scale the ships to a different size, use libre office and change the ratio. it recalculates and then you paste the file contents
"<DisplaySize> 12 </DisplaySize>:<DisplaySize> 2 </DisplaySize>
<DisplaySize> 14 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
<DisplaySize> 15 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
<DisplaySize> 16 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
"
into a txt file that is calles as you like.
then, you have to open
universalv2.bat
and change this line (6tel.txt) to your ratio
after that, you call the batchfor /F "tokens=1,2 delims=:" %%a in (6tel.txt) do (
"starteallev3.bat".
before you execute, you can delete all xml files in the mod folder that is named shiphulls...
the batch takes the shiphulls from the original data folder and writes it fresh in the mod folder.
the mods work with 1.2.1.2 AND I added all of it (quameno and all of them).
It resizes the weapons and all ships.
the components of other races do not have any body soze for weapons, so they did not change.
Let me hear what you think of it.
The game is getting better!
- Attachments
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- ShipSizemods.7z
- (947.89 KiB) Downloaded 48 times
Re: Ship Size Mod for 1.2.1.2
Here is a Video upload of the 1/6th Mod
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- Posts: 22
- Joined: Fri May 30, 2014 5:20 pm
Re: Ship Size Mod for 1.2.1.2
Would it be possible to get an XL Mod compatibility patch? When this mod is loaded after XL it causes a crash on the "Your Empire and Government" Screen.
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- Posts: 1
- Joined: Thu Oct 17, 2024 7:45 pm
Re: Ship Size Mod
I really like the way the game feels with the smaller ship scales. I noticed beam weapons don't connect from ship to ship. You can see the beam, but its in between both ships instead. Is this from scaling down the weapons?rxnnxs wrote: ↑Fri Mar 08, 2024 11:04 pm Hello!!
Thank you for your help!
Now I updated this mod and made a quick one.
for version 1.2.1.2
It got two versions now, 1/12th the size and 1/6th the size.
PLUS, a working folder where all resources I used are in it.
For the components.xml I used a python script that is run with notepad++.
The script is in the working folder.
If you want to scale the ships to a different size, use libre office and change the ratio. it recalculates and then you paste the file contents
"<DisplaySize> 12 </DisplaySize>:<DisplaySize> 2 </DisplaySize>
<DisplaySize> 14 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
<DisplaySize> 15 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
<DisplaySize> 16 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
"
into a txt file that is calles as you like.
then, you have to open
universalv2.bat
and change this line (6tel.txt) to your ratioafter that, you call the batchfor /F "tokens=1,2 delims=:" %%a in (6tel.txt) do (
"starteallev3.bat".
before you execute, you can delete all xml files in the mod folder that is named shiphulls...
the batch takes the shiphulls from the original data folder and writes it fresh in the mod folder.
the mods work with 1.2.1.2 AND I added all of it (quameno and all of them).
It resizes the weapons and all ships.
the components of other races do not have any body soze for weapons, so they did not change.
Let me hear what you think of it.
The game is getting better!
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- Posts: 597
- Joined: Wed Jun 04, 2014 11:49 am
Re: Ship Size Mod for 1.2.1.2
For sure cause the hitbox is not minimized.
- drillerman
- Posts: 467
- Joined: Thu Feb 11, 2010 6:59 pm
- Location: Blighty
Re: Ship Size Mod for 1.2.1.2
Hi,
What mods are these:
musicmod
xOrbit
textMod
hullMod
Can't seem to find out anything about them or where they are?
Thanks
What mods are these:
musicmod
xOrbit
textMod
hullMod
Can't seem to find out anything about them or where they are?
Thanks
Huh?
Re: Ship Size Mod for 1.2.1.2
Ok, I will answer you later 
So.. here we go:
MusicMod just added my own Music to it
https://www.matrixgames.com/forums/view ... 9&t=394319
xOrbit changed the orbits (I tried to make it more realistic. All Stellar Objects fittingin scal and distance)
here is a thread: https://www.matrixgames.com/forums/view ... 9&t=387594
text Mod shortened the description so it is not a wall of text an easy to recognize with a glimpse
https://www.matrixgames.com/forums/view ... 9&t=394322
hullMod changed the hull-sizes
It was integrated inside this mod here..
So.. now:
Now I tried really hard to scale the ships down, and managed to size down also the weapon effects.
I do not think the hitboxes stayed as big as normal.. but maybe I did not see it / inspect it that well..
Due to the limitations of the game and the always changing files, I stopped working on all of these and because I am not playing it, I did not miss the mods
All mods should linger around in the mods forum and I think I also combined them. Well, see the links above, I linked them for you.
They are of course all out of date, but they might function well...
The problem is, that for instance the orbits are described in files that also affect other mods as well..
you can right now not change one value. for many files, you can not add some stuff but have to replace the whole file.
therfore, while I am working on other mods like a translation mod.. that translation is changing files that have the orbit-data in them...
so that is not really nice...
If I have time and I see that changes are not happening every second week (and I always play with the recent betas..) you can imagine that this is no fun!
If I have a stable release I am going to do a size mod that includes orbits and ships alltogether.
besides a german translation there is then no need for more than that mod.
and the shorter text.. I already did that for me.
if you want to change some text in the gametext.txt
just look for the text you do not like and save ONLY THAT LINE in a file you call gametext_A.txt
Inside it could look like this:
Good thing: It is not affected by versions and updates. Whatever happens, you gametext_A.txt
is there and overwrites what you wrote in it.
Sorry for my late answer to all of you, but if you still have questions, please ask.
And just to mention it: The calculations are a bit work and I have to go through all files. While it is half automated, it is work and I forgot half of it.
I also had to look how small I can make the ships, because under a certain limit they are invisible, and then there are the drones (the explorer and mining ships send them to planets) and they stayed as big as they are.. I didi not find out how to change them..
and then, the size of a starsystem is limited. If you make an orbit greater than "1", it is also invisible...
So... someday it all will work. And up to then, maybe you tell me what you would love to have the most. I will do it then and make a video to it while I am doing it, so you can make it later all by yourself.
What do you think?

So.. here we go:
MusicMod just added my own Music to it
https://www.matrixgames.com/forums/view ... 9&t=394319
xOrbit changed the orbits (I tried to make it more realistic. All Stellar Objects fittingin scal and distance)
here is a thread: https://www.matrixgames.com/forums/view ... 9&t=387594
text Mod shortened the description so it is not a wall of text an easy to recognize with a glimpse
https://www.matrixgames.com/forums/view ... 9&t=394322
hullMod changed the hull-sizes
It was integrated inside this mod here..
So.. now:
Now I tried really hard to scale the ships down, and managed to size down also the weapon effects.
I do not think the hitboxes stayed as big as normal.. but maybe I did not see it / inspect it that well..
Due to the limitations of the game and the always changing files, I stopped working on all of these and because I am not playing it, I did not miss the mods

All mods should linger around in the mods forum and I think I also combined them. Well, see the links above, I linked them for you.
They are of course all out of date, but they might function well...
The problem is, that for instance the orbits are described in files that also affect other mods as well..
you can right now not change one value. for many files, you can not add some stuff but have to replace the whole file.
therfore, while I am working on other mods like a translation mod.. that translation is changing files that have the orbit-data in them...
so that is not really nice...
If I have time and I see that changes are not happening every second week (and I always play with the recent betas..) you can imagine that this is no fun!
If I have a stable release I am going to do a size mod that includes orbits and ships alltogether.
besides a german translation there is then no need for more than that mod.
and the shorter text.. I already did that for me.
if you want to change some text in the gametext.txt
just look for the text you do not like and save ONLY THAT LINE in a file you call gametext_A.txt
Inside it could look like this:
Done you are.Cruiser ;Bruiser
Good thing: It is not affected by versions and updates. Whatever happens, you gametext_A.txt
is there and overwrites what you wrote in it.
Sorry for my late answer to all of you, but if you still have questions, please ask.
And just to mention it: The calculations are a bit work and I have to go through all files. While it is half automated, it is work and I forgot half of it.

I also had to look how small I can make the ships, because under a certain limit they are invisible, and then there are the drones (the explorer and mining ships send them to planets) and they stayed as big as they are.. I didi not find out how to change them..
and then, the size of a starsystem is limited. If you make an orbit greater than "1", it is also invisible...
So... someday it all will work. And up to then, maybe you tell me what you would love to have the most. I will do it then and make a video to it while I am doing it, so you can make it later all by yourself.
What do you think?
Re: Ship Size Mod
Ahh I see... I scaled two ratios. for some it was "x" for other "y".dorianrandall93 wrote: ↑Sun Oct 20, 2024 7:40 pmI really like the way the game feels with the smaller ship scales. I noticed beam weapons don't connect from ship to ship. You can see the beam, but its in between both ships instead. Is this from scaling down the weapons?rxnnxs wrote: ↑Fri Mar 08, 2024 11:04 pm Hello!!
Thank you for your help!
Now I updated this mod and made a quick one.
for version 1.2.1.2
It got two versions now, 1/12th the size and 1/6th the size.
PLUS, a working folder where all resources I used are in it.
For the components.xml I used a python script that is run with notepad++.
The script is in the working folder.
If you want to scale the ships to a different size, use libre office and change the ratio. it recalculates and then you paste the file contents
"<DisplaySize> 12 </DisplaySize>:<DisplaySize> 2 </DisplaySize>
<DisplaySize> 14 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
<DisplaySize> 15 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
<DisplaySize> 16 </DisplaySize>:<DisplaySize> 3 </DisplaySize>
"
into a txt file that is calles as you like.
then, you have to open
universalv2.bat
and change this line (6tel.txt) to your ratioafter that, you call the batchfor /F "tokens=1,2 delims=:" %%a in (6tel.txt) do (
"starteallev3.bat".
before you execute, you can delete all xml files in the mod folder that is named shiphulls...
the batch takes the shiphulls from the original data folder and writes it fresh in the mod folder.
the mods work with 1.2.1.2 AND I added all of it (quameno and all of them).
It resizes the weapons and all ships.
the components of other races do not have any body soze for weapons, so they did not change.
Let me hear what you think of it.
The game is getting better!
I would have to update all files for the 1.2.7.7, include all models that came on top of it via dlcs..
And then there might be this hitbox issue..
Re: Ship Size Mod for 1.2.1.2
Dear fruitgnome, do you have an idea where the hitbox can be minimized? Or is it a "nobrainer"?
If I would know where to look for, for sure I would scale it alltogether!
Re: Ship Size Mod for 1.2.7.9
I made a mod update, please look at the first post 

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- Posts: 5
- Joined: Sun Nov 24, 2024 10:31 pm
Re: Ship Size Mod for 1.2.7.9
FYI I wrote some python to fix ship/weap size and also to resize orbits as in your mods.
It's very unfinished, but on the other hand does it all in one go generating a mod.
https://github.com/StoddardOXC/dw2tools ... emodgen.py
ship size scaler can resize ships based on roles, weapon size scale is separate.. but that was the simple part.
orbit scaler just clones every OrbType that can be a moon and then for moons it multiplies the orbit min/max by a set amount.
This runs into the other problem you mentioned in that topic about mods not merging very well
https://www.matrixgames.com/forums/view ... 9&t=407456
Partial merge is possible but only if no new WhateverTypeIds are added later. Especially when they are used as references as in OrbTypeIds and component ids.
Which obviously can't be guaranteed when there are multiple mods enabled.
I can't think of how this can be resolved short of complete mod system redesign.
Re: Ship Size Mod for 1.2.7.9
Thank you, this sounds very interesting!!StoddardOXC wrote: ↑Sun Dec 08, 2024 10:28 pmFYI I wrote some python to fix ship/weap size and also to resize orbits as in your mods.
It's very unfinished, but on the other hand does it all in one go generating a mod.
https://github.com/StoddardOXC/dw2tools ... emodgen.py
ship size scaler can resize ships based on roles, weapon size scale is separate.. but that was the simple part.
orbit scaler just clones every OrbType that can be a moon and then for moons it multiplies the orbit min/max by a set amount.
This runs into the other problem you mentioned in that topic about mods not merging very well
https://www.matrixgames.com/forums/view ... 9&t=407456
Partial merge is possible but only if no new WhateverTypeIds are added later. Especially when they are used as references as in OrbTypeIds and component ids.
Which obviously can't be guaranteed when there are multiple mods enabled.
I can't think of how this can be resolved short of complete mod system redesign.
NOW try this! I found it today (years after the thread was opened and I think tyler is the mod-man in discord.
If this is still working, then several mods should overwrite only the changed values.
Maybe this work was resulting in the modmanager that is built in-game.. I do not know.
https://www.matrixgames.com/forums/view ... 9&t=381784
When I read it right, it sounds like it looks for the id and changes only what has to be changed.
How awesome!!
What do you think?
ok, I will do a short explanation:
When you for instance use "ComponentDefinitions.xml"
and you only want to change ComponentId 212, then you write in a .yml file:
and you are done, the rest keeps untouched.ComponentDefinition:
- update:
ComponentId: 212 # ion
Values:
- EngineMainCruiseThrust: value * 1.25
it is always up to date

PLUS, other mods that would not work this way but are loaded before this mod, would be overwritten just as the original files.
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- Posts: 5
- Joined: Sun Nov 24, 2024 10:31 pm
Re: Ship Size Mod for 1.2.7.9
Yes, I've seen that, and basically that's a "complete redesign" that I wrote about, replacing the whole original mod system.
The project hasn't been maintaned for two years, so I'm not sure if it still runs.
Can be done without YAML, just with XML snippets like you first suggested.
If you want, I'll add generic patching with XML snippets to this python pile, no problem except it would be a complete different mod system/format from what the game natively supports.
Re: Ship Size Mod for 1.2.7.9
I am trying it out right now.
But if your programming skills in python are making this a cakewalk, it would be a very good alternative. This way we could improve our mods and keep than very easy up to date.
If you can do those changes that you think of, I would love to use them and make videos of how to use this tool.
Just as a thought right from the start:
It would be good if the comparison can be made with the files in the data folder and also having an option to do it with a mod.
Or we have to copy the original files into a subfolder. Just as you think is the best.
I am very eager to see what you com eup with. Meanwhile I will try the "megamodextender" and right after this I am going to try you python scripts.
Tomorrow is a day that I have spare time and thats the day I am going to try all those new tools yours and SharkMolesters on my ideas.
This way it is much easier to adapt to every beta-version and try all possible variations and how they affect the play.
The only thing we have to use as a fixed size, are the planet sizes......
yes, its bad, but the whole game mechanic is destroyed when the size of the worlds is changed..
But if your programming skills in python are making this a cakewalk, it would be a very good alternative. This way we could improve our mods and keep than very easy up to date.
If you can do those changes that you think of, I would love to use them and make videos of how to use this tool.
Just as a thought right from the start:
It would be good if the comparison can be made with the files in the data folder and also having an option to do it with a mod.
Or we have to copy the original files into a subfolder. Just as you think is the best.
I am very eager to see what you com eup with. Meanwhile I will try the "megamodextender" and right after this I am going to try you python scripts.
Tomorrow is a day that I have spare time and thats the day I am going to try all those new tools yours and SharkMolesters on my ideas.
This way it is much easier to adapt to every beta-version and try all possible variations and how they affect the play.
The only thing we have to use as a fixed size, are the planet sizes......
yes, its bad, but the whole game mechanic is destroyed when the size of the worlds is changed..
Re: Ship Size Mod for 1.2.7.9
Python installation fails always with an error..
Not enough space or no rights.. i have both... not even the oldest versions works for me..
meanwhile:
the old megamodenablerreplacer.. ist not working.. I remember that I tried it and also failed...
why has all of this to be so hard.
and besides that.. I installed python and it worked. I do not know why it is not working on this machine.. (windows 10, everything is fine..)
now I use the laptop where python works, I wrote in the cmd and got this:
Not enough space or no rights.. i have both... not even the oldest versions works for me..
meanwhile:
the old megamodenablerreplacer.. ist not working.. I remember that I tried it and also failed...
why has all of this to be so hard.
and besides that.. I installed python and it worked. I do not know why it is not working on this machine.. (windows 10, everything is fine..)
now I use the laptop where python works, I wrote in the cmd and got this:
C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds 2\mods>sizemodgen.py "C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds 2\data" "C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds 2\mods\sizemod"
Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds 2\mods\sizemodgen.py", line 49, in <module>
from lxml import etree
ModuleNotFoundError: No module named 'lxml'
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- Joined: Sun Nov 24, 2024 10:31 pm
Re: Ship Size Mod for 1.2.7.9
You need the lxml module installed. Maybe just "pip install lxml" command would do.
Like I said it's very much unfinished.
I haven't looked into how it's done on windows yet. Just broke my wine prefix trying to make a standalone .exe out of it (I work in Linux) and now graphics of DW2 itself are broken... long story. In the end I'll put an GUI on it.
Then you have to call it from shell, give it paths.. . Also if you want to try different scaling factors you have to edit the script itself.
on Linux the command looks like
Code: Select all
./sizemodgen.py ~/.wine/drive_c/GOG\ Games/Distant\ Worlds\ 2/data/ ~/wine/drive_c/GOG\ Games/Distant\ Worlds\ 2/mods/resize
Re: Ship Size Mod for 1.2.7.9
Thank you, yes, I understand now.
I am trying it out until it works.
But until then, we have again no tool to work with.
I looked into the code and did not even find the place where the contents are loaded and in which way you tell the program what files to read.
I can only guess that only xml files are read from only the folder that you give it as the first input path.
Lets talk a bit about another thing that you have written in the code:
We would have to change many stats to compensate for the smaller diameters.
And that is so much work (if not those stats are hardcoded as i think)
[by the way, the starting worlds are also hardcoded and ignore the settings somehow that we changed in the orbtype.xml] that we can not play but only try, change, try, and then, update to the next beta..
I am trying it out until it works.
But until then, we have again no tool to work with.
I looked into the code and did not even find the place where the contents are loaded and in which way you tell the program what files to read.
I can only guess that only xml files are read from only the folder that you give it as the first input path.
Lets talk a bit about another thing that you have written in the code:
But the problem with the pop is, that somehow a pop less 5000 is not able to create a colony that is autonomous and generates enough income....
3. orbits
approx formula for maxpop is
maxpop(K) = 392.72 * (size^2 / 1e6 ) * quality / 100
where
size = game ui size (i.e. 4453)
quality = game ui quality (i.e. 100)
where game ui quality is
base quality + race suitability bonus - damage percent points + terraforming percent points
capped at 100 I think. or maybe not.
...
We would have to change many stats to compensate for the smaller diameters.
And that is so much work (if not those stats are hardcoded as i think)
[by the way, the starting worlds are also hardcoded and ignore the settings somehow that we changed in the orbtype.xml] that we can not play but only try, change, try, and then, update to the next beta..
Re: Ship Size Mod for 1.2.7.9
Regarding your python script:
I am one step further and two step backs.
I installed pip and with pip icon and lxml
First it wanted the icon_png
I placed it into the scripts folder where it looked for
Now it misses etree:
I have to say that I did not manage to install python on my workstation with a normal setup routine. So I had to install it manual..
Maybe it is not finding the proper files..?!
I installed python now through the microsoft store and used pip3 to uninstall and istall lxml and icon
now the message is coming again:
ImportError: cannot import name 'icon_png' from 'icon'
Meanwhile, I am starting to learn python. Sounds really as an awesome tool for data of every kind.
I used autohokey but now python sounds like the best when a batch file is too complicated to develop.
I like to use regular expressions to make some quick and dirty changes (also fart) BUT now i want to do it the right way and learn a good programming language that is working like a swiss army knife.
I am one step further and two step backs.
I installed pip and with pip icon and lxml
First it wanted the icon_png
I placed it into the scripts folder where it looked for
Now it misses etree:
I installed lxml but it misses etree?PS Q:\SteamLibrary\steamapps\common\Distant Worlds 2\mods\Sizemodgen> python .\sizemodgen.py ..\..\data .\ergebnis
Traceback (most recent call last):
File "Q:\SteamLibrary\steamapps\common\Distant Worlds 2\mods\Sizemodgen\sizemodgen.py", line 49, in <module>
from lxml import etree
ImportError: cannot import name 'etree' from 'lxml' (C:\python-3.9.6-embed-amd64\Lib\site-packages\lxml\__init__.py)
PS Q:\SteamLibrary\steamapps\common\Distant Worlds 2\mods\Sizemodgen>
I have to say that I did not manage to install python on my workstation with a normal setup routine. So I had to install it manual..
Maybe it is not finding the proper files..?!
I installed python now through the microsoft store and used pip3 to uninstall and istall lxml and icon
now the message is coming again:
ImportError: cannot import name 'icon_png' from 'icon'
Meanwhile, I am starting to learn python. Sounds really as an awesome tool for data of every kind.
I used autohokey but now python sounds like the best when a batch file is too complicated to develop.
I like to use regular expressions to make some quick and dirty changes (also fart) BUT now i want to do it the right way and learn a good programming language that is working like a swiss army knife.