New Gear Girl Character 2.0


This mod replaces your character with a female version of the engineer, Gear Girl! Contains a fully animated character with all 3 levels of armor and custom color masks. This is an updated version of the old Gear Girl Character mod to allow better compatibility with other mods that make changes to the character (reach, flashlight, etc) and with character selector mods, like miniMAXIme.

Tweaks
2 months ago
2.0
1.73K
Character

g Graphics paths. and dependencies

2 months ago
(updated 2 months ago)

you forgot to update the graphics paths for the resources.

local ICONPATH = "NewGirlCharacter-port/graphics/icons/"
local SR_IMGPATH = "NewGirlCharacter-port/graphics/SR/"
local HR_IMGPATH = "NewGirlCharacterHR-fork/graphics/HR/"

you also forgot to update the path to the hr graphics.

? NewGirlCharacterHR-fork

had to update them as it broke with some mods enabled. fixing the graphics path and dependencies fixed this issue.

posted is the updates to make. the original code is

local ICONPATH = "NewGirlCharacter/graphics/icons/"
local SR_IMGPATH = "NewGirlCharacter/graphics/SR/"
local HR_IMGPATH = "NewGirlCharacterHR/graphics/HR/"

2 months ago
(updated 2 months ago)

Pwogwamming is fun :3 (fuck me, thanks)

I'll do it later. Tired.

2 months ago
(updated 2 months ago)

not sure if you are working with the NewGirlCharacterHR-fork but that needs the dependicy changed to NewGirlCharacter-port as well.

also im trying to figure it out now. but the character isnt registering to CharacterModHelper at all so you cant even switch to it after its loaded. i thought it was cause it was forcing Gear Gril to load.

2 months ago

I am not using the HR graphics. Only have 7.2 GB of ram on my computer. I tend to avoid that mod since it's pretty high resolution.
I forget how much ram it eats, though. I may go back to it so I can help fix this problem.

2 months ago

i got it all fixed. just tell me how you want me to send you the code. there where instances where the mod was not working by using NEWGEARGIRL.proto as its actually depreciated. and doesn't need the .proto anymore. and also needed this is data-updates.lua

if CharModHelper and CharModHelper.enable_multi_character then
CharModHelper.enable_multi_character("NewGirlCharacter-port")
end

logging is handled differently now to so i had to change that so i could figure out what was wrong. but yeah.

for the most part

change what was listed above, replace all instances of .proto

change the mod requirement to

if not mods["NewGirlCharacterHR-fork"] then
for , level in pairs(charactergeargirl_animations) do
for
, layer in pairs(level) do
if type(layer) == "table" and layer.hr_version then
layer.hr_version = nil
end
end
end
end

so it uses the hr for other people that want to use it.

then change data-final-fixes to

CharModHelper.check_my_prototypes(NEWGEARGIRL)

that will get it working with all mods. as it mostly breaks with bobs full suite and angels pre-release

if you have a way you want me to send you the updated mod i can.

2 months ago

I'm trying to make the changes myself first.

I removed '.protos' from data.lua with a simple find & replace, fixed the info.json mod dependencies on the hr version and the regular version pointing to the hr version, and I updated data-final-fixes so the prototype checker function gets the ported mod name, rather than the original.

The issue I have is enabling multicharacter. That forces my character to be the vanilla engineer. This is related to skin selector mods, isn't it? I'm not using a skin selector. Just replacing the default sprites.

2 months ago
(updated 2 months ago)

the hr mod currently has a dependency on the other gear girl mod. but thats going to be removed this weekend. i already talked to them.

"""
The issue I have is enabling multicharacter. That forces my character to be the vanilla engineer. This is related to skin selector mods, isn't it? I'm not using a skin selector. Just replacing the default sprites.
"""

all skins are overriden with the default when !Skin is installed since it prioritizes its selection. but the data-update is optional. if you dont have it then it wont add your skin to the list of skins when other skin mods are installed.

essentially it shouldnt be an issue having it when you dont have !skin enabled. but with !skin enabled it will override the engineer back to default and you need the multicharacter part for !skin to be able to switch to it.

if you exclude it from the data-update.lua you can make another mod that depends on this one that enables it for use with !skin but it should not have a dependency on skin just this mod and the Character Helper.

CharModHelper.enable_multi_character this should only be true when a selector mod is installed.

2 months ago

the second mod would just be an optional for people that use selectors.

The reason i need it is cause i use Bob's Character Classes. witch replaces the default engineer so i need to use skin to override the character back to new gear girl.

2 months ago

now that im thinging about it you could wrap it in a setting. and conditionally execute it if the setting is enabled in settings and set disabled by default.

2 months ago
(updated 2 months ago)

also your update broke with any mods that touches armors by using mech armor.

Failed to load mods: Error in assignID: item with name 'mech-armor' does not exist.

Source: NewGearGirl-skin (character).

2 months ago
(updated 2 months ago)

mech armor is added by space age. if space age is disabled then your mod wont work at all. it can never find a reference to mech armor.

you should check if the armor exists first before adding it.

local armors_t3 = {"power-armor", "power-armor-mk2"}
if data.raw.armor["mech-armor"] then
table.insert(armors_t3, "mech-armor")
end

then

call this

armors = armors_t3,

instead of

armors = {"power-armor", "power-armor-mk2", "mech-armor"}

this will exclude mech-armor if space age is not enabled.

also CharModHelper.enable_multi_character isnt needed at all. its registering correctly now. i think i had added that before i removed the proto and that had fixed the issue at that point.

2 months ago

ALL ISSUES IN THIS DISCUSSION HAVE BEEN RESOLVED AS OF THE MOST RECENT UPDATE.

Thanks for getting everything fixed up. if the person that ported the hr mod follows through with removing the dependency this week then everything is fixed for me. you wont need to do anything once the dependency is removed it will all just work.

2 months ago
(updated 2 months ago)

Hi! You don't have to bother with hr_version anymore, it has been abolished in Factorio 2.0 (cf. release notes of 2.0.7, section "Modding": "Removed hr_version from all graphics definitions. The graphics are now always considered to be in high definition."

I've taken care of this in CharacterModHelper, by the way: function img.check_hr_graphics in file images.lua will move all properties of hr_version it finds in a character/corpse definition one level up, so if both normal and hr graphics are specified, the hr version will be used by default.

New response