Emberthal Character Reskin


Emberthal from World of Warcraft. Fully animated with color support. For some reason people seem to put this Dracthyr in several games. This is my contribution to the modding scene. Plus I like the dragon people.

Tweaks
17 days ago
2.0
981
Character

i Compatibility with character switcher mods

a month ago

Hi! I'm the author of miniMAXIme. I've found your mod while looking for new character mods, so that I can add an optional dependency on them. Unfortunately, your mod will always overwrite the default character. This may be an issue in multiplayer games, where the game's original default character is no longer available. It would be great if you'd fix this!

For your convenience, I've made a helper mod that takes care of the actual character creation. If a character selector mod is found, it will create new characters and keep the default character as it is; otherwise, new characters will overwrite the default character. The helper mod contains a detailed description of how to use it (basically, you define your character's properties and call the helper mod's functions at the end of data and data-final-fixes).

Would you consider making this change?

a month ago

Hi! I totally understand the issue with overwriting the default character sprites and I'll surely also add an optional dependency on your mod.
just tell me if you'd prefer that I poke this thread or if I should create a new thread in the minime mod page, when I'm done.

By the sound of it, it seems like I will have control over the character prototype stuff so I don't think I need to ask questions about replacing attributes, particles, sfx and anims in general for the custom character.

I don't know if your mod does anything to replace the rendering for the jetpack mod, though. But from the minime description, I'll assume not much is done. So, I'll surely just disable all my jetpack compat scripts when minime is active with an option to re-enable them in case people want this character to override the jetpack rendering anyways.

19 days ago

Sorry it took me so long to respond. There was an issue with the helper mod that I had fix first.

Hi! I totally understand the issue with overwriting the default character sprites and I'll surely also add an optional dependency on your mod.
just tell me if you'd prefer that I poke this thread or if I should create a new thread in the minime mod page, when I'm done.

Replying here is fine, I'm subscribed to this thread.

By the sound of it, it seems like I will have control over the character prototype stuff so I don't think I need to ask questions about replacing attributes, particles, sfx and anims in general for the custom character.

Correct, you retain control over your character. Properties that you define will either overwrite those properties in the default character (if no character selector mod is available), or will be kept as is when the other properties are copied from the default character to yours (if there is a character selector mod).

I don't know if your mod does anything to replace the rendering for the jetpack mod, though. But from the minime description, I'll assume not much is done. So, I'll surely just disable all my jetpack compat scripts when minime is active with an option to re-enable them in case people want this character to override the jetpack rendering anyways.

I don't have SA, so I know that characters can have flying animations but I don't know how these interact with the jetpack mod. When I was starting to work on minime (Factorio 1.0 or 1.1), flying was only available when Space Exploration was active. In that case, my mod would create a flying version of each character prototype (for the different collision mask), using the SE graphics.

I don't know how things will work if both SA and SE are active. Perhaps you could try to use these together with minime? I wonder how that will (or won't) work! :-)

17 days ago
(updated 17 days ago)

No worries, to be honest I kind of procrastinated

But it is done, version 1.1.3 has an optional dependency on CharacterModHelper
It checks for CMH to create a custom character using CMH to avoid overwriting default stuff
it also checks for minime for some settings related to SA flying and SE flying

From my tests, it works just fine except for the scaling when it comes to flight animations. It scales back to normal size while in flight. Maybe the issue is from my side but I can't tell, I haven't looked at it. I might check that another time, though.

I don't know how things will work if both SA and SE are active. Perhaps you could try to use these together with minime? I wonder how that will (or won't) work! :-)

I did try them together and it works just fine.
The way SA does it, it makes you change character animations in the prototype stage and then the base game takes care of the rest at runtime.
The way SE does it (if I recall right), they swap your character and render their own thing at runtime with custom scripts. I had to intercept the jetpack state to naively draw my animations instead of theirs in some control scripts.

I added a setting that disables my SE jetpack compatibility scripts by default while minime is running,otherwise it'd replace the SE jetpack for all characters
And another setting for the SA armor because I have some custom SFX for it, same reason as for the SE jetpack

15 days ago
(updated 15 days ago)

No worries, to be honest I kind of procrastinated

But it is done, version 1.1.3 has an optional dependency on CharacterModHelper

Thanks! I've added an optional dependency on your mod to miniMAXIme (version 2.0.19).

From my tests, it works just fine except for the scaling when it comes to flight animations. It scales back to normal size while in flight. Maybe the issue is from my side but I can't tell, I haven't looked at it. I might check that another time, though.

Thanks! I've read about that somewhere before, and now I could reproduce it. However, I'm not sure what's going wrong there. According to the log, scale of all animations is set, and checking with the in-game prototype browser confirmed that the scale was set to the expected value. I'll try to fix this, but for now I've got no idea what could be wrong.

I don't know how things will work if both SA and SE are active. Perhaps you could try to use these together with minime? I wonder how that will (or won't) work! :-)

I did try them together and it works just fine.

Splendid!

The way SA does it, it makes you change character animations in the prototype stage and then the base game takes care of the rest at runtime.
The way SE does it (if I recall right), they swap your character and render their own thing at runtime with custom scripts. I had to intercept the jetpack state to naively draw my animations instead of theirs in some control scripts.

Yes, I also listen to SE's event, so I can update the player's flying state in my data.

I added a setting that disables my SE jetpack compatibility scripts by default while minime is running,otherwise it'd replace the SE jetpack for all characters

I wonder whether this will cause problems with minime!

And another setting for the SA armor because I have some custom SFX for it, same reason as for the SE jetpack

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