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sincerity

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sincerity2103

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  1. sincerity2103
    sincerity2103
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    Before you ask any questions or report any bugs, read this article first. The failure to do so when you're asking a question already listed in the article, your posts will be ignored.
  2. sincerity2103
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    With version 1.6, skin makers no longer need to make the decal instances by themselves. That being said, ASS-compatible skin mods that are made pre-1.6 is still compatible.
    Skin makers will still need to create their own regular instance. You may follow this guide if you're not familiar with making one.
  3. xojirx
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    so this is my mods folder https://snipboard.io/EKLqY6.jpg can anyone help with why I have no skins?
  4. Luchs343
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    thank you for your great work! but i had a weird problem.
    when i was porting some skins of f-4e (f04e) to the new slot, the first and second skin (which is skin10/slot09 and skin11/slot10) worked fine in game. yet the third skin (skin12/slot11) appeared to be the default skin01.
    i've tried making the second skin in slot11 and it act like above, while the third skin in slot10 worked fine.
    all the skins worked fine before porting. i recooked all diffuse/mrec/normal map texture and edit both instance follow the article.
    i don't know if i did anything wrong. (sorry to bother)
    1. sincerity2103
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      So...skins recooked to s09 (Skin 10) and s10 (Skin 11) works fine, but the skin recooked to s11 (Skin 12) does not? Then, you recooked the skin previously cooked on s10 to s11, and it doesn't work, but you cooked the s12 skin to s10 and it works?

      Sorry for repeating what you've just said, I just need confirmation if what I understand is correct.
    2. Luchs343
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      yes, exactly as what you've said.
      i do all the edit and cook simply follow guides since i am not a modder.
      and i will give more test tomorrow with different slot/aircraft to see if it happens casually.
    3. sincerity2103
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      Prob a skin pawns issue, which means, it's my fault. I'd check it, but, well, exams.
    4. Luchs343
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      oh...may you pass your exams then!
    5. sincerity2103
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      Aye.
    6. Luchs343
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      today i put a skin in f-4e slot12 then both slot11 and slot12 in game appeared to be this new skin. i think that is where the problem is.
    7. sincerity2103
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      Skin on Skin 13 (s12) also appears on Skin 12 (s11)?
    8. Luchs343
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      yes. if i mod skin13 only, both skin12 & skin13 changes. while if i mod skin12 only, nothing happens. you can check it out when you are free.
    9. sincerity2103
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      Issue noted.
    10. sincerity2103
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      Fixed. It wasn't an issue with the ASS module, but instead the essential files. Download the latest update and try it Luchs343.
  5. ManzoMediator
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    Skins slots aren't appearing no matter how many~~~~~~~~~~~ I put in. Even put it in the pak section to try to make it appear.
    1. sincerity2103
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      The ASS module only adds new skin pawns, not skin slots. I'm guessing you didn't install the required files.
    2. ManzoMediator
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      I did have though that's the worst part.

      The extra planes from the essential files, all 4 of them were added and show up, but the additional skins slots aren't appearing even if I put them in same files including the essential files.
    3. sincerity2103
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      You used the ASS version of the SkinDataTable .PAK, correct?
    4. ManzoMediator
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      What a minute? Am I supposed to use one of the SDT add-on? In other words, have only ASS-SDT-ADD-ON instead of SDT-ADD-ON?
    5. ManzoMediator
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      Jesus christ, I am a fool, thanks for the point out, I'm put of two of them when I should only put 1.

      Take care

    6. sincerity2103
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      No prob.
  6. SkylerXT
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    Does this mod replace Plane data tables? Performance and others?
    1. sincerity2103
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      This mod only adds new Skin Pawns. That's it. To make it appear, you will need the ASS-version of my essential files' SkinDataTable.
  7. ManzoMediator
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    Skins aren't coming up even with essential and main file

    Help
    1. sincerity2103
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      This mod adds new skin slots. If you, well, didn't install any ASS-compatible skin mods, then, yes, the ASS skin slots will use Skin 01 (Osea)'s textures.
  8. asakx
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    Hey. First of all this is a great and useful mod. But I think this is an important question: Is there a way to take skins that were previously made as swaps for the original/pre-existing skins and re-add them within these new additional slots? I feel like this is one of the mod's biggest potentials.
    Cheers in advance.
    1. sincerity2103
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      To answer your question; yes, there is a method on doing it.

      Recooking.
      You'll need to extract the original textures from the cooked files and recook them into the new slots.

      I'd like to make a guide on how to do it, but, time not permitting.
    2. asakx
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      Thanks for the answer, any vague/loose ETA on said guide? I'm a bit too scared to get into something like that myself, but of course one can't just ask other people for stuff like that willy nilly.
    3. sincerity2103
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      I'll do it when I'm free. And, right now, free, I am not.
  9. EagleRiddare
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    I'm sorry, I'll ask you again. Will this mod work on SteamOS on Steam Deck?
    1. sincerity2103
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      I don't own a Steam Deck, therefore I don't know if mods at all will work on Ace Combat 7. If mods, any of them work, then this should as well.
    2. BradBlex
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      As a Linux User, I can say it does work, just a bit harder to install since theres so many more folders
  10. spooni83560
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    is it difficult to remove plane locations from the original game?
    1. sincerity2103
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      .... I'm sorry?
    2. spooni83560
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      no no that's a real question ;)
      I'm looking to remove plane locations from the original game

      (too much skin)
    3. sincerity2103
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      I still don't get your question.
      "Plane locations"???

      Do you want to remove some of the skin slots? Is that what you meant with the question?
  11. Gen0234
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    I'm trying to get a CFA-44 skin I'm editing to work on the additional slots. I have the _D, _MREC, and _N files ready - they work when on skin 8 (07). Since the skin does not have glowing parts, I think I can use the provided instance files. However, I tried following the instructions here, but still couldn't get it to work on skin 9 (08 / additional slot 1).

    What I tried:

    • Download the instance files provided here
    • Rename the instance files (_Inst and _Decal_Inst .uexp and .uasset) accordingly (Internal -> fa44, skin -> 08)
    • Use UAssetGUI to  edit the paths inside the .uasset files similarly (found 8 entries to edit in each file) & save them
    • Place them all together with the _D, _MREC, and _N files
    • Proceed with the usual final steps (packaging & placing them in ~mods)

    However, the skin still does not load in-game (in aircraft viewer, the camera kept staring at the wall when switching skin to Skin 9)

    Have I missed something? (Sorry if that was confusing to read)
    1. sincerity2103
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      Something like this?
    2. Gen0234
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      Yeah, exactly like that, staring at nothing. Did I overlook something obvious or missed part of your instructions?
    3. sincerity2103
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      Did you download the main module, Additional_Skin_Slots_P.pak ? The video I shared, it occurs when the main module, which contains all the skin pawns, isn't present, and the game just trying to load a skin pawn that do not exist.
    4. Gen0234
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      Ahhhh so embarassing, that IS what I was missing. I placed the required AVDT and SDT from the compatibility mod, but forgot this mod itself! I feel stupid. The skin loads fine now.

      Thank you, and sorry for making you waste your time on such a simple mistake!
    5. sincerity2103
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      No prob.
  12. Intruder505
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    Is it alright if you could give instructions on how you modified existing skins to work with the mod? I'm a little confused on how I'm supposed to recook the skins.
    1. sincerity2103
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      A guide...
      Maybe I'll make one. On how to recook skins.