Does not work with 6.2 from what i can tell. Under Extensions Tab in main screen is always listed as OFF. no matter how many times you turn it on and restart, it is always OFF.
This is a problem with the mod using a Steam mod ID (because it's not a steam mod) and having the "Steam Workshop Downloads" option enabled in the extensions menu. If you do use steam mods, you can disable that feature for this one mod which will allow you to turn it "On" while letting your other steam mods continue to update:
1. Click the three dots next to the mod (...) 2. Set both "subscribed" and "updates" to "NO" 3. Go back to "extensions" menu and turn the mod "On" 4. Restart the game
If you don't use any steam mods, you can just set the global "Steam Workshop Downloads" (at the top) to "No" and then you can enable / disable mods normally without using the (...) menu.
I can't activate your 1.20 version of the mod,older mod versions works,my game version is 5.0,in main menu extensions this version of mod is on off,If i put It to on and restart the game its still on off state
Is it possible to also create "defaul skin" versions of these? It's really annoying to have to buy 100 "matte black" and change all my ships one at a time.
I wouldn't even mind if they cost 500,000 Cr to be able to have a "buy once" option that can be used as a skin. Then I could buy "paintjobs" for the few ships that I don't want black (like my miners that I like to look rusty).
EDIT: Apparently they are only 1 Cr. I finally extracted the base game files and they have the following pricing for paintmods:
<price min="1" average="1" max="1" />
Are all paintmods supposed to only cost 1 Cr? When looking at the code used in the recommended compatible mods: paintjobsforsale and ship traders sell paintmods, they appear to attempt to set the price based on a range min (100) and max (100)
[=ERROR=] 0.00 No matching node for path '/stocks/stock[@id='ship_trader']' in patch file 'extensions\Z_FreeqsPaintjobs\libraries\stock'. Skipping node. [=ERROR=] 0.00 StockData: Invalid ware 'paintmod_0116' referenced for stock id 'default_trader', skipping entry. [=ERROR=] 0.00 StockData: Invalid ware 'paintmod_0117' referenced for stock id 'default_trader', skipping entry.
and i have like 1500-2000 of those "StockData: Invalid ware 'paintmod_(...)" 3.0 + DLC
EDIT: It seems connected to "Paint Jobs For Sale" mod. EDIT #2: OK, this is not a bug. As was explained to me just future-proofing. Entries are empty now, but will work if egosoft ever decides to add new paints.
EDIT #3: Is this related to this mod? I know first two errors are not important. [=ERROR=] 0.00 File I/O: Could not find file '.\extensions\z_freeqspaintjobs\libraries\paintmods.xml.sig' [General] 0.00 File I/O: Failed to verify the file signature for file '.\extensions\z_freeqspaintjobs\libraries\paintmods.xml' (error: 14) [=ERROR=] 0.00 Paint mod defined for ware 'Cobalt' which already exists in the PaintModDB. May result in one instance not being found. [=ERROR=] 0.00 The ware 'Sage' is tagged as paint mod but does not have a paint mod definition!
I really like your damaged and rust paintjobs, having an optional download with more damaged/worn/weather variants would be nice. (I wouldn't think you'd have to make new ones, just rotating the existing images 90 degrees would make it look different in the ship.) Though possible a combination of damages and rust would look good too.
With my current play-through I have five capital carrier ships with forty fighters on each. My personal option is fighters shouldn't look showroom new, they should look like they've been a fight.
In Z_FreeqsPaintjobs\assets\fx\gui\textures\paintmods each texture is a dds file (stripped of extension) packed into gzip (you can use 7-zip to unpack it). I would ask you to not reuse my icons 1:1 in case someone is using both our mods at the same time. You can copy the style though if you want.
Affirmative o7 Currently enjoying Distant Worlds 2! I actually didn't know there is a wireframe paintjob in E:D, it looks great, too bad it isn't available in the store right now (however I got a Crypsis White for my Python and it looks fabulous as well)
34 comments
Shame, really like the damaged paint jobs
1. Click the three dots next to the mod (...)
2. Set both "subscribed" and "updates" to "NO"
3. Go back to "extensions" menu and turn the mod "On"
4. Restart the game
If you don't use any steam mods, you can just set the global "Steam Workshop Downloads" (at the top) to "No" and then you can enable / disable mods normally without using the (...) menu.
I wouldn't even mind if they cost 500,000 Cr to be able to have a "buy once" option that can be used as a skin. Then I could buy "paintjobs" for the few ships that I don't want black (like my miners that I like to look rusty).
<price min="1" average="1" max="1" />
Are all paintmods supposed to only cost 1 Cr? When looking at the code used in the recommended compatible mods: paintjobsforsale and ship traders sell paintmods, they appear to attempt to set the price based on a range min (100) and max (100)
<set_value name="$Price" min="$Ware.minprice" max="$Ware.maxprice" />
but it doen't work and everything is listed as 1 Cr which seems kinda like a cheat.
As looking at posts in them it seems they are no longer working?
[=ERROR=] 0.00 StockData: Invalid ware 'paintmod_0116' referenced for stock id 'default_trader', skipping entry.
[=ERROR=] 0.00 StockData: Invalid ware 'paintmod_0117' referenced for stock id 'default_trader', skipping entry.
and i have like 1500-2000 of those "StockData: Invalid ware 'paintmod_(...)"
3.0 + DLC
EDIT: It seems connected to "Paint Jobs For Sale" mod.
EDIT #2: OK, this is not a bug. As was explained to me just future-proofing. Entries are empty now, but will work if egosoft ever decides to add new paints.
EDIT #3: Is this related to this mod? I know first two errors are not important.
[=ERROR=] 0.00 File I/O: Could not find file '.\extensions\z_freeqspaintjobs\libraries\paintmods.xml.sig'
[General] 0.00 File I/O: Failed to verify the file signature for file '.\extensions\z_freeqspaintjobs\libraries\paintmods.xml' (error: 14)
[=ERROR=] 0.00 Paint mod defined for ware 'Cobalt' which already exists in the PaintModDB. May result in one instance not being found.
[=ERROR=] 0.00 The ware 'Sage' is tagged as paint mod but does not have a paint mod definition!
With my current play-through I have five capital carrier ships with forty fighters on each. My personal option is fighters shouldn't look showroom new, they should look like they've been a fight.
Keep up the good work... Endorsed.
How can I extract the files from the paint mod icons to modify them ??? (I'm doing new paint mod and I need new icons)
I actually didn't know there is a wireframe paintjob in E:D, it looks great, too bad it isn't available in the store right now (however I got a Crypsis White for my Python and it looks fabulous as well)