X4: Foundations

X4: Foundations

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Dresses for all female Terran
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30 Mar, 2021 @ 4:17am
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Dresses for all female Terran

In 1 collection by KO
Customising the Terran
3 items
Description
What does this mod do?
This mod changes the clothing of most female Terran and Pioneer NPCs to exclusively wear the awesome dress Egosoft made.

Pioneers will wear the blue dress (the one in the picture above) and Terran Protectorate will wear the white version.

Only changes hireable characters. Does not change story characters or vendors.

I created this mod by recycling code from this other mod of mine. The mods conflict with each other because they change the same things.

This mod will not change already spawned characters in your saves, but can be added to existing saves and will ensure any characters spawned afterwards will wear the dress.

Enjoying my mod?
I'd really appreciate a thumbs up or favorite to show me that people like my mods. Alternately if you'd like to support me you can do so here! I'm always up for requests when it comes to characters.
[ko-fi.com]
36 Comments
Silveressa 13 Sep @ 11:52pm 
Happy to help, after it finally loads and you make a new save it'll load in about 12 seconds or so from then on, it seems it had to manually go through every single crew member this mod changed and change them back or in some cases erase them completely.

Also worth noting Sixty Seconds made a wonderful update to this mod that also seems to incorporate the female terran starts in dresses as well so worth checking out.

https://steamproxy.net/workshop/filedetails/?id=3566937504
Fantena 13 Sep @ 11:40pm 
Thank you a lot, I had that theory too but got too impatient after like 40 or so minutes and thought it stuck.
Silveressa 13 Sep @ 11:27pm 
Solution for saves hanging on load:

So, it seems the save *are* loading, it just takes them a while!

In my case it took the game about 9 mins to go from 40% to 65% and then another 60 minutes to load from 65% all the way into the game. (And I'm using an SSD with 32 gigs of RAM)

So the solution seems to be patience?

Do note however some of your hired crew will be lost on loading. Not everyone is gone but several of my ship captains were erased from existence as well as station administrators requiring me to promote other crew members (or in the case of a couple S class ships recrew them entirely.)

This could be especially nasty if your last save was in the middle of a major fleet engagement, so I'd advise getting your ships someplace relatively safe before turning this mod off and loading otherwise expect some losses as your formerly crewed warships now drift helplessly in the black until you manually assign new commanders.
Fantena 13 Sep @ 10:48pm 
@Silveressa i have the same problem, if you find a solution please post it
Silveressa 13 Sep @ 9:34pm 
So it seems with this mod turned off the saves won't load at all (they hand at 40% on the load screen.) Anyone have a viable workaround for this problem? I'd really rather not lose my 500+ hour save due to this mod being out of date.
Sixtycents 12 Sep @ 11:58pm 
7. Once satisfied, repackaged the library/game_files from the mod into ext_01.cat files with the catalog tool (be very mindful of the final folder structure when packaging, if it's not a perfect match it won't work).
8. Move your new mod folder that includes the .cat files into the extensions folder of the game and test to see if it worked, if it did not then repeat from step 4 (I did it like 5 times before I saw changes).

That about covers how I did it, took my a few hours yesterday. I hope this helps you!
Sixtycents 12 Sep @ 11:58pm 
5. This mod typically adds new macros (compilation of characteristics to describe game objects) and then uses <replace> tags to select the original objects and replace certain attribute (In this case the body, which also is the attire of the characters). You can find the various outfits in the original files under (...\extensions\ego_dlc_terran\assets\characters\terran\bodies) in the case of the COH dlc to see what you're working with asset wise.
6. At this point I chose to just make a new mod entirely since the old code is heavily deprecated due to file changes in 8.0. So I followed the original structure that KO did but changed out all of the macro objects with the new ones from the original files, updated them to suit my taste and replaced the originals (through the replace xml tag, not the files, this will be evident once you take a look)
Sixtycents 12 Sep @ 11:58pm 
@Dram No worries mate, I've never modded anything before so I'm right there with you. My approach was to study the mod files that KO has written and then study the original game scripts to understand the interaction there.

As a quick breakdown:
1. Get the catalog tool to unpack the game files (.cat) and eventually repack your mod changes
2. Unpack the vanilla game files and the Cradle of Humanity files in separate folders (they do overwrite each other otherwise)
3. Unpack the mod files (ext_01.cat) to get the mod xmls. A not here, the folder structure is relevant library/character_macro.xml is for example the location of the original file.
4. Observe the original library/character_macro.xml and the mod one to see how they look like and what they are doing


Aparently this was too long, the continuation is above.
Dram 12 Sep @ 5:01pm 
@Sixtycents I'm a noob to modding and I apologize for my ignorance. I've gone to the egosoft forums to start downloading tools. May I ask where to learn how to update these files? I'll go read more. I hope I'm not a bother.
Sixtycents 12 Sep @ 8:45am 
Alright, so essentially they got rid of the terran models and replaced them with argon as the base race which is why none of the mods that were using the old terran base and terran heads work.

Updated the files with the new macros from the catalogs and it seems to work fine.