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 Modding Q&A thread

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NMH96
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Owens_motorcycle
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeMon Oct 16, 2017 8:23 pm

Can anyone help me edit the dino list for exercises and missons? I want to add dinosaurs into FCM jurassic classic, because I love how much better Isla Nublar looks like compared to the vanilla Isla Nublar or other generic islands.
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TheTohoSociety
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeWed Mar 14, 2018 10:40 pm

Is there a way I can have several dinosaurs that use the same nodes have different sound effects similar to how The Forgotten or Mesozoic Revolution did it?
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psdxd
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeSat May 05, 2018 3:54 am

Can anyone help me, i need the dds files of the DJE mod Trex please Sad
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Océane
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeFri Jun 08, 2018 12:02 am

Anyone know how to make trees repopulate quicker? I'd like an island full of Paleo trees, but I can't find what in the various .ini files dictates this.

_______________
Formerly known as "Raptorlover0823."
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JP_Dino_Hunter
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeFri Jul 06, 2018 4:37 pm

beyond this I can't be of much help in regards to trees population quicker.

Since I am a new member I can't post the link to the website with the answer.

Search on google: Paleo trees jpog.

It should point you to the correct websites.
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NMH96
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeSun Jul 15, 2018 8:48 am

Which TKL file is for each digsite?

BTW, to edit the tree repopulation, go to constant ini and find this lines:

Code:
   TreeDensityGainedInLightRain =  20;
   TreeDensityGainedInHeavyRain =  40;
   TreeDensityLostInHeatwave =  25;

Change those values as you want and it will make your trees denser any time the climate condition modified show up (didn't tested it yet, but I asume negative values in heatwave may work to make trees repopulate too)

Edit: This was the distribution of digsites in TKL
Spoiler:
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GeekyAustin
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeTue Jul 17, 2018 1:02 am

I mentioned in the Film Canon Mod page that my modded textures/skins wouldn't load on either 16 or 32 bit settings. I found out earlier today that it was happening because I was running the game as an administrator. I turned it off and it works now.

But I have a question. I'm trying to add everything from the DJE mod. The terrain and grass mods worked as expected, but I can't seem to get the skies to work. If I replace the files needed, the game still shows a solid blue sky and the ground turns into water if I zoom in.

Any ideas?

UPDATE: Okay, my paths are invisible as well......
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https://www.youtube.com/channel/UCQloD4HAZwFtUEJpzdZq3ag
JP_Dino_Hunter
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeMon Oct 15, 2018 11:54 pm

I had a question about skin modding. Is it possible to mod an already modded digsite tml ? I have been trying to replace skins from an existing mod and it isn't working.

Also, can someone please make a discord for this website if one does not already exist.
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Megaspino2
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeTue Oct 16, 2018 12:40 am

JP_Dino_Hunter wrote:
I had a question about skin modding. Is it possible to mod an already modded digsite tml ? I have been trying to replace skins from an existing mod and it isn't working.

Also, can someone please make a discord for this website if one does not already exist.

Are the skins the same resolution? If so then it should be an easy fix; find the skin you want in a hex editor (dinosaurs are listed backwards with the dead skin first) and then just copy yours and paste it at the beginning of the skin. If it's a different resolution then you need to entirely rework the .tml. That involves essentially creating a new .tml and messing with the headers and footers of each skin.
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeTue Oct 16, 2018 12:55 am

Megaspino2 wrote:
JP_Dino_Hunter wrote:
I had a question about skin modding. Is it possible to mod an already modded digsite tml ? I have been trying to replace skins from an existing mod and it isn't working.

Also, can someone please make a discord for this website if one does not already exist.

Are the skins the same resolution? If so then it should be an easy fix; find the skin you want in a hex editor (dinosaurs are listed backwards with the dead skin first) and then just copy yours and paste it at the beginning of the skin. If it's a different resolution then you need to entirely rework the .tml. That involves essentially creating a new .tml and messing with the headers and footers of each skin.

I seriously hope they are the same resolution...How would I check that?

The dinos I'm working with are from JPBrasil's Expansion pack and Fdnick's JW FK pack. Essentially I'm trying to make my own new Expansion pack with all dinos from each movie in one.
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeTue Oct 16, 2018 1:03 am

Open the DDS up in Gimp or Photoshop (using the plugin) or use the converter. The dimensions of the actually image of the skin will be the resolution. You have to check both skins (I don't know off the top of my head what JPBrasil worked with).

These are the headers you'll need if you want to rewrite the .tml yourself:

https://www.jurassicmainframe.com/t781-skin-headers-list

Unfortunately there's more to it than that and I can't seem to find the actual tutorial on how to rewrite .tmls on this site. It used to be on JPL and Modding Genesis, but both of them got nuked.
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JP_Dino_Hunter
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeTue Oct 16, 2018 1:18 am

Great...looks like they are different dimensions. Story of my life lol.

Why can't I just change the image's dimensions in gimp and then just overwrite the skin I don't want and then apply it to the tml ?

Edit: Changing the dimensions did the trick. I don't want to have to re-work any tmls I'm still very new to all of this. I get the feeling I'l have to though because I believe FD removed a few dinos from the dig sites...

For now I will replace skins I can and then I will attempt to add multi-skin tmls for the other dinos. I'll be making a custom male and female pack for myself.

Thanks for your help.
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeTue Oct 16, 2018 3:10 am

Yeah you can resize them, but if you're going from smaller to larger you'll lose some image/texture quality. I'm glad I could help though!
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JP_Dino_Hunter
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeTue Oct 16, 2018 3:15 am

Yeah I noticed that. Unfortunately, now the game refuses to load on site B. It worked perfectly after editing Flaming cliffs but after I tampered with another dig site I started having issues.So I re-added original files back and the game loads. I even modded the tml a second time just to be sure but for some reason the game doesn't want to accept the changes anymore. Very odd.
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeTue Oct 16, 2018 3:24 am

If it's not loading you're probably doing something wrong. If I had to guess you're overwriting some of the next skin's header because the skin you're trying to replace is too large. The game is very finicky about modding, but if it's done correctly results can be replicated. Double check the sizes of the skins you messed with in the Flaming Cliffs.
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeTue Oct 16, 2018 3:40 am

I have a strange feeling I have to open the application after each skin edit. I'm going to try to pinpoint the crash because it just launched successfully after testing one skin. I was editing multiple skins and then not testing if it would run.

I'll do that and report back.

Edit: The galli's new skin didn't completely cover the old galli skin in hex for whatever reason. I believe that caused the crash. Don't know a solution for that so I'm skipping it.

Edit #2:

If anyone can provide some assistance on the footer part of multi-skin tmls tutorial I would greatly appreciate it. I believe that is the only part I'm struggling with that is preventing my multi-skins from working. I've read over all three tutorials on the footer information and I think someone needs to update it or put it in video at this point.
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Ajay Sidhu1997
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeTue Aug 27, 2019 5:24 pm

Hello everyone, I have a question: Is it at all possible to make visitors pay to use the rest area? I've tried many different ideas, but none seem to do the trick.

Thank You,
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Molchglas
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeFri Jan 10, 2020 3:33 am

I know last post is from 2019, but I have a question regarding livestock coming from the auto-feeders.
Since I have many carnivores in my park and the hard limit to livestock is 15 at once in the park, I'd like to know if there is any way to increase that number? I didn't find anything and adding maxpopulation in the unit folder for cow and goat didn't do anything.
If not through the data, maybe through hex editing? Does anyone know if that is possible?
My carnivores are always hungry and stressed after a longer playtime so raising that limit would be the best solution. I tried letting herbivores into their enclosures but it's really time-consuming and stressful to do that for 10-12 enclosures all the time.
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HydragonofDeath
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PostSubject: Re: Modding Q&A thread   2 - Modding Q&A thread - Page 3 Icon_minitimeSat Jun 27, 2020 5:09 pm

there is no way to increase number of active livestock at the moment. My suggestion at the moment is 2 things

1.) only 1 feeder per enclosure, a mistake i made which was thinking more feeders would be better when it actually made it impossible for them to eat it in time


2.) Feeding some of the carnivores using herbivores from hatcheries
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