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Ghostryder's Faction mod

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All Forums >> [New Releases from Matrix Games] >> Pandora Series >> Mods and Scenarios >> Ghostryder's Faction mod Page: [1]
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Ghostryder's Faction mod - 11/26/2013 9:03:34 PM   


Posts: 88
Joined: 11/18/2013
From: Houston
Status: offline
Pandora:First Contact's most obvious strength over other titles in my view is how the factions play. This then is the area I felt compelled to dabble with and try to add some spice.

This mod will replace the art and animations of the default factions as well as the 4 advisors and News Reporter.


Viewed best in full screen in HD. Note ingame size 320x180 so I expect some quality loss.


Ghostryder's Faction mod


The mod was compressed using winrar. Both .rar and .zip files are available for your preference. When you unzip the file if you keep the file structure
intact you could then drop the Data folder into c:\\Users\<user>\AppData\Roaming\ProxyStudios\Pandora and you are done. This location is based on Windows 7.

Other locations if your using a different OS:

Windows XP:
“C:\Documents and Settings\<user>\Application Data\Proxy Studios\Pandora\”

Mac OS X:
“/Users/<user>/Library/Application Support/Proxy Studios/Pandora/”

“/home/<user>/.config/Proxy Studios/Pandora/”

To verify correct installion browse to the indicated location and open the Data folder.You should see 2 folders. "Cinematics" and "Video"

Inside the Cinematics folder you should see "clips" and inside of that "Factions".Inside of that should be the folders for each of the six factions.
Inside each should be 7 animation files in .mkv format for the expressions like friendly, Hostile and so forth.

Inside the Video folder should be a "texture" folder. And inside of that 3 folders called "Advisors" "Factions" and "Reports" and inside of each you should see
replacement .png for the advisors and factions.

Do not install this to the game's directory on the C: drive (or wherever you have installed the game) as the launcher/updater will check the files
and put back the defaults or crash. All modded files must be in the user documents mentioned above.

Simply delete the Data folder and all it's contents in the c:\\Users\<user>\AppData\Roaming\ProxyStudios\Pandora. The game will then revert to using
the default files from the installation directory.

Mod information
The idea of the mod is to simply replace the game's default Factions with more human looking ones that furthur accent that factions ideological beliefs.
No other changes were made except to add the 4 advisors so the mod's art would be balanced with the factions. Some...or even a lot of the animations are
rough. At first glance I assumed the game played the animation file and stopped at the last frame. It appears in the game as such. In fact the game loops
the animation, so this results in visible head skips as the animation loops. Had I known this at the beginning I would have have kept head position centered but
as it is I animated them to appear lifelike. I edited them as best I could....several times over but without starting from scratch...something that
involves lots and lots of is what it is.

Perhaps in the future when it bugs me enough and I have the free time...or if a future expansion adds more factions I'll redo the mod and animate them differently
or possible there may be a way to stop the animations on the last frame I've yet discovered.

There is some brief nudity with the Ecology faction animation while in the Neutral state. If young children are to play this game I leave it up to
the user to use or not use this mod. Or you could manually rename one of the other Ecology 'Friendly.mkv' to 'neutral.mkv' and replace it.
You'd have to do this in another folder and copy them over of course as you cannot have the same name of a file within a folder.
My aim was to increase your immersion in the game. I made no other changes to the factions other than their art.

Factions - initial release

Changed the lighting of the Scientific faction so he appears less dark and more clear.
Redid the animations of the scientific faction so his head skips are less obvious.
Redid the expressions for the scientific faction to better suit the model.
Modeled and replaced the NewsReporter to fit with all the other models.

To update simply download the factions1.1 file and reinstall, overwriting the files when asked.
Also if you are using the beta version note that the mod will need to be installed into the 'Beta' folder found in the same location in the user directories
to appear in the game.


If you would like to use all or part of this mod in your own work you are free to do so. I am usually active on the Wargamer forums and am open to comments
good or bad on the mod or anything else really.

Play on!
Mark Eubank (Ghostryder)

updated version:

< Message edited by eyegore -- 12/14/2013 10:50:45 PM >
Post #: 1
RE: Ghostryder's Faction mod - 12/11/2013 1:00:28 PM   


Posts: 2
Joined: 12/11/2013
Status: offline

Thanks,Love the mod as I too thought the original look of factions were very lacking... :)

Only error I see is in the Economy adviser's portrait, it tends to over-run past the screen info box.. Did this in several resolutions I tried...

(in reply to eyegore)
Post #: 2
RE: Ghostryder's Faction mod - 12/11/2013 10:56:32 PM   


Posts: 88
Joined: 11/18/2013
From: Houston
Status: offline
Thanks for the feedback. I noticed that too. Somehow I did't resize his image correctly. I'll update the mod as I plan on redoing the science faction's animations as those are really bugging me now too.I'll post when the update is up- should be a couple days.

(in reply to ACEofHeart)
Post #: 3
RE: Ghostryder's Faction mod - 12/14/2013 8:29:25 PM   


Posts: 88
Joined: 11/18/2013
From: Houston
Status: offline
Updated the mod. Redid the scientific faction and also replaced the default news reporter. Simply download and reinstall, overwriting when asked if you are using the older release.

(in reply to eyegore)
Post #: 4
RE: Ghostryder's Faction mod - 12/15/2013 12:31:09 AM   


Posts: 2
Joined: 12/11/2013
Status: offline
Nice work... Thanks for the quick response...

(in reply to eyegore)
Post #: 5
RE: Ghostryder's Faction mod - 12/29/2013 9:55:37 PM   


Posts: 5
Joined: 12/29/2013
Status: offline
Thx for the nice work. I'll have a go at it.

(in reply to ACEofHeart)
Post #: 6
RE: Ghostryder's Faction mod - 1/11/2014 6:59:13 AM   


Posts: 1
Joined: 1/11/2014
Status: offline
Has the new update interfere with this mod. I notice the update is not even compatible with my old saves. I tried to download this mod yesterday in the exact file it says to place in on windows 7 but it does no work. Thanks!

< Message edited by brotherofbuff -- 1/11/2014 8:00:30 AM >

(in reply to eyegore)
Post #: 7
RE: Ghostryder's Faction mod - 1/11/2014 11:25:20 PM   


Posts: 88
Joined: 11/18/2013
From: Houston
Status: offline
Since this only replaces ingame images and faction movies an update should not effect the mod unless the update somehow changes how images and movies are shown.

The two likely errors is putting the files in the wrong area. remember...DO NOT PUT THEM WHERE THE GAME IS INSTALLED and if you opt in for the beta then there will be a seperate beta folder in c:\\Users\<user>\AppData\Roaming\ProxyStudios\Pandora\Beta\Data...if not then c:\\Users\<user>\AppData\Roaming\ProxyStudios\Pandora\Data

recheck your file structure and your be fine.The reason both folder files need modded is the data for both the regular and beta game is kept seperate in case you want to leave the beta and go back to the default.

< Message edited by eyegore -- 1/12/2014 12:41:28 AM >

(in reply to brotherofbuff)
Post #: 8
RE: Ghostryder's Faction mod - 2/21/2014 7:30:08 PM   


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Joined: 2/21/2014
Status: offline
Great Job!

(in reply to eyegore)
Post #: 9
RE: Ghostryder's Faction mod - 8/19/2014 10:02:34 PM   


Posts: 2
Joined: 8/18/2014
Status: offline
I love this mod :)

2 Suggestions:

2) Make a censored version of the Tera Salvum for all the minors playing the game ;)

1) Maybe change the camera angle of the research adviser, the current one makes her look really weird.

Other than that, it's perfect! Grats of the modeling BTW, I've dabbled, so I know how much work and time goes into these things!

< Message edited by fwyrl -- 9/5/2014 1:43:36 AM >

(in reply to unsubstantiation)
Post #: 10
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