I believe one can also customize this if one wants some of the models but not others. If you want the default models for: RANGER: Remove ARMYSOLDIER.SGO from the “Menuobject” and “Object” folders AIR RAIDER: Remove ENGINEER.SGO from the “Menuobject” and “Object” folders WING DIVER: Remove PALEWING.SGO from the Menuobject” and “Object” folders, then remove “PALEWING.CAS from “Object” FENCER: Remove HEAVYARMOR.SGO from the “Menuobject” and “Object” folders
I might be wrong, but it occurs to me that some may want this
Please answer this and help me, I want to use these models but with the camera mod on the character's shoulder (this mod is found here on nexus) but your model mod and his mod use the same files... how can I combine the two mods? please help me
https://www.nexusmods.com/earthdefenseforce5/mods/49 here is the mod, please do this fusion for me, I really want to use these models with another camera (when it's ready please tell me).
I wanted to use this mode with the camera mod on my shoulder, but they use the same files... do you know how I can use the camera mod with these skins?
These were easier because they're just ports, but ever since, modelers on the EDF5 Modding Discord have been able to modify the models more extensively. However, there's still lots we don't know about the physics files, so whatever gets changed still behaves like the originals in the game world. I.e. if you make a 6 ft barga, you will still have an invisible bounding box all around you, that destroys buildings in a wide radius.
Compatibility with 5.9 is unknown: your best bet is to check whether 5.9 uses custom names for the classes' SGOs and rename our files as such. However, their SGOs may contain settings that are necessary to run 5.9 properly.
That's the retiarius SGO, as to say the spider that captures you with threads. If you check inside the \Object\ folder of this mod, you'll see various SGOs like "Armysoldier", "Palewing" and more: those are all the classes SGOs. The 5.9 Mod should have an equivalent folder containing the same files: it could be \Object\ still, or a different one altogether.
It's good to know that the Fencer was the only one that worked. That should mean that all classes SGOs are modified in 5.9, but the Fencer's. I'm saying something you probably already did, but to merge the mods you would have to first install 5.9, and then extract our files into precisely the same folders as the 5.9's files. If that fails, I guess 5.9 really requires its own SGOs to work.
If you are able to uncompress the SGO files with the Sgott utility, you'll see that Config.sgo links to 2 SGOs for each class. Those are the military and civilian versions of each: in example, Wing Diver is represented by Palewing.sgo and Racer.sgo.
Config is a very sophisticated and delicate file, you can't outright swap it with another mod's. You can however uncompress it and check which SGOs are being linked for each class (if it wasn't clear from the contents of the \Object\ folder). Try that, or if you can't, send me the files.
Thank you for this awesome mod! I've always loved the Fencer 4.1 model, so this is an EDF dream come true.
There is one thing I wanna ask though, is it normal to have a weird-ish sparkling on the fencer's backpack? It looks a bit jank especially on the underground base missions like the first one. It's not game breaking, but it is a bit distracting when all the other NPCs have proper smooth textures and your own having a weird sparkle on the back and some parts.
Edit: I checked on a lot of different maps, and the sparkles only really appear on the "Underground Base 228" maps, so I guess just two missions excluding the tutorial are affected and it happens on all classes, probably due to the map's lighting.
Each class in the game has a "civilian" and a "soldier" outfit. By default, the mod only replaced the 'soldier' one. In order to avoid confusion, I've uploaded another version that has both outfits: check it out!
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If you want the default models for:
RANGER: Remove ARMYSOLDIER.SGO from the “Menuobject” and “Object” folders
AIR RAIDER: Remove ENGINEER.SGO from the “Menuobject” and “Object” folders
WING DIVER: Remove PALEWING.SGO from the Menuobject” and “Object” folders, then remove “PALEWING.CAS from “Object”
FENCER: Remove HEAVYARMOR.SGO from the “Menuobject” and “Object” folders
I might be wrong, but it occurs to me that some may want this
Or does it only work with the EDF4 models cause they're the same file type?
It's good to know that the Fencer was the only one that worked. That should mean that all classes SGOs are modified in 5.9, but the Fencer's. I'm saying something you probably already did, but to merge the mods you would have to first install 5.9, and then extract our files into precisely the same folders as the 5.9's files. If that fails, I guess 5.9 really requires its own SGOs to work.
Config is a very sophisticated and delicate file, you can't outright swap it with another mod's. You can however uncompress it and check which SGOs are being linked for each class (if it wasn't clear from the contents of the \Object\ folder). Try that, or if you can't, send me the files.
I didn't install the plugin one because I already have one unless its key for it to work (I got EDF 5.9 mod installed that is why)
There is one thing I wanna ask though, is it normal to have a weird-ish sparkling on the fencer's backpack? It looks a bit jank especially on the underground base missions like the first one. It's not game breaking, but it is a bit distracting when all the other NPCs have proper smooth textures and your own having a weird sparkle on the back and some parts.
Edit: I checked on a lot of different maps, and the sparkles only really appear on the "Underground Base 228" maps, so I guess just two missions excluding the tutorial are affected and it happens on all classes, probably due to the map's lighting.
Overall, a very awesome mod! Thanks again!