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Modding a Mod


M1_A4_Abrams

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Welcome to the forums :) 

Plugin code is written in C#. If you want to make changes to the plugin, you need to learn and use that language in conjunction with a Unity install and compile yourself a custom version of the DLL. But if all you want to do is to change names and textures, then you are in luck, and don't actually need to change anything about the plugin.

Crewmember names can be edited in the save file after you hire them. Just hire a bunch of ponies and then go and rename them. If you absolutely have to have them show up in the astronaut complex with their proper names already, then you have to edit the plugin in order to tweak the crew name generator input.

Textures are shipped separately, and are not part of the plugin. You can find them in the folder structure of the mod download as simple .png files. If you overwrite those files with textures you painted yourself, then the mod will load them and it will just work. If you're unsure how to paint the textures, just take the existing ones and paint over them.

Edited by Streetwind
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The dll uses the names to reference the models and textures, which is why you can have any Kerbal and name it one of the supported characters in the cfg and all the traits will automatically change to that character. I think by the way it works that it would have trouble with custom names. happy_monk responded after a bit when I reached out with a bug, so if you wanted to help create new models, he may very well be up to adding them in.  Running out of models is why others haven't been added.

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