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Posts posted by AboveTheChemist
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48 minutes ago, Navy Spider said:
I was dusting up cons in the Zig... and the server went down. 😵
That's the scheduled weekly maintenance. According to discord the down time should last another hour or so.
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1 hour ago, Captain Fabulous said:
Any advice?
Off the top of my head, delete the character out of Badger if you created it before parsing the log. You can also try manually adding one badge then parsing. Other than that, I'd recommend reading through the thread to see what helped when this has come up before. The parser sometimes has its gremlins.
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I've updated both the City Mod Installer installation and the manual installation files in the top post to include updated Atlas Park, Kallisti Wharf, and Mercy Island maps.
With regard to the Peregrine Island spawn point at or near -1612.6 95.7 -4182.7, I tested for weeks on Brainstorm last year and never saw a GM spawn there. Michiyo was kind enough to confirm that the spawn point file that I pulled the spawn points from was the correct one, so a GM should spawn at that point. I will continue to check that location throughout the Halloween event, but if anyone happens to spot a GM there to confirm that spawn, feel free to share that info here.
If anyone notices any issues, please let me know!
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5 hours ago, Jacktar said:
a plea to our popmenu guru’s
These are interesting suggestions and I fully support them, but there isn't much in there that is currently feasible within a popmenu, to the best of my knowledge. The color change idea is a no-go for sure. As BrandX mentioned, you could probably build some functionality based around the zone exploration accolade rather than the individual zone exploration badges, because I think each zone with eight badges has a corresponding accolade, but I am not 100% sure. Still, that would only partially do what you wanted it to do, I think. Perhaps one day there might be functionality added to popmenus that would make more of your ideas implementable.
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57 minutes ago, BlackSpectre said:
Did Faultline mention any way to make them work with a bind?
Sadly he did not. He posted a few examples but those were all command line, not from within a bind/macro/popmenu. Here they are in case anything can be learned from them (notes are Faultline's):
Quoteokay, this worked: /conprint "<a href='cmd:thumbtack 0 0 0'>Zero</a>"
you can even do /conprint "<img src=badge_bughunter_01>" if you want
it's your client, nothing stops you
Example with the various tags in use:
<font face=computer outline=0 color=#32ff5d><b><span align=center><scale 1.8>Would you like to create a Hero or Villain?</scale><br><br></span><font face=computer outline=0 color=#22ff4d><b><linkhoverbg #55555555><linkhover #a7ff6c><link #52ff7d><b><table><tr><a href='cmd:createHero'><td highlight=1><span align=center><img src=createsymbol_hero.tga><br>Hero</span></td></a><a href='cmd:createVillain'><td highlight=1><span align=center><img src=createsymbol_Villain.tga><br>Villain</span></td></a><tr></table></linkhover></linkhoverbg></linkbg></link></font></b></font>1 hour ago, BlackSpectre said:Still, the color tags are apparently treated literally when used as a bind, so they show up in the output too.
Probably a shot in the dark but did you try closing the color tag like you would with normal HTML?
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16 minutes ago, BlackSpectre said:
that and the other HTML tags Vanden discovered
To be fair, it was Faultline that posted the full list of tags in the closed beta discord, and Vanden ran with them. And to quote Faultline from same regarding the nature of the tags "it's not HTML, it's a bastard thing of uglyness".
Here's the full list of tags, in case any are not included on the wiki (as quoted from Faultline, including the notes at the bottom):
Quote'b', 'i', 'color', 'color2', 'colorhover', 'colorselect', 'colorselectbg',
'scale', 'face', 'font', 'a', 'link', 'linkbg', 'linkhover', 'linkhoverbg',
'linkselect', 'linkselectbg', 'outline', 'shadow', 'text', 'ws', 'bsp',
'br', 'table', 'tr', 'td', 'span', 'p', 'img', 'nolink', 'bgcolor',
'bordercolor', 'duration'
that's every tag that it supports, of most of them are supported badly.(duration is for cutscenes)
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Here's how I load it in from a keybind file:
KEYNAME "conprint "your text here""You might try throwing the binds into a file and loading them in that way.
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In the chat bar, please enter the following command:
/settitle 1418and report back (copy/paste or cropped screenshot is best) the response that appears in the chat window.
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11 hours ago, Cold Bob said:
I found a number of different lists, saying which badge had which settitle number, and most of them seemed to be inaccurate
Settitle numbers on closed beta are different from those on open beta and live. If you are using a list compiled from live/open beta data (like the wiki settitle list) on closed beta, then you'll have issues.
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20 hours ago, Mageman said:
Founder's Falls bank missions
Michiyo nailed the Cimerora issue, and the FF issue is server-side and not something I can fix. It's not as you describe, rather it is an issue with the minimap in that zone. The issue appears regardless of whether one has vidiotmaps installed or not. Last I heard it was being looked into.
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Don't hold your breath on this one. The AH is only accessible in world zones, not missions or bases. I think this is because a copy of the AH database has to be loaded into memory for each zone in which it is accessible, so making it available in bases would mean loading many, many more copies of the database and bog down the servers. That is the basic explanation anyway, the link below seems to have a more in-depth explanation.
https://forums.homecomingservers.com/topic/17002-let-ah-work-inside-base/#findComment-187032
This gets requested often (or at least used to) so you can probably find other threads discussing it if you want to dig for more info.
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That is the name release policy working as intended. You can claim an eligible name on a new character, but you can't rename an existing character to that same name. There is a workaround, though, which lemming posted here:
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13 hours ago, lemming said:
Order seems to now be the same using either ATC's BadgeSetList menu, or the wiki and all matching points, unless I typoed.
It has been few years since I worked on the River Rat locations but if I recall correctly I based my numbering off what was on vidiotmaps, so the numbering should be consistent there as well.
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1 hour ago, BlackSpectre said:
Is "Server-side" good enough as a name? In truth, they're all part of the game client (in the bins/piggs)... not really on the server side.
There's also editbaseoptions.mnu and freebies.mnu, in addition to the other 2 you mentioned, ATC... for a total of 5.
You're right, UA, the Fast Travel and Hologram Matrix popmenus are the only ones awarded to players rather than just automatically part of the game (like the other 3).
Poor choice of words on my part I suppose. I am not in IT so I sometimes use incorrect terms. I merely meant that these popmenus are included with the game files and provided by the devs, not modded in by dopes like me. And for the record I did mention the freebies menu, it is currently my baby after all.
Technically both the fast travel and the hologram matrix menus can be accessed without being earned. They can simply be opened with the popmenu slash command.
40 minutes ago, UltraAlt said:The pop-up menus - if I recall correctly - were actually created by a player and then the DEVs started using them.
The fast travel popmenu was created by me (with some polish by Jacke) at the behest of the devs, but the hologram matrix menu was Cobalt Arachne's creation, I believe.
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You could create a page for server-side popmenus and include it there, along with the freebies menu, the quickchat menu (the little menu at the end of the chat bar), and include at least a reference to the costume popmenu even though that one is tied to earning a badge. There may be other server-side popmenus but those are the ones that spring to mind.
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13 hours ago, The Curator said:
Re-added the tunnel leading to Galaxy City.
Does this mean that the KR map texture will be updated? It certainly needs updating. Here's a comprehensive breakdown of the issues it has:
https://forums.homecomingservers.com/topic/24942-kings-row-map-needs-re-rendering/
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This news makes me quite sad. I saw Priscilla for the first time a month or so ago, and he was brilliant in it. I was a big fan of Young Guns when I was a kid and while his role is somewhat brief, it is certainly memorable. The film that really gave me a great appreciation of him, though, was The Limey.
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GM Solace posted a potential solution to what sounds like a similar problem in the thread linked below. Hope this helps!
https://forums.homecomingservers.com/topic/60043-geodesic-bubbles-causing-vertigo-and-nausea/
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22 minutes ago, JoeMage said:
Did Homecoming recently change the names of the badges in the underground sewer network?
No. You are probably confusing the sewer network with the abandoned sewer network. Same layout, different badges in generally the same locations.
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35 minutes ago, Archiviste said:
*sighs*
In that case, go to the top post of this thread at this link. Please read and follow the instructions for Removing/Deleting Old Installations because that is the only explanation at this point that makes sense. I had assumed that you had only installed via the pigg/mod installer but perhaps you installed a favorites-enabled version at some point in the recent past.
EDIT: I also checked the MD5 hashes of my local version of the pigg (which I know is the latest version) and a version I downloaded from the City Modder site, and they match.
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17 hours ago, lemming said:
Do you have an old version in data->texts->English->menus?
Normally my money would be on this but I see the Labyrinth of Fog listed on the menu and that would only have been in a pigged version of the mod, not in an old .mnu file in the data folder.
EDIT: I hadn't considered a favorites-enabled version being installed. That could have resulted in an old .mnu file in the data folder.
18 hours ago, Archiviste said:Is that normal?
Given the above, and as lemming alluded to, I would try restarting your client in case you installed while it was still running. Otherwise, try re-installing the mod. The new badges are all in there.
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On 8/4/2025 at 5:11 AM, twozerofoxtrot said:
I can't find how to clear it
I had a chance to download the mod from the City Modder site and took a peek inside the pigg. These are the files within the mod, and they should be found the locations specified:
<CoH Root Folder>\data\sound\Ogg\music\Rave_AE_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\ExtendedRave_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave1_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave2_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave3_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave4_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave5_loop.ogg <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave6_loop.ogg
Removing/deleting those should get things back to normal.
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3 hours ago, twozerofoxtrot said:
I can't find how to clear it
It is probably installed in your data directory. I don't have access to the game directory structure at the moment but I would guess it is somewhere in:
<CoH Root Folder>\data\sound\
and potentially in:
<CoH Root Folder>\data\sound\Ogg\
According the to HC wiki music page, the files are likely named:
PocketD_NewRave<number>_loop.ogg
where <number> is a single digit. If you see any files matching that description in your data folder you can try moving or deleting them and then restart the client to see if the music reverts to the stock music.
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I did some digging in the leaked game data and found three models for Fusionette that have some costume data. You might be able to translate these into a costume file but I am not sure. I can't currently upload the file, so I'll paste in the content in the spoiler box below.
SpoilerNPC "Model_Fusionette"
{
DisplayName "Fusionette"
Class "Fusionette"
Level 1
Rank 1
XP 35
Costume
{
EntTypeFile FEM
CostumeFilePrefix fem
Scale -4.122
BoneScale 0.1714
ShoulderScale 0.239
ChestScale -0.356
WaistScale 0.06
HipScale 0.08571
HeadScales 0.7124, 0.7619, 1
BrowScales 0.1174, 1, -0.4738
CheekScales -1, -1, -1
ChinScales 0.3524, 0.1238, -0.1905
CraniumScales 0.6541, 0.7128, 0.5334
JawScales -1, -1, 1
NoseScales -0.4152, -0.5181, -0.861
SkinColor 255, 195, 155
CostumePart Pants
{
Geometry shorts
Texture1 !SF_HIPS_skin_tights
Texture2 !SF_HIPS_Holes
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Chest
{
Geometry Tight
Texture1 !SF_CHEST_skin_tights
Texture2 !SF_CHEST_Top_6
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Head
{
Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
Texture1 !v_sf_face_skin_head_12
Texture2 !V_Face_Small_Mask_1
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Gloves
{
Geometry Wristband
Texture1 !SF_GLOVE_skin_wristband_01a
Texture2 !GLOVE_skin_wristband_01B
Color1 76, 197, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Boots
{
Geometry Smooth
Texture1 !BOOT_banded_01
Texture2 !BOOT_Fade_Line
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Belt
{
Geometry Vee
Texture1 !BELT_test_01a
Texture2 !BELT_test_01B
Color1 255, 255, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Hair
{
Geometry Pigtail
Texture1 !HAIR_Long_01a
Texture2 !HAIR_Long_01B
Color1 76, 197, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Face
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart EyeDetail
{
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart ChestDetail
{
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Shoulders
{
Geometry Collar_Spike
Texture1 !SPADR_Collar_Spiked_01a
Texture2 !SPADR_Collar_Spiked_01B
Color1 0, 0, 255
Color2 227, 227, 227
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Back
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart WepR
{
Fx None
Geometry None
Texture1 None
Texture2 None
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Neck
{
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart UarmR
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Collar
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Broach
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cape
{
Fx None
Geometry None
Texture1 None
Texture2 None
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Aura
{
Fx None
Geometry None
Texture1 None
Texture2 None
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Skirt
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Top
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Sleeves
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cranium
{
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Jaw
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
}
}
NPC "Model_Fusionette_Formal_01"
{
DisplayName "Fusionette Formal"
Class "Fusionette_Formal"
Level 1
Rank 1
XP 35Costume
{
EntTypeFile FEM
CostumeFilePrefix fem
HeadScales 0, 0, 0
BrowScales 0, 0, 0
CheekScales 0, 0, 0
ChinScales 0, 0, 0
CraniumScales 0, 0, 0
JawScales 0, 0, 0
NoseScales 0, 0, 0
SkinColor 255, 195, 155
CostumePart Pants
{
Geometry Tight
Texture1 !SF_HIPS_skin_tights
Texture2 !v_sf_hips_fishnets_02
Color1 0, 0, 0
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Chest
{
Geometry Tight
Texture1 !SF_CHEST_skin_tights
Texture2 !SF_CHEST_Top_2
Color1 0, 0, 0
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Head
{
Fx none
Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
Texture1 !v_sf_face_skin_head_12
Texture2 !V_Face_Small_Mask_1
Color1 0, 0, 0
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Gloves
{
Geometry Wristband
Texture1 !SF_GLOVE_skin_wristband_01a
Texture2 !GLOVE_skin_wristband_01B
Color1 76, 197, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Boots
{
Geometry Hi_Heels
Texture1 !SF_BOOT_skin_hi_heel_01a
Texture2 !v_sf_boots_fishnets_01
Color1 0, 0, 0
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Belt
{
Fx none
Geometry fem_BELT.geo/GEO_BELT_Vee
Texture1 !BELT_test_01a
Texture2 !BELT_test_01B
Color1 76, 197, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Hair
{
Fx none
Geometry fem_HAIR.geo/GEO_HAIR_Pigtail_02
Texture1 !HAIR_Long_01a
Texture2 !HAIR_Long_01B
Color1 76, 197, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Face
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart EyeDetail
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart ChestDetail
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Shoulders
{
Fx none
Geometry fem_SPADR.geo/GEO_SPADR_Collar_Spike
Texture1 !SPADR_Collar_Spiked_01a
Texture2 !SPADR_Collar_Spiked_01B
Color1 76, 255, 253
Color2 0, 0, 0
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Back
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart WepR
{
Fx None
Geometry None
Texture1 None
Texture2 None
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Neck
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart UarmR
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Collar
{
Fx none
Geometry Full
Texture1 !Collar_Cape_Top_01
Texture2 none
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Broach
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cape
{
Fx capes/CapeLongFem.fx
Geometry none
Texture1 Cape_01
Texture2 none
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 0, 0
Color4 0, 0, 0
}
CostumePart Aura
{
Fx Auras/Female/StarburstGlow/StarGlowFists.fx
Geometry none
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Skirt
{
Geometry Miniskirt_02
Texture1 !Skirt_Plain
Texture2 !Skirt_Plain_02b
Color1 0, 0, 0
Color2 0, 0, 0
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Top
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Sleeves
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cranium
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Jaw
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
}
}NPC "Model_Fusionette_Vanguard_01"
{
DisplayName "Fusionette Vanguard"
Class "Fusionette_Vanguard"
Level 1
Rank 1
XP 35Costume
{
EntTypeFile FEM
CostumeFilePrefix fem
HeadScales 0, 0, 0
BrowScales 0, 0, 0
CheekScales 0, 0, 0
ChinScales 0, 0, 0
CraniumScales 0, 0, 0
JawScales 0, 0, 0
NoseScales 0, 0, 0
SkinColor 255, 195, 155
CostumePart Pants
{
Fx none
Geometry fem_PANTS.geo/GEO_HIPS_shorts
Texture1 !SF_HIPS_skin_tights
Texture2 !SF_HIPS_Holes
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Chest
{
Fx none
Geometry fem_SHIRT.geo/GEO_CHEST_Tight
Texture1 !SF_CHEST_skin_tights
Texture2 !SF_CHEST_Top_6
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Head
{
Fx none
Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
Texture1 !v_sf_face_skin_head_12
Texture2 !V_Face_Small_Mask_1
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Gloves
{
Fx none
Geometry V_FEM_GLOVE.GEO/GEO_Larm*_Vangaurd_02
Texture1 !X_Vanguard_Glove
Texture2 none
Color1 0, 87, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Boots
{
Fx none
Geometry V_FEM_BOOT.GEO/GEO_Lleg*_Vangaurd_Boot_01
Texture1 !X_Vanguard_Boot
Texture2 none
Color1 0, 87, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Belt
{
Fx none
Geometry V_FEM_BELT.GEO/GEO_Belt_Vangaurd_02
Texture1 !X_Vanguard_Belt
Texture2 none
Color1 76, 197, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Hair
{
Fx none
Geometry fem_HAIR.geo/GEO_HAIR_Pigtail_02
Texture1 !HAIR_Long_01a
Texture2 !HAIR_Long_01B
Color1 76, 197, 255
Color2 255, 255, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Face
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart EyeDetail
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart ChestDetail
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Shoulders
{
Fx none
Geometry fem_SPADR.geo/GEO_SPADR_Collar_Spike
Texture1 !SPADR_Collar_Spiked_01a
Texture2 !SPADR_Collar_Spiked_01B
Color1 0, 0, 255
Color2 227, 227, 227
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Back
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart WepR
{
Fx None
Geometry None
Texture1 None
Texture2 None
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Neck
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart UarmR
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Collar
{
Fx none
Geometry Full
Texture1 !Collar_Cape_Top_01
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Broach
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cape
{
Fx capes/CapeLongFem.fx
Geometry none
Texture1 Cape_01
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Aura
{
Fx Auras/Female/StarburstGlow/StarGlowFists.fx
Geometry none
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Skirt
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Top
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Sleeves
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
CostumePart Cranium
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 255, 190, 63
Color4 149, 255, 0
}
CostumePart Jaw
{
Fx None
Geometry None
Texture1 none
Texture2 none
Color1 0, 87, 255
Color2 76, 197, 255
Color3 0, 87, 255
Color4 76, 197, 255
}
}
}
Vidiotmaps for Homecoming
in Tools, Utilities & Downloads
Posted
Go to the top post of this thread at this link and expand the section on Installation. There are manual install instructions there, and a link to the top post of the City Modder thread if you choose to install that way. The top post of the City Modder thread has instructions for its use. Based on your post above my guess is that you are skipping the launch parameter step, which is covered in both places I mentioned.