Invisible, Inc.

Invisible, Inc.

46 ratings
API EXAMPLE MOD
   
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14.954 MB
10 Nov, 2015 @ 10:19pm
24 Dec, 2015 @ 6:20pm
11 Change Notes ( view )

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API EXAMPLE MOD

Description
This is a simple mod intended to give modders an example to help them create their own.
  • adds a new agent, Bryant. Decker's Brother (re-uses existing art)
  • adds a new item, the Subdermal PDA, Bryant's unique augment (uses two traits in the code that ended up not getting used )
  • alters an existing augment, Decker's "Neural Networking" replaced by the "Voight Scanner" (observes and tags guards)
  • adds a new program, Lance (A suggestion from ArtixBot on the forum)
  • adds a new Daemon, Infect ( Reduces a random agents AP each turn for several turns).
There is an "InvisibleInc modding notes.doc" in the files to help new modders.

As well, there is a folder "KWAD builder" that has the source art I made and the build.lua I used to make the KWAD

This mods folder number
workshop-551989114

CHANGE LOG:
Dec 24 - 2015
* added the old rolling drone and the heavy walking drone to the anims
* added a sampling of props to the anims
* added the grenade.anim as well

Dec 22 - 2015
* added drones anims to the .anim example files

Nov 25 - 2015
* added pistol and rifle anims to the .anim files.

Nov 20 - 2015
* Updated the mod and .docx to handle the new initStrings function.
* added a folder of example .anim files.

Nov 12 - 2015
* was using strings from the Contingency Plan DLC, just migrated them to the mod so the DLC was not necessary to use the mod. If you subscribed to this mod without the DLC before this change, you won't be able to run Invisible Inc until you delete this mod's folder.


22 Comments
floof birb 8 Aug, 2019 @ 10:17pm 
that tiny head
bogos binted 20 Feb, 2018 @ 2:04pm 
So, I've been getting into modding Invisible in the last few weeks, and I've stumbled over a hurdle with animations. Is there any way to open them? I know how to change individual elements of the animations by extracting the KWADs and recolouring the png files within them, then zipping them back up, but is there a way to actually open the animation file itself, in, say Flash? (Which has since 2016 rebranded to 'Adobe Animate' it seems). Research on the internet has gone nowhere, as it seems that what has been done here is unique to this game (or perhaps Klei, I haven't poked around in other games). It would be really helpful to get some good screenshots, etc, of ingame things for use in modding. I understand that it is possible that it was never intended for people who are not devs to open the game's animation files, so it would be fine if thats the reply, but it would be cool if possible.
homedrone  [author] 17 Nov, 2017 @ 5:20pm 
Did Human_Kirby's suggestion help at all? I just went through the process and all the files were in there.
Human_Kirby 17 Nov, 2017 @ 10:08am 
Did you update the mod inside the game? You need to go into settings --> gameplay (I think) --> something along the line of update mods or update workshop, not sure
SpacePirateKatz666 17 Nov, 2017 @ 3:18am 
Okay I downloaded the mod via the workshop and I look at the folders that you suggested where it should be located but it is neither inside the invisible inc\mods nor it is in the content\workshop and it is not in the \Steam\steamapps\common\Incognita\mods\workshop-551989114 ?
homedrone  [author] 9 Feb, 2016 @ 6:15pm 
Hey Moonman, subscribe to this mod and look in the folder. (mine is at C:\Program Files (x86)\Steam\steamapps\common\Incognita\mods\workshop-551989114).There will be a "InvisibleInc modding notes.doc" with a bunch of information on how to set up a mod.

Using that and this mod itself as an example you can hopefully get going.

There is also a guide on how to upload your mod to Steam.
http://steamproxy.com/sharedfiles/filedetails/?id=551358899

You can also go here with questions:
http://forums.kleientertainment.com/forum/90-invisible-inc-modding-forum/
An Ol' Spicy Keychain 8 Feb, 2016 @ 4:10am 
Hello, I am looking into modding for this game. Could you by any chance explain what I need exactly to accomplish this? I am more of an artist than a programmer, but I think I can handle it if someone could give the time for me to learn the tools
Green Raven 6 Dec, 2015 @ 7:44pm 
Can someone make a mod that just replaces Deckers Augment? I think the scanner is really cool but I have no intrest in running a rescue mission and finding Bryant.

Thanks a mil!
Terzalo 1 Dec, 2015 @ 3:04am 
Thanks! Would be great to be able to create custom widgets for gameplay GUI.
homedrone  [author] 30 Nov, 2015 @ 5:39pm 
You could make a KWAD with images of the same name as ones used on the hud or menu page and that would display instead. So you can replace images, but that's the extent of modification to the GUI using the API right now.