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Re: Modding shortlist
yes, just write that way than use find and subsistute '-->" but if it was default it would be easier
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Re: Modding shortlist
I have another request:
#enable With this comand, you can decide if something is enabled or not e.g. #selectmonster 1111 #enable 0 #end now monster 1111 is not enabled, and it can't be recruited/summoned. why i would like this comand? 1) you just downloaded a mod, but for some reason you don't want that particular unit. now you have to delete the code, with this comand you just have to write #enable 0. 2)vanilla's unit, spell and items could be disactivated, maybe to prevent AI to recruit militia- enable has two values: 1 and 0; 1 means enabled, 0 means not enbled; default value is 1 |
Re: Modding shortlist
I usually change # to another character to disable something without removing the code.
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Re: Modding shortlist
That's a way, but can you disable something already in the game? and don't you get errors?
Also it would be nice to be able to disable nations(so random would be like semirandom) and schools(games without conjuration) Disabled spells would not appear on laboratory, so some spells could be disabled to "raise" spell cap. Imho it is agood idea |
Re: Modding shortlist
Yes you can make changes in mid game.
And as for disabling nations I would prefer they fix the commands they already have for that. Not that I think any major changes are going to occur in Dom3 now, but I would be more interested in your idea if you added a timer factor to it. How about... #enable 0 (off) #enable -10 (enable up to turn 10) #enable 20- (enable at turn 20 and thereafter) #enable 5-10 (enable at turn 5 thru turn 10) and a default of ON so that an enable command is not necessary for each thing done in a mod file. That would be a nice addition to the (broken) Scenario features |
Re: Modding shortlist
Ehi, that sounds good
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Re: Modding shortlist
Allright, I have a couple of requests:
1. I see no "Spell Modding" section in the short list of requests. I can think of a number of things I would like to see, in particular spells with variable effects (e.g. sometimes summons one monster, sometimes a different monster), or ritual spells which do multiple things at once (e.g. something like Call of the Winds that summons both a commander and units). 2. The spell modding section of the modding manual has a table of spell effects (tables 17 and 18). Supposedly, there are more spell effects, and some fan-documentation has more complete lists. Could there be a way to find some of these/get a more complete list? |
Re: Modding shortlist
Quote:
http://forum.shrapnelgames.com/showthread.php?t=33588 Make sure to read the whole thread, as there are lots of explanatory and additional info tidbits further along. P.S. - if some kind mod could add this to the modding tools sticky, this question gets asked not infrequently. |
Re: Modding shortlist
I need to do a new version (for spell modding), but I have a real job and it's more fun to play :(.
Requests: - Reserve some list of negative numbers to give nation-specific uniques. This would need the command: (context - nation modding) #setunique <list #> <unit #> Then, whatever nation you are modding, would have that unit # available for a custom summon uniques spell (i.e. Tlalocs, the Bounteous Immortals, etc. etc.) |
Re: Modding shortlist
Is there any way to mod, or are there any mods out there that can modify the number of pretender design points you get for awake, dormant and imprisoned pretenders?
I kinda want to mess around in SP with a triple bless with good scales SC pretender. Is that possible at all? |
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