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April 10th, 2004, 11:04 PM
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Corporal
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Join Date: Mar 2004
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Re: modding, getting started?
Quote:
Originally posted by Arralen:
And I don't think a modding-walkthrough would make any sense. It's not that hard to figure it out from the docs, and than there's this forum to search for the answers to those question which remain. A step-by-step walkthrough would only result in a bunch of poor, partly finished mods by those with a short attention span
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Have to agree, for a game where modding is this simple, compared to modding for some games (content creation in NWN) there is no reason for tutorials.
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April 10th, 2004, 11:32 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: modding, getting started?
Well admittedly I learned MAP commands just fine by looking at them. But then again I learned the game without a walkthru (and that was the less friendly Dom1 interface). But some people just wont look. Maybe a short step by step saying why the commands are being used would spur some people do try it.
Oh well, I dont do MODs so maybe I will just do a MAP Version and let others consider if something like that would work for MODs
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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April 11th, 2004, 03:50 AM
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Corporal
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Join Date: Mar 2004
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Re: modding, getting started?
RTFMing again, and I noticed the comand
#nothemes (or something close to that)
It doesn't make any themes playable for said nation.
This command sort of implies the ability to mod themes, but I didn't see any commands to influence this. Rather peculiar to me. Is this an indicator of future additions to modability?
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April 11th, 2004, 04:13 AM
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Private
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Join Date: Feb 2004
Location: USA
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Re: modding, getting started?
Quote:
Originally posted by Spacepain:
RTFMing again, and I noticed the comand
#nothemes (or something close to that)
It doesn't make any themes playable for said nation.
This command sort of implies the ability to mod themes, but I didn't see any commands to influence this. Rather peculiar to me. Is this an indicator of future additions to modability?
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I don't know about their future intentions, but at the moment I use that to turn off themes for when I modify a race. I recently modded Ermor into Mordor for the LotR map and turned off themes because they didn't really fit in with the flavor.
I believe it's possible to force a nation to take a particular theme, which may be handy b/c some themes have more national heroes than others. I haven't actually done that, though. However, I'm not aware of any way to actually mod a theme.
A walkthru might be nice, but I'll settle for decent documentation--updated weapon/armor/unit lists with IDs. That's been the big PITA for me. (disclaimer: I have not yet read the 2.11 modding.pdf)
As for adding new nations, I'm not sure it's necessary--that would have to be a really big game to have all 18 nations already active. It's fairly easy to turn on/off a mod.
gs
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The early bird gets the worm, but the second mouse gets the cheese.
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April 11th, 2004, 05:46 PM
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Corporal
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Join Date: Mar 2004
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Re: modding, getting started?
With adding new themes though, u'd be able to essentially create entire new nations, and not have to worry about everything hard coded into the game.
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April 11th, 2004, 08:12 PM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: modding, getting started?
The modding manual is going through a major rewrite/edit that'll hopefully make it a bit more accessable for beginners.
It'll be maintained through new Versions as well, so suggestions from everybody on improvements will be welcome.
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