Modding requests

What would you like to see modded in first?

bees!
8
17%
Uber/God-weapons and armor!
1
2%
A powerful NPC that spawns every ten days and starts hunting you!
17
36%
Magic!
5
11%
Zombies! (Working on this one to get used to the creation kit and AI systems)
12
26%
Something else, specify in thread.
4
9%
 
Total votes: 47
SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Wed Nov 02, 2011 5:14 am

Were actually pretty limited....At least, I am. I can't get the dialogue to work. For that matter you can't even add stuff to the map.

So no creating towns or anything special like that. Don't even get a view OF the map.
You can add new weapons/models if you have the meshes and such.
You can modify existing content.
This pretty much means changing stats of anything and everything in game.
Making roaming squads larger/more diverse.


But not being able to access a map and place stuff on it makes it impossible to add anything cool. This may just be me and my completely amateur modding skills, but oh well.
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Wed Nov 02, 2011 8:58 am

SynysterOne wrote:Were actually pretty limited....At least, I am. I can't get the dialogue to work. For that matter you can't even add stuff to the map.

So no creating towns or anything special like that. Don't even get a view OF the map.
You can add new weapons/models if you have the meshes and such.
You can modify existing content.
This pretty much means changing stats of anything and everything in game.
Making roaming squads larger/more diverse.


But not being able to access a map and place stuff on it makes it impossible to add anything cool. This may just be me and my completely amateur modding skills, but oh well.
What's the problem my friend? I was able to edit and add custom dialogue as well as new squads on the map, haven't tried making a new town yet, will try it sometime this afternoon. Maybe you're having the same problem I did with the construction set perhaps? http://www.lofigames.com/phpBB3/viewtopic.php?f=9&t=468 (6th post down)

Basically it includes some kind of problem where the original files overwrite the mod files, there is a solution but I didn't type it up yet. :) Basically it involves making all of your changes to the original 'gamedata.base' then renaming that .data file to 'example.mod', then when you add the original gamedata.base back in, and add the newly created mod to the CFG, should all work then. :)

hasaosan
Posts: 34
Joined: Wed Sep 07, 2011 1:01 am

Wed Nov 02, 2011 12:15 pm

if u can't use the mod tool itself u could just try editing the game itself

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Wed Nov 02, 2011 12:28 pm

hasaosan wrote:if u can't use the mod tool itself u could just try editing the game itself
Do share how, I'd love to know :lol:

SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Wed Nov 02, 2011 6:38 pm

Graeywulf wrote: What's the problem my friend? I was able to edit and add custom dialogue as well as new squads on the map, haven't tried making a new town yet, will try it sometime this afternoon. Maybe you're having the same problem I did with the construction set perhaps? http://www.lofigames.com/phpBB3/viewtopic.php?f=9&t=468 (6th post down)

Basically it includes some kind of problem where the original files overwrite the mod files, there is a solution but I didn't type it up yet. :) Basically it involves making all of your changes to the original 'gamedata.base' then renaming that .data file to 'example.mod', then when you add the original gamedata.base back in, and add the newly created mod to the CFG, should all work then. :)

Nah, that's not it. I tried to create new dialogue and I couldn't actually create any for some reason. I could mod existing dialogue though. But that's incredibly limiting. As well you can only add created/modified dialogue to existing NPC's <_<
I can make new squads roam the desert. It's just that you can't/I don't know how to put an NPC in the town that doesn't move and is at a specific location.
(Do you have a way to view the map that you play on in-game?)


Although I will be using your fix to hopefully fix a problem I was having.
I was trying to change the items your character stats with. I changed them, and saved the mod, even changed the stats of the items you start with. Then I loaded the mod back up to make sure all the changes stuck. Unfortunately, the items you start with reverted back to the origionals, but the stats I changed stuck....Any help with this?
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Wed Nov 02, 2011 7:10 pm

SynysterOne wrote: Nah, that's not it. I tried to create new dialogue and I couldn't actually create any for some reason. I could mod existing dialogue though. But that's incredibly limiting. As well you can only add created/modified dialogue to existing NPC's <_<
All of this was possible for me, maybe you could give me a step-by-step what you're doing exactly and I can help? Maybe you're missing something, maybe not, I'm sure the CS has a few bugs, too. :)
SynysterOne wrote: I can make new squads roam the desert. It's just that you can't/I don't know how to put an NPC in the town that doesn't move and is at a specific location.
(Do you have a way to view the map that you play on in-game?)
Don't know about this. I think it's modified elsewhere. When I went to add more recruitable NPCs to taverns, they all spawned on top fo each other, which looked weird, but they stood still at least.

As for the map, I don't have anything to open it with (I'm presuming its a .DDS in the land folder).
SynysterOne wrote: Although I will be using your fix to hopefully fix a problem I was having.
I was trying to change the items your character stats with. I changed them, and saved the mod, even changed the stats of the items you start with. Then I loaded the mod back up to make sure all the changes stuck. Unfortunately, the items you start with reverted back to the origionals, but the stats I changed stuck....Any help with this?
Exactly the kind of problem I had at the beginning, stats would stay but when it came to modifying equipment or the like the stuff gets overwritten by the original files, try my solution, let me know. :) That way you're basically editing everything together and putting it to one mod, so it won't be overwritten.

SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Wed Nov 02, 2011 8:08 pm

Okay, I was able to change the items you start with, but if you try and load the mod with the game database in the editor you get a bunch of strange errors. O_o

'WARNING: object reference listed in object house 03is of wrong type. The link has been messed up somewhere, like, messed up IDs, they changed! WTF? Dont ask me. This file probably has damage somehow. Its like, you know, the code should never ever reach this point, but I put in a warning message just in case. Never thought anyone would ever read this. hmmmm. Tell the boss. Tell Chris. He'll know what to do!'

That message and others like it. Doesn't stop the mod from running, just when you open editor it gives you this looooong ass list of warning errors. Pretty much only stop you from editing the existing mod. Easy work around is create it from scratch again....Not cool, but I can live.
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Wed Nov 02, 2011 8:44 pm

SynysterOne wrote:Okay, I was able to change the items you start with, but if you try and load the mod with the game database in the editor you get a bunch of strange errors. O_o

'WARNING: object reference listed in object house 03is of wrong type. The link has been messed up somewhere, like, messed up IDs, they changed! WTF? Dont ask me. This file probably has damage somehow. Its like, you know, the code should never ever reach this point, but I put in a warning message just in case. Never thought anyone would ever read this. hmmmm. Tell the boss. Tell Chris. He'll know what to do!'

That message and others like it. Doesn't stop the mod from running, just when you open editor it gives you this looooong ass list of warning errors. Pretty much only stop you from editing the existing mod. Easy work around is create it from scratch again....Not cool, but I can live.
Yeah, I ignored that, I don't believe it's really caused any problems, just a couple of irrelevant references being changed or something? Anyway, it's nothing you or I edited, 'house03'?

But i'm willing to accept someone to prove me wrong on that, althoguh I've had no problems running it :) Also, it only comes up the first time for me.

It might be simply because of the rename and modified file extension, who knows..

SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Wed Nov 02, 2011 8:50 pm

BWAHAHA, I did it, we don't need to use the basedate file.

If you modify the String ID it will allow you to change it and stuff stay changed.

For example.

Characters > Wanderer
Name:Wanderer
Object Type:CHARACTER
String ID:136-gamedata.quack

Change that to:
136-Mod_Name_Here.mod
Then you can change it and have things stay changed....
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Wed Nov 02, 2011 9:08 pm

SynysterOne wrote:BWAHAHA, I did it, we don't need to use the basedate file.

If you modify the String ID it will allow you to change it and stuff stay changed.

For example.

Characters > Wanderer
Name:Wanderer
Object Type:CHARACTER
String ID:136-gamedata.quack

Change that to:
136-Mod_Name_Here.mod
Then you can change it and have things stay changed....
Oooh, nice.

However, just tried this and I'm having a slight problem with a new ID being created when I change the name of them, (so in effect all it seems to be doing is making a duplicate with a new ID) :/ Which is bad.. Is it happening to you? Try for example making an edit to a character or a faction that is referenced somewhere else, like Empire guard, give him a new dialogue, make the change you suggested and reload the mod in the CS :)

SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Thu Nov 03, 2011 12:18 am

Yeah, I saw this moments after I posted.
BUT, it's fine.
Because, the new duplicate is what was originally there. So it's essentially a backup.

The one you modified now has a different ID. Also, it's part of the mod, so it overrides the other one that is there with the same name.
I have yet to encounter problems with it.


It IS essentially just using the duplicate option, but if you have to use the duplicate option then you have to change the stringID anyways, see. 8-)
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

Potocobe
Posts: 88
Joined: Sun Nov 06, 2011 4:09 am

Fri Nov 11, 2011 1:15 am

I would like to see a high tech/sci-fi mod done with this game. Especially in the hopes that one day you could evolve through the game from low tech to high tech. Like Civilizations minus the Earth History. Seems like there could be room for such a thing with the game engine being built for too much to do from the ground up. Ambitious, I know, but it already seems like the game is heading that way anyways except that i saw somewhere a post claiming "no guns" in this game. I think gun play would work out just fine if you had a time based sight mechanic that slowed down the exchange of gun fire. For example, the character spots a target and then takes aim at the target and the longer they aim the better the accuracy, based on skills and weapon quality of course. Once trees and other things are implemented there would be cover and so melee characters would still be able to get in and slice folks up.

SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Fri Nov 11, 2011 2:47 am

Potocobe wrote:I would like to see a high tech/sci-fi mod done with this game. Especially in the hopes that one day you could evolve through the game from low tech to high tech. Like Civilizations minus the Earth History. Seems like there could be room for such a thing with the game engine being built for too much to do from the ground up. Ambitious, I know, but it already seems like the game is heading that way anyways except that i saw somewhere a post claiming "no guns" in this game. I think gun play would work out just fine if you had a time based sight mechanic that slowed down the exchange of gun fire. For example, the character spots a target and then takes aim at the target and the longer they aim the better the accuracy, based on skills and weapon quality of course. Once trees and other things are implemented there would be cover and so melee characters would still be able to get in and slice folks up.

I'm pretty sure technology is fine. I think Chris doesn't want gunpowder specifically. There are going to be turrets and harpoon guns.

But as far as high-tech goes. We'll have to see. It would just mean more content in the end.
It would be the next step up from where Chris had planned to finish this game. Just shy of high-tech. So if it get's into the game, it'll be a massive mod, or a overhaul.

EDIT:
Hey Chris, I know you said the terrain editor would be difficult for us to manage...But, were not exactly exploding with content or bug to report, so it might give a few of us something to do. If it's not too difficult to implement for us.
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

lordhelemt79
Posts: 2
Joined: Wed May 15, 2013 12:00 pm

Wed May 15, 2013 12:24 pm

I think Temper is on the right track, small interactions with the world, bar fights, marriage etc. I vote for more immersion into the game.

I also like the idea behind the survivor mod. Pickup fellow wanderers for your group.

Milkman The Great
Posts: 16
Joined: Wed May 08, 2013 4:54 pm

Thu May 23, 2013 7:32 pm

Something I would like to see which I don't really expect because it would be huge is if the elder scrolls factions and The Lord of the rings ,and add in magic. So an incredibly huge mod that involves every type of fantasy and historically correct faction ever known because I would like to see how a dwarf from LOTR would do against a Mage in the mages guild from the elder scrolls. Or how an Orc would do against an English knight.

Just an idea

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