Modding-capabilites request
Posted: Sun Dec 10, 2017 4:22 pm
SAVING
- a setting in the options to disable manual saving alltogether, and an option in the dialogue-effects 'save_current_game'.
So we can mod in ingame-saving, as part of the story.
[I have this future-teller-npc in mind that enables you to save the game [for a small fee perhaps], the story being that everything that happens after that point is a future you chose to experience, if you don't want that you restore the game back to that point and live out another.. This is at least somewhat realistic if you factor in the possibility of parallel universes / realities, which I do!
]
[Would solve the problem of save-scumming being too tempting in critical situations, like right before a risky fight / raid, and most obviously: stealing..]
[The hardcore 'restrict saving' options-settings isn't even necessary, if I know I can save ingame I can pretend it isn't manually possible.. still would be really nice..]
[I know the game used to crash a lot [so I understood the autosaving, quicksave etc..], but that doesn't seem to happen anymore, only very rarely it happened to me lately and mostly when exiting the game, which is a bug that you can sell as a feature as well
..]
NPCS
- I'd love a dialogue-effect 'DESERT_SQUAD' or something, so you can mod in squadmembers leaving you.
For that I was thinking about some extra triggers like 'ARRIVED_AT_LOCATION' and then you can pick any of the towns / places. [So, somebody just want to travel to SHARK, maybe after a while that same person will also want to travel somewhere else, or changes his position alltogether, see later request [under GENERAL]].
Or triggers like - DAYS_IN_SQUAD, or - KILL_COUNT or a way to trigger the desertion [+dialogue] when a certain faction-relation is reached [like, sb doesn't really feel like warring with a specific faction, or being too friendly with another one for that matter]. Etc. a lot of things can be thought of why sb. would leave you at one point. [Old age? Just in for the ride to kill the bugmaster? Take revenge on some slavers?]
Loads of dynamics possible with two or three extra parameters to play with.
[the desertion would be a friendly/neutral action as I see it, they have free will right? But if you can also choose to make it a hostile act that would give more interesting possibilities..]
GENERAL
- A pretty simple thing but could be a very powerful modding-capability: to make us create our own [abstract] world-variables.
Boolean would do the trick, but numeric would be better, could function as boolean and more.
E.G. we can add 'talked_to_john_the_fisherman' default 0. And manipulate / check that in various dialogues.
For basics that would be entirely cool already, we can write entire stories / questlines with that simple addition.
[FCS only has to make sure name is unique.]
EQUIPMENT
- connect the 'weight' parameter in armour + weapons again.. [now weight is calculated, not taken from par. For safety you can calculate it if left unset.. / unaltered [or keep it within safe bounds, so no 10tons armor or 0 or -1 or whatever..]]
All the values from armour are calculated I believe, you can only add multipliers [which don't work if it the material / class leaves the value at 0 of course], which is a good way to make sure new items are [at least somewhat] balanced with the core-game, but it doesn't leave that much freedom.
I'd like it if you could also manually adjust all the settings [let the game calculate the grade-bonus only, but it would also be cool if we could alter those, personally I think there's a bit too big a difference between grades-values..]
But, forget the equipment-things, those would be just nice..
I promise I'm going to make a really nice mod if 'save-game' is in dialogue and the custom vars are possible..
Cheers!
- a setting in the options to disable manual saving alltogether, and an option in the dialogue-effects 'save_current_game'.
So we can mod in ingame-saving, as part of the story.
[I have this future-teller-npc in mind that enables you to save the game [for a small fee perhaps], the story being that everything that happens after that point is a future you chose to experience, if you don't want that you restore the game back to that point and live out another.. This is at least somewhat realistic if you factor in the possibility of parallel universes / realities, which I do!
[Would solve the problem of save-scumming being too tempting in critical situations, like right before a risky fight / raid, and most obviously: stealing..]
[The hardcore 'restrict saving' options-settings isn't even necessary, if I know I can save ingame I can pretend it isn't manually possible.. still would be really nice..]
[I know the game used to crash a lot [so I understood the autosaving, quicksave etc..], but that doesn't seem to happen anymore, only very rarely it happened to me lately and mostly when exiting the game, which is a bug that you can sell as a feature as well
NPCS
- I'd love a dialogue-effect 'DESERT_SQUAD' or something, so you can mod in squadmembers leaving you.
For that I was thinking about some extra triggers like 'ARRIVED_AT_LOCATION' and then you can pick any of the towns / places. [So, somebody just want to travel to SHARK, maybe after a while that same person will also want to travel somewhere else, or changes his position alltogether, see later request [under GENERAL]].
Or triggers like - DAYS_IN_SQUAD, or - KILL_COUNT or a way to trigger the desertion [+dialogue] when a certain faction-relation is reached [like, sb doesn't really feel like warring with a specific faction, or being too friendly with another one for that matter]. Etc. a lot of things can be thought of why sb. would leave you at one point. [Old age? Just in for the ride to kill the bugmaster? Take revenge on some slavers?]
Loads of dynamics possible with two or three extra parameters to play with.
[the desertion would be a friendly/neutral action as I see it, they have free will right? But if you can also choose to make it a hostile act that would give more interesting possibilities..]
GENERAL
- A pretty simple thing but could be a very powerful modding-capability: to make us create our own [abstract] world-variables.
Boolean would do the trick, but numeric would be better, could function as boolean and more.
E.G. we can add 'talked_to_john_the_fisherman' default 0. And manipulate / check that in various dialogues.
For basics that would be entirely cool already, we can write entire stories / questlines with that simple addition.
[FCS only has to make sure name is unique.]
EQUIPMENT
- connect the 'weight' parameter in armour + weapons again.. [now weight is calculated, not taken from par. For safety you can calculate it if left unset.. / unaltered [or keep it within safe bounds, so no 10tons armor or 0 or -1 or whatever..]]
All the values from armour are calculated I believe, you can only add multipliers [which don't work if it the material / class leaves the value at 0 of course], which is a good way to make sure new items are [at least somewhat] balanced with the core-game, but it doesn't leave that much freedom.
I'd like it if you could also manually adjust all the settings [let the game calculate the grade-bonus only, but it would also be cool if we could alter those, personally I think there's a bit too big a difference between grades-values..]
But, forget the equipment-things, those would be just nice..
I promise I'm going to make a really nice mod if 'save-game' is in dialogue and the custom vars are possible..
Cheers!