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MODING - Gameplay-> Settings ( tutorial list )


dremen

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(Edited)

 

mod release compleete

 

you may find my mod here

 

 

 

 

 

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finally, i got the hang of the Construction set which isn't as friendly user as others i have tried in the pass (CeC, AoE, NWN and WC III )

 

I'm in the process of making a plug in mode, which adds some chests to the world of Tamariel, some weapons, armours, rings, spells, costume birth sighn and tweaks some game variants like incumbency, chance of getting arrows back increased from 50 to 75% and other minor issues and tweaks

 

 

so ... my question is ..

 

1) does anyone know of a Tutorial about the GAME SETTINGS list ?

(and provide a useful link, plz ? )

 

i would appreciate any possible help

 

 

I'm currently working on Arcadia plug in, which will ad a chest with equipment of several powers , costume equipment ( based on normal meshes - no need for additional ones, for maximum compatibility ) costume enchanted rings, costume birth sign, incumbency value change from 5x strength to 25 or 50 ( not sure yet ) , arrow recovery going from 50% to 75%, and possibly, a chest with respaw contents

 

yeas ... this has already been done in several plug ins ... but I'm doing one with several things

 

 

 

suggestions, advices about compatible/imcompatible or related settings will be mostly appreciated

 

 

 

 

 

http://img153.imageshack.us/img153/3589/arcadiaworkinprogress1qx5.jpg

 

http://img239.imageshack.us/img239/6503/arcadiaworkinprogress2xx6.jpg

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There's no tutorial because there are several game settings that aren't really clear, and many of the ones that people might want to change can really screw up your game if you don't take precautions or understand what exactly you're changing and how to undo those changes. Additionally any tutorial suggests that beginning modders could just end up releasing mods with one or two settings changes in them, and creating more problems within the group that downloads too many mods. Then there are issues with load order and countless other hassles that may be involved with releasing such a mod that newer modders wouldn't be able to handle.

 

At any rate, what you need to change is pretty much clear just from looking at the list of settings as they are named reasonably well in regards to most of the standard stuff people want to change.

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You may want to keep changes to settings in their own plugin, if you're planning on releasing this.

is there anything i should be careful about that ? (I'm already having attention to mark the chest as belonging to the player, to avoid problems with the guards)

 

 

Additionally any tutorial suggests that beginning modders could just end up releasing mods with one or two settings changes in them, and creating more problems within the group that downloads too many mods.

ok - i see you're point , and that's exactly the kind of trouble i wanted to avoid for people

 

- how do i do that, by the way ?

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i've been considering the opinions of more experient moders , and, i supose i can decompose the mod in diferent parts, as some features have already been created on other mods, and more adaptable to players needs.

 

I supose i'll just work on the last 2 issues :

 

a nice equipment laying around (for new game starters) and some Birth signs edited

 

 

I got one question, though ... is it better to leave the birth sign powers be by themselves and create new id's ? or mod the existing ones and keep the id ?

 

if i leave the birth sign ID, with the original ID, it won't be as problematic if someone uncheks the mod, right !? it will have less chance to cause conflicts with existing saves ...

 

probably, it's the same thing for the birth sign powers ID, too ...

 

anyone has any advice, please ?

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i've been considering the opinions of more experient moders , and, i supose i can decompose the mod in diferent parts, as some features have already been created on other mods, and more adaptable to players needs.

 

I supose i'll just work on the last 2 issues :

 

a nice equipment laying around (for new game starters) and some Birth signs edited

 

 

I got one question, though ... is it better to leave the birth sign powers be by themselves and create new id's ? or mod the existing ones and keep the id ?

 

if i leave the birth sign ID, with the original ID, it won't be as problematic if someone uncheks the mod, right !? it will have less chance to cause conflicts with existing saves ...

 

probably, it's the same thing for the birth sign powers ID, too ...

 

anyone has any advice, please ?

Rarely will people disable birthsign mods, they'll either use them when they make a new game, or not at all. If setting up a new birthsign, or adding new abilities to an existing one works, go for it. The biggest risk of problem is if you change the existing abilities involved with a birthsign as this can potentially bleed onto any modded NPCs who happen to posess those abilities.

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The biggest risk of problem is if you change the existing abilities involved with a birthsign as this can potentially bleed onto any modded NPCs who happen to posess those abilities.

that was exactly the kind of thing i didn't knew but suspected something might happen something of similar kind

 

Rarely will people disable birthsign mods, they'll either use them when they make a new game

 

point well taken

 

tank you very much

 

at this moment, i started from scratch , already found out some containers look for the items , and started creating new items from the old ones

 

++++

 

1) I've used as one of the items for the Arcadia Sword , on the Weapons, Adventurer Section (i liked the looks):

 

ID: SE03Duskfang01A ; name : Duskfang Superior

 

I got Shivering Islands and knights of the nine EXPANSION ... does this kind of original textures cause any problem with for people that don't have those expansions ? (I've just started playing the game :)

 

 

2) Additionally, changing the attack range from 0.9 to 1.3 , on a single hand weapon, cause some problems ( like need to texturize the weapon length textures, or won't be much of a problem !? )

 

 

3) if i edit an ID by mistake, or create a new one .. how do i revert the ID for it's original state, or detect the new created ID ?

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1) I've used as one of the items for the Arcadia Sword , on the Weapons, Adventurer Section (i liked the looks):

 

ID: SE03Duskfang01A ; name : Duskfang Superior

 

I got Shivering Islands and knights of the nine EXPANSION ... does this kind of original textures cause any problem with for people that don't have those expansions ? (I've just started playing the game :)

 

 

2) Additionally, changing the attack range from 0.9 to 1.3 , on a single hand weapon, cause some problems ( like need to texturize the weapon length textures, or won't be much of a problem !? )

The deal with anything from the expansions or official mods is that you need those expansions to use the items. If you're including resources based on those in an expansion (retexturing a weapon), you need to do something with the resources so that people without the expansion cannot make use of those models (IE using SI textures). If there is nothing about that resource that you cannot make limited to only people without the expansion, you cannot use that resource. For instance a retextured seducer helm that uses custom textures and normal maps could not be shared since there would not be any dependancy on anything with SI. In otherwords, a person could use the resource without having to have the expansion. Limiting this with just normal maps or CS settings isn't enough. Basically, retexturing anything from the expansions is a relative no-no. Even if you change the mesh slightly, you cannot share the resource unless it has a texture dependancy with SI.

 

This is all rather complicated, it's easier to just not to try and change any SI resources, and to either just use new meshes, or use existing resources as they are.

 

As for weapon length. That is merely an offset based on how long the mesh verses how long the weapon's havok is. The havok is usually a bit longer than the weapon, so the .9 setting is there so that the range of the weapon is closer to what it looks like, rather than what havok is saying it should be. Changing the setting higher than 1 will make the weapon able to hit things that would normally be out of range, without changing the look of the weapon any. A very high setting will make the weapon hit anything several yards ahead of the player, but the visual length of the weapon will be the same. If that makes any sense.

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i haven't changed any textures - i'll leave that for later , when i become more experienced with this editor any item, just used some items from the adventurer's section as they looked cool

 

i've also used a bunch of silver and ebony stuf

 

i was just wandering if the adventurer's Swords come from the oblivion or from the expansion, because i waited for GOTY to be released ...

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i madded an enchanted ring with bound cuirass greaves, etc sword and shield ... it also has some minor benefits like fortify strength and fortify agility 5 points

 

for some odd reason, it only gives the fortify benefits, and doesn't seem to make any armour appear

 

 

i'm assuming it might be of the time duration of the equipment set to 0 , but i was looking for a constant effect bound armour

 

can anyone confirm if it's possible to have the constant bound armour effect ?

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