To be updated
Wavebend's modding worklog
#2
Posté 27 décembre 2015 - 06:43
reserved
#3
Posté 28 décembre 2015 - 02:11
- Wavebend aime ceci
#4
Posté 28 décembre 2015 - 02:13
- Wavebend aime ceci
#5
Posté 28 décembre 2015 - 02:29
- Wavebend aime ceci
#6
Posté 28 décembre 2015 - 04:21
- Wavebend aime ceci
#7
Posté 28 décembre 2015 - 04:31
Too late:
reserved
#8
Posté 28 décembre 2015 - 07:35
Reserved
#9
Posté 28 décembre 2015 - 09:29
#10
Posté 28 décembre 2015 - 08:44
- ParthianShotX, Proto et Snakebite aiment ceci
#11
Posté 29 décembre 2015 - 01:32
Reserved
#12
Posté 29 décembre 2015 - 09:47
I haven't been able to show much despite making some claims, and that's because I'm reworking my toolset. So let me explain what's going on for those who are interested.
Basically, the game works by loading self-sufficient and disconnected chunks of data. In other words, these chunks of data contain all the data they need to function on their own, however they cannot ask for outside help if they somehow don't. An example is abilities. An ability, in data terms, is essentially a big chunk of data that contains the visual effects, the meta-data (how the ability works), the scripting (LUA scripts) and everything else required to make the ability function correctly.
These so-called chunks of data are called "bundles". Every piece of data in this game is part of a bundle. There are small bundles, such as the aforementioned ability bundles, and huuge bundles, such as the basegame bundle.
Modding tools exist to replace data in a bundle by editing entries that are already part of a bundle, and that works fine for 99% of mods. However no tools exist to add new entries, or merge two bundles together. And that severely limits how cool you want your mods to be. As an example, want to import the Saarebas/Silent Sister and their skill trees into SP? You can't, because their data isn't part of a bundle loaded in SP. Or want to play as a venatori mage or with the qunari commander abilities? You can't because that data is in NPC bundles, etc.
I'd say I'm about 70% done.
- Gya et JiaJM98 aiment ceci
#13
Posté 29 décembre 2015 - 09:53
You scrubs.
"reserved" not "Reserved"
Shrug.
- ThatBruhYouDK aime ceci
#14
Posté 29 décembre 2015 - 10:03
You scrubs.
"reserved" not "Reserved"
Shrug.
desrever
- Jugger nuggss et Proto aiment ceci
#15
Posté 29 décembre 2015 - 10:04
Modding tools exist to replace data in a bundle by editing entries that are already part of a bundle, and that works fine for 99% of mods. However no tools exist to add new entries, or merge two bundles together. And that severely limits how cool you want your mods to be. As an example, want to import the Saarebas/Silent Sister and their skill trees into SP? You can't, because their data isn't part of a bundle loaded in SP. Or want to play as a venatori mage or with the qunari commander abilities? You can't because that data is in NPC bundles, etc.
Aw, I was really hoping for MP trees being able to be imported into SP. Thanks for doing all this, man.
Also, combo breaker?
#16
Posté 31 décembre 2015 - 05:35
implemented delta algoritm, should be able to start testing very soon with adding new entries and such
edit: successfully merged 2 bundles, updating network registry
edit 2: just need to rewrite some code to sync the database, gimme a hr or so
- JiaJM98 aime ceci
#17
Posté 01 janvier 2016 - 12:31
I can successfully boot the game with 2 merged bundles (added approx 350 new files for testing) and updated network registry files, will test some mods when new year family gathering is over
- Snakebite aime ceci
#19
Posté 01 janvier 2016 - 04:42
That is fantastic.
#20
Posté 01 janvier 2016 - 04:51
That is sweet! So you can give players boss moves, independent of the limited 4 abilities!
That is fantastic.
Yeah but coolest of all is using abilities that didn't make their way into the game. Often these are found in unusable bundles so I can now merge those in. As for boss moves -> it's actually any non-dlc enemy moveset. Demons, red templars, venatori and their commanders, doesn't have to be humanoid. Also can use a bunch of files that are otherwise inaccessible, such as the discarded MP files that they decided not to use in favor of the SP ones instead. DLC stuff is another beast to mod because it's patched in quite differently
edit: although it is possible to say, become a bolter, but you'd have to recreate all the abilities by creating new entries (which is possible) and copy-pasting the content over, but I'm not 100% confident with the process yet
#21
Posté 01 janvier 2016 - 07:12
#22
Posté 01 janvier 2016 - 07:31
Or make it function like enemy barriers (spell binders, mages, etc)?
You mean so it doesn't decay? I believe there is already a mod that exists on Nexus which does exactly that.
Also it would be nice to bring Superb Barrier Amulet from SP to MP (and remove the class restrictions
)
#23
Posté 01 janvier 2016 - 09:43
You mean so it doesn't decay? I believe there is already a mod that exists on Nexus which does exactly that.
Also it would be nice to bring Superb Barrier Amulet from SP to MP (and remove the class restrictions)
How does the mod play out in DAMP, does it change his playstyle drastically?
#24
Posté 01 janvier 2016 - 02:15
I'm not too sure what you mean?How does the mod play out in DAMP, does it change his playstyle drastically?
If a mod says it makes barrier no longer decay naturally, then it does that i suppose... AW is still an AW.
What i really want is a barrier amulet from SP. It took me a while to get back to MP reaver after i played SP reaver with that amulet for a while... Maybe they should name it AW mode amulet instead.
#25
Posté 01 janvier 2016 - 03:24
Awesome! Can you use the fact that it phases through things to get stuck in walls or other objects?Well it works. Using Calpernia's fade step (Located in NPC bundle)
https://www.youtube....h?v=XfvCDSlxe8U
Also, can we have the DC butt punch?





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