If you want to alter that mod, you have to make changes to it directly. So to add items to the official campaign, you would likely have to enter the toolkit and make alterations personally - it won't be as friendly as Oblivion modules which you enable from the start menu and they add items or alterations as deemed by the modder.
The only time new placables were generally added to NWN was when there was the Community Expansion Kit which assembled countless creations and added them into the toolset. But once more they were never placed in the official campaign by them - the player had to mod whatever game he wanted to with them personally.
The toolkit allowed you to create new adventures by allowing you to make areas, add npcs, encounters, scripts, cutscenes etc so each module will likely tell a new story completely within Thedas.
The only change that can easily be done to the OC by the player that I can see from how it used to be was if he downloads skins and replaces them in the relevant directory. But adding custom items? He will have to get his hands dirty and open up the toolkit to do that. None of the Oblivion (enable module) menu to just connect to the game.
At least this is how NWN worked and this looks very similar in terms of how the toolkit seems to integrate. Obvious official DLC content will be added to the game via downloads but perhaps modders will be able to enable the same sort of script to run nonofficial items? Adding items to the OC will only be easy and hands off if this is the case.
Modifié par Viz79, 16 octobre 2009 - 01:31 .





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