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# Simple Modding Techinques to Get You Started

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Elder

Posts : 176
Join date : 2011-07-27

Beyond Caine

Posts : 5201
Join date : 2009-11-05
Location : Bochum, Germany

 Subject: Re: Simple Modding Techinques to Get You Started   Sun Dec 04, 2011 6:05 am Very good description, mouser. I'll move it to the modding tips section.- _________________- Tuesday is Soylent Green day.

Elder

Posts : 176
Join date : 2011-07-27

 Subject: Re: Simple Modding Techinques to Get You Started   Fri Dec 30, 2011 6:15 pm Just curious if anybody out there has messed with any of this stuff to "personalize" their game (modded or not).

Fledgling

Posts : 2
Join date : 2012-02-09

 Subject: PostSubject: Re: Simple Modding Techinques to Get You Started   Thu Feb 09, 2012 2:57 pm Not sure if this thread is dead or not but to respond to the guy above me, i have done quite a bit of tweaking of mods to better suit my gameplay and style. My changes may seem like "cheats" to some, but i assure you it's in my own best interests of "being" the Vampire i am playing. I couldn't help it, as an RPG, i envision being sired by a lower generational Vampire, therefore being more powerful than your typical vampire. (LaCroix did say your sire was an "Upstanding member of their society" AND also let you live, therefore he recognized some kind of idea of your strength and potential) I know, geeky RPG stuff lol. So in that context, i added boosts to some stats as well as increased buff durations. With blood loss over time and relatively low blood pool, (Still trying to figure out how to modify that :/ ) using disciplines, especially blood buff was very expensive, particularly against multiple enemies. Just 3 cops shooting at you at the same time seemed ludicrous that i would Final Death so quickly. But even with the "boosts" I've added, the game is still plenty challenging. I still have more than comfy close calls when facing multiple hunters and aggravated damage foes. Saving Ash in the sewers was still a nightmare lolAside from boosting certain stats through items and histories, i did make some balance changes as well. Money is not easy to come by. And experience points is rather low considering the amount of quests and some of their objectives.All in all as stated by the original post, tweak here and tweak there as your playing and you'll find what's enjoyable to you to play more than once, which is the whole point of mods; re-playability. Good luck!

Fledgling

Posts : 1
Join date : 2012-05-06
Location : Germany

 Subject: Re: Simple Modding Techinques to Get You Started   Sun May 06, 2012 10:57 am I just registered to say that I found this super helpful. I admit I've read Dheu's more in-depth development guide included in Wesp's patches but as a total newbie to both Python and modding Bloodlines, most of it went right over my head. I'm really grateful for any beginner-level tips on how to tweak the game and this is exactly what I needed. Thank you.

Beyond Caine

Posts : 5201
Join date : 2009-11-05
Location : Bochum, Germany

 Subject: Re: Simple Modding Techinques to Get You Started   Sun May 06, 2012 2:45 pm Hi Dingsi,welcome to the forum.Yep I know exactly what you feel about Dheu's manual. I felt the same way when I started modding bloodlines. Now I use it as a welcome reference.- _________________- Tuesday is Soylent Green day.

Elder

Posts : 176
Join date : 2011-07-27

 Subject: Re: Simple Modding Techinques to Get You Started   Thu Jul 19, 2012 12:22 pm marine2k6 wrote:I couldn't help it, as an RPG, i envision being sired by a lower generational Vampire, therefore being more powerful than your typical vampire. I've been away from gaming for a bit (and this game in particular). Did get to beta Secret World for a while - why does it seems like games are going backwards in feeling 'alive' and having decent animations (yes, I know that world isn't exactly 'alive' like LA, but still...).Anyway, my personal theory is you were sired by Caine. Part of that support is that there is no limit to the amount of powers you can use at once - I've had Protean, Potence, Fortitude, Blood Buff, Celerity, and Obfuscate going while testing - and the game display actually looks like it was designed to handle this (the little scroll thing keeps changing shapes). Think about it - what really make Antediluvians so powerful is the three or four thousand years of chronicles they've played through. Their character sheets are so full their dots have got dots.Since I've played a couple more times recently, and more going back, I'll give some suggestions (homework assignments, if you will) here for new 'modders' to try:Note: some of these make the game easier, some harder, and some are just 'for fun', but all are useful practice. Figuring out exactly where and what to change is part of the exercises, though with what I've written in the first post, you shouldn't have too much trouble.1) Set Masquerade to have a maximum of 4. You'll still get masquerade violations, but never get that 5th killing one. You will, however, have the fun and added challenge of being jumped by hunters almost everywhere you go (assuming you let it sit at 4).For a 'fun' variant of some of the above, you can set humanity to max, min, and default 10, as well as masquerade to max 0. Now you can go through the game as a rampaging protean batman. Or, set humanity to four - I find that lets you function well enough, but you still get the fun of never knowing when you're going to frenzy.2) Make some personal histories: Add some starting equipment, like a sword or a gun, and adjust some traits. Play around with 'costing' and 'capping' skills and abilities.3) Add some extra disciplines to a clan. You may want to make a few more experience points available, or maybe not.4) Change the starting number of 'dots' for character creation: how many for the primary, secondary, and tertiary categories. You can also change the number of initial dots available for disciplines.5) Up the damage NPC's do with guns. I've been playing with them doing the same damage PC's do. Gunfights tend to end quickly, one way or the other (even with increasing the heal rate of blood heal), and I've managed to keep Zhao alive exactly once.6) Change what abilities and skills feats are based on. Note that you can actually choose three, for a max of 15 instead of 10 (and two or even three of those can be the same).7) This isn't covered by my main post above, but isn't too hard to figure out. You can alter the dialog files a bit so that the prince always gives you the haven after Elizabeth Dane (even regardless of clan), and the Regent so you can always get the Tremere haven if you want. Note: DONT MESS WITH WHAT THE NPC ACTUALLY SAYS - only the conditions that set whether or not the lines are said, both for you and the NPC. Nothing like telling the Prince to go fuck himself, being dominated, then having him thank you for your service and reward you with a haven (you can also do this for embracing a childe if you've got that mod installed).8 ) Alter your max blood supply. This works well in combo with adding disciplines. This can go either way - you can make the game easy and play a super-vampire, or you can up the challenge of NPC's so that you need to use all those disciplines, which means you need to feed that much more often, running the risk of violating the masquerade (or spend a lot more money buying blood).9) Guns - alter the clip sizes, reload and fire times, and damage. Remember that these also affect the NPC's as well. I remember the first time I made the Colt Anaconda really powerful and was having a good ole time till security guards started one-shotting me. I know the 'aresenal' mod does a lot of this, but you can still tweak it yourself. You can also decrease the amount of ammo you can carry - combined with increasing the cost of ammo, this can really make playing a 'gunrunner' very challenging. Or increase it, and not have to be bothered with switching guns because your ammo keeps running out.In fact, increasing the cost of ammo, even with no other changes, can go a long way to solving the 'I've got more money than I know what to do with' problem. You'll find you take more careful shots and aim better when there really is a limit to just how often you can use your guns. Start with $5-6 a round for 'normal' ammo, and$10 a round for the 'good' guns, and work from there.Another way to make money 'worth something' is to add normally unavailable items to vendors. $3k to$5k seems to be a good range. Personally, I think you should be able to acquire anything, but not able to acquire everything. One of these days I may try to figure out just how much money you can expect to make in a 'normal' playthrough (or maybe Zero or Malkav has already done that).10) Finally, dig into the NPC templates and change a few of them. Doesn't have to be anything drastic, just do something so that it's noticeable in the game.If you can do those 10 things, you're well on your way to being able to create your own 'mod' of the game, tailored to the strengths, difficulties, and playstyles you want it to have. Ideally all play styles should be equally viable, but that's very hard to achieve in practice. It's also very easy to share your 'mod', since all you've done is change .txt files. You can give those files to someone else and all they have to do is drop them in place: the best way to do this is start from the /vampire directory, and make empty directories down to your files, this way they can just drop that folder into their main install directory and 'merge'.

Beyond Caine

Posts : 5201
Join date : 2009-11-05
Location : Bochum, Germany

 Subject: Re: Simple Modding Techinques to Get You Started   Thu Jul 19, 2012 4:08 pm mouser9169 wrote:marine2k6 wrote:I couldn't help it, as an RPG, i envision being sired by a lower generational Vampire, therefore being more powerful than your typical vampire. I've been away from gaming for a bit (and this game in particular). Did get to beta Secret World for a while - why does it seems like games are going backwards in feeling 'alive' and having decent animations (yes, I know that world isn't exactly 'alive' like LA, but still...)....If you can do those 10 things, you're well on your way to being able to create your own 'mod' of the game, tailored to the strengths, difficulties, and playstyles you want it to have. Ideally all play styles should be equally viable, but that's very hard to achieve in practice. It's also very easy to share your 'mod', since all you've done is change .txt files. You can give those files to someone else and all they have to do is drop them in place: the best way to do this is start from the /vampire directory, and make empty directories down to your files, this way they can just drop that folder into their main install directory and 'merge'.Just remember to tell people exactly, which version of which patch/mod you have used as a basis for your mod. Else you run the risk of creating buggy, instable things, because each patch/mod can have made other changes to these textfiles as well. And if you go public, don't forget to get the permision of the original authors. In case of a mod as basis, this also includes getting Wesps permission, because every mod is built on one or another version of his patch. But usually that is no problem, if you stick to the "rules": give credit, don't charge money, make sure your mod isn't confused with the original patch/mod it's based on, and can't be played without a legal copy of the original game.- _________________- Tuesday is Soylent Green day.

Elder

Posts : 176
Join date : 2011-07-27

 Subject: Re: Simple Modding Techinques to Get You Started   Thu Jul 19, 2012 11:51 pm Childe of Malkav wrote:mouser9169 wrote:marine2k6 wrote:I couldn't help it, as an RPG, i envision being sired by a lower generational Vampire, therefore being more powerful than your typical vampire. I've been away from gaming for a bit (and this game in particular). Did get to beta Secret World for a while - why does it seems like games are going backwards in feeling 'alive' and having decent animations (yes, I know that world isn't exactly 'alive' like LA, but still...)....If you can do those 10 things, you're well on your way to being able to create your own 'mod' of the game, tailored to the strengths, difficulties, and playstyles you want it to have. Ideally all play styles should be equally viable, but that's very hard to achieve in practice. It's also very easy to share your 'mod', since all you've done is change .txt files. You can give those files to someone else and all they have to do is drop them in place: the best way to do this is start from the /vampire directory, and make empty directories down to your files, this way they can just drop that folder into their main install directory and 'merge'.Just remember to tell people exactly, which version of which patch/mod you have used as a basis for your mod. Else you run the risk of creating buggy, instable things, because each patch/mod can have made other changes to these textfiles as well. And if you go public, don't forget to get the permision of the original authors. In case of a mod as basis, this also includes getting Wesps permission, because every mod is built on one or another version of his patch. But usually that is no problem, if you stick to the "rules": give credit, don't charge money, make sure your mod isn't confused with the original patch/mod it's based on, and can't be played without a legal copy of the original game.- Thanks for the disclaimers Although part of me wishes somebody would start making money off of this game (and similar ones). Then maybe (in my pipe dream world) developers would start making titles like this again."If death were a tragedy, so then would be birth." (paraphrase from Pisha)Tell me another American made game that will even touch a topic like that. Most of the RPG's I have, and almost all of the ones I replay are either 'way old' or come from Japan. The Secret World is probably the closest thing that's come out in a while (and that's from Europe), but the mechanics were just killing me while I was testing it, and even then it seemed to go out of its way to 'avoid' asking too many hard questions.

Beyond Caine

Posts : 5201
Join date : 2009-11-05
Location : Bochum, Germany

 Subject: Re: Simple Modding Techinques to Get You Started   Sat Jul 21, 2012 4:45 pm Here's another simple tweak to change combat difficulty: In \vampire\vdata\system\rules.txt, near the top of the file, you can find "Damage Info" with Soak and Defense Difficulty for pc and npc. For a successful check on these feats, you need to roll the given number or more on a d10.I have set it to 7 for both in my personal games. Makes for much more challenging, and unpredictable, combat. Play with it.If you are a softie, make it even more difficult for npcs and easier for the pc. If you want to go for really tough fights, make it harder for the pc, and easier for the enemy...- _________________- Tuesday is Soylent Green day.

Neonate

Posts : 41
Join date : 2012-09-30
Location : Albertirsa, Hungary

 Subject: Re: Simple Modding Techinques to Get You Started   Fri Dec 28, 2012 5:35 pm I would like to make a little modification on character sheet of V:tMB, but I don't know how should I make it. If the character's clan is the Tremere, then I want to display two extra information on the sheet. Both informations would be a specific ranking info. Those first ranking data would be the main rank of the Tremere in the Pyramid ("this would be a fix value: "Apprentice"), those 2nd ranking data would be the circle number of the Apprentice. I don't know how can I modify the display of the character sheet at all, so please help me.

Neonate

Posts : 41
Join date : 2012-09-30
Location : Albertirsa, Hungary

 Subject: Re: Simple Modding Techinques to Get You Started   Mon Dec 31, 2012 5:55 pm It seems no one can help me to modify the displaying of the PC's character sheet. Unfortunately, I have another problem. I was trying to embed a new NPC into a map file (BSP file), but it doesn't working. I have used the VPKTool for this purpose. Firstly, I have load the BSP file of the map where I want to place my own NPC, secondly, I append the brief code of the new NPC to the end of file like this:Code:{"classname" "npc_VDialogPedestrian""angles" "0 0 0""model" "models/character/npc/unique/Giovanni_Mansion/Christopher/Christopher.mdl""targetname" "LtMalkowitz""origin" "1247.09 2737 -7422""solid" "6"}At last I saved the modified BSP file via pushing "Write new data" button of VPKTool. Although the saving was happened successfully, when I load a saved file from menu wich connected to this map, I can't find my embedded NPC. I was also looking for the new NPC by ZylonBane's ZVTool, but in game I can't find it. What was my wrong? Can you help me to find out what was my fault?I also get an error message: Nodegraph out of date. AI disabled - after a longer download...

Beyond Caine

Posts : 5201
Join date : 2009-11-05
Location : Bochum, Germany

 Subject: Re: Simple Modding Techinques to Get You Started   Mon Dec 31, 2012 9:46 pm The error message is quite normal after a change of the map. Nothing to worry about.I don't quite understand about that savegame. But if your character has entered this map before, the changes don't get registered. If you want to test map changes you need a save file with a pc who has never before visited that particular map. Or create a new pc on the map, using the map map_name console command.- _________________- Tuesday is Soylent Green day.

Neonate

Posts : 41
Join date : 2012-09-30
Location : Albertirsa, Hungary

 Subject: Problems about editing of dialog files   Sun Jan 27, 2013 11:50 am Hello guys.Unfortunately, I've encountered two new problems about editing of the DLG files. The first problem is a nasty and mysterious one. I've created a new NPC for a new Tremere quest and just made a new DLG file. The DLG file generally is working well, but I can't using disciplines from dialog files (at the moment, I've just tried this on Dominate discipline). I don't think that would be some kind of syntax error or what, because it is working with Persuasion, Intimidate and even with the Seduction trait. Only the Dominate discipline was what I couldn't using, but I need that, because I want to give a possibility to the Tremere character for a conviction with Dominate discipline using.I have another problem about testing. For testing, I must always declare a 'pc' object and associate it with 'FindPlayer()' method on consol for example, the using of SetQuest and GetQuestState methods. Can I set or get the value of a quest manually, without declaring a new 'pc' object (I mean without using of the SetQuest method)?Please help me.Code:{   1   }{   Hola, senor. Have we ever met?   }{   Hola, senorita. Have we ever met?   }{   #   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   2   }{   You will sending Mr. Malkowitz to us and you will not remember what you did at all.   }{   You will sending Mr. Malkowitz to us and you will not remember what you did at all.   }{   11   }{   Dominate 1   }{   }{   }{   }{   }{   }{   }{   }{   }{   3   }{   I’m working for the USCIS. You should send tomorrow Mr. Malkowitz to me. Without this act, I can’t guarantee those promised Green Cards for all of your family members...   }{   I’m working for the USCIS. You should send tomorrow Mr. Malkowitz to me. Without this act, I can’t guarantee those promised Green Cards for all of your family members...   }{   11   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   4   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   5   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   6   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   7   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   8   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   9   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   10   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   11   }{   Yes. I will send Leeland to you and I will forget this.   }{         Yes. I will send Leeland to you and I will forget this.   }{   #   }{   pc.GetQuestState("Malkowitz")==1 or pc.GetQuestState("Malkowitz")==5   }{ pc.SetQuest("Malkowitz", 3)   }{   }{   }{   }{   }{   }{   }{   }{   12   }{   Okay. See ya then.   }{   Okay. See ya then.   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   }{   13   }{   (Auto-End)   }{   }{   }{   }{   }{   }{   }{

Beyond Caine

Posts : 5201
Join date : 2009-11-05
Location : Bochum, Germany

 Subject: Re: Simple Modding Techinques to Get You Started   Sun Jan 27, 2013 1:57 pm Dominate in dialog is limited to clan Ventrue. This is hard coded. See Dheu's manual, chapter IV.3 for further info. If you don't need more than level 1 dominate, you can easily use thaumaturgy instead. Just look it up in any Pluspatch or CE dialog with dominate 1 option. The function is located in vamputil.py.When using the console, you can manually type in the full command: __main__.FindPlayer().WhateverFunctionNeededHere()If I recall right, you can also declare a pc alias in autoexec.cfg. I don't do much ingame testing via console, so there was no need for it yet.- _________________- Tuesday is Soylent Green day.

Neonate

Posts : 41
Join date : 2012-09-30
Location : Albertirsa, Hungary

 Subject: Re: Simple Modding Techinques to Get You Started   Mon Jan 28, 2013 6:42 am Childe of Malkav wrote:Dominate in dialog is limited to clan Ventrue. This is hard coded. See Dheu's manual, chapter IV.3 for further info. If you don't need more than level 1 dominate, you can easily use thaumaturgy instead. Just look it up in any Pluspatch or CE dialog with dominate 1 option. The function is located in vamputil.py.When using the console, you can manually type in the full command: __main__.FindPlayer().WhateverFunctionNeededHere()If I recall right, you can also declare a pc alias in autoexec.cfg. I don't do much ingame testing via console, so there was no need for it yet.- Thanks, Malkav. I owe you much. I don't know what would I do without your tips.

Neonate

Posts : 41
Join date : 2012-09-30
Location : Albertirsa, Hungary

 Subject: Python compiling and recompiling with console   Fri Mar 08, 2013 4:55 pm Hey, there.Unfortunately, I have a new problem. Now it's time to create some functions and methods for the game in Python, but I can't compile the source file. I don't know how was I wrong, but despite of Dheuster's guidance, from the console I can't do compile my Python source file into a compiled one. I'm typing: "import trmchrons.py" in console, but there will be no compiled files. I have only one way to compile Python source via Pyscripter and although it works (after compiling, I copy the compiled files into "Vampire/python" folder and rename it to its final name), there is a nasty problem about it. When I want to use my methods in the beginning it works, but after I modify something on the code and recompile it, console doesn't want to update. Console preserves the previous Python method and simply doesn't want to load the new method into the memory. It's a real pain on my ass, because I'm not able to test my modified and recompiled scripts - Every time when I recompile a Python script, before any testing, I must quit from the V:tMB and I must restart it. My questions is...- how can I import a NON-COMPILED Python file (a PY file) into the console for compile (can I compile with V:tMB console or not?)?- how can I update my earlier imported Python scripts after a new compilig?- should I really quit from the game after the import of every newly compiled Python stuffs?

Neonate

Posts : 41
Join date : 2012-09-30
Location : Albertirsa, Hungary

 Subject: Making custom events for PC ("events_player")   Sun Mar 31, 2013 4:00 pm Hey community.I want to make some new custom events for the PC in the class "events_player". I've created some methods for testing purposes and I was trying to embed them into a single map ("sm_hub_1.bsp"), Exactly, I was trying to make some new player events for the higher levels of Thaumaturgy, but unfortunately it doesn't working. As we knows, there are two existing Thaumaturgical events (OnActivateThaumaturgyLvl1 and OnActivateThaumaturgyLvl2) and these are workingm but all my attemts to create new events for the higher levels (OnActivateThaumaturgyLvl3, OnActivateThaumaturgyLvl4 and OnActivateThaumaturgyLvl5) was unsuccessful. Of course, with VPKTOOL.EXE I was embedded the necessary meta data into "sm_hub_1.bsp" file, but except the general "Node Graph Date out" error I got nothing special result. As you can see, I've tried to make a level 3 Thaumaturgical event...Can you help me? What was my fault? Why don't want to work my successfully compiled python methods?Please help.Code:{"classname" "events_player""targetname" "events_player_plus""enabled" "0""origin" "0 0 0"//"OnActivateThaumaturgyLvl5" ",,,0,-1,OnActivateThaumLvl5(),"//"OnActivateThaumaturgyLvl4" ",,,0,-1,OnActivateThaumLvl4(),""OnActivateThaumLvl3" ",,,0,-1,OnActivateThaumLvl3(),""OnActivateThaumaturgyLvl2" ",,,0,-1,OnActivateThaumLvl2(),""OnActivateThaumaturgyLvl1" ",,,0,-1,OnActivateThaumLvl1(),""OnActivateDominateLvl2" ",,,0,-1,OnActivateDominateLvl2(),""OnActivateDominateLvl1" ",,,0,-1,OnActivateDominateLvl1(),""OnActivateDementationLvl2" ",,,0,-1,OnActivateDementationLvl2(),""OnActivateDementationLvl1" ",,,0,-1,OnActivateDementationLvl1(),""OnActivateAnimalismLvl2" ",,,0,-1,OnActivateDementationLvl2(),""OnActivateAnimalismLvl1" ",,,0,-1,OnActivateDementationLvl1(),""OnActivatePresense" ",,,0,-1,OnActivatePresence(),""OnWolfMorphBegin" ",,,0,1,OnWolfMorphBegin(),""OnWolfMorphEnd" ",,,0,-1,OnWolfMorphEnd(),""OnActivateCelerity" ",,,0,-1,OnActivateCelerity(),""OnActivatePotence" ",,,0,-1,OnActivatePotence(),""OnActivateObfuscate" ",,,0,-1,OnActivateObfuscate(),""OnActivateFortitude" ",,,0,-1,OnActivateFortitude(),""OnActivateAuspex" ",,,0,-1,OnActivateAuspex(),""OnActivateProtean" ",,,0,-1,OnActivateProtean(),""OnFrenzyBegin" ",,,0,-1,OnFrenzyBegin(),""OnFrenzyEnd" ",,,0,-1,OnActivateEnd(),""OnPlayerKilled" ",,,0,-1,OnPlayerKilled(),""OnPlayerTookDamage" ",,,0,-1,OnPlayerTookDamage(),"}

Beyond Caine

Posts : 5201
Join date : 2009-11-05
Location : Bochum, Germany

 Subject: Re: Simple Modding Techinques to Get You Started   Sun Mar 31, 2013 6:08 pm If youi know about Events_Player, you should also know that the available input and output events for the different map entities are hardcoded. So no methods for disciplines above lvl 2.And please, if you have questions about new things, start a new topic.- _________________- Tuesday is Soylent Green day.

Neonate

Posts : 41
Join date : 2012-09-30
Location : Albertirsa, Hungary

 Subject: Re: Simple Modding Techinques to Get You Started   Mon Apr 01, 2013 3:43 am Hi Child of Malkav.First of all, thanks for your quick response. Yes, I know that class "events_player" and all of its elements is hard coded, but I hope I can make somehow a custom event instead of the lacking events. I would need to make some new custom events above level 2. But how can I do that? I would create a new class inherited all the elements of "events_player" class or what? I really need a help. Anyway, I would gladly post my every new questions for a new topic, but I can't do this. Unfortunately, my user, because I'm not an administrator, hasn't a permission for creating new topics. Can you give me a permission?

Beyond Caine

Posts : 5201
Join date : 2009-11-05
Location : Bochum, Germany

 Subject: Re: Simple Modding Techinques to Get You Started   Mon Apr 01, 2013 6:34 am Hm, the only thing I can think of is testing if higher levels trigger lvl1 or 2, and if they do, make the distinction via python script.For creating new topics you're right for this part of the forum. This is more intended as a reference. Usually I move things in here if I think they are of a general interest for modders, and provide ideas or answers to FAQs.So if you need advice, create a topic in the ask a question part of the forum. There you don't have to be a moderator or admin to create topics.- _________________- Tuesday is Soylent Green day.

Neonate

Posts : 32
Join date : 2010-04-21
Location : Texas

 Subject: Re: Simple Modding Techinques to Get You Started   Fri Jun 07, 2013 10:34 pm I hope this isn't a loaded question but her goes...I have played around with modding some myself. I've modified some of the items stats on weapons, created a few new skins for things, etc. But is there a way to introduce a new "unique" item into the game so only you have it and not all NPCs?For instance: I have created a new Hellfire Desert Eagle that does aggravated damage and has a cool new look. But just adding that in with the vdata\items as a "desert eagle" gives it to everyone. Can I actually place it, or have it sold in the game somewhere, so it's unique and only available to me; like the Tal'mahe'Ra Blade, etc?Thanks for any information.

Beyond Caine

Posts : 5201
Join date : 2009-11-05
Location : Bochum, Germany

 Subject: Re: Simple Modding Techinques to Get You Started   Sat Jun 08, 2013 11:31 am Should be possible if you copy the stats for your new weapon in the description of an unused item, like some of the books (item_p_research...) in CE, and mke it available from one of the vendors.- _________________- Tuesday is Soylent Green day.

Fledgling

Posts : 12
Join date : 2013-11-12
Age : 18
Location : United States

 Subject: Re: Simple Modding Techinques to Get You Started   Fri Nov 15, 2013 8:05 pm I just started modding and just looking at the Python codes gives me a headache right now(I've been looking at it for the past few days). This is really great stuff you guys are putting up here, though. For some reason, I didn't even think of editing these files. I knew that they could greatly effect the game, but I just passed over it I guess. Anyways what I'm trying to say is thanks for putting this stuff out there. I can relax for a little bit and just tweak the small stuff. Maybe it will help me when I begin modding.

Fledgling

Posts : 12
Join date : 2013-11-12
Age : 18
Location : United States

 Subject: Re: Simple Modding Techinques to Get You Started   Fri Nov 15, 2013 9:21 pm mouser9169 wrote:You also set the disciplines the player has to choose from here, and the starting values for each (default 1). You can add more disciplines to a clan, but be careful taking disciplines away if the player might go through the tutorial, as there is one room for each of the clans default disciplines, and without the discipline the player won't be able to progress (without modding the tutorial, in which case we're out of the realm of "simple stuff"). I'm still not a great modder or anything, but couldn't you just set it so that instead of telling you to do your third discipline it would just repeat a previous discipline? Just set it up to repeat your first discipline and that should be it, right? I don't know if that would cause a problem in the game or if it would be easy even, but it just sounded simple at least.

 Subject: Re: Simple Modding Techinques to Get You Started

 Simple Modding Techinques to Get You Started
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