Submitted by KillerGremal on Mon, 2008-09-01 11:29
Darkelf wrote:
i too have delved back into dungeon siege 2, wanting to mod the backpack from loa but turned to failure...
I can imagine that this must be tricky. For many GUI-interactions it's not really transparent how they work, and even if you get an further backpack window to open, it's not sure it items will be saved.
I have tryed once a 3x4 spellbook - and placing the itmes in slot 11 + 12 did work (more or less) but saving not...
Darkelf wrote:
...there is quite a bit of stuff in dungeon siege 2 or broken world that could be modded.
DS2 really offers more interesting things to mod than SS seems to do, besides of the extra work you have now to understand the new gas/code/item structures in SS.
Althouth there is any SiegeEditorXYZ.ssres file inside the demo, i have some doubt there will be any official modding support. And if not you hang in the air alone with your matters...
Darkelf wrote:
...i hope to see more great mods from you Killer Gremal.
There is nothing concretely planed - i will go on modding DS2 if i have mood and time.
However my current DS2 party has cleared during last two weeks the area around Aman'lu.
Ok, not really much but at least accidently clicks on the pet have been stopped widely, instead of teleporting home to the stash it teleports now to the party, the 'Boar-Army' reaches now a more useful size (since scrub boars spawn absuoltely arbitrarily on the map, sometimes 10 only, somtimes 40) and visual buff effects optionally fade-out after a few seconds. This partially also for personal reasons, because even buffing a moderate boar-army with its AI-load would probably kill my old PC otherwise. /
There are some other wired and experimental things, unfortunately i just was too lame to write a detailed readme-summary. But maybe the comming weekend.
Elys wrote:
... I only mod what I play so I can enjoy my mods
Sometimes modding itself is playing already, isn't it!? But indeed if modding is considered as private bug fixing then i also would say i only fix what i play - if at all. Because the game developer should care himself about essential fixes and game enhancements. Making/leaving a game moddable to save support is a sad deal anyhow...
It's not tested extensively and it's well possible that it will mess up quests in the retail version. So actually i never intended to release it, moreover i have feared people could probably think i'm convinced of Space Siege. But then i had a cunning idea this weekend - take a look at the name of the following monster: :P
With some 'luck' there is also a Chris-Taylor-monster, generally all the additional monsters have names of senior-executives and managers form GPG or Sega.
I hope they don't take it too personal but Space Siege really would need an official work-around form my point of view and so far this my way to say thank you for this 'glorious' game where even the basic features aren't sufficently tuned.
Well if not totally scared now, there would be also a revised version of the extra-barrels-mod (12kb, readme), the former version was too extreme and unbalanced.
I can imagine that this must be tricky. For many GUI-interactions it's not really transparent how they work, and even if you get an further backpack window to open, it's not sure it items will be saved.
I have tryed once a 3x4 spellbook - and placing the itmes in slot 11 + 12 did work (more or less) but saving not...
DS2 really offers more interesting things to mod than SS seems to do, besides of the extra work you have now to understand the new gas/code/item structures in SS.
Althouth there is any SiegeEditorXYZ.ssres file inside the demo, i have some doubt there will be any official modding support. And if not you hang in the air alone with your matters...
There is nothing concretely planed - i will go on modding DS2 if i have mood and time.
However my current DS2 party has cleared during last two weeks the area around Aman'lu.![Laughing out loud](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/lol.png)
/ ![Sad](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/aw.png)
Ok, not really much but at least accidently clicks on the pet have been stopped widely, instead of teleporting home to the stash it teleports now to the party, the 'Boar-Army' reaches now a more useful size (since scrub boars spawn absuoltely arbitrarily on the map, sometimes 10 only, somtimes 40) and visual buff effects optionally fade-out after a few seconds. This partially also for personal reasons, because even buffing a moderate boar-army with its AI-load would probably kill my old PC otherwise.
There are some other wired and experimental things, unfortunately i just was too lame to write a detailed readme-summary. But maybe the comming weekend.
Sometimes modding itself is playing already, isn't it!?
But indeed if modding is considered as private bug fixing then i also would say i only fix what i play - if at all. Because the game developer should care himself about essential fixes and game enhancements. Making/leaving a game moddable to save support is a sad deal anyhow...
However some days ago i made a mod to generate more monsters (20kb, readme) by copying some code pieces from DS2.
It's not tested extensively and it's well possible that it will mess up quests in the retail version. So actually i never intended to release it, moreover i have feared people could probably think i'm convinced of Space Siege. But then i had a cunning idea this weekend - take a look at the name of the following monster: :P
With some 'luck' there is also a Chris-Taylor-monster, generally all the additional monsters have names of senior-executives and managers form GPG or Sega.![Evil](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/evil.png)
I hope they don't take it too personal but Space Siege really would need an official work-around form my point of view and so far this my way to say thank you for this 'glorious' game where even the basic features aren't sufficently tuned.
Well if not totally scared now, there would be also a revised version of the extra-barrels-mod (12kb, readme), the former version was too extreme and unbalanced.