Larian Banner: Baldur's Gate Patch 9
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#462781 14/04/13 10:08 AM
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As passionate NWN1,2/Oblivion/Skyrim/Fallout modder I have few questions:

1. Is it possible to use custom assets: textures, models, sounds? If so, will you release some 3DMAX conversation plugin?

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Currently we're using granny as a 3D format - http://www.radgametools.com/granny.html . We still need to discuss with RadGameTools what we can do in terms of giving people exporters but if that doesn't work out, we'll come up with something else for sure. At Larian, most art assets are made in 3DSMax.


2. Is it possible to change game rules with Toolset? I.e new crafting recipes, custom spells?

3. What your scripting language will look like? Is it LUA, C++? From what I saw at videos it remind me NWN Aurora language. Anyway it would be cool if you provide API docs before release.

4. Is it possible to mod original campaign (add new quests, locations etc.)?

Last edited by Phenomen; 14/04/13 10:14 AM.
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#3: What we know about it currently: "It's based on prolog and allows all kinds of logic manipulations which works well for storytelling (which is heavily event driven). There's also a scripting component for the more procedural things (like npc schedules). The coolest part (imho) is that it all works in multiplayer too."

#4. They've said in the Kickstarter comments that you can mod the original campaign (the editor will make a copy of the original campaign and you'll be modifying that local copy).


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