Originally Posted by eRe4s3r
It's a very powerful tool, it probably is simply too powerful, and way too close to the metal. I think what most people expected was an editor that you loaded up, you created your campaign, put a NPC in, had a preference tab with "Dialog | Behavior | Inventory | Scripts | Skills" and click on check-boxes for most important things...


I'm impressed by the designers' ability to create such polished levels from such unpolished tools (no offense to the tools programmers). But that's coming from a first time modder who still hasn't figured out what's what between the unlabeled filters and nondescript filenames, so take it with a grain of salt.

I certainly didn't expect the toolkit to be as simple as "Tick this box for fully functional NPC!" However, I'd hoped for a more intuitive user interface than what's in the current build.

For example, say I want to add textures to my terrain. If the resource editor could automatically open to a directory with textures and/or filter usable textures only, and then let me load multiple at a time... that would speed things up tenfold. As is, I'm still fumbling around with filters and folders until I find the right combination, and then have to add resources one by one ouch

Here's hoping UI improvements are toward the top of Larian's to-do list, even if it's just quality-of-life improvements for us modders (I'm sure the devs all know their pieces of the toolkit like the backs of their hands by now). Less frequent crashing/data corruption would be nice, too!

Back on-topic, I hope to have a standalone module ready sometime this year, with 2-4 hours worth of content and possibly even companions that can be imported into the main campaign (which probably needs to be a separate mod altogether).