Originally Posted by redtuesday
Hi,

haven't bought the game yet (although I followed the game a while after the kickstarter) since I heard the story is only so-so. But now with the enhanced edition out and the game on sale again on gog.com I will probably get it. Mainly because the editor interests me, but I would like to ask a few questions after reading this forum section a bit.

- if I buy the gog version can I use the editor (if the editor for the EE get's released)?
- I read that it's possible to manipulate ingame assets, but is it possible to create your own assets in blender, 3dsmax, clara.io, whatever, with your own animations etc. and import it into the game?
- is it true that the scripting language has only if, but no else if, and no or "||" ?
- can I use C++ instead of the scripting language (using an api or something else)?
- if I don't want to mod the main story, but instead want to make a standalone mod I have to reimplement all the convenience functions that are present for the main story (read that somwhere here, but can't find it now)?
- can I import my own music and ambient sounds?
- can I create completly new spells with new soundeffects, graphics etc.?
- basically, how powerful is the editior? Let's be unrealistic and say I have 50 workstations and I have 100 tentacle arms which can simultanously use these 50 workstations, given enough time, would I be able to create Planescape Torment with it (no, I don't plan on doing that, I don't have 100 tentacle arms, the copyright problems aside)?


1. The main problem with having ONLY the GOG editor is you can't upload your mod to the steam workshop where the vast majority of players are. But yes you can use the GOG editor.

2. You can create and import assets to some extent. I'm not a graphics person so I really don't know to what extent. I know that on occasion I've run into instances of being locked out of certain modes due to lacking developer privileges.

3. Yes and no on the scripting. The "story editor" scripting engine is limited in this regard. Character and Item scripts have more statement options.

4. Standalone mods, yeah you need to re-implement some of the basic systems. From looking at some of the difference between the EE and the original it seems like more of them are available without re-implementing. That said it's not that hard. Took me about 3 days and that was with minimal knowledge of scripting.

5. Sounds are almost a total no-go right now. Hope this isn't the case with the EE but who knows. What you can do is open up the audio packages and replace sounds but that only gets you so far.

6. Spell effects, dunno for sure. Visual probably but sound I doubt it.

7. The main thing I'd say about the editor is, it's designed to make Divinity games. In the context of that framework you can spit out content pretty damn fast. The problem is if you want something deeper like say tentacle arming PS:T you'd run into unanticipated roadblocks and it's hard to say exactly what they would be. If you had access to all of the import options I'm quite sure the editor would do what you are asking. The dialog editor is a pain in the ass though and not made for extensive branching conversations. Supposedly D:OS 2 editor's Dialog editor is better but that will not be in the D:OS EE editor.

The thing I woulds say to do is wargame it out. Make an example of each thing you want to import into the game and see if it works. This won't be possible till the EE editor is a thing.


One thing to keep in mind while searching this forum, if you go to the bottom by default it only shows threads from the last three months. Change it to from the beginning and do the same when using search. Some of the older stuff is erroneous but there are useful threads back there too.

This is probably the most useful thread around regarding assets:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=564303#Post564303