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Originally Posted by eRe4s3r
I don't think GR2 in itself is the reason barely any mods for D:OS 1 exist, the fact that we couldn't actually MOD the vanilla campaign without some REALLY dirty hax was the primary reason. Some people managed to do that, but it was never a clean modding affair. Doing your own thing was always possible, both for meshes and scripts... but at that point maybe you should be making your own game in Unity instead, not just is it infinitely EASIER it's also much quicker. And those are 2 words I should never have to write in relation to modding a game.


Couldn't agree more, if you are going to make it hard, might as well just make your own game. The main campaign should be quickly modifiable and is what most gamers that like playing with mods expect. Enhancements to the base game. But whatever, plenty to play and do elsewhere. Total conversions we all know are rare and take a lot of time and again, why not just make your own game at this point for some extra coin?

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Originally Posted by Horrorscope
why not just make your own game at this point for some extra coin?

There are several reasons. It's not only a matter of "some extra coins".
Quest system/Turn based system/Editor&Tools/Dialogue system/Scripting system/Resource & Memory management/etc... etc.. etc...
They are going to be a pain in the ass to be coded from scratch.

I mean, Larian Studios is a SH with something like 100 or more employee I guess. Redoing an engine/framework for a game similar to D:OS with your custom rules and assets sounds a bit odd to me.

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Originally Posted by st4lk3r87
Originally Posted by Horrorscope
why not just make your own game at this point for some extra coin?

There are several reasons. It's not only a matter of "some extra coins".
Quest system/Turn based system/Editor&Tools/Dialogue system/Scripting system/Resource & Memory management/etc... etc.. etc...
They are going to be a pain in the ass to be coded from scratch.



Those things listed, most of them you don't have to code from scratch anymore if you rather start with addons that give you the framework.

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Originally Posted by Horrorscope
Originally Posted by st4lk3r87
Originally Posted by Horrorscope
why not just make your own game at this point for some extra coin?

There are several reasons. It's not only a matter of "some extra coins".
Quest system/Turn based system/Editor&Tools/Dialogue system/Scripting system/Resource & Memory management/etc... etc.. etc...
They are going to be a pain in the ass to be coded from scratch.



Those things listed, most of them you don't have to code from scratch anymore if you rather start with addons that give you the framework.


What Framework sorry?
Cause if you mean something like Unity/Unreal you can exclude some of them only partially.
If you mean Addon for engines that gives you something similar to a turn based combat, I'd like to know about them.

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I am talking unity/unreal. They have add-ons for all the parts of a game now, including turn based modules, ui's, models/assets, map building, ai, inventory. etc.

What do you mean by "Exclude some of them only partially?".

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This conversation has lost the point.
We don't wanna make a whole goddamn new game. But adding new visuals with mods is a basic thing. Asking "why do you make a new game instead?" when we are asking to add new models and animations to a existing one is plain dumb. We just want to add new furnitures to the flat, not build the whole buidling itself. Can we keep it on topic, please?

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Originally Posted by Noctro
This conversation has lost the point.
We don't wanna make a whole goddamn new game. But adding new visuals with mods is a basic thing. Asking "why do you make a new game instead?" when we are asking to add new models and animations to a existing one is plain dumb. We just want to add new furnitures to the flat, not build the whole buidling itself. Can we keep it on topic, please?



You Said:

"Modding a game should be easy, that's what keeps it alive and relevant, we already gave Skyrim as an example, but you can think of any source engine game, tabletop simulator, original deus ex, or, closer to our goals, the first Neverwinter Nights or the first Vampire the Masquerade (Redemption, though bloodlines also had lots of mods that helped it to have a very active fanbase)"

Which I agree and if you don't, then you might as well make your own game, the tools have become easier to use. Now you, me, manyt don't want that, we want a reasonable editor to modify the main game. I feel that is on topic. I hope this doesn't upset and there isn't much of a 2-way going on in this thread to muddy it. frown

Last edited by Horrorscope; 16/08/17 05:46 PM.
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As someone who has used the original Divinity Original Sin 1 editor quite a bit, I can say it's easy enough to use, without sacrificing power. That said, it would be nice if they already had it so your maps had the scripts needed to do basic combat on them, without having to add that in manually for each module. Also, it would be nice if the wall editor wasn't such a nightmare to work with and if you could automatically have roof tops generated for buildings with the click of a single button.

Other than that, I don't want them to dumb down the editor just so more people can use it, because that will make it less powerful.

Last edited by Shapeshifter777; 17/08/17 06:05 AM.

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Was the editor really that "powerful"? Not that I'm that experienced at all, but all I wanted was a no go in the end.
For example changing the character menu to a more atmospheric one. (the character/inventory screens are one of the worst I've ever seen, imho) Wanted to give it a book-like look similar to what you have in Drakensang for example, in flavor of the "paper" part in "pnp". Same thing for the backpacks, by separating the inventories and giving them one of these nicely characteristic textures/windows that barrels/chests/bones/whatever have when opened up. Simply for atmospheric sake. Really LOVE the backpack screen in "the forest", add free placement to that one and it would be pretty much perfect. IMHO.
Another thing would be to change the basic mechanic calculations to something D20-like.

So did I just miss that possibility thanks to my inexperience?

edit:
(btw: the scripting language and its anti-intuitive use reminds me of the one used in the first dungeon siege game, a pita to use)

Last edited by Seelenernter; 31/08/17 02:16 PM.

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Originally Posted by Seelenernter
Was the editor really that "powerful"? Not that I'm that experienced at all, but all I wanted was a no go in the end.
For example changing the character menu to a more atmospheric one. (the character/inventory screens are one of the worst I've ever seen, imho) Wanted to give it a book-like look similar to what you have in Drakensang for example, in flavor of the "paper" part in "pnp". Same thing for the backpacks, by separating the inventories and giving them one of these nicely characteristic textures/windows that barrels/chests/bones/whatever have when opened up. Simply for atmospheric sake. Really LOVE the backpack screen in "the forest", add free placement to that one and it would be pretty much perfect. IMHO.
Another thing would be to change the basic mechanic calculations to something D20-like.

So did I just miss that possibility thanks to my inexperience?

edit:
(btw: the scripting language and its anti-intuitive use reminds me of the one used in the first dungeon siege game, a pita to use)


Please do this for DOS2!

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