Hello,
1) Is there a level limit for the (playable) characters? If so, is it hardcoded or can we change it?
Not sure, but I don't think so.
2) Is a faction/guild system possible?
- let's say there are 3 factions/guilds. If you enter one of them, of the other two factions one will be hostile towards you (maybe attacking on sight or whatever) and the other neutral?
Yes, via the alignment editor (not yet documented).
- can we make skill's only learnable if you are part of the faction? I guess we could achieve this by selling skillbooks only to members of the faction?
That, or in the worst case by scripting the removal of certain skills when its get added and you are in the wrong faction (or if you change to another faction).
3) From what I've read talents are hardcoded. Is there another way to implement passive skills? In another thread I read that this could be accomplished with tags? How would that work, can we apply new tags through scripting while the game is running, and then, if a specific tag is set on a character for example increase the range of fire spells a bit?
You can apply tags through scripting while the game is running. I think extending the range would have to work by replacing the fire spells with different variants that have a bigger range though. I'm not sure if there is a modifier you could apply to certain spells to increase their range (but I could be wrong, that's not my expertise).
4) Source is obtained by consuming souls or by stepping into source pools. Can we change the way source is obtained?
Yes, there are script calls to add source points (CharacterAddSourcePoints, not yet documented).
5) Can we implement different starting locations based on the race the player choose when starting the game?
- if you only have a single map: a lizard would start in lizard village, and a dwarf in dwarf village.
Yes.
- or if you have multiple maps: a lizard would start on let's say a swamp like map and a dward in some dwarf mine like map.
No, all players must be on the same map.
6) Unlike talents, can we make our own civil or combat abilities?
Not afaik.
7) I read that we can't create our own skills schools? Is that true? If so, could this be opened up like the audio import will hopefully in the future? Or would that require too much changes in the core of the engine? (probably more a question @Larian_KVN)
It would require engine changes, so indeed quite unlikely.
8) Attributes have a hardcap at 40 (you can invest at most 30 points unless you are a Lone Wolf) if I remember correctly. Can we change that to whatever we like with the editor or by using Norbytes unpacker and then changing .txt files?What about abilities which have a cap at 10/20 points? Can we change the cap?
No idea.
9) Can we assign a dialog to an item which ask's if the player wants to activate it (yes and no options), and if yes will be teleportet to a completly new level/map or another location on the current map?
Yes.
10) For puzzles, can we make a dialog which ask into which slot a picture that the char has in the inventory should be put (top left, top center, top right, middle left ...) and then make it so that we see the picture in the game?
Yes (ItemToTransform call, not documented yet).
11) If I don't want to mod the main story, but instead want to make a standalone mod do I have to reimplement basic systems like in D:OS 1?
Most basic things have been extracted into the independent Shared mod now, so normally not.
12) Can we change the zoomfactor of the camera or is that hardcoded? Since there is a mod -
http://steamcommunity.com/sharedfiles/filedetails/?id=894764479 - which requires an external executable I guess it's hardcoded? Is there a technical reason (level/lod/etc streaming or too much code changes required) or is it a game play and/or artistical choice?
There is a SetCameraDistanceOverride script call. I don't know whether it's limited from code. The most it is set for the main campaign is 25. The default maximum seems to be 19.
13) Can we create a skill that creates an item if the monster is killed by the skill?
Yes, although I'm not 100% sure how easy it would be. You might be able to do it directly by catching AttackedByObject (not documented yet).
14) Can you make it so that character creation is skipped or locked, so the player is forced to play a character that the mod creator made? Basically a Origin character which you can't change.
Yes.
15) Can we make two stories which are "connected" together? Take Warcraft 3 as an example. In the first act of Warcraft 3 you play human Arthas. After that is finished you play undead Arthas in the second act. Is something like that possible? What I would be most interested in would be taking variables/facts/whatever this should be called from the first act and using them in the second act to mix things up a little.
As long as everything is in the same mod, or the second mod depends on the first mod: sure.
16) Can we make our own races? Would be especially interesting to me once we can import our own 3d models and animations (or will the 3d import be restricted to static meshes?).
No, everything should be supported. It's a lot of work to create a playable race though, due to the amount of different animations you need to support (from walking to climbing to fighting to casting to various status effects to...).
17) If we wanted to, could we disable the level system?
You could never give anyone experience, then they won't level up.
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18) Can we create skills that have levels? Imagine stun level 1 having 15% change to stun, if you buy the next skillbook (which can only be used if you learned the first one already) your stun is at level 2 and has a 30% chance to stun? So basically like abilities but as a skill.
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You would have to create different skills, but other than that: yes. You can add/remove skills from script.
19) There are skills in the game which require source. Could we create something similar to source and then also skills which rely on that?
Kind of, but not cleanly, I think. You can catch a player using a skill and then do anything you want (such as removing an item from their inventory). However, there is no activate/deactivate skill API. So at most you could add/remove the skill as it becomes (un)available, but that's not very nice.
20) A question I have seen in a thread when the enhanced edition of the first game came out: can the battle system be changed to be real time? Or realtime with a pause function like in the infinity games?
You can make it real time by preventing all characters from
joining (turn-based) combat. HOWEVER, that would also completely disable the AI (it is tied into turn-based combat), so you would have to script all combat behaviours for NPCs yourself. Real-time with pause would not be possible.
21) Let's say I wanted to approximate the skill system from Vampire the Masquerade: Bloodlines:
https://i.imgur.com/0lpXLZd.jpgSince we can't make our own UI elements from what I have read, could we use the scripting mechanisms of DOS2 to present a dialog box which shows (going by the image I linked) that your char has 3 strength, and then another option to increase it to 4 strength for x amounts of experience?
Not a dialog box, but a regular in-game dialog (e.g. with an item): yes.
22) Let's say I have prepared three different walled sections on a map. Can I choose one of the three sections at random with the scripting system and then teleport the player to the chosen section?
Yes.
23) I read the scripting system is prolog like. Does that mean we can use pattern matching, recursion, define our own functions etc?
Yes. See
https://docs.larian.com/Osiris.
24) I read that increasing the party size could maybe lead to problems. Is that only the case for the main story because it assumes a party of 4? Or is this a technical issue which could eventually lead to problems in standalone mods as well?
Mainly the main story. I think the only scripting API that is inherently limited to 4 players is the one for the crime system.
25) What is the limit for the map size? In Unreal it's 2km from the origin before you start seeing precision issues, while 20km is the hard coded max size you can get to in a single map (without streaming and/or origin rebasing). I don't care about the hardships of even filling up such a level. Im just curious.

I'm not sure, but I think you are mainly limited by available memory. The AI grid is limited to 2^31 cells though, but in this context a single item is a single cell (so e.g. a rock occupying 8 cells on the AI grid only counts as a single cell here).