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.
[qyite]
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.