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developers:mods [2012/07/12 13:01] lynxlynxlynx [Easy] |
developers:mods [2013/05/03 16:04] (current) lynxlynxlynx |
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| Separated by difficulty/time requirement. If you don't know how doable is your idea, just write it here and someone else will categorise it. | Separated by difficulty/time requirement. If you don't know how doable is your idea, just write it here and someone else will categorise it. | ||
| + | The completed mods mentioned here can also be downloaded from [[https://github.com/lynxlynxlynx/gemrb-mods|a central repository]]. | ||
| ===== Trivial ===== | ===== Trivial ===== | ||
| - | These mods are just configuration tweaks or file drop-ins. | + | These mods are just configuration tweaks or file drop-ins. A few game tweaks can be achieved by simply toggling variables in gemrb.ini ([[http://gemrb.git.sourceforge.net/git/gitweb.cgi?p=gemrb/gemrb;a=blob;f=gemrb/docs/en/gemrb_ini.txt;h=d4189a4028afba8e5340c5778f1b7564dce03108;hb=HEAD|check the note in the introduction]] to learn about the candidates). |
| Some of the table editing can be more complex due to the data involved. For example, to add brand new spells to the wild surge table, one would also have to create them first, not just replace the existing entries. | Some of the table editing can be more complex due to the data involved. For example, to add brand new spells to the wild surge table, one would also have to create them first, not just replace the existing entries. | ||
| * divine spellcaster classes with sorcerer style spellcasting - | * divine spellcaster classes with sorcerer style spellcasting - | ||
| - | * just set the booktype to 3 in the gemrb clskills.2da (caveat: it will affect everyone) | + | * just set the booktype to 3 in the gemrb clskills.2da (caveat: it will affect every npc with that class) |
| * [[mods:wisdom_xp_bonus|wisdom based xp bonus like in pst]] (done) | * [[mods:wisdom_xp_bonus|wisdom based xp bonus like in pst]] (done) | ||
| * maximum hitpoint rolls in bg1 | * maximum hitpoint rolls in bg1 | ||
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| * different wild surges | * different wild surges | ||
| * just edit override/wildmag.2da | * just edit override/wildmag.2da | ||
| + | * replace spell resrefs with your own and/or add modifiers | ||
| + | * check Scriptable::HandleHardcodedSurge to see how the extra modifiers work (+ and all the numbers) | ||
| * spell icon sorting in the action bar | * spell icon sorting in the action bar | ||
| * just edit override/shared/spldisp.2da | * just edit override/shared/spldisp.2da | ||
| * some small usability improvements | * some small usability improvements | ||
| * set GUIEnhancements to 127 in the gemrb config (see the man page for details) | * set GUIEnhancements to 127 in the gemrb config (see the man page for details) | ||
| + | * different damage and/or XP boni/mali for game difficulty levels | ||
| + | * just edit override/difflvls.2da as you see fit | ||
| + | |||
| ===== Easy ===== | ===== Easy ===== | ||
| * monk/sorcerer kits: normal kit process for creation | * monk/sorcerer kits: normal kit process for creation | ||
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| * edit feats.2da | * edit feats.2da | ||
| * create the wanted spell to be applied (like with class abilities) | * create the wanted spell to be applied (like with class abilities) | ||
| - | * easy TODO (gemrb hasn't implemented much of the feats yet) | ||
| * if you want something more complex like Critical Strike, code changes will be needed, pushing this into the hard category | * if you want something more complex like Critical Strike, code changes will be needed, pushing this into the hard category | ||
| * new formations: | * new formations: | ||
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| * add subrace boni/mali | * add subrace boni/mali | ||
| * new multi/dual class choices | * new multi/dual class choices | ||
| - | * [[mods:sorcerer_monk]] (multiclass mostly done) | + | * [[https://github.com/lynxlynxlynx/gemrb-mods/tree/master/sorcerer-monk|sorcerer/monk]] (multiclass mostly done) |
| - | * [[mods:sorcerer_monk_cleric]] (multiclass mostly done) | + | * [[https://github.com/lynxlynxlynx/gemrb-mods/tree/master/sorcerer-monk-cleric|sorcerer/monk/cleric]] (multiclass mostly done) |
| * update a bunch of tables in the gemrb and game overrides (classes.2da and clskills.2da being the most important) | * update a bunch of tables in the gemrb and game overrides (classes.2da and clskills.2da being the most important) | ||
| * the MULTI column can be computed with this formula: 1<<(ID1-1)|1<<(ID2-1)|1<<(ID3-1) (where the ids are the singleclass values in the ID column) | * the MULTI column can be computed with this formula: 1<<(ID1-1)|1<<(ID2-1)|1<<(ID3-1) (where the ids are the singleclass values in the ID column) | ||
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| * swap the guiscript folders and possibly some of the files in the gemrb override | * swap the guiscript folders and possibly some of the files in the gemrb override | ||
| * swap / update gemrb.ini | * swap / update gemrb.ini | ||
| + | * character name generator | ||
| + | * the only reason this is under medium and not easy is the fact that you have to create a long list of possible names or words and combination rules | ||
| ===== Hard ===== | ===== Hard ===== | ||
| - | * up to 10 player parties | + | * more-than-6 player parties (//in progress//) |
| * fix the game scripts, which [[http://forums.gibberlings3.net/index.php?showtopic=21188&view=findpost&p=175810|WeiDU could do if improved]], but roughly: | * fix the game scripts, which [[http://forums.gibberlings3.net/index.php?showtopic=21188&view=findpost&p=175810|WeiDU could do if improved]], but roughly: | ||
| + | * **see 10pp in this repo (work in progress)**: https://github.com/lynxlynxlynx/gemrb-mods | ||
| * all the trigger blocks checking Player6 should be copied at the end of the current block and changed to PlayerX (also its actions) | * all the trigger blocks checking Player6 should be copied at the end of the current block and changed to PlayerX (also its actions) | ||
| * unless all players are checked and just an addition trigger needs to be added | * unless all players are checked and just an addition trigger needs to be added | ||
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| * make all multiclass combinations possible (except for barbarians, of course) | * make all multiclass combinations possible (except for barbarians, of course) | ||
| * this would mostly be about automating the multiclass addition mentioned in the previous section | * this would mostly be about automating the multiclass addition mentioned in the previous section | ||
| + | |||
| + | |||
| + | ====== How to start ====== | ||
| + | Since 0.8.0 GemRB is much easier to mod, since some of it files can now be overriden via the game's override folder, so you can use the usual WeiDU workflow. Here is a table of the common paths. | ||
| + | |||
| + | | ^ files present ingame ^ moddable? ^ search order ^ | ||
| + | ^game/override | yes | weidu | 2 | | ||
| + | ^gemrb/override | yes | manual((requires write access to where gemrb is installed)) / weidu+ModPath | 1 | | ||
| + | ^gemrb/unhardcoded | no | weidu | 3 | | ||