The 'anim' folder contains the battle animation for the monster along with the static sprites of their attacks. In the parent 'brigand_cutthroat' folder you should see two additional folders named 'anim' and 'fx'. We'll continue to look at the Apprentice Brigand Cutthroat, but this time we're going to focus on the art of the enemy. Let's dissect the first rank of that particular effect, "InspiringTune 1", below. There's a name that can be easily identified at first glance, the targeting information determining who the effect is applied to, the chance for the effect to apply, and whether or not it applies on a hit and/or a miss among other rules. You may either scroll down to where the Jester's skill effects are listed, or you may do a search for "Jester" and you'll find his section in the file. Let's say, for instance, you want to mimic the Jester's stress healing effects of Inspiring Tune. That way you can determine how your effect should work! It's best to have a desired effect or set of effects in mind, and knowing what hero, enemy, or curio has such an effect. There are many different effects, and explaining them individually would take far too long. We recommend perusing the effects file and getting familiar with how effects are set up. This section covers the formatting of the effects and different ways to control the effects to perform the desired actions. Audio can be modded, but is quite time consuming and difficult for users looking to modify large amounts.New and existing town events are easily moddable, though you will have to work with existing mechanics, as new ones cannot be added.Dungeon generation is largely controlled by a few variables linked to hardcoded parameters, but quest generation is a tad more available to mod.Loot tables can be added and modified with ease.New and existing afflictions/virtues can be modded.All quirks are available to mod or add!.All trinkets are available to mod, and new ones can be added quite easily.Curios can be modded or added, but are very limited in potential.All AI can be modded, but new AI mechanics cannot be added.New locations cannot be added in, but existing ones can be modified.New and existing monsters can be added or modded.Limiting supply items to certain classes or scenarios is currently not possible. Many current supply effects are hardcoded, but new ones can be added with general ease.Only a small handful of effects are hardcoded and inaccessible by modders. Most buffs and effects are available to tinker with.It is very possible to create completely new classes with their own artwork, animations, and skills. More specific info on areas of the game can be found in their respective guide section. This re-arranging conflicting mods to get what you want is something you might have to do for skin mods.īelow is a list of skins mods and the files they use.This is a list of general parts/mechanics that can be modded. Since HUC is now above LosBH, it's will be read first and take priority. You can overwrite Let our sound be heard's changes by moving Houndmaster unchained above it. You do however, like the houndmaster from Houndmaster unchained. Let's say you're using Let our sound be heard, but you don't like houndmaster changes. ![]() There are some neat trinks that can be used due to this. Skins: Skins will generally only conflect with themselves, see below for a list of skins and the lettering used to try to determin what order you want your skins in. These are new Heroes, Monsters, quirks, ect. ![]() Mods that add stuff: If these mods are done correctly, they won't edit any of the base files and thus will never coflict with other files. Rebalance mods: Mods that change existing heroes, monsters, or effects. These tend to focus on a smaller area then a larger one (like more stacking of items). Small Gameplay changes: These mods change systems but not to the extent of the larger mods above. Large Gameplay Overhauls: These mods do wide sweaping changes to the games systems. Patches: Any patches you made for your other mods should be highest on the list, so their adjusted files can be loaded in. So, In general, a load order should look like this. ![]() So with this, you generally want to keep Mods that effect whole systems near the top, and then mods that stuff (like monsters, heroes, skins) near the bottom. What it means is any mods that both change the same files, the one higher in the list will be loaded and not the second one. which does top to bottom and bottom top), so mods that are higher in the list take priority for loading. Mods generally load top to bottom (except for FO4. Mod Piroity and load order is important to any game that has official modding support.
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