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POSSIBLE SPOILERS Modding thread: A simple mod and Console commands


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#21
Bester

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Two new things.

 

1. Figured out how to make a custom options page and fill it with custom options (and they're saved between plays and can affect the game as per their description). This should be useful when people start making mods.

 

2014-12-09_00002.jpg

 

2. Made an in-game GameObject hierarchy browser and components inspector. This is very useful for figuring out what goes where, has what components, has what values, etc. Used to take hours to properly inspect certain things through debug. Now it's instantaneous. Can toggle gameobjects on/off to see if you're on the gameobject that you think you are. Will probably make components' fields editable in the future.

 

2014-12-09_00003.jpg


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#22
lordkim

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Omg !!!

Cant wait to get my hands on this game.. Seems like the Mod communtiy has the knowledge to do something big with this game :)
thx .



#23
Sensuki

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Yes! It's so ironic that the developers included a disable AoE Highlight option, rather than a disable highlight for everything else option, lol. AoE Highlighting is like the only case where it is useful.

#24
Dark_Ansem

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I am very impressed! are the values identified in the second pic hardcoded, in your opinion?



#25
Quantics

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Wow Bester, this looks really promising !



#26
Cluas

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Yes, thanks  :yes:



#27
Quantics

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Bester and Sensuki: how easy/difficult will it be to mod a Mac OSX/Linux game? 

 

OR: will a mod that has been written on the PC version be transposable to other OSs easily?


Edited by Quantics, 10 December 2014 - 09:13 AM.


#28
Bester

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I'd have to take a look at the .dll for those oses. I'm not interested, though.



#29
Dark_Ansem

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A bit more information on the file types, for those interested,

 

Type 128 (fonts) is TTF, which makes me a very happy bunny, in case we want to put in custom fonts. However, when exporting them, they do not work at all. I am betting Unity alters them somewhat.

 

File Type 93 covers all in-game audio effects and BGM, dialogue is still beyond my grasp (possibly in the big resource.assets file that I could not open): all audio is OGG Vorbis 2.0, of variable quality (not constant): bgm is at 44.1 (at least, there is only one track in the files I could open) while SFXs are mostly 48 for abilities and container + ambient (emitter, door) sounds, 44.1 for ambient souns (those that are looped, like chatter or general backgroud), some emitters. Creature sounds are mixed, no known criteria atm.

 

Some effects are very quiet tho, they could use a bit more volume.


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#30
AndreaColombo

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Very interesting info on sound!
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#31
Dark_Ansem

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Very interesting info on sound!

 

:)

I managed to check the main file, but no other music is there. It seems obsidian has killed it in this release. let's hope for the next, I want to check at least a couple things.

 

I found the VO, but couldn't extract it. it's behind a "Unity3d" extension, different from the "assets". Unity Obfuscator is too old to work. I hope a decompiler is released, or in any case a tool that enables view\extraction\editing.


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#32
gnoemli

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Bester, your the Man ;)

Thanks

 

@dev's pleeease insert an option to set our own zoom range


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#33
Dark_Ansem

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More info: textures.

 

There are no really big textures, icons are in fact very small. however, there are different types accordingly to WHAT the texture is used for. I am still figuring out the criteria for which is which...

I noticed however that the Normal Maps are NOT the RGB format map used, as an example, Dragon Age. a converter will be probably needed, as Photoshop does not keep all changes if switching between channels. Maybe ShaderMap could help, if it worked, Crazybump does not.

 

EDIT: linky! for those that feel experimenting.


Edited by Dark_Ansem, 15 December 2014 - 11:03 AM.

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#34
Falkon Swiftblade

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if you guys figure out what files they're using for spell fx let me know. I know how to create that sorta stuff a bit in after fx, photoshop, 3ds max, and a lil bit in the shuriken particle engine in unity, but I've never attempted to put it in a game engine and I have a couple weeks off next week and I might try modding something for fun.



#35
Sensuki

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You could always PM one of the devs to ask. They always reply when I ask something.


Edited by Sensuki, 15 December 2014 - 09:06 PM.

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#36
Dark_Ansem

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You could always PM one of the devs to ask. They always reply when I ask something.

 

hehe, not everyone is you tho :p

I have looked at those and at the meshes. I believe the meshes are a standard format, while the fx effects are Unity-created.

Both, however, are processed by Unity and coughed up as extensionless files..



#37
Sensuki

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I am not special, they reply to pretty much anyone. Lots of people I know have sent a PM and got a reply within a couple of days.

#38
Dark_Ansem

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I am not special, they reply to pretty much anyone. Lots of people I know have sent a PM and got a reply within a couple of days.

 

-1 here :p ah, no matter. And you're pretty special, you are a honorary developer :p



#39
Lephys

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I vote for Sensuki to become the Obsidian Entertainment mascot. Who's with me?! :)

#40
Dark_Ansem

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I vote for Sensuki to become the Obsidian Entertainment mascot. Who's with me?! :)

 

I'd say more to become Obsidian Entertainment's plaything. much more fun!






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