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  1. So basically I'd like to try modding some of the textures in the game, but I'm having a hard time finding the assets. I already found weapon icons, meshes, and textures. They're located in Pillars of Eternity\PillarsOfEternity_Data\assetbundles\prefabs\objectbundle But I can't figure out where to find the files for armor textures, character basemeshes, monsters, etc. Anyone know? Post ITT if you have a modding related question, I guess, until we get a dedicated modding subforum.
  2. So the talk was the PoE will be moddable. I'm eagerly waiting for news on this. Tutorials. A modding sub-forum. My first order of buisness will be to make two-handed sword an average speed weapons. Because they were.
  3. I really enjoy the movement/command barks, but I find that there's too much voice acting in the dialogues. I prefer to read them at my own pace and with my own voices (a la Planescape: Torment). Also not too keen on some of the voice acting. Any way I could turn the dialogue voice work off while leaving the barks? Anyone made a mod to do something like this?
  4. I know it is really early to talk about this aspect of the game, but I've been playing some of the older games and I wish that some of these shortcut keys were a little bit more logical and made playing real-time easier, not harder. One example is the quickcast in Baldur's Gate 2. It was not a logical approach, and I really doubt most people would use keyboard shortcuts for quick-cast. Anyway, I'll talk more about this when we have some engine mechanics fleshed out, but I really wish that the shortcut keys would be implemented in a way that allows for "RTS-like" play. Like I said, I can't give a good implementation of this right now, but when I see more of the mechanics, I think I can give a better layout. Also, please allow us to utilize Shift+click, Alt+click, and ctrl+click.
  5. Link to Page 3 of PCWorld Interview (where this quote comes from): I am curious about something that PCWorld didn't ask and that neither Adam or Josh answered, I also underlined and bolded something important that Adam said in the quote regarding modding. Will models (Characters, Monsters) be something that could be moddable? And what about textures? Furthermore, is there a simpler way that could allow for more maps to be added? Josh mentions that environments are tough and complicated and time-consuming for Obsidian, but is there a simpler way to make them? I mean, obviously hobbyists or fans do not need to be able to make state of the art top-notch areas like Obsidian are making. A child loves to play LEGO, but that doesn't mean that the child has any idea what they are doing with it or makes something super advanced with it. So when Josh says "because even for us they're complicated" I'm surprised that he even compares. It's like if an adult LEGO master who can make tons of stuff and has the imagination and skills to make super cool LEGO stuff tells a child "Sorry little child, but this LEGO business is just too difficult for you". Again, is there a simpler way for environments to be created and added into the game from a fan- or hobbyist perspective? For instance, let's look at WarCraft II (which has a great map-maker tool), it is pretty advanced too and that's not what I am asking for but there is a feature in the Map Editor which is great. Triggers that you can lay out, make an area impassable "Character can not pass through this area because this Trigger says so" kind of thing. Invisible wall stuff. I'll explain below. The "simplistic" idea I'm thinking about which could make it easier for hobbyists to add more content: A) Background picture, a simple picture you could draw in Photoshop perhaps. B) Triggers and borders or whatnot, make that mountain you painted be layed out with an area with triggers which says "Can't pass through this area" or something. C) Props. I know Obsidian is using them so why not be able to use them as a hobbyist. Are there simpler ways to make maps that might not be necessarily up to par with the quality of Obsidians maps but at least allowing more maps to be generated and added..? Imported or whatnot. For instance, could it be simpler for fans and hobbyists to be able to export an existing map and modify it, then import it again? Kind of like... say this is a fully developed map (for this hypothesis to work, this is from Update #39): But I decide to, you know, modify it a little bit so I... uuh... put a different texture on it and use some of Eternity's props (still an example). And then voila I could transform an in-doors dungeon into an out-doors forest area-thing: It's not meant to be pretty, it's just concepts on concepts. Thoughts? Question of the thread: How would a map making method be handled in the most simplistic way?
  6. This poll and thread is a 're-launch' attempt of another thread (@ http://forums.obsidian.net/topic/65236-co-operate-with-torment-ton-in-allowing-shared-art-assets/ ), with clearer languaging around the (now multiple) poll questions. The really key thing that would make this happen (or not!) in any form is dev interest, of course, and that is what these threads/posts will hopefully stimulate. For myself, Q1: Yes - of course. :D Q2: Only if the devs feel like it. Not attached either way. Q3: As Q2. Cheers!
  7. Hello all, This is cross-posted in the Pillars of Eternity General forum (waiting for approval, I'm still a newb there!) and the TToN Game Ideas user voice section (same subject but with different game title in the subject line). Background: there were (and ARE still) a lot of awesome mods for the infinity engine games. However, there was some flak about 'illegal' mods - specifically, mods that extracted and used cross-game art assets, such as IWD components inside BG2, without the IWD game being present. However, now there is a great opportunity: two awesome rpgs being developed at the same time, using the same engine, unconstrained by publishers, and interested in the same sort of background art systems! (Unsure about the model/npc/monster art, though!) This is doubly important as the backgrounds have been mentioned as being the most complex to implement - it will give both sets of game modders an entire new world's set of resources to play with! What I am proposing is that the developer teams of PoE and TTon co-operate to allow compatibility and full support of art (and model?) assets in between each others games. Ways this could be implemented: 1) Both games purchased and present on the same system (potentially simplest). 2) One of the games purchased, another 'authorized' or purchased, but not necessarily on the same system. 3) One of the games purchased, combined with an 'art asset modders pack' (that would cost a token fee or be free). 4) The devs create an official shared/combined 'art asset pack' (token fee or free). 5) One or both of the dev teams create a playable (un)official expansion that is merely a run-through (and display zoo? Maybe something rather... Modron-cube-like? :D ) of the others game in order to tie the art assets to one of the games (instead of being shared in general). 6) As #5, but one or both do a full-on expansion! Due to the settings, the TToN inside PoE would be rather strange, but interesting (perhaps a 'What If?!' scenario?), while the reverse could fit as some sort of visitable alternate dimension or something. 7) As any above, but work contracted out (not done in-house). *Note that any of the above proposals could be Kickstarted for interest, possibly once both games are launched. I do not want the devs time 'taken up doing non-development things' - even having the intent to share and making sure art assets are compatible, game engine wise, would do a lot! There are a number of considerations around this process. Some that I've thought up include: 1) The devs do NOT want to share art assets (though they are willing to share other things). 2) Conflicts and issues with IP rights, including that of Monte Cooke's Numenera. 3) Nobody thinks this is a good idea? 4) There are some complicated engine issues that would prevent this from being possible (???). 5) Other??? Comments welcome! I truly think this could be a start of some awesome win (PoE devs) - win (TToN devs) - win (gamers) - win (modders) situations!
  8. Hi, I'm a Japanese, cheer for Project Eternity. It can do no better than official localizing, but My language (Japanese) will not be official localized. I suggest some points for easy unofficial localization. 1. Plane text files It's easily modiffied without unpacker and repacker. 2. UTF16-LE encoding Because of Japanese and any languages characters are multi-byte. If it use ASCII, it is not enough byte for those languages. Otherwise It will too easy for any languages if it use UTF16-LE. 3. Replaceable font file Like NWN2 is the best case that xml or ini files define using some TTF. If it use Scaleform UI, modders will not easily make font file. 4. Viewable Conversation Trees It's easily traverse conversations. Thanks.
  9. http://www.youtube.com/watch?v=UpBqLbyR7o8&feature=player_embedded This week we announced our Mega Dungeon, our base classes, the cipher and barbarian classes as stretch goals, and the Adventurer's Hall as another stretch goal. We are coming up on our final week of the Kickstarter, and we have exciting stuff planned for you in the coming week including new rewards, a special inside peek into Obsidian, and a first look at Project Eternity. Exclusive Backer Pet, Hardcover Books for $250 and Name in the Game for $500! At the $50 tier and up we have an exclusive in-game pet for you! The pet is optional and will not have any in-game function besides being a quiet companion that will never leave your side. We are looking for ideas on what the pet could be, so let us know what you would like to see in our forums. We have great news for $250 and up backers! We are upgrading the Collector's Book at the $250 level to a hardcover at no extra charge. The Collector's Book is a full-color book that includes concept art, our monster manual, information about the campaign setting, and a special behind the scenes look at the making of Project Eternity. Additionally for our $500 backers and above, we will let you put your name and a personalized message on a memorial stone in game. Your unique message will be encoded into Glanfathan runes, and can be decoded using a unique in-game ring. It's a way for all of us to remember your large contribution to Project Eternity. Tim Answers Your Combat Questions from Reddit Kaboom asks: Hi Tim! I'm curious how the close combat in P:E will turn out. Will the melee of P:E encompass stuff like reach weapons, opportunity attacks, flanking, grappling, charging, prone/standing-modes and so forth? Tim: Yes, we are looking to include many of these features into our close combat system. Specifically, opportunity attacks and flanking are definitely in, as well as charging. We're not sure about reach weapons yet (we need to figure out if that attribute on a weapon will be worthwhile enough in combat and will supportable with the appropriate UI), and while we will support prone positions, you won't be able to attack while prone because the animations involved are too different from attacks while standing that we would have to make every animation twice, once for standing and once for prone. This limitation also means that grappling abilities will not be included. There are too many new animations needed and special case limitations that apply, e.g. how does a human grapple a centaur or a dragon or an ooze?). Tim answers more of your questions in the video and the text version is on our forums. Also check out the Project Eternity reddit group. Mod Support From Neverwinter Nights 2 to Fallout: New Vegas, we've enjoyed supporting the mod community, and we are continuing that with Project Eternity. It is awesome to see how you extend the worlds we make. To make getting mods easy, we are excited to announce that our friends at the Nexus will be the official spot to download Project Eternity mods once the game is released. They have been a great host for mods for our past games, and we want to continue the trend with the Project Eternity Nexus. Check out the Nexus Network at www.nexusmods.com. Our plan is to release our file-format information and expose as much of the data in the game as possible for you to extend and edit. We traditionally do not "hard-code" numbers so that our designers, and you, have the power to easily change and iterate on RPG data. We also plan on releasing localization tools to let communities around the world create localized versions for languages we are not translating Project Eternity into. As we get more familiar with Unity during production, we will be extending Project Eternity even more for mod makers. Look forward to announcements in the months ahead as we make further progress and can provide you with more information about tools and mod support. The Endless Paths Grows! We've passed 52,500 backers! The Endless Paths of Od Nua Mega Dungeon continues to grow larger! The next level will be added at 55,000 backers. Thank you for helping us to spread the word about Project Eternity! Kickstarter Comments and Kerfluffles! Lastly, if you haven’t been attending all of the fun in the Comments section of our Kickstarter, you’re really missing out on some fun conversations. From the Obsidian Order of Eternity representing in full force, to one of our favorites, the Kerfluffle Marshmallow lady, Spring Barnickle, who asks: Hmmm... how many marshmallows indeed. Beware paladin-types... beware! Until next time... Update by Tim Cain and Adam Brennecke (You can also discuss the entire Reddit Q&A part 2 in this thread.)
  10. http://www.youtube.com/watch?v=1Uyzap5FcgI This update is going to be a little different. Instead of doing an update on a topic that we chose, we asked readers on reddit to submit questions and vote them up or down, and on Friday we took the five highest scoring questions to answer here. You can visit the Project Eternity reddit group here: http://www.reddit.co...rojecteternity/ and the Q&A subgroup is here: http://www.reddit.co...ns_answered_by/ Let us know if you like these Q&A updates, and we can look into doing more of them. Tim. AtheistBots asks... Class vs. Classless systems You're most famous for classless systems involved in Fallout and Arcanum. It sounds as if Obsidian will be using a class based system. What do you see as being the advantages of a class based system that you're hoping to leverage in Project Eternity? Answer: We are designing a class-based system because we want the different characters in your party to fill different roles, and classes are the best way to achieve this goal. In a skill-based game, it's harder to tell if a companion gives you the skills you are looking for, especially before you recruit them. In a class-based game, you know what each class can do, so you can decide that you want a particular class even before a potential companion offers to join you. And when you have a lot of companions and can choose which ones you want to take on a particular adventure, classes make it easier to form the group and be assured that you have your skillsets covered. Bonus question: Are you considering multiclassing? Answer: Bonus questions are cheating…but yes, we are considering adding multi-classing to the game. A better way to put this answer is that we are not ruling them out at this time. If they work well with our final system, we will offer them. Kaaaboom asks… I was a bit discouraged when I heard that the combat was going to be RTwP (real time with pause), myself being a big fan of TB (turn-based) and the possibility of tactical combat that it lends to a game. My question is then: how are you going to make the combat in P:E tactically interesting despite it being RTwP? Answer: Hmm, this is a bit of a loaded question, as it implies that real-time games aren't tactically interesting while all turn-based games are. Believe me, I have played plenty of dull turn-based games with very few options on what to do on each turn, and there are lots of real-time games that are incredibly tactically rich. Look at all of the real-time strategy games out there! So to answer your question, we are going to make sure that the distinct abilities that our classes will have will each provide different roles to those characters in combat, and that you will always have choices to make in combat about how to best position yourself and use your attacks. In addition, we are going to design the enemy encounters to be ever-increasing challenges, so that one way of fighting won't carry you through every encounter. You will be forced to mix it up a bit, tactically speaking, and use all of your combat skills to make it through to the end of the game. Let me add that as an Infinity Engine inspired game, our pillars of design include isometric exploration of a fantasy world, a reactive storyline with interesting and believable characters, and real-time with pause combat. Those elements are expected in our game, and we feel strongly about providing them. Elthosian asks… How much reactivity can we expect from the world based in our character's race and sub-race? Answer: We will provide a lot of reactivity in our game to your choice of race. We are planning on giving each race a set of traits that the player can pick from, and those traits affect everything from dialogs choices to skill bonuses to what kind of options you will have to finish some quests. There probably won't be quests that are just for one race, but one thing we are not going to do for certain is make race-restricted items. While many items have a cultural connection to some races, they will still be useable by members of other races. It might be unusual to see humans in elven chain, but they can wear it. NeuroArcanist asks… What aspect of cRPGs missing from modern games do you most want to recapture with Project Eternity? Answer: I can answer that in one word: parties. I like playing cRPG's that allow the player to control big parties of characters, and by control, I mean you can pick the actions of each party member if you want. We will have lots of pause conditions in our combat, and if you want to have the game pause whenever a party member can perform a new action, you can do that. Most modern games only let you control one character, or if they give you a party, you only control one member of that group. In this game, I want to control all of them. Zinicel asks… Will there be modding capabilities for this game? I know it's a tall order for this style of game, but I've wanted a definitive answer to this question. Knowing Unity, I know it's somewhat unlikely to offer this. But it'd still be nice to know for sure. Answer: That is a very good question, but unfortunately, I don't have an answer for you. We are still looking at Unity and how it bundles up content in the shipped game, and we will have to see how much of that we can make available to the player. I can say that we want you to be able to mod the game, and if it's possible, we will allow you to do it. It's not our primary focus, which is to give you an amazing single player experience with our game, but we know a lot of people will want to tinker with the game and make their own content, so we will let you know how this objective is faring when we are further along in development.
  11. I really wish there is a plan to include a way to let players create our own maps, npcs and campaings. I think this is one of the best ways to give a game the longevity users want. Kickstarter is the best way to let players decide if we really want it. What do you think?
  12. Please make it possible to easily add or modify animations. This is often very hard to do - yet animations can enhance the games feel immensely - so please don't hardcode anything! Ideally we should be able to add or mod animation without the hassle of going trough 3 different converters, scripts, tools whatever. Maybe just a blender plugin? I'm not asking for a mod tools, just no restricted, hardcoded mess. I hope one of your devs sees this!
  13. I urge you guys at obsidian to make modding possible through a good modding tool!! All modern games are fully voiced, which might seem good, but is acutely a bane on stuff like modding. Morrowind modding flourished, with tons of great mods that included tons of dialog. In Oblivion and Skyrim it is almost reduced to nothing, as those games are fully voiced. You are missing out on a great opportunity to create a huge modding community around Project Eternity, immortilzing it. Just look at morrowind modding, new mods are still comming out and being updated ten+ years after the game released! The best stuff about modding is, if you got a great, solid, and good game, you can enhance it and add even more playtime to a game you love by getting mods. I can't count the number of times I played Morrowind, while games like NWN2 and BG2 are extremely good but after a certain amount of playthroughs there just isn't anything new to experince. Modding solves that!
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