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Modding Patch Notes for v4.0.0.0033

patch-notes

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#1
BMac

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This is a list of changes from v3.1.1.0024 to v4.0.0.0033 that specifically affect modding the game. The patch notes for other changes to the game can be found here.
 
Modding Patch Notes for v4.0.0.0033

  • Enabling God Challenges no longer disables mods from loading.
     
  • The game will now show a useful error message when uploading a Steam Workshop item fails because the preview image is too large or the user is out of Steam Cloud space for the game.
     
  • Re-added the field UnlockableAbility.Note
     
  • (Breaking) renamed AttackForcedTarget.AnimalCompanionMaster to Summoner
  • Added CombatSettingsComponent.InvocationChantDelay
  • Added ConsumableComponent.RestType
  • Added GodChallengeComponent.DisablesNewGameBonuses, OverrideMovers, ShipRankModifier, PerRestResources, RestrictHealthRegeneration, OnlyPreparedMealsRest, ObfuscateNumbers
  • Added MoverComponent.RunSpeedChallengeOverride, WalkSpeedChallengeOverride
  • Added WeaponAttackAbilityComponent.ProjectileCount
  • Added RegionEnum.LAX01_Kazuwari, LAX02_TheDeadFloe, LAX03_TheBlackIsles
  • Added StatusEffectType.DisableNonSpellActiveAbilities
     
  • Added HasPlayerNamedFeature conditional
  • Added IsCharacterInCombat conditional
  • Added IsPreviousScene conditional
  • Added IsSoulbound conditional (recipes only)
     
  • Added AddWear script
  • Added ForgetTarget script

  • TT1, MaxQuest and Armakoir like this

#2
BMac

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These notes remain unchanged for v4.0.0.0033.


  • Grape_You_In_The_Mouth likes this

#3
peardox

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OK - a simple Q

 

As you're about to launch in Switch / XBox / PlayStation how will my friends and my own mods reach those platforms?

 

As we tend to publish on Nexus and usually use the Nexus only option

 

I discussed with my 30+ developer mates what we should do months ago

 

SOME Mod devs are extremely anti anything not Nexus

 

This is a problem

 

I suggested our own release site (really bad feedback over that one)

 

I can still set this up (wrote most of it) but SOME devs will NOT wanna join such a scheme

 

Many devs I know are anti-cash for a Mod (so will not release legally)

 

So - how do we fix this?



#4
house2fly

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I think mod support for a console game is not really on the cards. Even a big name like Bethesda couldn't get round to it for months after release and had to navigate a bunch of console manufacturer requirements- I don't see Nintendo, for one, allowing mods of any kind on their platform. And Bethesda's really the only publisher who's made that happen, off the top of my head anyway.

#5
Phenomenum

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Hello. What's the new "OverrideDescriptionStringTactical" parameter in statuseffects.gamebundle? It's crusial for me to know, becose my Russian translation fix contains about 150+ overrides. Should i write strings numbers in "OverrideDescriptionStringTactical" or leave it base -1 value?

 

Clarify, please.


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#6
Phenomenum

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Oookay. You had implemented a new parameter and provide no information about this or how to handle with this. Fine. Good job, Obsidian. Hooray :banghead:

 

P.S. Should i blame Microsoft? ;)


Edited by Phenomenum, 24 December 2018 - 03:17 AM.


#7
BMac

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OverrideDescriptionStringTactical doesn't do anything, which is why it isn't documented. You can ignore it for now, though it might help down the road if you set it to the same thing as OverrideDescriptionString.







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