Warcraft 3 faction mods3/17/2024 ![]() ![]() ![]() After that is finished you play undead Arthas in the second act. In the first act of Warcraft 3 you play human Arthas. which requires an external executable I guess it's hardcoded? Is there a technical reason (level/lod/etc streaming or too much code changes required) or is it a game play and/or artistical choice?ġ3) Can we create a skill that creates an item if the monster is killed by the skill?ġ4) Can you make it so that character creation is skipped or locked, so the player is forced to play a character that the mod creator made? Basically a Origin character which you can't change.ġ5) Can we make two stories which are "connected" together? Take Warcraft 3 as an example. ) and then make it so that we see the picture in the game?ġ1) If I don't want to mod the main story, but instead want to make a standalone mod do I have to reimplement basic systems like in D:OS 1?ġ2) Can we change the zoomfactor of the camera or is that hardcoded? Since there is a mod. txt files?What about abilities which have a cap at 10/20 points? Can we change the cap?ĩ) Can we assign a dialog to an item which ask's if the player wants to activate it (yes and no options), and if yes will be teleportet to a completly new level/map or another location on the current map?ġ0) For puzzles, can we make a dialog which ask into which slot a picture that the char has in the inventory should be put (top left, top center, top right, middle left. Can we change that to whatever we like with the editor or by using Norbytes unpacker and then changing. or if you have multiple maps: a lizard would start on let's say a swamp like map and a dward in some dwarf mine like map.Ħ) Unlike talents, can we make our own civil or combat abilities?ħ) I read that we can't create our own skills schools? Is that true? If so, could this be opened up like the audio import will hopefully in the future? Or would that require too much changes in the core of the engine? (probably more a question Attributes have a hardcap at 40 (you can invest at most 30 points unless you are a Lone Wolf) if I remember correctly. if you only have a single map: a lizard would start in lizard village, and a dwarf in dwarf village. Can we change the way source is obtained?ĥ) Can we implement different starting locations based on the race the player choose when starting the game? Is there another way to implement passive skills? In another thread I read that this could be accomplished with tags? How would that work, can we apply new tags through scripting while the game is running, and then, if a specific tag is set on a character for example increase the range of fire spells a bit?Ĥ) Source is obtained by consuming souls or by stepping into source pools. can we make skill's only learnable if you are part of the faction? I guess we could achieve this by selling skillbooks only to members of the faction?ģ) From what I've read talents are hardcoded. ![]() If you enter one of them, of the other two factions one will be hostile towards you (maybe attacking on sight or whatever) and the other neutral? If it makes it easier to answer the questions please assume a standalone adventure instead of modifying the main story or vice versa.ġ) Is there a level limit for the (playable) characters? If so, is it hardcoded or can we change it? sorry) questions regarding what is possible. Which is why I would like to ask some (actually quite a few. Having only started to play DOS1 recently (still in Cyseal) even though I purchased it long ago (and not player the second one yet) I'm not really familiar with what is possible in the editor. so I'm really looking forward to get my hands on the Divinity Engine 2 (also on the game of course). Nothing worth uploading, but the time I spent in the editors of the games vastly outstrips the time playing the story etc. ![]() In the past I made small mods for Morrowind, NWN1, Gothic, Warcraft 3 and others. ![]()
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