So, hey there folks of the Runemaster subforum :happy:
I'm Darkgamma, otherwise more famous in CK2 circles than elsewhere, but I'm really keen on Runemaster. Basically, even in this early stage of development, the game is exquisite in both looks and function, as far as I could tell; I'm really hyped up for it!
Now, there's the other aspect of the thing. I understand it's a fantasy RPG with inspiration drawn from Norse mythology, yes, but it will not represent it accurately. And that's okay! Artistic liberties can give some truly fantastic stuff! Now, while I'd be delighted to play the game with the original fantasy world, there's a nagging, sore itch inside me to transform the game into an accurate (as far as accuracy is possible) portrayal of the actual Scandinavian world and mythos as seen by the old Norse themselves.
Since it's a Paradox title, I can safely assume that the game will be extensively moddable. What interests me is the exact planned extent of this moddability, so that I may know what the limits of the mod I'm planning to do are, or even whether I should attempt it at all
I'm wondering:

I'm Darkgamma, otherwise more famous in CK2 circles than elsewhere, but I'm really keen on Runemaster. Basically, even in this early stage of development, the game is exquisite in both looks and function, as far as I could tell; I'm really hyped up for it!
Now, there's the other aspect of the thing. I understand it's a fantasy RPG with inspiration drawn from Norse mythology, yes, but it will not represent it accurately. And that's okay! Artistic liberties can give some truly fantastic stuff! Now, while I'd be delighted to play the game with the original fantasy world, there's a nagging, sore itch inside me to transform the game into an accurate (as far as accuracy is possible) portrayal of the actual Scandinavian world and mythos as seen by the old Norse themselves.
Since it's a Paradox title, I can safely assume that the game will be extensively moddable. What interests me is the exact planned extent of this moddability, so that I may know what the limits of the mod I'm planning to do are, or even whether I should attempt it at all
I'm wondering:
- To what extent are races and classes moddable? Can we make our own races and classes? Define their maluses and bonuses?
- How moddable are the traits? Can we change their effects? Can we define our own? Increase and decrease the amount?
- How moddable are world entities? Can we add, define and whatnot our own?
- How moddable is the (predicted) stat system? Can we mod, redefine, add and remove stats?
- Are the namelists moddable? If yes, to what extent? Are there multiple namelists? What's their usage and how can we link those to entities?
- What other character information is there?
- How random is the world? Is it fully procedurally generated or can we define custom preset areas? Can we define the random content pool and placement?
- Are quests and dialogues moddable? If so, to what extent? Can we change dialogues based on traits, stats, previous actions, quest history, internal flags?
- Are graphics moddable? Textures, 3D models? Are you still using that unopenable format or will the modding community get an open format
- What about the interface?
- Are the worlds moddable? Can we add and remove worlds, define their characteristics, parameters, content pool etc. ?
- To what extent are items moddable? Can we define extra item types, slots etc. ?
- Are abilities moddable? If yes, to what extent? Can we add and remove abilities, change their effects etc. ?
- Can items in the world be interacted with? If yes, to what extent? Can we add custom interactions? Change internal flags, stats etc. with those interactions? Can we change, add or remove those items from the world?