Moddability Questions

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Darkgamma

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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 :confused:

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 :confused:
    • 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?
I have some more questions :laugh: - but so far this will do. I understand that many of these questions might go unanswered or even not be answerable at all at this point in time (heh sorry bout that), but I'm otherwise quite curious. Cheers :)
 

Thure

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They already confirmed that classes and races are moddable and you can make own. You can also make own traits (level up traits) and mage. They already confirmed that the game is really moddable. Own worlds too, yes. It would be strange if the namelists aren't moddable (Norse names in an Aztec world?). The only problem with own classes and races would be the graphic...

[*]Are quests and dialogues moddable? If so, to what extent? Can we change dialogues based on traits, stats, previous actions, quest history, internal flags?

Confirmed. They said quests work similiar to events in CK2 (in terms of modability). With triggers etc.
 

Birken

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  • To what extent are races and classes moddable? Can we make our own races and classes? Define their maluses and bonuses?
    Yes. Add/remove/modify.
  • How moddable are the traits? Can we change their effects? Can we define our own? Increase and decrease the amount?
    All of it.
  • How moddable are world entities? Can we add, define and whatnot our own?
    Some basic functionality like troop recruitment that is tied to interfaces is more static. Most of it can by bypassed and exchanged with dialog if you want to alter the system completely though.
  • How moddable is the (predicted) stat system? Can we mod, redefine, add and remove stats?
    No. The combat mechanics can be tweaked, but not redesigned.
  • 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?
    Not sure what you're after, but all names are written to moddable scriptfiles.
  • What other character information is there?
    Read the DDs.
  • 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?
    There's a lot of control if needed, certain areas can be more heavily specified than others.
  • Are quests and dialogues moddable? If so, to what extent? Can we change dialogues based on traits, stats, previous actions, quest history, internal flags?
    Quests and dialogues are completely moddable. Yes to all of the above.
  • Are graphics moddable? Textures, 3D models? Are you still using that unopenable format or will the modding community get an open format :confused:
    This is something that we're still discussing. Textures are obviously moddable, but the model
  • What about the interface?
    Functionality only moddable to a small extent. Otherwise similar to all of our other games.
  • Are the worlds moddable? Can we add and remove worlds, define their characteristics, parameters, content pool etc. ?
    Fully moddable.
  • To what extent are items moddable? Can we define extra item types, slots etc. ?
    Yes.
  • Are abilities moddable? If yes, to what extent? Can we add and remove abilities, change their effects etc. ?
    There are some basic groups of functionality (ie attack abilities, spawn abilities...), but most of it is moddable and in scripts. Graphical states also moddable.
  • 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?
    Yes. Interaction effects are scripted as any other effect (similar to CK2 or EU4). If you need more complex interactions you can add dialogue to items, thus enabling all functionality in dialogue. You can certainly despawn items after use.
 

Darkgamma

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[Snipped Goodness]
Blessed be, that's fantastic news (and yeah I'll read the DDs, I'm pretty new around these parts so I didn't know much)

Edit: also, pretty please - use a more accessible 3D model format maybe, it will enable modders such as me to create wonderful new stuff :happy:
 

aruon

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Blessed be, that's fantastic news (and yeah I'll read the DDs, I'm pretty new around these parts so I didn't know much)

Edit: also, pretty please - use a more accessible 3D model format maybe, it will enable modders such as me to create wonderful new stuff :happy:

i expected as much:). glad to see a unique Clausewitz engine game is moddable as ever.

as for 3D models, on the HOI4 forums (way back on page 9 currently) podcat said this:
We wont have a model exporter for modders to use. Its however something we one day want to make possible because I want to see cool total conversion mods etc.

if 3D model modding becomes feasible i hope to god that multiple model input formats are compatible. like those used by garry's mod and source filmmaker.
 
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