Difference between revisions of "Modding..."
Line 12: | Line 12: | ||
<br /> | <br /> | ||
+ | [[File:DOS2Logo_Icon.png|32px]] <big><b>[[Modding: The main campaign | The Main Campaign]]</b></big> | ||
+ | <br /><br /> | ||
[[File:LarianLogo_Icon.png|32px]] <big><b>[[Modding: Resources | Resources]]</b></big> | [[File:LarianLogo_Icon.png|32px]] <big><b>[[Modding: Resources | Resources]]</b></big> | ||
<br /><br /> | <br /><br /> |
Revision as of 09:48, 22 September 2017
Modding refers to modifying existing items.
These pages will show how to make modifications possible for a certain game element (items, stats, ...)
To get more knowledge about the actual objects themselves, we refer to the My first... guides and the Technical documentation.
In general, modding is done by making a copy of the object to edit and placing that copy at the corresponding spot in your mod.
When for example modding a resource that's originally in "Data/Public/{NotYourMod}/Engine/{SomePath}", you have to copy the same file to "Data/Public/{YourMod}/Engine/{SameOrDifferentPath}".
Luckily, the toolset does this for you with the click of a button! And this button is or "right-click > Open for Edit".
Below we'll detail specific cases with extra functionality or a different workflow for modding.
The Main Campaign
Resources
Root templates
Local objects (objects in a level)
Character creation classes (Coming Soon) [Save same filename in your mod]
Character creation origins (Coming Soon) [Save same filename in your mod]
Dialogs
Materials (Coming Soon) [Save same filename in your mod]
Effects (Coming Soon) [Save same filename in your mod]