Separate adventure mod?
Rocky2Hard
Member Posts: 7
Hi, quick question please...
If I invested time learning modding would it be possible to make a completely new adventure with new party members, unrelated to the main quest (kind of like a separate Never winter Nights Module)
In games like NWN and Dragon Age you have options to load other modules but I’m unsure here?
If I invested time learning modding would it be possible to make a completely new adventure with new party members, unrelated to the main quest (kind of like a separate Never winter Nights Module)
In games like NWN and Dragon Age you have options to load other modules but I’m unsure here?
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Cheers
I modded Red Alert 2 for about 2 years before hitting my total conversion for the game. It did well but it was only because I knew that game engine like the back of my hand and the team that I had handpicked were probably the best people I ever worked with in my entire life. And I work for multi-million dollar companies now . . .
So that said . . . do some modding - after a few months you'll know if its your thing. To this day the modding I've done for games might be the most enjoyable and proud moments of my entire life, I'd rank it higher than briefing generals, explaining advanced scientific concepts to the President of the United States, fighting in Afghanistan, and making $$$.
Nothing, I mean NOTHING; beats the creative thrill of designing, making, and completing stuff yourself.
Just my two cents.
The best mod for a beginner is a store mod. This type of mod will have you learn these basic steps related to modding in general.
Step 1 making a store clerk. This will teach you how to edit or create a creature (.CRE) file.
Step 2 making a dialog. You will learn how to make dialogs (.DLG) for your store clerk. A store clerk's dialog file is generally simple compared to advanced dialogs like romances for example.
Step 3 you will learn how to make or edit an item and/or spell (.ITM/.SPL). Your store has to have weapons, armors, spells or even potions right?
Step 4 you will learn how to make or edit a store (.STO) file. This file is where you will add your newly created weapons, armor, spells and other items.
Step 5 you will learn how to make or edit a script (.BCS) file. Well you need a way for your clerk to show up in the game world, adding him/her with an area script will do this.
Step 6 and lastly you will learn how to make a .TP2 file (Weidu installer) so you can install your mod into the game.
All of these steps deal with the meat of most mods you find out there. Your best friend are tutorials written by modders that you will find at all of the modding communities out there. And it doesn't hurt to take a look at the mods themselves to see how everything works.
*Edit, my bad, four total conversions that I know of. Two have been completed.