[MOD REQUEST] Text Descriptions, DIALOG.TLK & modding
Boaster
Member Posts: 622
For those who may possibly want to mod the game, is there any way we could point to an external source for a text description?
The present way of modding, adding items, spells, and dialog works good and well. It's challenging, but works well enough. However, what about the possibility of referencing an external file for some descriptions for items, spells, et cetera, that modders would like to add to the game?
This could potentially allow for multiple mods to work in tandem, or quite possibly simplify the editing process.
Also, the possibility of overwriting modifications made to DIALOG.TLK would be all but eliminated.
Perhaps allow reference to an external DIALOG.TLK (possibly called "xDIALOG.tlk") in an override folder? Or allow each individual item and spell to have their own text files?
The way I would imagine this working would be something like:
HALBX10.txt (file name)
So there.
The present way of modding, adding items, spells, and dialog works good and well. It's challenging, but works well enough. However, what about the possibility of referencing an external file for some descriptions for items, spells, et cetera, that modders would like to add to the game?
This could potentially allow for multiple mods to work in tandem, or quite possibly simplify the editing process.
Also, the possibility of overwriting modifications made to DIALOG.TLK would be all but eliminated.
Perhaps allow reference to an external DIALOG.TLK (possibly called "xDIALOG.tlk") in an override folder? Or allow each individual item and spell to have their own text files?
The way I would imagine this working would be something like:
HALBX10.txt (file name)
NORMAL_ID="Halberd" (for unidentified)Thought this might be a suggestion worth putting forward. It could be helpful. Then again, this may already be possible? I'm not sure.
MAGIC_ID="Halberd +1: 'Torch'" (for identified)
DESCRIPTION="Halberd +1: 'Torch'
Like others of its type, this halberd consists of a cleaver-like axe blade mounted on a staff approximately six feet in length. It has also been bestowed with a small number of magical properties, however, thus making it more effective in combat. Its keen blade, for instance, will shear through your opponent's flesh to find the bone while its barbed tip will seek out gaps in their armor.
STATISTICS:
Grants wearer infravision up to 120 ft
33% chance: +1d3 Fire damage
66% chance: +1d3 Fire damage
Damage: 1D10 + 1 / 1D10 + 1
THACO: +1 bonus
Damage type: piercing / slashing
Weight: 14
Speed Factor: 8
Proficiency Type: Halberd
Type: 2-handed
Requires: 14 Strength
Not Usable By:
Druid
Cleric
Mage
Thief
Monk
Beast Master"
So there.
Post edited by Boaster on
4
Comments
Any thoughts on this suggestion?
Also, more of a clerical note than anything - two varying % chances for additional damage are not as interesting as one 50% chance for additional damage, with a save for half. Replace "33% for 1d3 fire, 66% for 1d3 fire" with "50% for 1d6 fire, save vs breath for half".
But...
33% 1d3 fire damage and 66% 1d3 fire damage could mean: no fire damage, 1d3 fire damage, or 2d3 fire damage.