Ability to Mod Races
Arndas
Member Posts: 42
First off, I would like to say that I greatly appreciate the ability to mod more things than in previous versions.
The ability to add selectable, functioning new races (and subraces) to character generation has been largely impossible since the game's release in 1998. Will there be any changes (or at least attempts to change) to this in future updates?
For those who don't know, the game has been unwelcoming to any additions to the base seven races. The game will not display new additions, and if it does, the new races are seriously bugged, rendering them unusable. There have been attempted workarounds in the past, but they don't add functioning races during character generation. Recently (either through SoD or perhaps before), the entry "Tiefling" works as a selectable, usable race. There is still a problem though. It is only a new race in name. In all other regards, it is the "elf" race. Same bonuses to attributes, bonuses to sword+bow, same sprite. The only difference is that the name shows up as "tiefling." From what I know, there is no way to change that, even if you edit the "correct" files.
I think "goblin" and "aasimar" are selectable as well, but they just function as humans. So going back to the main question, will there be a way to add new races that are independent of the base seven and perhaps be able to add subraces?
The ability to add selectable, functioning new races (and subraces) to character generation has been largely impossible since the game's release in 1998. Will there be any changes (or at least attempts to change) to this in future updates?
For those who don't know, the game has been unwelcoming to any additions to the base seven races. The game will not display new additions, and if it does, the new races are seriously bugged, rendering them unusable. There have been attempted workarounds in the past, but they don't add functioning races during character generation. Recently (either through SoD or perhaps before), the entry "Tiefling" works as a selectable, usable race. There is still a problem though. It is only a new race in name. In all other regards, it is the "elf" race. Same bonuses to attributes, bonuses to sword+bow, same sprite. The only difference is that the name shows up as "tiefling." From what I know, there is no way to change that, even if you edit the "correct" files.
I think "goblin" and "aasimar" are selectable as well, but they just function as humans. So going back to the main question, will there be a way to add new races that are independent of the base seven and perhaps be able to add subraces?
1
Comments
The Tiefling most likely got the basic functionality to facilitate Haer'Dalis as an NPC, which was then expanded upon by scripting him instead of race hard coding. I do know that many race functionality could be added or modified through EEKeeper, but that might be a hassle.
Likewise, every character that recognizes you in-dialogue as an elf, dwarf, etc. would recognize you as Tiefling, since that works by a relatively simple readout. The problem is that there are no truly unique interactions for Tieflings, since the main game's dialogue didn't account for them. You'd have to mod the dailogue and add things like RACE_TIEFLING or something.
I never found the sprite a problem actually. IMHO they aren't detailed enough to account for the slight facial oddities of the planetouched. Remember, these are 2e/3e Tieflings, not the abominations from 4e.
Subraces like duergar, gray elves, wood elves, deep gnomes and so on all have their own attribute modifiers and combat bonuses. Having them be the same as their base seven kind of defeats the point.
I don't know if that mod is EE compatible. That ought to be determined. Why spend time making a mod if the work is already done?
That is what FinnJOs mod used to do in the Tutu era. For instance the +2 strength modifier for Arctic Dwarves didn't change the basic stat but added 2 to strength as a modification. Doing it that way had both positive and negative aspects. [There's no way that you can please everyone. You just have to make a decision and stick with it]
Clearly I can't share my modified version of someone else's mod, but if anyone is interested in releasing a new subrace mod, it's a project id be interested in. The first thing I'd ask is a list of widely accepted races, along with what modifiers to give them. I like FinnJo's race selection which basically has your first race from character creation deciding your subrace. My only changes to that so far have been goblin, kobold, half goblin, half kobold, gnoll, half gnoll, wild dwarf, half dwarf.
There and positives and negatives to using a spell and/or item... I use both because I like "instant permanent while equipped" - find it more reliable than just a one time spell for things like reducing xp throughout the game. There are quite a few npcs which have their own race, so really with a NI and EEKeeper, it's fairly easy to make an item, change animation and change character record... Probably why we don't have a more recent mod.
I recently tried making a goblin but was not successful. Getting the rolls right was what I was having problems with.
I am also interested in Asimaaar.
However I am currently about to enter the Nashkel Mines, so it could be a while before I start a new run, one never knows.
Not visible