Modding Planescape?
Dark_Ansem
Member Posts: 992
What can the community expect from the modding of this game?
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Comments
That's good news!
Again, without going into detail, will it be, in any way, easier to mod?
It's April 11th.
Uninstalling mods on iOS is also not very straightforward. Think very, very, very, carefully if you're considering the Easter Egg Morte mod that is offered for download. You might just get permanently stuck with that nightmare creature in your party if you don't know what you're getting into.
Looking at the iesdp, I see one, #211, called "Spell Effect: Induce Hiccups". Any idea what that is? There is no description.
Also, one that looks really interesting: #186 (0x186) Set Status Effect(s)
There is a description, but I'm just not sure exactly what it means. It looks really interesting, though. Really interesting.
Also, I take it that wisxpbon.2da will allow xp bonuses for high wisdom(?)
Any other interesting 2da's?
I have to get the game, of course, but it's not worth it to me until nearinfinity is updated, so now i just have to wait and wonder...
- The cutsceneized projectiles are all hardcoded and cannot be changed except for modifying the .bam files.
- Many of the spells use hardcoded projectiles just like the original PS:T. You might be wondering why some spells such as "Strength" or "Power of One" do not have any non-graphical effects in their extended headers. That's because the projectile calculates durations and stat changes just like the original game. Many other projectiles calculate level-based duration (i.e. Tasha's Unbearable Derisive Laughter) where it appears information is missing in the extended header compared to BG(2)(EE). The code has been simply ported over from the original PS:T.
- While timing mode duration uses seconds (just like the other IE games), the timing mode delay and delayed-duration uses ticks which allow you to fine-tune when graphics/sound effects play.
- PS:T has its own series of "play 3d effect" opcodes that permit a lot of variation that do not look for .vvcs, just like the original PS:T (i.e. tint .bam, fade out speed, etc.). Vvcs are not used at all in PS:T:EE.
Black Isle chose to hardcode the spells in order to make them more unique and varied. We had no choice but to retain their approach. Externalizing the spell functionality would have meant rebuilding the engine from scratch which, among other things, would have made it incompatible with existing modding tools.
In the stream Mark Ramsden (the PST:EE QA Lead) and Scott Brooks (the Lead Programmer) talk about the Planescape Torment spells in a bit more detail. For example, Mark points out how the travel arc of the Chromatic Orb spell is based on TNOs strength score. There are many more instances of spell behavior similar to that, which are completely unique to PST.
I haven't really tested the new opcodes yet, so I don't know if they have been expanded compared to original PST. Yes. This table defines a simple relation between WIS value and XP bonus (in percent). There are some, but nothing really outstanding. For example, MAPNAME.2DA defines area names which are displayed whenever you enter a new area. Or NOCHARGE.2DA, which has probably something to do witch charged items.