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How would you recommend starting an item mod?

shevy123456shevy123456 Member Posts: 296
In my last some attempts to install almost 80 different mods, I keep on having some issues with, I believe, a few item mods. I also don't know whether they do something orthogonal, so I realised I may have to start a new item mod altogether. I actually plan to autogenerate all Strings (texts) programmatically, so I may have to write/create a layer of indirection between whatever the Infinity engines use (and, ideally, in the long run I'd love to avoid weidu altogether, but this may be a very long distant goal, so for the thread here, I want to focus on "minimal things" aka a simple item mod with ... a grand total of one item. Just to test things.)

I also plan to, at some later point, not only have items, but also a NPC + shop (a bit similar to argent77's wondrous shop merchant) and perhaps a few small quests (fedex-quests mostly, perhaps also one or two in regards to NPCs).

Anyway. As I want to start in a simple way, could one or two of you recommend from which mod I may be able to learn how to add one (or more) simple items? How to eventually extend it; and, most importantly, if there is documentation or ideally even a tutorial for that? I found some helpful resources at the gibberlings mod, but not really a tutorial anywhere. I plan to focus on this in 2025, but reallife issues have higher priority so I don't know how quickly I can progress. (Strings aka descriptions/text are no issue; I'll have a lot of item descriptions unrelated to Beamdog, e. g. from our old pen and paper RPG group and the game world we created when we were younger, so a lot is already available via descriptions as-is; I just don't fully understand how things work internally in regards to BG2/Infinity.)
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