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  #1  
Old January 10th, 2007, 01:24 PM
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Psientist Psientist is offline
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Default Re: Modder\'s Guide

When I was making mods for Wierd Worlds (same company), I could crack open the game application and look at all of the weapon / ship / planet / race definitions and graphics. Replacing them with revised (modded) graphics was then a snap, and it was easy to "borrow" an existing graphic or item for a modded one.

I've gone through the provided modder's guide for Doms3, and successfully made a couple of Pretender mods (I'll release them here eventually). However, it would be nice if there was a nice library -- or I was made aware of an existing library -- of graphics, monsters, items, etc. for modmaking. For example, the modders guide shows you how to use an existing sprite for a new monster - but you have to know the number of the sprite you want already.

Any clues on how we can find those?
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Old January 10th, 2007, 02:46 PM

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Default Re: Modder\'s Guide

The easiest way to view all monsters until edi finishes his exceldatabase is to use the allunitsview map, which should be somewhere here in the modding forum.
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Old January 10th, 2007, 03:01 PM
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Default Re: Modder\'s Guide

Browsing thru them all in one game lets you
A) capture the image if you want to create a new version
or
B) use the "I" button to see things like its numeric designator
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Old January 10th, 2007, 03:49 PM
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Default Re: Modder\'s Guide

Thanks!

While we're at it (aren't I demanding?), is there any way to give special (e.g. spell) attributes to monsters and items?

For example, certain deities summon allies over time, and lots of magic items duplicate effects of spells. But there doesn't appear to be a documented way to create a new pretender or item that has spell attributes of the Modder's choosing...
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Old January 14th, 2007, 12:53 PM
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Default Re: Modder\'s Guide

I guess the number of views but lack of responses to my last question means:

1) Such a thing isn't possible.
2) Such a thing may be possible, but nobody knows. Probably a hack.
3) It is possible, but undocumented, and kind of complex, so the development team isn't motivated to explain it.
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Old January 14th, 2007, 03:33 PM
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Default Re: Modder\'s Guide

I have no idea of the answer. I dont really do mods.
But have you seen yesterdays entry to the progress file?
Quote:

13th january
* Darkness did not work properly regarding demons.
* Modding: new commands: #domsummon, #domsummon2, #domsummon20.
* Modding: new commands: #summon1, #summon5, #makemonster1-5.
* Modding: #copy renamed to #copyspell in manual as well.

http://ulm.illwinter.com/dom3/dom3progress.html

Does that mean that Johan has fixed that for the next patch?
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  #7  
Old January 14th, 2007, 05:01 PM
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Default Re: Modder\'s Guide

Looks like that might cover some of the unique Pretender abilities I asked about (but not assigning spell attributes to monsters or items). I'll play with it when the 3.05 patch comes out.

Thanks for the heads-up...
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