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Joined: May 2015
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stranger
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That being said, since the editor is closer to a dev tool than a newbie friendly editor, it would probably work very well for a team based mod. When I worked with stuff like Warlords III it didn't matter that I'm not very at drawing and creating visual assets; I was working with pixels and I can make some passable assets that way. But with something like Divinity's complexity, it'd probably be good to have several people with different skill-sets. Sadly still looking for people to collaborate with (that wouldn't totally loose all hope due to my noob credentials).

Joined: Jan 2011
old hand
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Perhaps I missed it, but wasn't there supposed to be a series of movie tutorials for using as well? I think there was a couple and then nothing. Could be wrong, just sayin...

Joined: Apr 2013
addict
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I don't know that there was ever supposed to be tutorials, but they did release a few. Not sure if they plan to make any more or not.

Joined: Apr 2005
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There're a few files with docuentation about Osiris, about Dialogs, Quests, Creating Combat, but to be honest, most is so very new for me ... that it looks rather as a strange language I can not understand (yet) :hihi: ...


On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin,
it's a Fantastic Freaking Fabulous Funny ... it's my All Time Favorite One !
Joined: Jan 2015
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As partly stated already the basic modding possibilities where also quite slim.
Models are just one of the points here, but there are a lot of other core functions, where the problem wasn't just the "userfriendlyness".

I can only speak for myself but I also started modding, but gave up when finally only half the stuff I'd planned was possible at all.

And to attract people that can reverseengineer these kind of things other hights of popularity are needed.


Think for yourself! Or others will do it...
Joined: Jan 2014
enthusiast
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I might start up a 'mod' with the game engine once the Enhanced Edition comes out. By then I should be able to import my own assets/textures/etc. and create something worthwhile.

I backed the project with the hopes of a clearly documented editor/toolkit and even was going to set up my own mediawiki for everyone to use to create tutorials and such, but that effort was put aside when I lost my job (now I have a new job that pays twice as much for 1/4th the stress).

I'm sure we can get a good community going soon enough, but right now it's rather... an unforgiving environment.

Also! People love amateur toolsets, like NWN's Aurora toolset, it's easy and lets you do whatever you want without too much issues (aside from, say importing your own assets). Having maybe editor pre-sets or templates that we can use to start off is probably a good way to go.

Also, the dialogue and quest system HAS GOT to be better, when you were talking about implementing tuples to get a damn 'check apple' system to work, jeez, there HAS GOT to be a better way.

Joined: Sep 2011
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The instability is a major killer from my experience. Reminds me of the Neverwinter Nights 2 toolset.

I see no major problem with the steep learning curve. Chances are there will be gamers who are also professional programmers that can figure things out and just blog out the process for the rest. I've worked with research softwares that have undocumented capabilities which leaves the user figuring out things for themselves. IMO this is not a serious stumbling block.

If you have a dedicated fan-base that's dying to mod the thing they will even hack a game which wasn't even intended to be modded in the first place.

added:
I gather that Larian is a small studio (I don't know if they've expanded). They strike the right chord and it is even possible that a group of experienced modders could even outshine them in some areas/categories (cinematic, gameplay, balance, imported assets... who knows).


Last edited by J747L; 12/06/15 04:14 PM.
Joined: Aug 2013
enthusiast
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I think modding is very important for the ultimate success of any game (where would Skyrim be without it?), but I certainly do think it would make no sense at all for Larian to release a toolkit early on which their EE version (not to mention all of the other updates) would break...;)


I'm never wrong about anything, and so if you see an error in any of my posts you will know immediately that I did not write it...;)
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