Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Game News Sawyer discusses release plans for Pillars of Eternity with Eurogamer

Scruffy

Ex-janitor
Patron
Joined
May 16, 2008
Messages
18,150
Codex 2012 Torment: Tides of Numenera Codex USB, 2014
Mods usually don't even try to include new maps even if 'technically possible'

That is, unless some other person already did the work. And they can get away with using it without takedown notices. Which they haven't for this style even if it is unity.

so when they said "mods like for nwn and NV", they actually meant NOT like nwn
ah shit

edit
found it

"From Neverwinter Nights 2 to Fallout: New Vegas, we've enjoyed supporting the mod community, and we are continuing that with Project Eternity. It is awesome to see how you extend the worlds we make.

To make getting mods easy, we are excited to announce that our friends at the Nexus will be the official spot to download Project Eternity mods once the game is released. They have been a great host for mods for our past games, and we want to continue the trend with the Project Eternity Nexus. Check out the Nexus Network at www.nexusmods.com.

Our plan is to release our file-format information and expose as much of the data in the game as possible for you to extend and edit. We traditionally do not "hard-code" numbers so that our designers, and you, have the power to easily change and iterate on RPG data. We also plan on releasing localization tools to let communities around the world create localized versions for languages we are not translating Project Eternity into.

As we get more familiar with Unity during production, we will be extending Project Eternity even more for mod makers. Look forward to announcements in the months ahead as we make further progress and can provide you with more information about tools and mod support
."
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
It's going to be exactly the same situation as BG1 at the start without WEIDU to combine mods. That is megamods, megamods everywhere and nary a one will have new maps because they haven't got fileformat and style compatible maps to steal from other games (just consider how many big BG2 mods rip off maps from icewind dale).
Forget about new campaigns not reusing maps, it looks like you have been 'nostalgiazed'.

Moreover i suspect that a WEIDU equivalent will be harder to write, maybe impossible since the scripting language has much more syntax and semantics - just consider that a weidu (a tool actually patch code without knowing what code exactly is there) for bloodlines or ToEE was never written. No accident because python although a very popular language that strives to only have one way to do things, is also very complex to parse, and has the ability to call subfunctions and no definite execution sequence. Therefore it's impossible to know that your code will actually run if placed anywhere on the script file. Therefore, agnostic code patching will never work, because of for example, early returns on the code above you which you don't know about when patching.

A try{ original obsidian code } finally {mods code functions in order} construct could maybe work if there is no eventqueue trickery going on, and obsidian added it to the programming language which i doubt
 
Last edited:

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
I'm sure an enthusiastic romance modding community will form around the game.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,421
Location
The Crystal Mist Mountains
If the developers want to offer a platform for end-users to create their own adventures and stories, a separate project is needed distinct from Pillars of Eternity (the game); a construction kit with that expressed purpose. It should not just be "modding capability" tacked on. They need to fashion a toolset, which is an entity of its own, including development of art assets, map-making functions, plug-ins, wizards, etc. And not attached to any attempt at a robust official campaign. A small technical demo would suffice. But module making tools would be an entirely new product for them to pitch.

Learn from FRUA, not NWN.
 

Johannes

Arcane
Joined
Nov 20, 2010
Messages
10,669
Location
casting coach
If the developers want to offer a platform for end-users to create their own adventures and stories, a separate project is needed distinct from Pillars of Eternity (the game); a construction kit with that expressed purpose. It should not just be "modding capability" tacked on. They need to fashion a toolset, which is an entity of its own, including development of art assets, map-making functions, plug-ins, wizards, etc. And not attached to any attempt at a robust official campaign. A small technical demo would suffice. But module making tools would be an entirely new product for them to pitch.

Learn from FRUA, not NWN.
Making quality maps will never be simple, regardless of the tools.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,421
Location
The Crystal Mist Mountains
True, but what may happen if given tools powerful enough, is that you will have a select group of artists... Pre-fab Nazis they were lovingly called in the NWN2 community, who will produce maps and no other content. They will then post their work for other builders to use freely, with proper credit of course. But I think Obsidian has to provide dedicated resources for those people who just want to specialize in mapmaking.
 

Arkeus

Arcane
Joined
Oct 9, 2012
Messages
1,406
Infinitron/someone should make a thread over at the Obsidian forums about this.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
If the developers want to offer a platform for end-users to create their own adventures and stories, a separate project is needed distinct from Pillars of Eternity (the game); a construction kit with that expressed purpose. It should not just be "modding capability" tacked on. They need to fashion a toolset, which is an entity of its own, including development of art assets, map-making functions, plug-ins, wizards, etc. And not attached to any attempt at a robust official campaign. A small technical demo would suffice. But module making tools would be an entirely new product for them to pitch.

Learn from FRUA, not NWN.
I prefer modular modding rather than total modification. But yes, that would be beneficial too and can even support modularity on a simple form if done right and the game supports it (the TES toolset for instance).
Code support for modular additions/hooks to normal game functions is pretty essential for more complicated mods i feel though. So a pretty GUI is not most of it.
 

Apexeon

Arcane
Joined
Nov 10, 2012
Messages
864
PE is going to have a similar problem with modding that the original IE games had. The art is really hard to produce and modders will never be able to make it look ok.

Unless you have a tilebased system like SRR or 3D object placement system like NWN, it's just too hard to make maps.

Agree its brutal hard.

But I should have about 200+ to play with at the end of this year.
They won't look super pro but they are usable.
 

Apexeon

Arcane
Joined
Nov 10, 2012
Messages
864
PE is going to have a similar problem with modding that the original IE games had. The art is really hard to produce and modders will never be able to make it look ok.

Unless you have a tilebased system like SRR or 3D object placement system like NWN, it's just too hard to make maps.

Would this level be good enough for modders?
Certain maps are easy for me to produce. A set of 6-10 dungeons like the one below can be completed
very quickly. A set can become a solid base for the modders to work with (work in a story line, turn based combat :) ).

I plan to release some tutorials in the future for map making.

0001-25-Faran-1-M.jpg
 
Last edited:

Rivmusique

Arcane
Patron
Joined
Mar 14, 2011
Messages
3,489
Location
Kangarooland
Divinity: Original Sin Project: Eternity Pillars of Eternity 2: Deadfire
Isn't Divinity: Original Sin meant to be the modding/toolset paradise?
Is it? I don't remember reading anything other than content creation but I haven't been paying a lot of attention.
I remember a video where they talked about it, they 'effortlessly' recreated The Butcher bit of Diablo I think? I would find it, but I'm capped so the net is painfully slow. Fucking Australia.
 

Goegoff

Educated
Joined
Oct 21, 2013
Messages
71
Would this level be good enough for modders?
Certain maps are easy for me to produce. A set of 6-10 dungeons like the one below can be completed
very quickly. A set can become a solid base for the modders to work with (work in a story line, turn based combat :) ).

I plan to release some tutorials in the future for map making.

0001-25-Faran-1-M.jpg

It's nicer than BG:EE's new stuff, but for a PoE level You're still 4 renders short; You're missing the difuse, specular, normal and height render (Mr. Sawyer's GDC talk, page 12).
 

Apexeon

Arcane
Joined
Nov 10, 2012
Messages
864
Would this level be good enough for modders?
Certain maps are easy for me to produce. A set of 6-10 dungeons like the one below can be completed
very quickly. A set can become a solid base for the modders to work with (work in a story line, turn based combat :) ).

I plan to release some tutorials in the future for map making.

0001-25-Faran-1-M.jpg

It's nicer than BG:EE's new stuff, but for a PoE level You're still 4 renders short; You're missing the difuse, specular, normal and height render (Mr. Sawyer's GDC talk, page 12).

Working on my workflow. I produced that today in 3 hours while my kids were sleeping so I cut corners.
I can imagine if I went full time 10 hours a day but this above does not pay my bills.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom