Modding in 2019

Sad how overall enthusiasm has gotten quite low regarding modding. That said - my issue is for the most part, that things are still moving around…

With code still getting changed and the current state of the .xml and other files (e.g. naming conventions) working on bigger things is kinda pointless if i have to redo everything once i have time to look at it. If you look at how the game has changed since beta & launch i say doing anything before 2.0 feels wasted (I mean going for the low hanging fruit of changing perks, stats and textures isnt too appealing for me).

Also … most fun things like a portable fireplace / campfire mod, adjusting the buildings in pribislavitz or even overhauling the alchemy system seems quite challenging with how things are set up atm. While i truely hope for an editor and code documentation i’ll remain sceptical that this is what we’ll get.

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I am trying to learn how to make mods that edit or add new perks and items to the game. Everything has an id. Example is item_id=“12f62ab4-1b4e-4c76-8293-73bbb227b027”

Lets say I am adding a new bow perk. I have seen a lot of mods that add perks. It will need a new id. Where do these come from? Do I just make up a string of variables and hope it doesn’t clash with any existing? This part is very mysterious to me.

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well yes, as far as i could see at a glance there is a pseudo-naming convention (size & composition of the ids, although it should not matter too much) that you could follow (quick research: most mods keep the format)

[the file you mainly want to look at for an overview is (in ‘\Libs\Tables\rpg’) “perk_buff”]

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for english speakers the vid is no help for the point

The video is the source, I wrote what he speaks about. You don’t neee translation.

When will the official Mod-Tool be released?

when it’s done

Okay, but I just wonder because they announced it some long time ago and now it’s quiet. And nobody knows whether there will be more patches.