Search found 25 matches

by CrEaToXx
Sat Jan 21, 2017 9:30 pm
Forum: Mod Creation
Topic: Access Editor from outside the game?
Replies: 3
Views: 4332

Re: Access Editor from outside the game?

AFAIK there is no way to start the editor from outside the main menue. In a quick test I could start more than one instances of the game - but I have absolutely no idea if you can run safely one mod in both instances. But why do you want to do this? The editor has a preview screen. You can see most...
by CrEaToXx
Sat Jan 21, 2017 9:03 pm
Forum: Mod Creation
Topic: Modding original game
Replies: 41
Views: 51722

Re: Modding original game

This line must be edited in <your_mod_name>.dungeon_editor at the root of your project: dungeonName "Legend of Grimrock 2" author "Almost Human" description "" dungeonFolder "assets/dungeons/grimrock2" Oh yeah. My bad, I misspelled the correct file to be edit...
by CrEaToXx
Sat Jan 21, 2017 9:00 pm
Forum: Mod Creation
Topic: Access Editor from outside the game?
Replies: 3
Views: 4332

Re: Access Editor from outside the game?

On top of that, would it be possible to somehow run two instances of the game?

Being forced to constantly exit editor, then go into the game for testing, then start up editor again to build the mod is extremely inconvenient as well... :!:
by CrEaToXx
Sat Jan 21, 2017 8:58 pm
Forum: Mod Creation
Topic: Setting accuracy/damage when explicit using a bow?
Replies: 5
Views: 5567

Re: Setting accuracy/damage when explicit using a bow?

Yes, working perfectly and clean. If by clean you mean there shouldn't be any errors in console/log file?

I was primarly interested in accuracy. I can life with no damage increase.

Thanks a lot...*thumbs up*
by CrEaToXx
Sat Jan 21, 2017 1:13 am
Forum: Mod Creation
Topic: Setting accuracy/damage when explicit using a bow?
Replies: 5
Views: 5567

Re: Setting accuracy/damage when explicit using a bow?

I give up for today. There'd be other workarounds, like creating a racial trait to boost dexterity, and therefore accuracy. But it seems you can not increase accuracy with a racial trait when equipping the short_bow or longbow rangedweaponcomponents. The stats in UI simply won't change. Again, I fee...
by CrEaToXx
Fri Jan 20, 2017 11:06 pm
Forum: Mod Creation
Topic: Setting accuracy/damage when explicit using a bow?
Replies: 5
Views: 5567

Re: Setting accuracy/damage when explicit using a bow?

Would this work? defineTrait{ name = "elf", uiName = "Elf", icon = 41, description = "As an elf you belong to the most elder of all races in the realms. You are very fast and nimble, and very capable with the bow. Most elfs are also naturally gifted users of magic.\n Strengt...
by CrEaToXx
Fri Jan 20, 2017 10:50 pm
Forum: Mod Creation
Topic: Setting accuracy/damage when explicit using a bow?
Replies: 5
Views: 5567

Setting accuracy/damage when explicit using a bow?

Good evening, in the traits.lua the closest thing to modifie weapon/damage/accuracy stats during character creation, is this... defineTrait{ name = "piercing_arrows", uiName = "Piercing Arrows", icon = 23, description = "Your Missile Weapon attacks ignore 20 points of enemy'...
by CrEaToXx
Thu Jan 19, 2017 11:50 pm
Forum: Mod Creation
Topic: Modding original game
Replies: 41
Views: 51722

Re: Modding original game

So, ok. I'm sorry again for the double post. But I think this needs better clarification if anyone moves over here again to figure how to modifie the base game. Here's exactly what I've done: 1. Build your custom dungeon in editor, then close the editor 2. With any Notepad tool (I recommend Notepad+...
by CrEaToXx
Thu Jan 19, 2017 11:23 pm
Forum: Mod Creation
Topic: Modding original game
Replies: 41
Views: 51722

Re: Modding original game

What do you mean you can't save the dungeon? Once you save it, you just have to switch back your dungeon path to the newly created dungeon.lua file. No one did new races for Isle of Nex because they were busy doing other things I guess... If you are going to mod Isle of Nex, I would suggest adding ...
by CrEaToXx
Thu Jan 19, 2017 11:15 pm
Forum: Mod Creation
Topic: Modding original game
Replies: 41
Views: 51722

Re: Modding original game

Yes those 2 are needed. To start, see the beginning of this thread, it tells how to set the dungeon path to get the maps in the editor. I've already done that. But I can't save the dungeon then. I feel like I'm missing something relevant. Can't you just "hook" into the base game somehow? ...