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ive messed around alot with this mods but i still havent been able to figure out how to make a custom trait of my own without editing an existing one and thus taking its place
Hi Smoker, thanks for the mod.
Just wanted to check whether I actually need all 3 Base/Fat/Thin.json files? I made a script that generates all 243 instances in one file so would it work if everything is just in one humanBase.json? Also I noticed that it's humanBase.001 and everything else is humanBaseTown.XXX, is there any reason for this?
@Sparky: Try to remove it and download again.
@Fei: You can add traits manually with dev mode when you are inside a campaign, I don't know if you can remove dev mode middle campaign thou.. (as long as you don't care of the extra info ev should be fine)
Cheers
also this whole time I was trying to make a dark elf, just thought it was kinda funny that you suggested it XD.
My bad, I should have said that.
Any help would be appreciated, cheers.
In the game there is just one human humanBase.001, you can create elfBase.001 and work from there, it will be easier (you can make it compatible with this mod later if you like, make sure you have this mod inactive while you are testing or the elf will be lost between the 200 humans X)
humanBase.001 its in Wildermyth/assets/data/history/humanBase.
-Change smoker for your name so all entries will look like this kyleBagelAttributeshumanBase.002 etc.
-Change "human" for "elf" for example in all files and thats it. It should be very easy if you have a text processor that allows you open files in a project.
-Now you only have to create "elf" aspect, take "human" aspect as example in Wildermyth/assets/data/aspect/humans. Apply layers (images) in the new aspect, add effects (skills passive or active, defenses etc) and the initial stats of the race.
That should be it.
Could you point me to a guide for modding aspects? I tried looking it up on my own but the modding guide section on aspects seems to just be telling you what aspects are, rather than a guide on how to mod it.
Maybe i'm missing something but any help would be appreciated, cheers.
Thanks again for the mods!
Yu can change the stats every attribute gives and the names very easily though..
So basically, in this reality my mother in law rocks?
If this is done in a more elegant way throw weights and random rolls, this would be very easy, but i couldn't figure out how to do it, so i used the manual way.
Yes you can add any visual you want to new created characters, maimed limbs, eye patches etc.. What i'm not able to do yet is setting the size and face of the chars automatically, but it should be possible, not a big deal anyway.
An update of this mod will add human races, one of them begining with tattoed faces.
Is there a numerical limit to how many attributes can be added.
Could the number be upped to twenty or thirty to create a more varied pool of characters?
Is there a way to link the art assets to the character attributes at the creation process. Say, have a starting character already missing a limb.