Gedonia

Gedonia

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f1rst_dr@g0n 30 Nov, 2022 @ 10:33am
Conditional logic for objects/npcs would be a game changer for modding
For instance:

Spawning an npc based on a trigger such as a quest objective or a dialogue (so that you can't kill the npc before you get the quest)

Spawning a placeable object based on a trigger (complete a dialogue asking an npc to build a house, and then the house is spawned)

Despawn and/or spawn placeable objects based on interaction (place a small plant on the map, tie an interact effect to it, interact with it to "water" it, despawn it and spawn a tree)

After a dialogue option, despawn the npc and spawn it elsewhere, or move it

Destroying a quest item after quest completion

Changing the target of a dungeon entrance based on completion of objectives

Also, Take triggers for quests or objectives being the completion of other quests or objectives

With the above I could do things like create a deed item which spawns a quest chain to build up a town by convincing npcs throughout the world to move there and build, have a cave entrance that leads to a cave filled with enemies that could be changed to lead to a cave with miners after a quest completes, replace ruins with new buildings, etc.

The things I could do with that...
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Showing 1-2 of 2 comments
KolincaRN 2 30 Nov, 2022 @ 12:41pm 
Agree with you, a more complex and in-depth modding system would open so many possibilities and really allow us to make amazing mods.
Oleg Kazakov  [developer] 2 Dec, 2022 @ 1:27am 
It's all possible in the future, just needs time to be implemented
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