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Found 17 results

  1. Been playing a bit of Geneforge 4 because i tend to enjoy it a little more the Geneforge 5. I made two mods which replace the pryo roamer with a guardian roamer while the other one gives you access to all creations. Geneforge 4 Mods any feedback would be nice, unless you all don't play it anymore xD
  2. This is the Fairy mod, a fan-created mod for Queen’s Wish The Conquerer, a game by Spiderweb Software. Mod created by ZorroDragonslayer. The purpose is for extra entertainment as an add-on for the game. This is a beta test package. Send me a PM through the Spiderweb Software forum for the download link if you want to beta test, and let me also know which platform you are playing on and which game version. Also if you have questions, bug reports or suggestions. These will be adjusted for or used in the final notes and description when completed. Thanks in advance for your input.
  3. The Warrior and Guardians mod: I made this mod is for Warriors and Guardians and incorporates elements of the "Artifact Batons" mod by Gameman as well as a completely new zone. Gameman and myself have tested the whole thing and theKian has kindly betatested parts of it. After certain Rebel missions you can request to be made Captain of the Rebellion and be given a base to command. For Shaper-minded individuals, you'll be given the chance to betray the Rebellion if you so choose. This mod is designed only for Guardians and Warriors! Using a different class would be pr
  4. WARNING: This thread contains information about modifying your game files. If you modify your game, it may change in ways you don't expect or want. These modifications are not designed or supported by Spiderweb Software. Use at your own risk. I've tweaked text descriptions, item definitions, and creature colors that stood out as odd and potentially irritating. These edits don't touch combat balance or otherwise impact gameplay. Obviously, this mod is unsupported by Jeff and co. Use at your own risk, (especially for non-PC platforms because I have no way to test whether this runs properly o
  5. Welcome to the Arena modification for Geneforge 5. As the name of the mod implies, this is a mod where you pit your character against an assortment of enemies. The Arena mod, while fun, is not a full gameplay mod. There are no quests, there are no deep NPCs etc. It started as an effort to test the various changes I make as I work on the "Total Conversion Mod". However, new battle scripts and changes in items and creations give this mod an air of freshness. The premise of this mod, is that your character is in a dream. It requires you to start a new game. You start
  6. Hello, I am from an Argentinian educative project. We have been meaning to do educational RPGs for teens, teaching them social and ethical values and skills. We are a new branch of a long-standing foundation (see about it on web1x1.org , although it is a very outdated page, and only available on Spanish) We know of other Vogel games with community-made map editors, which have not been rebuked by the creator, such as the Geneforge 5 zone editor. However, it is our feel that Geneforge has a more "gamey" approach, and more outdated graphics, and that an avadon-like game is much better
  7. Dear all, this thread would serve to talk about my grandiose plan to make a total conversion mod for Geneforge 5. The mod will take place in a big island, 4-5 years after the Rebellion started and every zone will be new. The Kian's Modding Suite tool in combination with my own tools (made in matlab) make the design of completely new zones easy enough for me to take this undertaking. The task is anything but simple. Anyone that has followed my modding work would realize that if mods expanding on the existing content of GF5 took me close to a year each, this one will take longer
  8. Based on the wonderful work for Avadon 1 and Avadon 2 by Jerakeen here on the forum, I spent about 7 hours today making a version workable in Avadon 3. The editor pops up when you click on the sign next to the trapdoor to the Holding Cells in Camp Nightshade. I couldn't figure out how to make most of the skill ups work, but I got the raising stats, and god party working, and added a few more categories of items to the item editor part of the mod. With this, what you can do is: Add Items: Lockpicks Potions Crystals Wands Scrolls Light Cake Money 500 1000 10000 15000 M
  9. After a lot of work, I can finally present to all you Geneforge fans a new modification for GF5. The mod expands the content of GF5 without altering existing quests\endings\content by adding a new, large, quest chain for Shapers \ Lifecrafters (only for those). It adds choices, it doesn't remove any existing ones. The content is combat-light... unless you decide otherwise. The only assumption this mod makes aside of the game is...the identity of the amnesiac protagonist, that he discovers bit by bit. As such the quest chain can be completely ignored without any eff
  10. Greetings, my fine fellows. Today I have a glorious modification to Geneforge 4 for you all, one that shall make using characters of any class far more enjoyable/doable. The Geneforge 4 Artifact Weapons mod! This mod adds a total of 16 brand new, powerful craftable(ish) weapons. You will obtain two of the basic weapons from this mod (perfected baton, supercharged wand) as a guaranteed result from certain quests: the former from completing the Shaila quest (received from Greta), and the latter from the caravan quest (either from Pirik if you helped it, or from Alwan if you dest
  11. I decided to start this thread to share scripting advice with similar minded people so that we don't have to reinvent the wheel every time. Using "exhaustive search" technique and this trick: In a dialog script (signposts are nice), put this temporary script (Remember to remove it after testing!): code = num=10; // It can be whatever number you want from the creatures in the zone // you can see the numbers if you use the editor. add_char_to_party(num); temp=1; while (temp<3005) { if (char_in_party(temp) > 0) { change_coins(temp); } temp=temp+1
  12. This very basic mod increases the melee damage done by weapons and creations for GF3-5. The mod doesn't affect the damage done by status effects. I.e. a Rotgroth's acid will deal the same damage, while the punch itself will deal 40% more damage. The mod is not compatible with mods that change the gfobjsmisc.txt like artifact baton mod. To install: GF3: Go to Geneforge3 > Data > Scripts folder and overwrite the gf3objsmisc.txt file. GF4: Go to Geneforge4 > Data > Scripts folder and overwrite the gf4objsmisc.txt file. GF5: Go to Geneforge5 > Data > Scri
  13. Link to download: Ava3 Bovine mod The Read Me file: The Secret Bovine Society is a mod for "Avadon 3 - The Warborn" by Spiderweb Software © 2016. Mods are not supported by Spiderweb Software. As it was for Avadon 2, this mod was created for my own use to increase the entertainment level of the game AFTER I did several complete playthroughs. However this is not a small mod like it was in Av2. FYI: The game engine was not modified so the mechanics are the same. After reading Jeff's blogs on game creation, very inspirational I might add, I was energized to expand on this mod
  14. Dear all, I would like to request some help. My Warrior\Guardian mod (+Gamerman's artifacts mod) is going well enough meaning that I have to just add a couple of things more, alpha-test it, find someone to beta-test it and release. It is much more ambitious than the Shaper\Lifecrafter mod and I have improved a lot in scripting and editing the files. Which brings me to the next project which I would require some help at: I plan a total conversion mod within the world of Geneforge. Probably taking place between GF3 and 4 but using GF5 engine. What does this mean? It means I will dele
  15. Hello Geneforge fans! It is with great pleasure that I present to everyone my first mod for GF5. This mod implements new items into the game, namely, Artifact Batons. These highly modified thorn batons are designed around the idea of implementing artifact weapons into the game alongside the artifact armors that players can get over the course of the game. These batons function like regular batons, but with a few cool twists: - No reloading needed. These batons come with infinite ammo, meaning that players won't have to worry about running out of thorns mid-battle. - Powerful custom attac
  16. Before playing A2:CS, I'm giving the original a shot. I like it a lot but I was a bit annoyed by some old graphics, so I changed some. Many new graphics come from A2:CS, mostly recoloured and modified to fit the original ones. Mainly: - Interface (a bit cleaner and smoother), Avernum 2 logo on top redone - Intro & main menu screens, plus chapters - Some floor tiles (lava & some paved floors) - Trees and mushrooms - A green table A warning: use only if you don't run A2 in 256 colours, or it may look weird Downloads (extract in your A2 folder and overwrite, make a backup
  17. This is a little ridiculous; but I would like to know if it is possible. Playing through Avernum; I was wondering if it would be possible to name your summons? Not change their sprites, race or class, just their name. Such as "Mage Summons Bob the Crawler." "Bob the Crawler Attacks Emporer Hawthorne (25%)" "Emperor Hawthorne takes 2 points of physical damage(100 blocked.)" A few friends of mine were playing with the idea and wondering if it could be done.
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