Curious Artila Jarinex Posted August 19, 2019 Share Posted August 19, 2019 I was wondering if Jeff or anyone could say if the game will have potential modability? I know from the recent Avernum remakes you could play around with stats and graphics, but with the new engine I was just curious if the same can be done for Queens Wish. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma ZorroDragonslayer Posted September 14, 2019 Share Posted September 14, 2019 Yes. I modded after about an hour into the game. Nothing heavy yet but have modded quite a bit. Not making a Bovine Mod per se but have done some things. The methods are similar to previous games. Kudos to Jeff for that capability!! ❤️❤️❤️ Quote Link to comment Share on other sites More sharing options...
Kyshakk Koan ladyonthemoon Posted September 14, 2019 Share Posted September 14, 2019 3 hours ago, ZorroDragonslayer said: Yes. I modded after about an hour into the game. Nothing heavy yet but have modded quite a bit. Not making a Bovine Mod per se but have done some things. The methods are similar to previous games. Kudos to Jeff for that capability!! ❤️❤️❤️ How did you do that? Where did you get the editor? Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma ZorroDragonslayer Posted September 14, 2019 Share Posted September 14, 2019 Editing is primarily done with a text editor. Most of the game mechanics and the story itself runs on text that includes fairly simple code instructions and logic forks. Secondarily, you can design new looking items or change colors of existing items with a graphics app, as well as new looking characters for your party, but that takes more time. You can also create new sounds with an audio app. If you've played "Avadon 3 - The Warborn" using the Bovine mod you would see a full example of what could be accomplished. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma ZorroDragonslayer Posted September 14, 2019 Share Posted September 14, 2019 Before someone comes rushing in waiving the danger flag, jumping up and down, you can also break the game with a misplaced or missing comma or other typed keyboard character too. Keeping a backup copy of the files is important in case something goes wrong. Quiconque 1 Quote Link to comment Share on other sites More sharing options...
Curious Artila Jarinex Posted September 14, 2019 Author Share Posted September 14, 2019 Oh forgot I made this thread lol. That’s cool, I was wondering if it could be edited in the text like precious games. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma ZorroDragonslayer Posted September 15, 2019 Share Posted September 15, 2019 Yes. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma ZorroDragonslayer Posted September 25, 2019 Share Posted September 25, 2019 (edited) Update on modding for Queen's Wish. After completing the game, and I'm sure I could replay it many more times and not see or do everything, I've been working on a mod. So far not as hugely ambitious as a Bovine mod like in the past, but a reasonable sized one nonetheless. I did some limited modding of the game on my playthrough, too. Now, mind you, I do not do any reverse engineering and have no intention to expose any proprietary information and never have and never will. It is just simple editing, basically, and for fun and to make Queen's Wish more desirable. At this point I have run into one disappointing challenge so far. The engine seems to have a hold over processing or storing variable data of the dialogue pics. It does not work like the previous engines. Why the change was necessary I have no idea. Maybe the solution is something I can't find with the number of hours I have put into it. It could be right under my nose. Maybe the answer is purging a dialogue pic before loading another new one but so far that approach has only loaded an unintended seemingly random pic. This is a big point for me. Maybe someone with knowledge of the change in mechanics that caused the situation could add their two cents. I love the game and everything Spiderweb Software has made. I still commend, and thank, Jeff for leaving much of the game outside the engine which allows for modding. Edited September 25, 2019 by ZorroDragonslayer typo Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Quiconque Posted September 25, 2019 Share Posted September 25, 2019 I believe that some of the dialogue pics are constructed out of image pieces, just like the PC portraits are -- that may have something to do with it. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma ZorroDragonslayer Posted October 4, 2019 Share Posted October 4, 2019 Looking at the changes in v102 files that are frequently used for moddding, I have not seen anything that would require any mod changes from v1. The mod I have been working on will work with the new version without changes. What I have seen is a few stat tweeks to some shields and weapons in the dagger types, and a few typo corrections. Quote Link to comment Share on other sites More sharing options...
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