not sure what you want to say to be honest. How the mod will be designed is totally up to you. In my mod I do not have possibility to import characters or play with custom party, you are gaining characters as the game progress. If you think it is better approach for your dungeon go for it. It all depends on how you set it and if the duneon will be good to play.FeMaiden wrote:okay.
just fyi, I'm not trying to start "that" discussion here...
I'm not trying to take control away from the player.
I do not have anything against people that like to use imported characters.
however, this is more of a small side project while my bigger mod is on hold, and it is heavy on storytelling and changing the characters to a predetermined party is ncessary for my storyline.
I have seen other modders do it and i played their mods and enjoyed them.
and I took the time to make some rather off-beat custom portraits to lend more character to my mod.
custom portaits in my mod
Re: custom portaits in my mod
Re: custom portaits in my mod
another side question.
since i'm defining the champion's characteristic myself.
when I do
where do I find the "names" of the traits?
I mean, i already know the names, but some of the traits like 'fast metabolism (lizardman)'
is that the name I type in there?
or do I type "fast_metabolism_(lizardman)"
or do I just put "fast_metabolism"?
and then I see cold-blooded is hyphenated in the game
in the script, do i put "cold-blooded" or "cold_blooded"?
as for my previous comment about the imported parties I was just trying to shutdown any possible judgementals against me like "why are you trying to prevent the player from using imported parties?! why are you forcing them to use YOUR characters?"
I was merely justifying myself , when I guess I did not need to
since i'm defining the champion's characteristic myself.
when I do
Code: Select all
champion:addTrait(name)
I mean, i already know the names, but some of the traits like 'fast metabolism (lizardman)'
is that the name I type in there?
or do I type "fast_metabolism_(lizardman)"
or do I just put "fast_metabolism"?
and then I see cold-blooded is hyphenated in the game
in the script, do i put "cold-blooded" or "cold_blooded"?
as for my previous comment about the imported parties I was just trying to shutdown any possible judgementals against me like "why are you trying to prevent the player from using imported parties?! why are you forcing them to use YOUR characters?"
I was merely justifying myself , when I guess I did not need to
Re: custom portaits in my mod
actually, i'm doing some experimenting, and I discovered that for the race specific traits, I don't put the name of the race in the () so it's just "head_hunter" or "mutation"
but i'm having another problem.
i'm trying to add the trait 'muscular'
and the game does not recognize it. it says "warning invalid trait: muscular"
and for cold-blooded, neither "cold-blooded", nor "cold_blooded" works.
I suppose I just need a link to the actual "names" the internal game engine uses for these traits..
it's odd because 'tough' works and 'agile' works and so do 'head_hunter' and 'mutation' so I thought they would all use their own name and not spell it differently in the syntax
but i'm having another problem.
i'm trying to add the trait 'muscular'
and the game does not recognize it. it says "warning invalid trait: muscular"
and for cold-blooded, neither "cold-blooded", nor "cold_blooded" works.
I suppose I just need a link to the actual "names" the internal game engine uses for these traits..
it's odd because 'tough' works and 'agile' works and so do 'head_hunter' and 'mutation' so I thought they would all use their own name and not spell it differently in the syntax
Re: custom portaits in my mod
welp, i guess I really should take some more time to look at the scripting references and the asset pack before immediately coming here and asking you guys...
I found it in the traits.lua file
apparently they use the name "athletic" for the "muscular" trait...I dunno, what were they thinking there?
but no problem, i'll just get all the names from there. although I i wish there was just a list of the names somewhere, instead of me having to scroll down through all that code scanning for the trait names.
I found it in the traits.lua file
apparently they use the name "athletic" for the "muscular" trait...I dunno, what were they thinking there?
but no problem, i'll just get all the names from there. although I i wish there was just a list of the names somewhere, instead of me having to scroll down through all that code scanning for the trait names.
Re: custom portaits in my mod
There is not, and has never been a trait called "Muscular" anywhere in the game. It's always referred to as "Athletic".
Grimrock 1 dungeon
Grimrock 2 resources
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Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
- cromcrom
- Posts: 549
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Re: custom portaits in my mod
Femaiden, use notepad++, or some other code editor, and "search" on open files. It will save you a LOT of time 
And Indeed, getting to now the asset pack and modding part of the forum is a must if you want to get serious about modding (although that probably won't prevent you from coming around and ask the community. There are amazing scripters around (of which I am definitely not, btw
)

And Indeed, getting to now the asset pack and modding part of the forum is a must if you want to get serious about modding (although that probably won't prevent you from coming around and ask the community. There are amazing scripters around (of which I am definitely not, btw

A trip of a thousand leagues starts with a step.
Re: custom portaits in my mod
oh really? then why do I have my LoG 2 game open at the character creation screen staring right at a trait called "MUSCULAR"?minmay wrote:There is not, and has never been a trait called "Muscular" anywhere in the game. It's always referred to as "Athletic".
it is
just below "healthy'
just above "natural armor"
to the left of "mutation (ratling)"
at character creation you can choose traits for your characters. they have like "Daemon ancestry" which improves fire resistance. in the editor you actually have to type the name "fire_resistant" and cold blooded is "cold_resistant"
they have "agile" = +2 dexterity
"strong mind" = +2 wilpower
and then there is "muscular" = +2 stength.
where do you get that "there is not and has never been a trait called muscular"
I dunno what version of the game you are playing that calls it athletic.
does your version also call "martial training" "weapon_specialization"?
are you also going to tell me that daemon ancestry and cold-blooded have never existed as well?
Re: custom portaits in my mod
yep M U S C U L A R, that spells aaaaath-letic. 


Re: custom portaits in my mod
My mistake! I was thinking of Grimrock 1. Sorry.
Actually, the game did call it Weapon Specialization in older versions.FeMaiden wrote:does your version also call "martial training" "weapon_specialization"?
Grimrock 1 dungeon
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
Re: custom portaits in my mod
I'm sorry too. I got a little "catty" there...I finally had the opportunity to condescend onto you. I apologize for that.minmay wrote:My mistake! I was thinking of Grimrock 1. Sorry.
Actually, the game did call it Weapon Specialization in older versions.FeMaiden wrote:does your version also call "martial training" "weapon_specialization"?
it's not your fault, I have a lot of pent up energy from learning this new scripting language and all.