I do *force* the player to use the specific characters I made. It is necessary for the satirical theme of my mod. they have custom classes and portraits defined by me , in a similar manner to drakkan's eye of the atlantis.AndakRainor wrote:That's a problem... We can't check it at the beginning of a mod, because we don't know how many tomes were used for bonus skill points in the previous mod. And I guess we have no way to get this value. Also, all our mods seems to have very specific game rules changes that would be conflicting... I was thinking about Azel who told us he gives 2 skill points per level up for example.
However, I think it could be cool if the community agreed on some common custom classes and races we could share among us to give more value to the import function. A lot of us make mods restricted (or strongly recommended) for a level 1 party, but don't you think it could be cool if the party from your mod could visit other mods as well ? Let's work as a team![]()
Also I was thinking about the custom classes of FeMaiden's mod, and I have questions;
Do you force the starting champions, or do you let the player create them ?
Do you allow the original classes / races to be played or just your new ones ?
Do you also define new skills ?
If you don't allow the player to use the original classes, I was thinking maybe you could just override them then, by using the same names in your classes definitions but not the same UInames, so each of your classes could be directly linked to a basic class for the import option. This way you would not have anything to code to "uncustomize" your champions at the end of your mod.
I attempted to add scripts at the end of my mod which would allow the player to re customize these character's to their liking, but I don't think it will be possible. I'm sorry but it has to be the way I made it lol.
if you play my mod, don't try to build your own party because it will be replace.
Try to have fun with the characters I made, even if they will be confined to just the universe I created for them. I gave them all their own personalities and dialogue to match.
The custom classes are basically meant to be flavor, i used the basic classes as the templates but changed the UI names.
I tried to make the characters somewhat flexible so you are not pigeonholed into a specific build. one character is *meant* to be the heavy weapons user but that guy can easily become a thrower instead. the light weapon user can be built as a missile weapon user instead. 2 of the characters don't really have any specific way they *have* to be built, I originally meant for them both to be throwers but in my playthroughs i made one of them a thrower and the other a hybrid light weapons and missile user.
so there is some flexibility there
are you suggesting that if I use the original name from the definitions so it just overrides the definitions instead of cloning them, that the character will then be able to be imported?
I admit I got very attached to my characters during my normal mode and hard mode playthroughs and would love to be able to import them lol.
If I make another mod, it will be more in the "classic" style allowing you to make your own character, although I do stand by the general opinion that you should start off any new mod with a level 1 party, because it is very difficult for an author to "guess" what levels each person will be at so we have to design it such for character growth from level 1 to whatever. if you brought in level 25's with all their skills maxed out, you would get bored quickly...