Now that default party can be customized and characters can be imported from save games, it would be nice if mods wouldn't override the characters forcefully at startup. The recommended way is to provide a new default_party.dat which can contain whatever characters the mod designer wants. This way the player can always choose whether to import characters or use predetermined (possibly mod specific) characters.
What do you think?
Default characters in mods
- JohnWordsworth
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Re: Default characters in mods
Sounds like an awesome solution. Now that the character import doesn't artificially level up the characters, I think we really can go for a 'Intended for levels X-Y' description like the old D&D modules. I fully agree that we give the player the choice if they want to import their level 20 party into a level 1 dungeon to smash through it (if that's what they want to do), but they can use the default party if they would prefer.
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Ixnatifual
Re: Default characters in mods
Sounds good and also reminiscent of the old Gold Box games, just like the whole party transfer deal 
Re: Default characters in mods
Sounds great. Thanks!
Will remove the party changing scripts.. but probably leave the additional starting equipment/clothes.
Will remove the party changing scripts.. but probably leave the additional starting equipment/clothes.
Puzzle Frameworks - http://www.grimrock.net/forum/viewtopic.php?f=14&t=4564
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Magic Pack - https://www.nexusmods.com/grimrock/mods/70
Area of Effect Spell System - http://www.grimrock.net/forum/viewtopic ... 150#p44382
- Montis
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Re: Default characters in mods
Well for Mods like the Rotten Place and my Hypercube there could still be use for scripts that edit the party at dungeon start.
But I still think it's a very good thing that you implemented this
But I still think it's a very good thing that you implemented this
Re: Default characters in mods
Sounds bad to me [not that this matters of course
] as it renders mods with NPCs (like the Dungeon Master games where you resurrect chosen predefined npcs, or EOB when you can switch, or Baldur's Gate style switching etc) impossible (or at least useless).
If a mod is telling a story - instead of being "an adventure for adventurers" - import wouldn't make much sense anyway.
If a mod is telling a story - instead of being "an adventure for adventurers" - import wouldn't make much sense anyway.
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The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563
My preciousss: http://www.moonsharp.org