Stop import characters

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Stop import characters

Post by akroma222 »

Dunkler wrote:What i did in my mod is...create all new classes,races and skills....that way noone can import charakters. If they try well that will end in a crash :P
This definitely requires a warning ;) :lol:
You have none of the original race/class/skills ??
I would be interested to hear about this...

And yes, Komag is spot on, just put a warning the mod meant for beginner party
Its up to people if they want to import/ play the mod how you intended....
if you put something in place preventing this or altering their characters onInit,
then they will likely console cheat to recreate the party they want...
trancelistic
Posts: 275
Joined: Sat Jun 16, 2012 5:32 am

Re: Stop import characters

Post by trancelistic »

I do agree with Komag, however some LoG2 mods do has a forrced start-party wich worked fine in my eyes.
I think it depends how good a mod is made. I've played some LoG 1 mods who are anoying to play, seeing ogre's on the first floor while your level 1 haha, hitting 0 to 5 dmg..., Ye that doesn't work lol)


The Real Log 1 and 2 have a level 1 party as well. As it should be.

My silly 2 cents is still, that I wished that the concole didn't existed in the exported game though:) ( I know its needed for debugging etc, but still. If a mod is correctly made no concole "cheating"is needed.

Oh well. Each its taste.
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Stop import characters

Post by minmay »

akroma222 wrote:You have none of the original race/class/skills ??
I would be interested to hear about this...
This is really simple to do. Here's an example.
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.
Azel
Posts: 808
Joined: Thu Nov 06, 2014 10:40 pm

Re: Stop import characters

Post by Azel »

trancelistic wrote:I do agree with Komag, however some LoG2 mods do has a forrced start-party wich worked fine in my eyes.
I think it depends how good a mod is made. I've played some LoG 1 mods who are anoying to play, seeing ogre's on the first floor while your level 1 haha, hitting 0 to 5 dmg..., Ye that doesn't work lol)


The Real Log 1 and 2 have a level 1 party as well. As it should be.

My silly 2 cents is still, that I wished that the concole didn't existed in the exported game though:) ( I know its needed for debugging etc, but still. If a mod is correctly made no concole "cheating"is needed.

Oh well. Each its taste.
I am not really a fan of Mod's that start players at Level 1; because for me, a Mod is an extension to the original game. After I put the time in to building up a party from scratch, the last thing I want to do is start all over, especially with a new party or character that I am not personally attached to. I always import my Main Campaign characters in to the Mod's I play, because I worked hard to develop them during the original campaign and I want to see them conquer new environments.

I have played Mods for both Log 1 and Log 2 that start you with a new party (mostly single characters), and I agree that they are great. However, I rarely play them for longer than an hour or 2 because I have a hard time investing in a character that isn't part of my "original" effort.

Like you said, to each their own :mrgreen:
User avatar
akroma222
Posts: 1029
Joined: Thu Oct 04, 2012 10:08 am

Re: Stop import characters

Post by akroma222 »

trancelistic wrote:I do agree with Komag, however some LoG2 mods do has a forrced start-party wich worked fine in my eyes.
I think it depends how good a mod is made. I've played some LoG 1 mods who are anoying to play, seeing ogre's on the first floor while your level 1 haha, hitting 0 to 5 dmg..., Ye that doesn't work lol).
Hahah I believe that was my mod, right? (there were so many ways to kill the ogre) 8-)
minmay wrote:
akroma222 wrote:You have none of the original race/class/skills ??
I would be interested to hear about this...
This is really simple to do. Here's an example.
Ahh yes! I have seen that thread Minmay, sorry I wasnt too clear... I was interested to see the diff custom race/class/skills Dunkler has made...
trancelistic
Posts: 275
Joined: Sat Jun 16, 2012 5:32 am

Re: Stop import characters

Post by trancelistic »

I am not really a fan of Mod's that start players at Level 1; because for me, a Mod is an extension to the original game. After I put the time in to building up a party from scratch, the last thing I want to do is start all over, especially with a new party or character that I am not personally attached to. I always import my Main Campaign characters in to the Mod's I play, because I worked hard to develop them during the original campaign and I want to see them conquer new environments.

I have played Mods for both Log 1 and Log 2 that start you with a new party (mostly single characters), and I agree that they are great. However, I rarely play them for longer than an hour or 2 because I have a hard time investing in a character that isn't part of my "original" effort.
A mod can and should be as an orginal output. As log 1 and 2 is intented to be.

DId you ever consider starting a game(MOD) with your own level up party, that you are near OP? Having resistance fire/ice/etc to 100. SO you do not take any damage at all.

Those things needs to be balanced. Thats why people make a game and later people make a good mod.

I can't let you fight a fire enemy if you inport a party who has level x with fire resist 100. Whats the point then lol. U might as well go afk while that creature attacks you. its 0 dmg.

Edit: Cus of you I had to force teleporters who put a player back. Yeah. Level 99 would help you in this case. but glad about it I am not.



You should think about those things too.( besides other stuff) a script/event whatever is based on the party level. Can't do it if all inport a god mode party.

Maybe you should play doom 1 with IDDQD ..... how fun.. not..
Ps: I disagree that a mod should be an extention from the real game. A mod is a mod.
Last edited by trancelistic on Thu Jul 16, 2015 3:14 am, edited 2 times in total.
User avatar
Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: Stop import characters

Post by Isaac »

It's not too difficult to examine the party at load, and upon not finding a level 1 group, bump up the entire dungeon commensurately for an experienced party.
trancelistic
Posts: 275
Joined: Sat Jun 16, 2012 5:32 am

Re: Stop import characters

Post by trancelistic »

edit. Wrong post. I cant delete my post..

My bad><
Last edited by trancelistic on Thu Jul 16, 2015 2:16 am, edited 1 time in total.
trancelistic
Posts: 275
Joined: Sat Jun 16, 2012 5:32 am

Re: Stop import characters

Post by trancelistic »

trancelistic wrote:
Isaac wrote:It's not too difficult to examine the party at load, and upon not finding a level 1 group, bump up the entire dungeon commensurately for an experienced party.
WIshed I knew how Isaac. THen I would disagree with my statement, at a certain way.

I remember komag making master quest. ( or it was some 1 else, with another mod) The experience and monster "hard-style) was based on the level of the party) But i think it still doesn't take away that if 1 reached 100 resist of 1 of the 4 elements. he is simply imunne to those damages.

Correct me if i'm wrong please. ( still learning)
minmay
Posts: 2790
Joined: Mon Sep 23, 2013 2:24 am

Re: Stop import characters

Post by minmay »

Isaac wrote:It's not too difficult to examine the party at load, and upon not finding a level 1 group, bump up the entire dungeon commensurately for an experienced party.
that would be true if leveling up monsters made them harder, which it doesn't
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.
Post Reply