I'm so excited for more of these! Been working on a class mod for something similar to the warlock, and doing its version of invocations has been impossible so far
Looking forward to this one! I've been working through passives and it's been alright so far. I definitely wish there was more documentation on what fields are used for and the different arguments that could go in them. I find that looking at what they have done with existing items is helpful but it doesn't help when trying to do something more unique. What are your thoughts on the toolkit so far?
Frankly I expected more from the toolkit since Larian stated they had input from modders, but it doesn't seem all that different from the DOS 2 tools. Most of my time with the toolkit is sifting back-and-forth between Shared, SharedDev, and the various other categories simply trying to find and decipher the stuff in the game. It gets even more cumbersome to navigate when you realize that half of the stuff you may need is in an entirely different editor tab. And the lack of dropdown menus means you basically have to reverse-engineer a bunch of things, and it's a scavenger hunt just trying to find relevant details from pre-existing passives and abilities. A problem I've noticed, which also exists with the DOS 2 mod tools, is that the toolkit doesn't load the most up-to-date version of data from the game, and Idk if there's a way to fix that. I have been completely spoiled by more accessible mod tools such as the GECK/Creation Kit for Bethesda games. The Bethesda tools allow you to search via a text box for anything in the game without having to manually open individual categories and scroll through a spreadsheet. Perks can be created simply by right clicking and creating a new one, and all relevant bonuses from said perk can be managed under one place with simple dropdown menus to select the exact bonuses that you want.
I think there are advantages, but agree on the documentation. However, that is nothing new for modding software (Bethesda's iterations of Creation Kit are similar, although the documentation may be a bit better for those). I would recommend checking out my video on passives pre-toolkit because I touched on the fields a bit there, which seem to be conditional fields. This video will focus on producing something more simple as I aim to make introductory content. Agreed re things still be cumbersome, Brad, compared to Bethesda. While I am no longer supporting Polymath, the tables with everything organized (across the game folders, like Shared/SharedDev) are set for that, so it is still a resource. I may point folks to it again.
Get ready for Custom Passives (and inducible urticaria!)
I'm so excited for more of these! Been working on a class mod for something similar to the warlock, and doing its version of invocations has been impossible so far
Glad to hear it! Always feel free to suggest video ideas and I'll see what I can do!
Looking forward to this one! I've been working through passives and it's been alright so far. I definitely wish there was more documentation on what fields are used for and the different arguments that could go in them. I find that looking at what they have done with existing items is helpful but it doesn't help when trying to do something more unique. What are your thoughts on the toolkit so far?
Frankly I expected more from the toolkit since Larian stated they had input from modders, but it doesn't seem all that different from the DOS 2 tools. Most of my time with the toolkit is sifting back-and-forth between Shared, SharedDev, and the various other categories simply trying to find and decipher the stuff in the game. It gets even more cumbersome to navigate when you realize that half of the stuff you may need is in an entirely different editor tab. And the lack of dropdown menus means you basically have to reverse-engineer a bunch of things, and it's a scavenger hunt just trying to find relevant details from pre-existing passives and abilities. A problem I've noticed, which also exists with the DOS 2 mod tools, is that the toolkit doesn't load the most up-to-date version of data from the game, and Idk if there's a way to fix that.
I have been completely spoiled by more accessible mod tools such as the GECK/Creation Kit for Bethesda games. The Bethesda tools allow you to search via a text box for anything in the game without having to manually open individual categories and scroll through a spreadsheet. Perks can be created simply by right clicking and creating a new one, and all relevant bonuses from said perk can be managed under one place with simple dropdown menus to select the exact bonuses that you want.
I think there are advantages, but agree on the documentation. However, that is nothing new for modding software (Bethesda's iterations of Creation Kit are similar, although the documentation may be a bit better for those). I would recommend checking out my video on passives pre-toolkit because I touched on the fields a bit there, which seem to be conditional fields. This video will focus on producing something more simple as I aim to make introductory content. Agreed re things still be cumbersome, Brad, compared to Bethesda. While I am no longer supporting Polymath, the tables with everything organized (across the game folders, like Shared/SharedDev) are set for that, so it is still a resource. I may point folks to it again.