89157Z Posted October 28, 2010 Report Share Posted October 28, 2010 Is it possible to create a mod from a blank file? What minimum of items are necessary for the game to load a file correctly? Link to comment Share on other sites More sharing options...
Legate of Mineta Posted October 28, 2010 Report Share Posted October 28, 2010 89157Z; It is possible to create a Mod from a completely blank AMO, but in this case...you may as well just make a new AMO. The game requires several things- a University, Colleges, at least 6 Classes, I believe. Beyond that, the game will start and run. Link to comment Share on other sites More sharing options...
89157Z Posted October 28, 2010 Author Report Share Posted October 28, 2010 I might still create a 'testmod' which is designed to be nearly empty, just to see how the game behaves under certain conditions. Though right now, I think my first effort is going to be turned towards changing how familiars are handled at character creation. Here's a feature request for the mod tools: 'copy entry'. Copying an entry would create another one just like it, but with a different name. This would save some of the tedium of duplicating prerequisites and other entries when you're doing a batch job like changing all the familiars. Link to comment Share on other sites More sharing options...
Legate of Mineta Posted October 28, 2010 Report Share Posted October 28, 2010 89157Z; We'd love that feature ourselves. I doubt we'll make any changes to the Year 1 Tools, but...the Year 2 ones will definitely have a copy/paste feature. Link to comment Share on other sites More sharing options...
89157Z Posted October 28, 2010 Author Report Share Posted October 28, 2010 In the meanwhile, I just get to drudge through my current project of expanding the Familiar Choices to include all the exotics. They're going to have prerequisite lists a mile long! Just to keep it so you can only select one familiar at a time, I mean. Link to comment Share on other sites More sharing options...
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