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Questions:


Jenny

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So as far as I've understood it, the modding process seems to be:

 

1) Create new mod file using either the AMO or the latest Mod Base as base- without actually opening them as the tool saves upon exit.

 

2) Make modifications, then close and reopen tool to save

 

3) Publish mod, a process that saves the modifications in a .mdm file.

 

4) Install new .mdm file in the \Mods directory.

 

 

Is this the gist of it?

 

By the way, am I correct in assuming that the latest version of the Mod Base is 3?

Which file should I use as a base if I want to mod anything? The Mod Base or the AMO file?

 

And it just me or does the publishing process take an extremely long time? As in more than a couple of hours.

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Use the AMO as the base and publish against the AMO when asked. While you can use either the mod base as the base or publish against it, in practice this does not work out (to the tune of the game crashing upon trying to load the mod, assuming the mod tools even get that far).

 

And yes, publishing with the Y1 tools is incredibly slow. It was set up for a feature that ultimately either didn't work or wasn't used, so the end result is that the mod tools take hours upon hours to publish for basically no reason. IIRC you should assume 6-8 hours if you're publishing a mod based on the AMO.

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Thanks for the replies everyone; really appreciated.

While it is a bit of a pity that the modding process is a bit bothersome, hearing about what future developments will bring makes me rather excited.

Here's to hoping that I will be able to enjoy it soon! (And if it's SoonTM instead, well, I can wait, :3)

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  • 4 months later...

Hello, I'd like to ask about how +CoS works! I recently tried giving my character +101% (just to make sure!) CoS through backgrounds but have been ending up still failing my rolls, which is a bit off from what one would expect with a literal more than 100% saving throw on everything!

So, could someone please help to explain this phenomenon? The only answer that I could come up with was is my math skills being poorer than I had imagined them to be, but a quick re-check on the definition of 100% on google has proven me otherwise- unless my reading comprehension skills have also taken a hit somewhere while I haven't noticed! *gasp*

 

Hope not, because that would rather suck. :c

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Hm, unless it's somehow an overflow error that rolls back to 1 or something (apologies to anyone in the team who takes offence to the suggestion), I suppose the mod tool glitched up somewhere along the publishing process and didn't apply the +CoS properly.

 

A bit frustrated considering that my last run also glitched up somewhere with my save somehow not having saved any of my skills, effectively killing it. But I'll live, I suppose.

 

Thanks to both of you for your answers! Appreciated, <3.

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It might be that the game is set up to recognize that >100% CoS shouldn't be possible (as it isn't through normal/sane means) and therefore ignores it, but I don't think Academagia is really set up to detect and nix that kind of "cheating".

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It also could be that there is a upper limit for CoS and everything over this is set to the max or maybe a to high number is even turned into negative ^^ (Given how numbers are handled at a PC this is more common problem then many think and the limit could be 63 with 64+ become negative numbers but I personal doubt such a low number)

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It's possible CoS% is capped, since with Pheme buffing you could get it very high and spend time to keep it high. Wouldn't be a practical expenditure of time in any respect, but it's possible. In terms of over/underflow, though, as far as I know .NET doesn't do the whole limited storage thing that results in them. At least it doesn't in any capacity that any sane game is going to reach because the numbers are just that high.

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