ORIGINAL: Azuran
Sirian's Component Mod works in Shadows.
Missing a few of the new icons but otherwise compatible.
[;)]
ORIGINAL: Azuran
Sirian's Component Mod works in Shadows.
Missing a few of the new icons but otherwise compatible.
ORIGINAL: dostillevi
I'm not exactly sure what you refer to as a community mod?
ORIGINAL: Buio
Ardilus Combat Audio Pack works fine with Shadows.
tm.asp?m=3241748
But Shadows has four new sounds that it doesn't update as far as I know. The two tractor beam sounds and the two graviton beam sounds.
The pack is a different take on combat sounds. You might like it, or prefer default. Recommend using Darkspire's updated version with adjusted volume levels (it's a post further below in the topic).
ORIGINAL: dostillevi
Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.
Edit: A community mod sounds interesting. I'd have to give it some consideration.. I've made my own "community mod" of sorts that combines the best of what I can find here on the forums, and I imagine a number of you have done the same. I would argue that a precursor to a good community mod is better mod support, specifically in the form of a mod editing tool with the following capabilities:
-Mod Manager: Allows the integration of multiple mods, easily switching between active mods, determining priority when mods conflict, and allows annealing to take only the desired parts of separate mods. The mod manager would make appropriate backups of default files, effectively eliminating the need to put some files in the customization folder and others in the main game folder.
-Race manager: Each race stands alone. With all races set up for the mod tool, the user would be able to turn races on and off with a check box, and the mod editor would handle all file movement and editing of text files automatically. The race manager would allow easy access to all relevant race and profile stats and allow comparisons between multiple races. It would also allow modification of shipsets and race images within the program.
Ideally the program would be able to pull all information from existing mod files, but in the case where two mods are adding races, they won't have bias settings for each other. The mod tool would be able to load a "master biases file" maintained by the community for all released races, or would make a guess based on relations between existing races of the same race type.
Frankly DW is so simple to mod that writing such a program is almost trivial. I sat down to give it a go a few months ago but my programming skills are very rusty. Its still on my list of projects though, someday.. someday..
ORIGINAL: dostillevi
Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.
Edit: A community mod sounds interesting. I'd have to give it some consideration.. I've made my own "community mod" of sorts that combines the best of what I can find here on the forums, and I imagine a number of you have done the same. I would argue that a precursor to a good community mod is better mod support, specifically in the form of a mod editing tool with the following capabilities:
-Mod Manager: Allows the integration of multiple mods, easily switching between active mods, determining priority when mods conflict, and allows annealing to take only the desired parts of separate mods. The mod manager would make appropriate backups of default files, effectively eliminating the need to put some files in the customization folder and others in the main game folder.
-Race manager: Each race stands alone. With all races set up for the mod tool, the user would be able to turn races on and off with a check box, and the mod editor would handle all file movement and editing of text files automatically. The race manager would allow easy access to all relevant race and profile stats and allow comparisons between multiple races. It would also allow modification of shipsets and race images within the program.
Ideally the program would be able to pull all information from existing mod files, but in the case where two mods are adding races, they won't have bias settings for each other. The mod tool would be able to load a "master biases file" maintained by the community for all released races, or would make a guess based on relations between existing races of the same race type.
Frankly DW is so simple to mod that writing such a program is almost trivial. I sat down to give it a go a few months ago but my programming skills are very rusty. Its still on my list of projects though, someday.. someday..
ORIGINAL: dostillevi
Tampa, do you consider these to be complete shadows mods, or are they effectively incomplete, i.e. would the user notice an out of place sound file or graphic that was added by shadows and not touched by your mod? I don't want to put them in the missing functionality column just because you're planning to update them further at some point.
ORIGINAL: Darkspire
I think you are slightly misunderstanding the community mod. It is a mod with all new graphics for ships and races, everything in a 'comod' is new and done from scratch, yes we have all done the 'chop a bit here and add a bit here' themes but this would be entirely new content, almost like an expansion pack without the features. The NWN's one I mentioned is a good example, I can not remember the exact amount but there were at least 10+ new tilesets added along with new buildings, NPC's etc. As I said it takes a dedicated and talented set of individuals to undertake such a project.
Darkspire
ORIGINAL: necaradan666
He's not wrong about the community mod though, I played NWN 1 and 2 for a lot of years what I saw there was many individual projects being made compatible, no file conflicts, then all packaged together. There were tons of tilesets but you could download them all separately from their respective authors. The good thing about community mods was that having it all together provided a stable base of good content that module makers and persistent world builders could make use of with a good chance that everyone would have the package already
There were votes and stuff on what to include. I don't remember the NWN2 community mod ever being complete enough to really bother with though.