[Aborted] Distant Worlds 2 Mod Maker

Please post here for questions and discussion about data, event, art and sound modding and the game editor for Distant Worlds.

Moderator: MOD_DW2

Govner
Posts: 2
Joined: Sat Oct 22, 2022 9:01 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Govner »

Hey, so i was trying to see what the mod maker could do, and just started with a few alterations but when i save and launch, the changes i did do not change, any help?
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:28 am, edited 1 time in total.
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:29 am, edited 1 time in total.
arvcran2
Posts: 2904
Joined: Fri Dec 11, 2020 3:17 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by arvcran2 »

Eventure wrote: Sat Oct 22, 2022 10:46 pm ...
As soon as the Mod Maker is started again, it recognizes this file and continues at point 5. Otherwise the mod files will remain active until the Mod Maker is started again.
Is the Mod Maker capable of preventing a mismatch of mods compared to that of the encrypted meta data within the DW2 save file?
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:29 am, edited 1 time in total.
arvcran2
Posts: 2904
Joined: Fri Dec 11, 2020 3:17 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by arvcran2 »

Eventure wrote: Sun Oct 23, 2022 9:01 am
arvcran2 wrote: Sat Oct 22, 2022 11:37 pm
Eventure wrote: Sat Oct 22, 2022 10:46 pm ...
As soon as the Mod Maker is started again, it recognizes this file and continues at point 5. Otherwise the mod files will remain active until the Mod Maker is started again.
Is the Mod Maker capable of preventing a mismatch of mods compared to that of the encrypted meta data within the DW2 save file?
This is not necessary as all changes came from the mod files are stored in the saved game, in case of changed data in the XML and text files.

If it's graphics or other files, they will still be needed in the games folder to load the save and play it.

So, in general, if you've created a game with mod files, it makes sense to start it with the same mod files that existed at the time of creation. If some or all of the files are missing, you will no longer be able to load the saved game.

And as a side note, it's currently not possible to change the mod data of a game that's already started. You have to start a new game, contrary to what was announced in update 1.0.7.9. in relation to the possibility of being able to overwrite data. I have tested this several times and changes are still not applied to an active save.
In your opinion, is the implementation combo of Mod Maker and a single instance of a DW2 install, able to accommodate switching from one game session to another?
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:29 am, edited 1 time in total.
arvcran2
Posts: 2904
Joined: Fri Dec 11, 2020 3:17 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by arvcran2 »

Does the Mod Maker recognize new attributes that were not previously defined, does it ignore them, does it inform the Mod Maker user, and how does it proceed in a wrap and launch mode if it is detecting unknown attributes?

I suppose this is in the spirit of assisting those who mod, those who endeavor to make use of them, and provide some kind of professional sanity for those who are providing the game and supporting it. This is why I am asking.
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:29 am, edited 1 time in total.
arvcran2
Posts: 2904
Joined: Fri Dec 11, 2020 3:17 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by arvcran2 »

Eventure wrote: Mon Oct 24, 2022 9:22 am
arvcran2 wrote: Mon Oct 24, 2022 1:10 am Does the Mod Maker recognize new attributes that were not previously defined, does it ignore them, does it inform the Mod Maker user, and how does it proceed in a wrap and launch mode if it is detecting unknown attributes?

I suppose this is in the spirit of assisting those who mod, those who endeavor to make use of them, and provide some kind of professional sanity for those who are providing the game and supporting it. This is why I am asking.
Unknown attributes newly added by an update of the game will be ignored until a Mod Maker adjustment is released for the new game version. A user is currently informed about the changelog.
Would it make sense to present a modal query to the player, and beta tester, warning of potential unpredictable results as to the discrepancy of the configuration? Hence allowing for the prevention of waste of time for the beta tester, and an unpleasant potential for the player.
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:29 am, edited 1 time in total.
arvcran2
Posts: 2904
Joined: Fri Dec 11, 2020 3:17 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by arvcran2 »

Eventure wrote: Tue Oct 25, 2022 9:59 am Thanks for your advice!

Glad to be able to add quality to quality!
Govner
Posts: 2
Joined: Sat Oct 22, 2022 9:01 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Govner »

Eventure wrote: Sat Oct 22, 2022 10:50 pm
Govner wrote: Sat Oct 22, 2022 9:06 pm Hey, so i was trying to see what the mod maker could do, and just started with a few alterations but when i save and launch, the changes i did do not change, any help?
Did you have started a new game with the changes?
What did you change (which game part and value)?
Hey, thanks for the reply, i changed the units you can deploy, from strike troopers to stormtroopers and tried to add coruscant as a city planet.
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:30 am, edited 1 time in total.
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:24 am, edited 1 time in total.
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:25 am, edited 1 time in total.
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:25 am, edited 1 time in total.
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:25 am, edited 1 time in total.
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:25 am, edited 1 time in total.
User avatar
Eventure
Posts: 105
Joined: Wed Apr 20, 2022 12:16 pm

Re: [Release] Distant Worlds 2 Mod Maker

Post by Eventure »

development aborted
Last edited by Eventure on Sat Feb 04, 2023 10:26 am, edited 1 time in total.
Post Reply

Return to “Design and Modding”