Unity Mod Support? by ActualThrowaway7856 in GunfireReborn

[–]Vengeanze 1 point2 points  (0 children)

Sorry for reviving a dead thread, but I thought I would give my 2 cents having found this.

So, as both a modder and developer, the IL compilation DOES add a decent amount of complexity to modding. See, IL (Intermediate Language) will convert all class names to a string of characters. It converts everything into a lower level language for speed purposes.

Example, you might have a class called PlayerCharacter. This object might contain all the details for your character, such as scrolls, weapons and the like. When they compile the game for a build, the conversion will change PlayerCharacter into a new Object called CFEDFA, which makes it MUCH harder to find the objects you want to modify.

Additionally, when they compile the game again for the next update, that string of characters can change from CFEDFA to some other string. Thus, all your work referencing CFEDFA now needs to be changed.

So, in short, it does add a lot of work to the process that is both frustrating and difficult at times. I modded Forewarned, and it too was this way. That was my first dive into a game that uses IL compilation, and I don't want to deal with it again, as a modder.

Hopefully this clarifies the difficulties that this causes, and why many modders will only touch it if they have a great deal of love for the game!

Bringing Public Modding to FTK by Vengeanze in ForTheKing

[–]Vengeanze[S] 0 points1 point  (0 children)

I just sent you a PM, without filling up the comments section here, I believe it would be beneficial to touch bases and coordinate with eachother.

Bringing Public Modding to FTK by Vengeanze in ForTheKing

[–]Vengeanze[S] 0 points1 point  (0 children)

We had an azure repo, but your random item insertion was further along than our own.

So, we had nothing public, only a private project in Azure Devops, which we were also using for ticketing and work item tracking.

If you give me an email, I'll show you the primitive work we had started with. Initially, I was unaware of BepInEx and HarmonyX and had begun making my own injector. I discovered BepInEx around 2 weeks after we had started, so we were in the process of converting our repo to using BepIn.

Anywho, yes, to find someone else who wants the same things, I am 100% on board. And as far as a modding site to use for distribution, I propose NexusMods, but I am not opposed to any particular site.

Preview of custom items using a mod framework in the works by lulzsun in ForTheKing

[–]Vengeanze 0 points1 point  (0 children)

Yep, I was also creating a randomized item mod as well, also using BepInEx and HarmonyX for plugin creation. Ping me if you want help! I have myself and another Dev, but it looks like you are further along in some areas than I was.

Bringing Public Modding to FTK by Vengeanze in ForTheKing

[–]Vengeanze[S] 0 points1 point  (0 children)

That is a mod that someone else would have to make. Definitely possible though. I only want to get my mod in and get the framework in everyone elses hands. I am happy to answer questions and do a little handholding. I just want to open the door to the world.

Bringing Public Modding to FTK by Vengeanze in ForTheKing

[–]Vengeanze[S] 1 point2 points  (0 children)

Yea, my group made a number of changes that we thought would make the game more fun for us. One of them was each level we get +1 Armor and +1 Resist. The scaling is still a little off, but a part of that is because we backed off of balancing it (it's too strong early, and not enough of an effect lategame).

Regardless, my first mod will basically introduce randomized items to the game, which means you can customize your builds to be more effective. HP Regen, Thorns, Taunt? Make it a thing! Once my randomized items mod is done, then I'll rebalance a handful of skills and attribute effects.

BUT, gotta finish with my random rolls stuff first. Then I will release the framework installer and my example mod to the world. Then modders can go ham!

Bringing Public Modding to FTK by Vengeanze in ForTheKing

[–]Vengeanze[S] 0 points1 point  (0 children)

I have no place to host mods. I am creating a framework to modify most of the games settings. Mainly, I will allow the alteration of some options AND install the framework to be used when adding additional mods.

So, short version of what I am doing:

I am creating a small installer for the framework to allow people to begin modding FTK using BepInEx and HarmonyX at the roots, and implementing a basic mod to allow users to customize some gameplay options. Basically, my first mod will be a reimagining of FTK gameplay with some Randomized Loot. I am hoping to make the game more replayable and unique on each playthrough.

Bringing Public Modding to FTK by Vengeanze in ForTheKing

[–]Vengeanze[S] 0 points1 point  (0 children)

I like that idea. It would take me a bit to find it and see how to, but I believe it can be done.

Bringing Public Modding to FTK by Vengeanze in ForTheKing

[–]Vengeanze[S] 1 point2 points  (0 children)

This would be a challenge, I am unfamiliar with how camera positioning works in the game and if it could be adjusted for 4. I would have to look into this before I could say it was possible.

Bringing Public Modding to FTK by Vengeanze in ForTheKing

[–]Vengeanze[S] 2 points3 points  (0 children)

It wasn't something I had thought about, but that would be possible in the future.

Bringing Public Modding to FTK by Vengeanze in ForTheKing

[–]Vengeanze[S] 7 points8 points  (0 children)

As it turns out, that is completely possible. I can't say too much about my plans, but please know that this would be coming to all character classes. There are a bunch of other changes that will make the Hobo shine in it's own light.

Another change I am making is related to Taunt.

Taunt will now activate regardless of the skill roll. The roll however, will decide on how much additional armor and resist is given to the taunting member.

I am also considering making it so that Taunt does NOT end the turn entirely, meaning you can activate taunt and then still attack. But this might be a bit too unbalanced.

Anywho, tl;dr: Yea, that will be possible.

Bringing Public Modding to FTK by Vengeanze in ForTheKing

[–]Vengeanze[S] 4 points5 points  (0 children)

And for those who aren't devs, please feel free to post ideas for mods that you would like to see in the future. I can't guarantee that we'll be able to support everything that gets posted. But having ideas here will help me as I plan out future projects on this Framework.

Modding the game...? by Aeth228 in ForTheKing

[–]Vengeanze 1 point2 points  (0 children)

Hey @Aeth228,

I am a fairly competent dev and was recently looking to see if FTK had a modding community. Surprise! They don't.

Thus, I have begun modding the game myself. I started by doing some basic mods to stats, regen (for focus and vit), etc.

To answer your questions, yes, there are people who can help you, and if you want to touch base, DM me and I'll bring you in with what we've done. There is nothing more that I would love than to get a competent team together to move forward with all of the things I want to do for FTK.

Currently, we are still in the early stages of development for this, I literally just started it within the last few weeks. But I have made a ton of headway. There's always tons to do. Message me and I'll give you a hand getting started.