A few basic questions on Elementals Moding Scheme

...but you were afraid to ask...

Folks,

I've been fooling around with the modding over the past two weeks and have run into a few issues and questions I'd like to pose to get a better understanding of the moding scheme in the game.

1. Attempts at adding new items (bow) and new spells into the "my documents" folders has failed completely. The only luck I have had is having the modified xml files placed in the "data" folders. What folder names should I be using? Is it even possible to add items in the beta in the "mods" folder?

2. If I add or edit an xml file (regardless of location) do I need to start a new game to see the effect or does the game "update" based on the new information? Currently, it appears to be the former making edit and tweaks a bear to test out. Any chance this will change in the release?

3. Is there going to be a document showing a breakdown of the xml structures and the relations of files? It would be nice to know what to edit to add a weapon or spell or unit. I know spells need to be updated in two places to show up, but I'm baffeled on getting my items to show in the stores.

4. With respect to python use, will there be a way to inject new routines or override existing routines using python? In particular, if I wanted to change the way combat ran is it possible to do this?

That is my starting point. Thanks to the dev's for a great game. Looking forward to playing it alot.

B)  

7,061 views 5 replies
Reply #1 Top

1- I believe Folders names are irrelevent. I succeded in adding a new tile and tile effect by adding the XML files in the My documents folder.

2 - Start a new game, I also think. Trying to figure out what some xml entries are and do is indeed a real pain. I also hope it will change.

3- I am pretty sure there will be, and some entries on the forum are giving great details already. I think the modding part of elemental can become huge, given some python access. Just compare it to The civ4 mods, or NWN1 and NWN2 mods, that are still active and growing. We are on the very basic stage of some great modding wikis, I am pretty sure.

4- This is a must have IMO. XML modding will quickly reach a dead end, but with python, almost no boundaries. Python is a must be.

 

Hope it helps, but don't take my answers for granted as I am no dev.

Cheers.

Reply #2 Top

1- I've been successful adding any mods I have (.XML) buy placing them in any folder already created in "My Documents/Elemental" (ie. Units, Race...).

2- I think we're gonna have to restart a new game to reload XML. No idea why that is though...

3- I do hope they document more. Luckily, they did a lot of internal documentation within individual files.

4- I agree with Cromcrom about modding. However, I love my XML modding.

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Reply #3 Top

Guys,

 

Thanks for the inputs. I really hope Stardock reviews item #2 and can fix things to allow new info to get in game. Even if it is a command switch to reprocess the files in a save game for modding use that would be stellar.

B)  

Reply #4 Top

I think there has to be some kind of mod manager, or the game needs to read from all directory under the base /My Games/Elemental directory. That way we can keep mods in separate directories, and the mod manager so we can tell Elemental which mod(s) we want to load up for that gaming session.

Or at least with separate folders, you could have command line...er I mean shortcut arguments (blahblah/Elemental.exe -IronManaMod, for example, and in the mods directory, the game will look for blahblah/Elemental/mods/IronManaMod) that can tell the game which mod to load. I might have to have 3 or 4 shortcuts, but at least that's better than having to hand move/delete directories if I don't want to play with certain mods (or any mods) on that session.

Reply #5 Top

I agree that some basic form of mod control and launching to play mods will be a must, but without a way to reload mod data on the fly with your savegames modding is going to take a hit because it is too time consuming to keep having to make a new game to run up to level to see the effects of a mod. This really needs to be addressed or modding is a bust for me. Also be nice to have a full XML document for things too.

B)