#Shadow Gambit Modding - General Discussion and Questions

33 messages · Page 1 of 1 (latest)

balmy tapir
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This is the place to talk about general Shadow Gambit modding topics

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To answer one question that has been asked a few times already:

Modding support will not come to consoles, sadly. There is no support ingame to upload or download mods from mod.io either for the same reason on PC. It was just not possible with the limited time and resources.

meager aspen
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there will be a page on steam workshop?

balmy tapir
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No, everything will run through mod.io

pure beacon
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I've just finished having a muck about in New Krucbury after watching the basics video. This is all fascinating, I'm going to have a fun time messing around with this for a while. I then went to Morrow's Reach so I could mess around with 8 pirates at once while messing with the map. This is going to take a fair bit of investment.

abstract basin
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Really stupid question, how do you delete placed objects? Shift+Delete is only for enemies, right?

honest dawn
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Same question as @abstract basin , how can I delete objects that I have placed by mistake?

abstract basin
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So there is no undo abd there is no delete either?

fathom scaffold
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I have not had a chance to play with it myself yet. I will try it out later today, but the fact that there is no undo has been covered in both the documentation and in the videos.

fathom scaffold
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Similar to the pathing blocker, is there a vision blocker that will block vision, but not prevent pathing? Like an invisible bush.

ionic condor
fathom scaffold
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ok thank you

fathom scaffold
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How can I assign a usable to a variable from a script? I am using val selectedusable :myval but I can't use that in the scene script

ionic condor
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you would do that in the REPL

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and then the variable is assigned and you can reference it in scopes in the miscript

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the thing that might be a little weird at the start: the MiScript is never executed by itself. its not like a script that runs when you run the mod.
you need to manually trigger everything through scopes, injected stuff, usables etc.

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when you want to "do" something during mdoding and have it executed, you always use the REPL

fathom scaffold
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ah, so when I assign variables, those are saved in the save file, and I can reference them again after loading at a later time on a different computer?

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I've confirmed for myself that this is true. Thanks

ionic condor
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yes, all that stuff is saved in the savegame

hard berry
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is the editor compatible with shadow tactics and Desperados? The engine is the same

young nacelle
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No

fathom scaffold
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is there any way to get a reference to the player that triggered a usable from the associated scope?

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or if a scope is injected into a character, to know which character the scope is attached to within the scope?

ionic condor
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Hmm I don't think that's possible in modding, sadly.

fathom scaffold
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ok. thanks again.

ionic condor
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Depending on what exactly you want to do, you could work with states though.

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That of course gets rather clunky and quite a bit of work when you have to make a state for every character for something. But for a specific thing with nice impact it could be worth it.

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But for many cases that would also not work 😄 if you really need to know who uses it specifically

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Yeah probably doesn't work

fathom scaffold
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yes. thanks. I've been able to do a few cool things just with if and many states. It's not ideal but it works!

pure beacon
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So I'm having a strange problem trying to get animations to work, or rather saving them.

I've been testing it out with this NPC looking out to sea. She has a telescope. When I click on her, she has the "look around" option by default and cannot be removed. I simply added the telescope animation, and wanted her to cycle between those two actions. However, the moment I add a second action; F5 no longer works for quick saving. The game tells me there was an error when saving.

I feel like I'm being really dense. Even when I set the telescope to forever (ie always doing that animation, the game won't let me save). The guy at the boat to her right doesn't have a "look around" animation; only the searching through crates task pre-built into him (which also cannot be deleted).