#Info & General Chat

93 messages · Page 1 of 1 (latest)

tame ferry
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Welcome! This is a forum for advertising and browsing game mods for Legend of Dragoon.
All mods in this forum are for Severed Chains unless otherwise specified.

Making A Thread/Topic For Your Mod

  1. Create Thread with appropriate title. Can be a proper mod name or matter-of-fact describing words. Short and sweet!
  2. Body text. This is the original post or OP. Provide a description that clearly and effectively conveys what the mod does (be it obvious or complex). Include a download link or file attachment.
  3. Select Tags (required). Use these to specify which version of SC your mod is compatible with, whether there are special instructions, and what class of mod, and so on. Players browsing this board will be checking to see, for example, which mods apply to combat or which mods work with SC 3.0.
  4. Update your OP over time if you are planning content updates or want your mod to be compatible with new releases of SC. Note that local attachments cannot be modified in the OP, so you'll have to use pinned posts in that case (right click a message > Pin).
  5. Need help ensuring your mod works with Severed Chains? You can check with the SC devteam in their channel:#⛓️‍💥severed-chains

Useful Links

tame ferry
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Info & General Chat

tame ferry
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Hey @vagrant mesa , now's a good time to DM me about your mod. I'm ready to update our modding page with your submission later today.

hardy mountain
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Is there a guide or starting point I can look into for how to start making my own mods?

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For some context, I'm wanting to see if it's possible to create a mod that speeds up animation speeds, or the game in general during certain instances, such as spells.

odd terrace
hardy mountain
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Thanks

lapis yacht
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I recently modified a bunch of parts in the .csv files available with Dragoon Modifier/Irongoon. I rebalanced the character stats including speed and health, modified the additions so everyone gets a similar multiplier and SP amount for their final addition at max level, and changed the dragoon stat bonuses and d-magic so that d-additions and d-spells work out to a 600% multiplier (600% per 10 MP for spells using the spell multipliers) using Wulves' damage calculation along with various other changes. I am now working on adding/changing equipment, adjusting monster stats, and adding two more difficulty levels. The reason I'm posting here is because I'm unsure what my next steps are supposed to be. How can I make this a fully realized mod? Should I label it a sub-mod of Dragoon Modifier/Irongoon or does it count as it's own thing? How/where should I publish this? How in the heckfire did Zychronix give Shana a damage multiplier? What do these mysterious missing numbers in the equip-stats.csv do? Admittedly those last two questions are unrelated lol.

odd terrace
# lapis yacht I recently modified a bunch of parts in the .csv files available with Dragoon Mo...

It sounds to me like a place where people could post their preset .csvs would be ideal. However, everyone is focused on RB3 right now and I can't speak to others peoples intentions. Perhaps @tame ferry has an idea on what could be done. They are busy with the wiki and other stuff at the moment. I am sure you are not the only person who would like to post custom csvs. I have no idea about your last two question.

tame ferry
# lapis yacht I recently modified a bunch of parts in the .csv files available with Dragoon Mo...

I can speak to how it'll work for DraMod. For non-programmers, you'll instruct prospective users to download DraMod and your custom CSV pack. Have them put your two folders next to the other difficulty folders (NA, JP, etc). Then users should enable DraMod when starting a new campaign via the Mods submenu, and also choose your difficulty from the gameplay options > difficulty selection dropdown. Zy's special stuff should only trigger when his Hard/Hell mode are selected. However, as far as I know, you'll be limited to the game's stock mechanics and parameters. Zychronix did special coding to do things like give Dart a "burn stack" mechanic in combat.

For publishing: we only plan to directly host a select few featured mods at the most. The vast majority of modders will be directed to host elsewhere. This can be your own website, or a mod aggregator like NexusMods. We also encourage you to create a thread for you mod here under #1197953830764171407 , along with a zip attachment.

I am hoping we can get a difficulty select option in core SC so it doesn't rely on another mod to function, but it's a relatively low priority atm. We'll see how it goes over time. As for Irongoon, ask in the respective mod channel: #1199973469148958822 . Here's the one for DraMod as well: #1197976055923888218

sick zenith
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Hi, new here, been reading around some of the mod channels. I have a question on one of the planned features of SC. Multiplayer has been mentioned, and I was wondering what form that would take. Is it going to be some kind of online multiplayer somehow? Or is it more of a couch co-op vision?

tame ferry
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@sick zenith The answer comes in two parts. Generally, the SC devteam focuses on the "framework" of a given thing. For example, the team can build out the requirements for texture replacement, but they won't make a big texture package. It's up to individual modders to use that framework to build specific things. However, in some cases, the team may create a small prototype as a proof of concept (see: playable Lloyd was concepted out in one of the one-off devstreams on Youtube).

In the case of Multiplayer, it's a little of both. Monoxide said we'd get multiplayer functionality, including basic co-op and PVP. As far as I know there will be support for basic exhibition matches between two players, but anything in-depth or fancy will probably not be present. That'll be left to modders: perhaps a repeatable Hero Arena tournament, exhibition matches, playing as bosses against other players and their protagonist teams, et cetera. Whatever modders decide to do.

For Co-op, the current plan is basic support campaign-long, but only for combat (one person would "drive" the story). It would be online co-op. In this implementation, each player controls 1-2 characters. This was demonstrated in a previous devstream, where one player choosing "Guard" successfully procced on the second player's screen.

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I am also pushing for online leaderboards for minigames, hosted on our community web server (alongside the website, wiki, et cetera). But one step at a time, heh.

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Also, hi there. Welcome to the madness.

sick zenith
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Thanks for the excellent answer and for the welcome. Glad to be here 😄

tame ferry
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Sure thing! All you really need to know is: whatever you're expecting, there will be more.

sick zenith
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Hey, just curious about an old question on here. Irongoon was suggested as a reference for someone who was looking to familiarize themselves with modding for SC. Can I ask what makes Irongoon a good reference for that?

dreamy crane
sick zenith
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Makes sense. Thanks!

tame ferry
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Thread updated. Now has Megathread tag, instructions for how to make a thread showcasing your mod, and useful links section updated.

stark cedar
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crashes into the channel like Kramer on 30 cups of coffee

LEGEND OF D-ROGUE-OON

final dragon
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Hey there, I'm interested in getting Severed Chains to work in the Archipelago system, I see that Irongoon is a good reference, but i'm a bit new to the modding scene. Are there any dev docs for utilizing the Modding API?

tame ferry
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There's some technical documentation, but no formal walkthroughs yet. @dreamy crane can answer in more detail about what's available now.

dreamy crane
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I'm also interested in getting SC on Archipelago

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There are no docs at the moment, the best bet is referencing IronGoon and DraMod, and asking us for help

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We have a dev kit project that gives you access to the modding API and everything you'll need, I can send it to you in a bit

final dragon
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that would be wonderful! I've already started following Archipelago's docs and forked their repo. looking at other examples as I go

dreamy crane
final dragon
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amazing! Thank you

dreamy crane
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You can just clone and open it in intellij, for now you'll also need to clone SC and publish it to mavenlocal using gradle

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Do the SC part first

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Going to sleep, if you have questions post in #⛓️‍💥severed-chains and I or someone else will help when available

soft sequoia
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Been working on Tim Stuff and working on a tool. Here’s the features so far:

-load multiple Tim’s. Can select any tim loaded to see it in the preview window
-all cluts get loaded and can be viewed in a list(with their origin Tim labeled) to apply to the current Tim in the preview window.
-preview animations with an option to customize cel size and direction
-png export of selected Tim and clut
-export of Tim indice as a grayscale png. Can be edited and imported back into viewer and have current cluts be used and exported with the png export so you don’t have to edit each individual clut variant, just the indice.

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Haven’t been able to test if uprezzing the indice grayscale image breaks the clut support but I don’t think it will. Should be pretty robust for making high res mods or edits to current animated Tim files

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Think it’s something worth throwing up here for folks?

dreamy crane
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A modern tim viewer/ editor would be good to have, especially if it's cross platform

tame ferry
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Indeed. You might want to chat with DooMMetaL. He is working on a tool that will be an all-in-one asset converter (works off the unpacked assets processed by SC). 3D models are the initial focus, so give it a look. Perhaps some of your features could be merged into his tool, help it get moving a bit faster.

IIRC the tool is WIndows-only. I vaguely recall some chatter about cross-platform support but don't remember where that left off. Would love to run the tool on Linux. @soft sequoia

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If interested, his tool discussion is here: #1198091177363263550

tulip creek
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Are there any mods that let you adjust your player level, encounter rates or otherwise?

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Like, if you wanted to just run around the game at max level just for fun?

dreamy crane
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You can change your level in the gamestate editor

tulip creek
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Oh no way!

dreamy crane
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There are a few different encounter rate options in the SC options

tulip creek
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It's just in the native engine?

tame ferry
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Yes

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several things are in core SC because they're either widely requested or small scope.

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you should review all the settings in Options > Gameplay, and look over the debugger too.

tulip creek
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Checking things out right now.

tame ferry
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By the way, finally got that video published, so I can decompress and catch up with you re: page scans.

tulip creek
manic isle
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f12

manic isle
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Then click top-left button to locate more debug windows

tulip creek
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Yes! Thank you!

olive spoke
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Not sure if this is the right spot for this, if not sorry! I'm having issues getting mods to show up in the in-game menu for mods. I've extracted the files and copied only the contents of the mods into the Mod folder for Severed Chains and it's still not showing up , any help would be greatly appreciated

dreamy crane
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Send a screenshot of your mods folder

olive spoke
dreamy crane
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That's the severed chains source code

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What were you trying to install?

olive spoke
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And now I've realized I extracted the wrong thing from downloads, gonna put the right one in and report back. I accidentally downloaded the source when trying to get the Windows build earlier (doesn't use github a ton lol)

dreamy crane
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Okay, let us know if you're still having trouble

tame ferry
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Give it a try next time!

olive spoke
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Thank you both! Yeah turns out clicking things that say source code isn't always the mod like my brain wanted to tell me. The mod is running now and I feel just a little silly for the question 🤣

dreamy crane
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Enjoy

maiden mesa
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the ability to edit and preview while working on those will help altergoon progress. Current process is make changes, load up a battle to see the changes, repeat until desired effect.

Now if you can do the same for hex edits, thatd be cool too.

hushed bone
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Hey I have a question is there any way possible were we could get voices for the characters?

dreamy crane
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It's a huge amount of work but there is a modding team that plans to do it when there is support for it in SC

soft sequoia
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been busy with life but definitely will keep working on the tim tool.

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Will have some big chunks of time coming up to work more on it.

ivory stirrup
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I am looking for a mod that gives you every item and equipment

tame ferry
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Basically a new tool to view such files. There are other Tim viewers but they're really old / piecemeal in general.

soft sequoia
# frozen knot What’s Tim tool

Been working on a modern workflow for modifying Tim files. Making it possible to edit just the index so you can apply it back to different cluts from the game etc. a better way to see live your index changes on different clut variants and son. Have basic editing in the app working, exporting indexes and stuff. Mid march I’ll have some time to get a new version posted and hopefully a Linux build too.

frozen knot
long meteor
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Is there a link to a mod where I can swap which addition I use mid battle?

tame ferry
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@long meteor No mods needed, this is a core feature of Severed Chains. During battle, when it is your turn you'll see an Addition Swap icon on the battle bar. You can also use a hotkey - it's typically Triangle or the north-most face button. You can check the keybind for that and customize it in Menu > Options > Controls.

long meteor
tame ferry
tame ferry
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You're welcome, game on.

still holly
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Something occurred to me, is menu text editing available for SC? Not dialogue, I already know dialogue editing isn't available. I've noticed that there was text added that doesn't exist in the original game sometimes, like the new menu selections for the menu screen improvement mod

dreamy crane
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I've overhauled some menus to move their text into translation files

still holly
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Ah, partial on an as-needed basis, essentially. Thanks!

dreamy crane
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Less as-needed, more I'm redoing this code so I might as well do this

untold thistle
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Is there any plans to do a voice over mod put voices with the text chats

tame ferry
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Yes, one mod is planned and there will probably be more.

untold thistle
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Me and my sister have been talking about a mod like that for years or even a remaster with voice acting or an new installment

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Also if they was to make a new game i think a games based on the dragon campaine from 11k years ago would be sick play as the original dragoons

tame ferry