Modding in Locations
Posted: Sun Sep 22, 2019 8:33 pm
I realize this is a work in progress feature you guys are working on. I've put together a rough tool for previewing all the models in game and referencing them with tags. (To make it easier to custom create dungeons and locations.)
(Yes this will be cleaned up before release. I'm just proving functionality right now.)
I'd like to put this out there and let people test locations they've created. I was starting to create a location generation tool as well. But I have no idea what way you guys intended this to be done when you are finished. Could you give me a hint so I could do this in a way that aligns with what you guys intended?
1.) Add a location in some sort of location folder in streaming assets WorldData (or something else). There's no code even pointing to how you'd like this to work. Nor would it allow any priority by mods, or even protection of plot locations.
2.) Edit Maps.BSA - This is messy, and also stops it from being a mod, and more of an overwrite. But hey, I don't have to overwrite DFU files.
3.) Companion ExtendedMaps.BSA - Adds on locations. But not based on mods, and have to compile everything into a big mess data file still. Yuck.
4.) Insert the new information with an index at runtime. I'd still have to hijack ContentReader.cs or MapsFile.cs (which I don't want to do.)
Is there any better way of doing this?
(Yes this will be cleaned up before release. I'm just proving functionality right now.)
I'd like to put this out there and let people test locations they've created. I was starting to create a location generation tool as well. But I have no idea what way you guys intended this to be done when you are finished. Could you give me a hint so I could do this in a way that aligns with what you guys intended?
1.) Add a location in some sort of location folder in streaming assets WorldData (or something else). There's no code even pointing to how you'd like this to work. Nor would it allow any priority by mods, or even protection of plot locations.
2.) Edit Maps.BSA - This is messy, and also stops it from being a mod, and more of an overwrite. But hey, I don't have to overwrite DFU files.
3.) Companion ExtendedMaps.BSA - Adds on locations. But not based on mods, and have to compile everything into a big mess data file still. Yuck.
4.) Insert the new information with an index at runtime. I'd still have to hijack ContentReader.cs or MapsFile.cs (which I don't want to do.)
Is there any better way of doing this?