User:Muffinatorz
From Heroes of Hammerwatch wiki
Contents
Hello
Things missing in HoH2's modding support (A list in progress)
- Modding profile saves (GUI)
- Quick launch from editor (Launches game with no params)
- Editor enabled mods don't stay active when clicking "new file"
- There can always be more hooks
buncho list
30 trinkets 3 trinket sets new potion equipment type 12 potion variants 4 new combo types 6 new tavern drinks 1 new chapel blessing 2 new monolith buffs 1 new loadout mechanic (trinket crafting) 1 new town shop (equipment randomizer) 3 t1 mainhand spear,scimitar,scepter 1 t3 offhand towershield 1 t1-t4 offhand dir 1 t1-t4 offhand throwing knives walls of gadir town minigame floppy heroes minigame fishing town minigame trainer included
.. setting up hellcube spawn hoh1 ost replacer? finding the gatherer npc finding the fisherman npc modded classes?
Things I'd like support to in modding
- A way to inject things into sval's. Precisely, the mission and theme ones.
- adding enemy scheme data (additional enemy types) ex: <i>2000</i><s>actors/enemies.sval:undead_guard_1</s>
- also adding in new SpawnPrefabSet's to gen. not adding to a set and messing with the game balance's min max. like adding to a special pfb set, but adding a new unique set into existing gen without changing the theme_.sval
- adding to chest.sval entries for adding drop arrays and such into bronze_equipment chest loot table
- some god damn documentation on that player model lol
- mission loadout order is odd. Separation of the sval into two svals for architect to always be the last entry(bottom) is ideal, or the visual is not clean or pretty. Leaves room for modded mission loadout GUI entries.
- g_musicInstances does not work, meaning you can't use <loader>MusicInstance:: sval in modding custom tracks. "basegamemode and mainmenugamemode fill the array. its to keep a master soundbank that doesnt get replaced on level switch in order to play the music even during loadtime