Difference between revisions of "User:Muffinatorz"
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Muffinatorz (talk | contribs) (→Things I'd like support to in modding) |
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*some god damn documentation on that player model lol | *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. | *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. | ||
− | < | + | *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 |
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Revision as of 07:04, 20 January 2025
Contents
Hello and welcome to my heroes of hammerwatch II quickstart guide to modding 
If you're reading this, you're too early! GTFO!
Launching mods for Heroes 2
I will use the trainer mod when the example is needed. Below is a step by step guide to launching the game with the trainer mod.
- Start by finding your installation folder. The simplest way is going to your steam library->Properties->Installed Files, then hit the browse button
- Create two items. An empty mods folder, and a shortcut to the game's EXE. Only the mods folder is required to be in the installation folder.
- The mods folder is where any .bin or folder for mods will be placed. The filestructure remains the same across past games.
- In the shortcut, we have two parameters to add -m trainer -l levels/town.lvl.
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
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: 2000
actors/enemies.sval:undead_guard_1 - 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
- adding enemy scheme data (additional enemy types) ex: 2000
- 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.
- 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