User:Muffinatorz
From Heroes of Hammerwatch wiki
Revision as of 07:08, 20 January 2025 by Muffinatorz (talk | contribs) (→Things I'd like support to in modding)
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: <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