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Old 03-13-2010, 07:22 AM
R@S R@S is offline
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Quote:
Originally Posted by 0a.Archangel.a0 View Post
How much time consuming is modding of quests? Like if you want to create a quest GO-KIll-bring_proof.
This is a tough question to answer, it varies a lot. I'd say between 2 and 10 hours, depending on how complex you'd wanna make it.
You'd need a new character, with 3d model, face pics, ini file, source code file and inventory file.
You'd need an item as proof(a new item), which needs to be added to at least 5 of the ini files
You'd need to write the script for the mission, 200- 500 lines of code.
Then you need a lot of time to test it, tweak it and luckily everything works as it should.


Quote:
Originally Posted by 0a.Archangel.a0 View Post
And secondly what kidn of mods are free to add to other mods? you know like something i can add to the game without it affecting modes from others?
It depends on which mods you're talking about. But as a rule, if both mods adds new items, it means they're using different sets of files in the INI folder. One could combine them to get it to work, but that means a lot of copy/pasta of the new items from one mod to the other.
Then we have mods that are only source code, they are usually compatible as long as they don't mess with the same part of the source code. A little editing of the \Quests\E1P\e6q.modinfo file can fix this if you're lucky.
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