Yea, not really a how to on modding. Its just kinda experimentation. I learned how to by making a custom race and civ. I copied and pasted the human entity defaults and creature defs.
The creature I had in my mind had wings and a tail, so I looked at a dragon. hmm, :2WINGS:TAIL:...lets try that in the body entry. Just plopped it in haphazardly. And waddaya know, it worked.
Then I changed the U in the creatures symbol to a D, that worked too.
I then decided I'd try one of the standalone tags, [CARNIVORE] I tried to get it in the exact spot that it was in the creature I took the tag from but couldn't get it perfectly placed so I was worried it wouldn't work...guess what? It did.
Thats when I learned that tag location doesn't really matter.
Then I started messing with entity tags, then weapons, then with body types(vanilla wings can grapple after all) then the language files(lost these to the z axis version switch), then when the z axis version came out I started doing some reactions, plants, and personalities. All the while making small changes to and becoming more experienced with the previous things I learned to mod.
semi-helpful tips
- The wiki is your friend...I don't know if the modding tags are on the new wiki,(EDIT:they are) if not just look on the old wiki. 99% of them still work.
- You usually have to generate a new world after changing raws around. There are a few things that don't require a new world, but if in doubt, re-generate![/lame]
- If you delete a raw file completely it's a good idea to delete the matching file in \data\objects just in case. I came up with a duplicate creature bug once by not doing this.
Sorry for the long post. Hope this helps.
EDIT:Realized theres an integrated bulleting system and I don't have to use my crummy fake one.
[ December 01, 2007: Message edited by: Greiger ]