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Thread: Guide for modders

  
  1. #1

    Default Guide for modders

    What is needed for making mods are based on modern KeeperFX for example? Is C the only language I should use or there are some variations, what is the best way to make new maps and creatures, how does the process of making new models work and etc. Are there some guides and useful editors? For instance, I got an idea of mod with modified rooms functions and additional new creatures with specific characteristics aren't presented at usual game. They should include vulnerabilities and privilege against definite enemies, new abilities are also planned. The project is ambitious and may take much time and efforts. What do I need for this?
    Last edited by CashDiver; February 9th, 2025 at 18:00.

  2. #2

    Default Re: Guide for modders

    Depends on what you want to do really. There's no guide but the discord is very active and there's loads of help there. There is some information on the github wiki too.

    But in short:
    - There is a lot you can already do simply by changing configs and adding graphics and sounds and creatures and whatnot. All without writing any code.
    - Soon there is an option to use LUA script on top of this
    - If you want to do things that go beyond these things, yes, you can make a fork of keeperfx and make changes to it whatever you want. In that case it might be smart to fork a full release branch, and say people can use your mod on top of such a specific keeperfx version. If you do join the discord and want help compiling, let us know and we'll give you access to the keeperfx development channel.

  3. #3

    Default Re: Guide for modders

    Dungeon Keeper is great and KeeperFX makes it even better so I'm not planning rebuild or something like that. The main idea is about minor modifying some of dungeon resources to implement related new creatures with even darker atmosphere. This shouldn't upset the balance because all of their privilegies are leveled out by vulnerabilities, the project is also planned to be used with other mods. My graphs are turbulent for now so I can't promise participation, but thanks, I'll dig into this stuff and maybe we'll talk about it later.

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