UnReal World > Modding

"RPG" stat mod

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rudy:
Hi All, seeking input on an idea.

Let me start by saying I know this is not going to be a lot of people's cup of tea. What I'd like to do is create a mod that "allows" the regulated improvement of stats and other character aspects.

This cannot be done within the game itself; there's currently no way to modify attributes using mods. However, my idea is to have a mod that uses CheatEngine as an external tool in the following way:

There would be a menu of crafting choices within the game that would help you track 'experience' points. Like, one choice on the menu would be "Killed a bear", and it would produce, say, 50 experience tokens (weighing 0). Another one might be "built shelter" and it might be worth 1 experience token.

There would then be a set of rules indicating how much experience you would need to increase an attribute using cheat engine. Like "To increase an attribute, spend 3 times the current attribute in experience tokens". Then the player would Discard the appropriate number of experience tokens, and then use cheatEngine to increase the attribute by 1.

Currently I have a vague set of rules I use to formulate the improvement of my own characters in this way; the purpose of the mod would be to track the 'experience' more precisely, and allow a set of shared guidelines for "leveling up" in this way.

Other things that could be modified would be character weight or height, or skills.

Interested in feedback on the idea but, most importantly, whether there is ANYONE besides myself that would be interested in something like this. If not, it's not really worth the effort of making it, and I'll just continue to use my informal system.

Likes are appreciated, but will not be interpreted as interest in using the mod.

Best!

Tinker:
Definitely interested, in fact these things should be part of the base game code. My own alpha version game starts with 100 skills and improving skills leads slowly to improvements in abilities, also not using a skill leads the atrophy which can lead to decreasing abilities.

Using cheat engine fixes may prove problematic for none windows users.

rudy:
I acknowledge it won't work well for all OS, but I'm not aware of alternative paths.

So, what kinds of things should give experience. My thoughts so far:

Hunting creatures, obviously, with more XP for the more difficult and dangerous ones.

Killing Njerpez warriors, or Foreign Traders, probably the most.

Completing quests.

Successfully trapped creatures give less? Or the same?

Fishing. Perhaps some XP based on so many pounds of fish caught.

Building. Amounts for shelters and log cabins?

Some generic amount for X hours of crafting, I'm thinking. Like, "If you spend at least 4 hours crafting *something* in a day, gain 1 XP" This can cover a lot of stuff, from tanning hides to carpentry to cooking, to any number of modded recipes.

Learning new rituals.

Visiting new towns.

Very significant trades?

Agriculture? Something like "for every four spaces harvested, gain 1 XP". A once-a-year kind of influx.

1 XP per cave fully explored?

What else?



Tinker:
Balance is probably important, especially for those who play differently. For example hermits who avoid contact with others, those that ignore rituals and quests or those that live exclusively in caves.

I will consider some options and get back to you.

rudy:
First draft. I'm CERTAIN there's a lot I'm missing, or have badly balanced.

50 First time in a cultural region (once per culture)
20 Completing any quest
10 First time visiting a given town.
5  Fully exploring a cave.
50 Killing a bear, njerpez warrior, or foreign trader (triple for the first time for each)
20 Killing a robber, elk, wolf, or lynx.
15 Killing a seal, reindeer, or glutton.
7  Killing a fox, beaver or badger.
3  Killing other animal.
X  Fishing: 1 per 5 pounds of fish.
X  Building: 10 per space of completed log building.
X  Building: 5 per space of completed Kota.
X  Crafting: 1 per hour spent crafting, cooking or building anything not covered by other XP options.
X  Agriculture: 1 per space that you plant and harvest.

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