We need some brainstorming. TA, please give us a guideline for proper homebrew contents for modding.

exsonic01
Level 9
3 months ago (edited)
Too bad this game does not have a PHB license... that would make this game much better. Anyway, I'm curious, usually how much re-make or modification is allowed to be proper homebrew content of PHB ones? Do we have any sort of "safety guideline" for modding? 


For example, in current Solasta, I can see the "Sylvan Archer" feat in this game, which took some hints from the "Sharpshooter" feat of the PHB. 


Sharpshooter = 

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

• Your ranged weapons ignore half cover and three-quarters cover.

• Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.


Sylvan Archer = 

•  Increase your Dexterity by 1 (Max 20) and ignore half and three-quarters cover when shooting with a bow.


Now, we can clearly see which part the Sylvan Archer get some hint from the Sharpshooter feat. 


If we can homebrew some feats like the Sylvan Archer feat, we players could start our own brainstorming for alternative homebrew feats of Polearm Master, Great Weapon Master, Sentinel, Lucky, War Caster, etc... 

I just wish to make sure about the guideline of such homebrew modification, how not to violate the WotC copyright. As far as I know, we cannot just copy and paste of contents and change the name of it and then call it "homebrewed one". There needs to be some degree of modficiation to become a proper "homebrew" for CRPG game software. But I'm not sure how much is good, and how much is not. 

Let's say we homebrew our own GWM and Polearm Master for Solasta and begin brainstorming. What would be the safest modification of these feats for homebrew, and how much are we allowed to partially use the PHB feats? 

sarge33rd
Level 11
3 months ago

might want to wait until the game is released and in its actual form...j/s


lindad7999
Level 3
3 months ago

might want to wait until the game is released and in its actual form...j/s

Yes that and they already said modding on this Unity engine is extremely hard and take a lot of knowledge or you may just end up messing the game up with a bad mod.

3 months ago

Modders did a great job with PFK, I'm sure they'll do well with this, but the devs have to finish the game before they can open it up to modders.  (While they're making it, they need secrecy, but once it's made, they can make it more transparent for modders.)

exsonic01
Level 9
3 months ago (edited)

Hmm looking at a lot of mods of BG3 though it is also in the EA process as well, so... I would say, why not for Solasta? 

Of course, mods during EA will be needed to be inevitably updated every time when devs bring a new patch. And I know that is why modding during EA is not recommended, typically. But, I guess maybe it would worth taking a shot. 

These days I just started to look into Unity and C# myself. It is a hobby project, so I wouldn't be fast to make anything for this game. But I'm sure some other Unity modders would try, sooner or later.   

sarge33rd
Level 11
3 months ago

maybe because Larian Studios has over 300 employees and TA has like 13 I think? The ability to code and support the game is taxing for TA. 

exsonic01
Level 9
3 months ago

maybe because Larian Studios has over 300 employees and TA has like 13 I think? The ability to code and support the game is taxing for TA. 

I think you are missing my point here. Attempting on modding is nothing related to the size difference of studios, it depends on the will of potential modders... For example, if I were good at C# I would try for some now, I would begin with very simple and plain things. But, oh well, right now I don't know that much about C# so it is hard for me to comment. 

sarge33rd
Level 11
3 months ago (edited)

you have apparently failed to read what TA has said about this topic, on multiple occasions. The programming effort required to create and support the modding community, would be approximately equal to the programming effort required to create the game. They don't have that kind of manpower, so yes, it DOES have to do with the size of the studio. Larian, could assign a team of 2 dz to JUST support modding. TA doesn't even employ 2 dz people.


here is what I was looking for for you:


See Question 80:


https://store.steampowered.com/newshub/app/1096530/view/2514646601431097415

exsonic01
Level 9
3 months ago (edited)

you have apparently failed to read what TA has said about this topic, on multiple occasions. The programming effort required to create and support the modding community, would be approximately equal to the programming effort required to create the game. They don't have that kind of manpower, so yes, it DOES have to do with the size of the studio. Larian, could assign a team of 2 dz to JUST support modding. TA doesn't even employ 2 dz people.

here is what I was looking for for you:

See Question 80:

https://store.steampowered.com/newshub/app/1096530/view/2514646601431097415

Well, I know what you are saying but we are talking about different things. I'm not talking about the modding tool or level editor. But I wish if TA can give us "GUIDELINE", how much modding would be safe and unsafe from copyright infringement. Regarding the modding tool, I fully understand TA's situation and I'm OK with that. 

But, people can try modding without a modding tool. One could begin with simple things like new weapons and new items. Then some talented modder will try complicated things like new races or classes. I'm not saying they will be easy.  Plus, without a modding tool, it will be more difficult when compared to the situation with a modding tool (not always, but in general). However, the absence of a modding tool never rules out any possibility of modding. 

I'm also recently watching some tutorials, hopefully, I can try something from myself some time in the future, with or without the modding tool. I heard some 3rd party tools like Melon loader could help modders to make a pipeline between their mods and the code, hopefully, I can be familiar with these at the moment of full release... or someone else who has better C# experience could start faster than me. 

Meanwhile, a level editor or making a map is a totally different story. Even with such a dungeon maker, creating a map is really laborious work. The difficulty might not too high like coding and cracking of the code, but working and designing tile by tile is a huge work. And I understand, creating such a "dungeon maker" would be a burden for devs too. So, I'm OK if they don't make a dungeon maker now. But maybe in the future? Still, I don't mind. I just wish the best for TA. 

My small wish towards the map is: if they increase some number of covers on the map and if they introduce more maps for world map random engagement, I will be really happy with that. But if they don't do this, that is fine. It is their game.


exsonic01
Level 9
2 months ago

Bump the post. 

I think we need some discussion about this. Some mods are published on the Nexus Mod Solasta page already, and someone uploaded the Variant human mod. I really wish the Variant human mod is safe and OK. But we are still not sure how far we are allowed to achieve via modding. Now, Winter Update is closing, and more potential modders may watch this game. 

It would be great if there is some sort of safety guideline for modding so we don't infringe the copyright and enjoy modding and playing Solasta.