Age of Modders – AoW3 Modding in V1.7 Open Beta

We are happy to announce that an Open Beta of the new Modding system is starting today! With these tools you will be able to modify or even create units, spells, abilities and much more!

Also, after listening to feedback from the community, we have spent the last two weeks on work to allow mods to add new models and textures into the game. This means you will be able to re-texture existing models and add whole new models in order to create new units and structures.

For full details on how you can access the beta, as well as guides and example mods, see our forums thread here:

http://aow.triumph.net/forums/topic/modding-open-beta/

For a taster of what can be done with the system, we present the Blight Surgeon, a collaboration between Tombles and forums poster Tibbles The Cat!

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Home Forums Modding / V1.7 [OFFICIAL] NOW LIVE

This topic contains 441 replies, has 76 voices, and was last updated by  Tombles 4 years, 1 month ago.

Viewing 30 posts - 1 through 30 (of 442 total)
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  • #227717

    Tombles
    Keymaster

    Updated for the official Release

    See News Post:
    http://aow.triumph.net/v1-7-is-here-the-age-of-modding-has-begun/

    #227729

    Gloweye
    Member

    First!

    After having claimed the first post, now let’s use it to shamelessly advertise my mods:

    Wood Elves and Frostlings styled after AoW 1, which will be part of the campaign BBB mentions down a couple of posts:

    Elves: http://steamcommunity.com/sharedfiles/filedetails/?id=515806282

    Frostlings: http://steamcommunity.com/sharedfiles/filedetails/?id=515817500

    Ballista, intended as field or siege defense combat machine. Single shot for 19 base damage at long range. More Information on it’s Wikia Entry.

    Ballista: http://steamcommunity.com/sharedfiles/filedetails/?id=515809049

    Obviously, the first two are very imbalanced if you look at the normal game. The last one is fine, and currently all races broad. Shredder Bolt and Turtle Ballista will someday be included in the appropriate mods.

    Of course, when the Mod Tools go public, all of these will be uploaded to the Nexus for all non-steam users to use, as will every mod I make.

    #227730

    Lennart Sas
    Keymaster

    Thanks Tibbles for making that great Blight Surgeon!

    #227731

    Thariorn
    Member

    Wow, that’s some long-bottom guide for me to read through over the next few weeks.

    At least tweaking units to my persnoal sp desires seems easy enough ~

    Note that memory is limited and that adding too much new stuff may cause memory issues, especially for players on lower-end systems.

    Can you give a rough estimate how much memory the game uses with both expansions unmodded?

    Would probably help to find a “Do not cross this point in order to have the game still work”-point for modders (mainly modelers/artists as it seems)

    #227733

    bensku
    Member

    Great that modding is finally here! Or, for us GoG players, great that you gave ETA “before end of month” 🙂 Well, at least I can read modding tutorial to get some idea what is going on…

    #227736

    Ninja’d…

    Ugh…

    So who want to cooperate with me on a mod that introduces population as a resource, used in recruiting and upkeeping units? Edit: and building if possible.

    I also know Ex is looking to create a mp balance mod, which I have high hopes for.

    And I am ofcourse working on an AoW1 mod, with Gloweye, so there *may* be positions available for that.

    #227739

    bam65
    Member

    I might have to go back to college so I can figure out how to mod(even with the guide). 🙁

    #227740

    Eomolch
    Member

    Wohoo, amazing!!

    The only downside is, now I want my vacation to end 😀

    #227743

    @ Bam, looks harder than it is. If a coding idiot like me can do it….

    #227761

    Bob5
    Member

    Looks great. I’m just missing a fix to the hero mount bug in the editor for DLC races, was that fixed or will that fix come later this month?

    #227762

    Tombles
    Keymaster

    Could you be more specific?

    #227763

    Thariorn
    Member
    #227766

    Bob5
    Member

    Yeah that’s the one.

    #227773

    Garresh
    Member

    Short plug here since I’m at work. Tonight Ill be uploading several short introductory videos to cover the basics of nodding. The quality isn’t great but it’ll be a good way to get those of you who want to dabble started. I’ll also be releasing an alpha version of a current mod I’ve been working on for some time, which adds additional “variant” units to each class in a balanced and interesting way. A few tidbits: Sprint Pass Wall assassins are back. An infantry version of musketeers with shields and shotguns. Berserksers which hit for almost 20 damage but have a chance to go berserk and become a threat to friend and foe alike!

    There’s more, but Ill do a more detailed post later. Suffice it to da I’ll be dropping a lot of cool stuff tonight.

    #227782

    vota dc
    Member

    Great I am starting right now the food chain mod.

    #227783

    Centurion-X
    Member

    The ability to add entirely new custom models… is breathtakingly! But I have a significant question: without Steam-service GoG-users can create modes!?

    #227785

    Gloweye
    Member

    The ability to add entirely new custom models… is breathtakingly! But I have a significant question: without Steam-service GoG-users can create modes!?

    Only in Beta. When it goes live it’s for GOG as well.

    #227786

    Centurion-X
    Member

    Gloweye, THANKS!

    #227787

    auris12
    Member

    Hey guys just curious about how difficult some of the more simple mods would be like changing hero mount/weapon or changing high elves to deal frost damage?

    I have no mod experience so just wondering if it’s manageable

    #227788

    Gloweye
    Member

    Hey guys just curious about how difficult some of the more simple mods would be like changing hero mount/weapon or changing high elves to deal frost damage?

    I have no mod experience so just wondering if it’s manageable

    Pretty easy. Frost damage that is – hero mount aren’t hard either, but there’s a few things to keep in mind, and some weapons are easier than others(default(==starting) weapons/mounts are very easy, but any other options are suddenly a lot harder.) For example, I’m working on the AoW 1 campaign, and Talic, the Dark Elf guy, now rides a Black Horse(base mount of orc heroes) instead of a Unicorn(he’s an elf..currently).

    #227790

    Jolly Joker
    Member

    Victory Rush heals 12 HP now?

    And no change to Deathbringer?

    Hmm…

    #227792

    ExNihil
    Member

    Great stuff guys, thanks a bunch.

    NODE SERPENTTTTT!!!!!!!

    Can I ask that you guys look into that builder change with rapids?

    #227793

    MartyD81
    Member

    O.K., I tried fiddling around with the mod editor a little bit, modified a couple of values (several abilities’ stats, some city buildings’ stats, nothing big), saved the mod and called it a “test mod”. However, there is no “test mod” displayed/highlighted under the User Content menu in the launcher. I can load the mod in the editor, continue to make changes in there but the game does not recognize any changes made because apparently, the mod has somehow failed to load in the launcher. I do not see any scenarios downloaded from Steam Workshop after creating my first mod, either – the User Content menu is completely blank now. Any advice on how to fix this? Thanks in advance.

    #227794

    Tombles
    Keymaster

    And no change to Deathbringer?

    I’m probably gonna regret asking this, but why would there be a deathbringer change? A quick glance over the balance forum and its Necro thread yields no clues here.

    O.K., I tried fiddling around with the mod editor a little bit, modified a couple of values (several abilities’ stats, some city buildings’ stats, nothing big), saved the mod and called it a “test mod”. However, there is no “test mod” displayed/highlighted under the User Content menu in the launcher

    What folder is the Mod’s ACP file in Marty?

    Also, is the “Update” button under user content flashing? I noticed that the user content list is empty when it wants to update.

    Any information you can give about what you did and where your files are would help track the problem down!

    #227796

    Tombles
    Keymaster

    Can I ask that you guys look into that builder change with rapids?

    Is this the ability to build a bridge over rapids with the builder? I remember looking into that a month or two back, because I was annoyed about it. Unfortunately, I was told that trying to change it might break some campaign maps 🙁

    #227797

    ExNihil
    Member

    Yes, I will create an MP balance mod. Hopefully together with Griffith. But I got a PhD to finish, and students to teach :)….

    But my plan is to work in two stages.

    First a general mod that treats all classes by tweaking them, and then to introduce sub-classes by introducing mutually exclusive research.

    I actually hope we could make a community mod here since I really don’t have the tools myself to make a really good mod – I am not an artist myself, I can only tweak stuff and do the balance. And testing it out is after all something for the MP community in general, so I would love some collaboration. When the time is right I’ll make a thread, and lets hope you guys will be up for participating in it.

    #227798

    ExNihil
    Member

    Is this the ability to build a bridge over rapids with the builder? I remember looking into that a month or two back, because I was annoyed about it. Unfortunately, I was told that trying to change it might break some campaign maps

    Yes I made a thread about it in the balancing sub-forum:

    http://aow.triumph.net/forums/topic/builder/

    I dunno about the campaign maps, but it is an issue and it is very very problematic for all classes that are not sorcerer on most maps types basically.

    #227799

    MartyD81
    Member

    My mod is located under “C:\Users\Martin\Documents\My Games\AoW3\UserContent\test mod”. Is this a proper path for storing all user content? Anyway, it seems like restarting the launcher a few times has helped even though the button was not flashing… I can now see all downloaded content including my test mod. Going to tinker with the editor some more. Thanks for your help and thanks for the great modding tools in the first place!

    #227800

    NINJEW
    Member

    i am so happy that razorbows have warcry now

    #227801

    Tombles
    Keymaster

    Yes, that’s right Marty. Your mod file should always be:

    My Documents\My Games\AoW3\UserContent\YourModName\YourModName.acp

    Glad it’s fixed, though it’s kind of worrying it would just vanish like that… We’ll have to keep an eye out for what could cause that.

    http://aow.triumph.net/forums/topic/builder/

    Yeah, I see it. I’ve had similar issues, though I know that some people like the feature. I’ll look into it.

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