Question on mods and custom dungeons

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iamnotdeadyet
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Question on mods and custom dungeons

Post by iamnotdeadyet » Fri Sep 25, 2015 2:05 pm

Hullo,

a couple of questions:

(1) is a mod the same as a custom dungeon?
(2) can I import my characters from the 'campaign mode' to the mod/custom dungeon and back again? I would like to make the most of character development. Don't want to waste time.

Cheers,

indy.

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THOM
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Re: Question on mods and custom dungeons

Post by THOM » Fri Sep 25, 2015 2:29 pm

1) usually "mod" means "modification" and is a generic term for all additions to the original game. Here at the grimrock-forum most of the mods are costum dungeons.

2) you can import Partys from the main-campaign to costum dungeons - but you can't import any Party to the main-campaign
THOM formaly known as tschrage
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minmay
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Re: Question on mods and custom dungeons

Post by minmay » Fri Sep 25, 2015 9:16 pm

iamnotdeadyet wrote:(1) is a mod the same as a custom dungeon?
Yes. Grimrock doesn't officially support any modding except for custom dungeons. I mean, obviously you could reverse engineer and change grimrock2.dat or grimrock2.exe, but that would be against the EULA...
iamnotdeadyet wrote:(2) can I import my characters from the 'campaign mode' to the mod/custom dungeon and back again? I would like to make the most of character development. Don't want to waste time.
You can't import characters into the 'campaign mode', only into custom dungeons.
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THOM
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Re: Question on mods and custom dungeons

Post by THOM » Fri Sep 25, 2015 11:01 pm

Well, there are some mods which are nor playable dungeons - like Johns GrimTK or several tilesets.
THOM formaly known as tschrage
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minmay
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Re: Question on mods and custom dungeons

Post by minmay » Fri Sep 25, 2015 11:20 pm

Those aren't mods, they are just resources for making custom dungeons...
This might help you: https://en.wikipedia.org/wiki/Mod_%28video_gaming%29

If I post a model or some scripts or something to the forum, that is not a mod.
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karadoc
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Re: Question on mods and custom dungeons

Post by karadoc » Sun Sep 27, 2015 3:35 pm

minmay wrote:
iamnotdeadyet wrote:(1) is a mod the same as a custom dungeon?
Yes. Grimrock doesn't officially support any modding except for custom dungeons. I mean, obviously you could reverse engineer and change grimrock2.dat or grimrock2.exe, but that would be against the EULA...
minmay wrote:Those aren't mods, they are just resources for making custom dungeons...
This might help you: https://en.wikipedia.org/wiki/Mod_%28video_gaming%29

If I post a model or some scripts or something to the forum, that is not a mod.
I think your concept of what a mod is is far too narrow. I think that most people would consider any modification to the game as being a mod, whether it be different levels, different portraits, different spells, or whatever. Notice that at the top of this website there is a link to a section called "Modding", in which it talks about custom dungeons, scripting, and custom assets. It's strange that you say that grimrock doesn't officially support modding except for custom dungeons given that there are pages and guides on this very website which talk about other kinds of mods. In fact, there is a whole subforum devoted to "modding" in which people talk about all sorts of modifications to the game.

As I said, I think your concept of what counts as a "mod" is far too narrow; and the wikipedia article you linked to does not support your point of view.

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Komag
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Re: Question on mods and custom dungeons

Post by Komag » Mon Sep 28, 2015 12:57 pm

karadoc, in general, for most games, you are correct. minmay means that for Grimrock, there is no way to just do "custom spells" and mod them into the game. The Grimrock games don't support all those types of mods like you would normally think of with, for example, Skyrim, where a mod you install could be just for a new sword or something. No, for Grimrock the only think you can do is install new dungeons. That's it, period. What those dungeons contain will include spells and swords and whatever, but none of those things can be added to the base game independently.
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Azel
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Re: Question on mods and custom dungeons

Post by Azel » Mon Sep 28, 2015 7:07 pm

karadoc wrote:I think your concept of what a mod is is far too narrow. I think that most people would consider any modification to the game as being a mod, whether it be different levels, different portraits, different spells, or whatever. Notice that at the top of this website there is a link to a section called "Modding", in which it talks about custom dungeons, scripting, and custom assets. It's strange that you say that grimrock doesn't officially support modding except for custom dungeons given that there are pages and guides on this very website which talk about other kinds of mods. In fact, there is a whole subforum devoted to "modding" in which people talk about all sorts of modifications to the game.

As I said, I think your concept of what counts as a "mod" is far too narrow; and the wikipedia article you linked to does not support your point of view.
I was thinking the same thing. I read minmay's Wiki link and realized that he probably had not read it himself.
Komag wrote:karadoc, in general, for most games, you are correct. minmay means that for Grimrock, there is no way to just do "custom spells" and mod them into the game. The Grimrock games don't support all those types of mods like you would normally think of with, for example, Skyrim, where a mod you install could be just for a new sword or something. No, for Grimrock the only think you can do is install new dungeons. That's it, period. What those dungeons contain will include spells and swords and whatever, but none of those things can be added to the base game independently.

A limitation of Grimrock's Mod support (one of many), but the OP's first question was presented about Mod's in general, which THOM and karadoc are 100% correct about.

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