Listings of All DW mods current+past

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dragonbait
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Listings of All DW mods current+past

Post by dragonbait »

I'm curious to know how many DW mods were made and the availablility of any and all previous mods.

The ones that I know of are...

Origen's BT 1
Origen's DW add-on
Rickstavern's Defend Rennibister
Rickstavern's (unfinished) Tale's of the North
Origen's (unfinished) Temple of the Elements
Dragonbait's The Basement
Dragonbait's (unfinished) Xoram's Tower

I know there are other people working on other mods like the Bard's Lore for the DW, and such.

Are there any finished DW mods out there that are not in the list above??

Or........

Are there any unfinished DW mods out there that people want to mention here??

+ are there any people out there that haven't done a DW mod before but have interest in creating their first DW mod now??
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Jackrabbit
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Post by Jackrabbit »

I've already started making notes for a mod. But I'm wondering about the capabilities.

For DW, can you make new races, classes, spells, weapons, etc etc.? And can you modify existing classes etc?

And is it a major pain to make a mod?
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Post by dragonbait »

I know you can create new monsters and weapons or other items. However the completed monsters.txt file was never supplied to us so creating new monsters will break certain game events, so if your going to create any new monsters make sure that you have a backup copy of DW. I'm not sure if creating new items will do the same or not. That would depend on whether we are in possession of the complete items file. Maybe Rickstavern or Origen might know.

Jykler (the person who keeps the DW forums up and running) is currently trying to get us the complete monsters.txt file. That would fix that problem. Keep your fingers crossed.

Actually you might as well make copies of the DW + everything from Renhall now because you will lose access to Renhall after a year.


I believe it might be possible to create new races/classes/spells but there is a lack of instructions on how to do so. I believe Rickstavern might have tested with that.

What I know that can be done without breaking any game events are....
Creating your own textures,
designing your own mazes,
designing game events.

I really didn't have any computer programming experience, but I was still able to create a 4 level mod that came out well. It's called "The Basement" and is included in the DW MEGAMOD. I'm currently working on a second mod.

To create your own mod only takes a little bit of reading and some time.

First place to start is the MODDING 101 FOR BEGINNERS thread (located in the General Chatter section of the forums.

It is easiest to start off by mapping out a dungeon on graphing paper. Start with something small at first.
You will create a walls file, cells file, config file, monsters file, and events file. Just take it one step at a time.

Creating your own textures is easy too. There is a VERY SIMPLE TEXTURE CREATION thread that you can look at for reference.

Also when testing your mod, it is best to use a party that has not yet left the adventuers guild.
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Post by Jackrabbit »

Ahh, well. :( Making custom characters, spells and items is my favorite thing to mod.
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Post by dragonbait »

I just sent Rickstavern + Origen an inquiry on if creating new items breaks any game events or not. So hopefully one of them will know.

There are a few tutorials in the DW tools download and one of them is on creating new items
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Post by dragonbait »

Jackrabbit:

Here is a response that I got from Rickstavern concerning creating new items:
RT: Adding new items should not break any current game events unless you change the ID numbers for items. When creating new items be sure to start your new ID numbers at a much higher value than the last number used. I used values 700-800 for a lot of my changes.

There are a couple of missing items that I have found. I have recreated these items and as soon as I have time to test then I may release an update. It will still be some time, since I need to create a new save game for testing.
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Post by Jackrabbit »

Well maybe I'll look into it. But if I can't make my shape-shifting druid and dual-wielding samurai, then I just don't know why I should bother. :D
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Post by origen »

Spells are definately possible. Using the action editor.
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Post by Growler »

Jackrabbit,
Welcome to DW! *

Have you modded elsewhere?
Prey tale, if so..


*from the Committee to Welcome New-Beez--May they R.I.P.!**

**R.I.P. bit'er added on at Origen's insisterence
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Post by Growler »

Origen--do you have a topic thread for your Add-on mod??
If so, didn't see it.

It was really fun!
Nice to have a full-fledged Quest that can be completed in one sitting.


!! Potential if cryptic Spoiler Alert !!



Prolly not fair to go in with lvl 7 chars.. :twisted:
and cast...I mean, play...TAPS ;)

just in case, I did jot down all the directional guides since wasn't sure TAPS would function...figured ya might have disabled it somehow.

Anyway, nice setup, layout, trapz, riddles, and all..
When did you create it?
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Post by origen »

I am assuming you mean the one that takes place in Rennibister. I tend to forget what I released, but its the only one I remember.

http://devilwhiskey.com/forums/viewtopi ... sc&start=0

That was created when I tried to stir up some modding buzz.
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Post by Growler »

Yeah, the entry is a 'soft' spot in the ground ;) behind the Palace.

So.. did you win the moddin' contest? :wink:

Curious, was it possible for you/anyone to disable certain spells? (such as say.. TAPS ~ played sdrawkcab)
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Post by Growler »

Just completed Rickstavern's Defend Rennibister -- yet Another terrific mod! :P (may replay to see if I missed a few extra scripted events) Nice concept of the town being invaded and yer crew being impressed?drafted to help defend her from the hordes of monstrous marauders. Played with 7 chars around level 7.. which was a bit stronger than necessary, but still felt like a worthy challenge :twisted: Good dialog & scripting.. really created a sense of tension. I half-expected the Balrog ;) to take over good ole Renny.

So cool to have the Mega-Mod with all these extra Quests available.

I tried a little modding back in the day, so know how much effort goes into just the mechanics/programming aspects--not to mention the creativity & plotting of events.

So a Huge Thank You to Origen, RicksTavern, and Dragonbait for creating & freely sharing their most excellent and enjoyable Mods. :D
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Post by chaney »

You haven't even hit the best part yet. Tales of the North was the funnest part for my money.
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Post by Growler »

Rub it in...rub it in.. :roll:

What level crew did ye escort to the ToTN (um..NPR's Talk of the Nation?)?

Reckon I'll try that next since I'd already done Oman's BT mod & DB's Basement.

Any hints re: ToTN?? :D
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