Freedom Reborn

Freedom Force Forums => Mods => Topic started by: Cyber Burn on March 31, 2016, 06:43:13 PM

Title: Modding For Dummies
Post by: Cyber Burn on March 31, 2016, 06:43:13 PM
While I probably won't start this for quite a while, I was kind of thinking about starting an absolute basic, simple Mod for FFvt3R. Basically, I'm thinking of just doing a Character Swap Mod (Like I said, basic and simple). But would anyone happen to know where there are some Tutorials for something like this for FFvt3R? I'm basically looking for Instructions on replacing the main Freedom Force Team with Custom Characters, Villains as well. I've gone through everything I have, but haven't found anything discussing this. So I would really appreciate any help you guys could provide. Thank you.
Title: Re: Modding For Dummies
Post by: Shazam on March 31, 2016, 08:45:43 PM
I made a mod once from scratch, no ezscript, but it was years ago and I had alot of help from prev.
I would think for starters you could just swap the paths for meshes in ffedit and go from there.
I actually did this with the original DCU mod for  :ff: The meshes in the mod were old and I wanted to use newer meshes and skins. I did it all in ffedit, if I remember correctly.
Title: Re: Modding For Dummies
Post by: Cyber Burn on April 01, 2016, 03:48:16 PM
Awesome, thank you Shazam. Would I need to create a new Mod Folder for this?
Title: Re: Modding For Dummies
Post by: Shazam on April 01, 2016, 03:59:27 PM
I would say yes, because once you change pathways, you'd be unable to play the original game.
If you want to change characters, you'll need to create new powers in ffedit too for the character to use and attributes.
I might have a play myself. I've been considering making my skywatch mod again, but there are factors preventing me. 1) I no longer remember how to script with python and all my original scripts are gone. I'm too lazy to relearn. 2) Judging from what I've seen since returning the community is tiny now, there wouldn't be enough interest in a new mod.
Title: Re: Modding For Dummies
Post by: spydermann93 on April 01, 2016, 04:03:42 PM
Yeah, always make a new mod-folder when you can.

Like Shazam said, it will allow you to retain the base game in case you ever want to go back to it, and the same goes for anybody who downloads the mod.
Title: Re: Modding For Dummies
Post by: bearded on April 01, 2016, 05:22:12 PM
Quote from: Shazam on April 01, 2016, 03:59:27 PM
... I've been considering making my skywatch mod again, but there are factors preventing me. 1) I no longer remember how to script with python and all my original scripts are gone. I'm too lazy to relearn. 2) Judging from what I've seen since returning the community is tiny now, there wouldn't be enough interest in a new mod.
I support your idea to remake skywatch. python is like riding a bicycle. i.e. we are much older now and if we fall off we will probably break something. vive le epave! At least it would be interesting.
As for the number of community, if you build it, they will come.

I'm working up some of my old mods also.

Also, to CB, character swap is the best way to start. I've got a flash mod that totally follows the main campaign, but plays totally different. On level 2 flash is faster than bullets, so I gave all the mafia machine guns. He runs through the bullets like a maze. I'm considering a release. And I will recommend downloading Furie's Rumble from the link I put in mods. You will have to replace all the meshes, that's a good learning start. Then you have to make sure the animations in ffedit match your new downloads. From there you can add your own characters. Rumble is a great mod base.

And Skywatch is an intriguing name. I'm sold on the name alone.
Title: Re: Modding For Dummies
Post by: spydermann93 on April 01, 2016, 05:38:19 PM
Same, here!
Title: Re: Modding For Dummies
Post by: Shazam on April 01, 2016, 07:31:17 PM
It took me forever to make and lot's of late night chatting to Previsionary. It was in the days when NPI was active and it was to be hosted there. Alas I never sent a copy to anyone and it was lost in a PC crash. Prev was the only one who had a few scripts sent to him and I wouldn't think after all these years he would have them still.
CB's idea has intrigued me though. The way I learned to script was to disect other mods (primarily Previsionary's). I just tried to change alchemiss to wonder woman. It worked well enough, but then I changed a couple of attributes to physical resistance and invulnerable 2 via ffedit. I couldn't get them to function ingame though. Damn annoying that I can't get two attributes that I coded for ffx to work, lol
Title: Re: Modding For Dummies
Post by: Shazam on April 01, 2016, 07:46:24 PM
Not meaning to hijack CB's thread, but here's a thread from the archive showing my mod. It was 9 bloody years ago! I can't believe it was that long ago.
Reading through the thread, seems like CB had input, lol
http://freedomreborn.net/archive/index.php?topic=43403.0
Title: Re: Modding For Dummies
Post by: Cyber Burn on April 01, 2016, 08:44:13 PM
Quote from: Shazam on April 01, 2016, 07:46:24 PM
Not meaning to hijack CB's thread, but here's a thread from the archive showing my mod. It was 9 bloody years ago! I can't believe it was that long ago.
Reading through the thread, seems like CB had input, lol
http://freedomreborn.net/archive/index.php?topic=43403.0

No way! Was this the Mod that I had made these guys for?

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/Male_Thug_Knife_zpsa8c20634.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/Male_Thug_Knife_zpsa8c20634.jpg.html)

That's been driving me crazy trying to figure out who/what I had made them for.
Title: Re: Modding For Dummies
Post by: Shazam on April 01, 2016, 09:06:38 PM
Very possibly, I lost everything, even all the custom chracter skins I made myself. All I have is preview pics that I have in a photobucket account :(