Modding variant text

From Wildermyth Wiki
Revision as of 09:37, 1 December 2019 by Davea (talk | contribs)

This page walks through the process of adding different types of variant text and faces to a comic. The focus is on getting something simple which you can see in the game, and adding more details later. The description and screenshots are current as of November 2019, early access version 0.10+98 Ryvio Wartmarch.

Prerequisite encounter

  1. This is a brief summary of the prerequisite steps. If you have an example event already skip to the next section. For more details see Modding a wilderness encounter
  2. Select "Tools" at the main game screen, then "Open Editor", then "Content and Comics Editor"
  3. At the upper left, click "Mods", click "Create New Mod" in the browser, and fill in the form.
  4. At the upper left, click "effects", then "New", and fill in the form. In the "Type" dropdown, select "Wilderness Scouting". The name field will fill in with auto-generated text.
  5. On the targets line, add the default "hero" story role and a second story role "volunteer"
  6. Delete the choiceTarget section, and in the outcome list, add "description". This creates the comic.
  7. This is the most common mistake, causing a mod to not work! New events are disabled by default. Under abilities, set encounterEnabled to true
  8. Save, and go to the comics screen
  9. Add a basic full size panel with the hero and volunteer facing each other.
  10. Your screen should look similar to this:

ModdingVariantText.PNG

Reference documentation

There are some other pages on the wiki which seem helpful but some are more out-of-date than others. (This may change dynamically, sorry for any stale information) Tag Reference : current details on fonts and keywords, very useful Actor styles : some bits of this appear relevant? but mostly out of date Comic Editor Reference : badly out of date, refers to a page Face Tags which doesn't exist

Adding variant text

  1. TBD

Seeing the effect in game

  1. If you haven't already done so, enable developer mode. (Save and exit before doing this.) In file explorer, create an empty file under steam\steamapps\common\Wildermyth called devmode.txt.
  2. Start a new one chapter story. Choose your mod in the mod picklist, enable "pick events" so that you can choose your event to trigger, and enable "overland only" to skip all the fights.
  3. When the game starts, you will get the first "pick event" dialog to choose which introductory story to use. Pick random and just click through it. Then choose any nearby territory and move your party to scout it. In order for a wilderness encounter to trigger, the territory must be empty; if you get an infestation result and the ambush icon appears, choose another territory and move to it. There doesn't appear to be any faster way to trigger an event.
  4. Once you complete a scouting event with no infestation, the "pick event" dialog will appear, showing your new event! In this case I have named it "Crops of Stone":