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Will DL Content Ever be Moddable?

Posted: Tue 10 Mar 2020 07:09
by lastcrusade101
Pretty self explanatory. I remember reading in 2017(!!!!!) that DLC weren't yet available to mod, which I simply nodded along to and promptly forgot. 3 whole ass years later, I pick up the game on sale only to find that the best mods, like Red Storm, have no DLC content in them, since as far as I can tell, all the DLC content is still unmoddable. Has Eugen said anything about this being permanent? I can't understand the decision to make only part of the game moddable, especially since up until now everything was free to change. What's going on?

Re: Will DL Content Ever be Moddable?

Posted: Tue 10 Mar 2020 14:21
by [EUG]MadMat
Is that question related to SD:44 or SD2? Not sure it is in the proper forum ...

In any case, DLC content can't be made moddable, for the first thing anyone would do would be to create an "unlocked" mod.
We'd like to make it moddable in the future, but right now we can't and it is unfortunately not on our priority list.

Re: Will DL Content Ever be Moddable?

Posted: Wed 10 Jun 2020 06:25
by Mikestriken
[EUG]MadMat wrote:Is that question related to SD:44 or SD2? Not sure it is in the proper forum ...

In any case, DLC content can't be made moddable, for the first thing anyone would do would be to create an "unlocked" mod.
We'd like to make it moddable in the future, but right now we can't and it is unfortunately not on our priority list.

No, it is as there is no thread for both SD:44 and SD2 combined and SD2 is the latest (most relevant) release, so I would say this is in the correct forum :)

Re: Will DL Content Ever be Moddable?

Posted: Fri 19 Jun 2020 12:13
by [EUG]MadMat
We're working as we speak on making SD2 DLCs moddable.
We think we have a solution, but it has to be tested now.

Re: Will DL Content Ever be Moddable?

Posted: Wed 26 Aug 2020 20:39
by WBA
Thank you for allowing to mod DLC content, but...

I am trying to mod new Romanian BREDA AC 47mm assault gun into an AT gun by swapping ratio of AP and HE shells, but I don't want to loose original assault gun version, so I added text in spoiler to WeaponDescriptor.ndf file and changed references in UniteDescriptor.ndf and ShowRoomUnits.ndf to the new ones, but after I try to generate mod I get an error that mod generator can't find this new WeaponDescriptor value...

Spoiler : :
export WeaponDescriptor_ATGun_47mm_Breda_ROU is TWeaponManagerModuleDescriptor
(
DelayIdleAmmoSorting = DelayIdleAmmoSorting
DefaultHoldFireState = False
DefaultSmartHoldFireState = False
DefaultRiposteStance = False
NeedsExplicitOrderToUseSmoke = True
Salves = [
15,
55,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1
]
HasMainSalvo = False
SalvoIsMainSalvo =
[
False,
False,
False,
]
AlwaysOrientArmorTowardsThreat = False
TurretDescriptorList = [
TTurretTwoAxisDescriptor
(
AngleRotationBase = 0.0
AngleRotationBasePitch = 0.17453292519943275
AngleRotationMax = 0.2617993877991494
AngleRotationMaxPitch = 0.4363323129985824
AngleRotationMinPitch = -0.17453292519943295
MountedWeaponDescriptorList = [
TMountedWeaponDescriptor
(
Ammunition = ~/Ammo_Breda_47mm_HE
AnimateOnlyOneSoldier = False
DispersionRadiusOffColor = D3DRGBA[0,0,0,0]
DispersionRadiusOffThickness = -0.1
DispersionRadiusOnColor = D3DRGBA[0,0,0,0]
DispersionRadiusOnThickness = -0.1
EffectTag = 'weapon_effet_tag1'
IgnoreFriendlyFireOnMoveAndAttack = False
IgnoreFriendlyFireOnReflexShoot = False
MaxRangeDisplay_Color = D3DRGBA[0,0,0,0]
MaxRangeDisplay_Thickness = -0.1
MinRangeDisplay_Color = D3DRGBA[0,0,0,0]
MinRangeDisplay_Thickness = -0.1
OverwritedTrait_ForInterface = 0
PowerIcon = "Texture_Interface_Weapon_PowerIcon_obus_HE"
Power_ForInterface = 2
SalvoStockIndex = 0
SalvoStockIndex_ForInterface = 0
ShowDispersion = False
ShowMaximumRange = False
ShowMaximumRange_HA = False
ShowMaximumRange_Projectile = False
ShowMaximumRange_SuperWeapon = False
ShowMaximumRange_TBA = False
ShowMinimumRange = False
ShowMinimumRange_HA = False
ShowMinimumRange_Projectile = False
ShowMinimumRange_SuperWeapon = False
ShowMinimumRange_TBA = False
ShowSplashRadius = False
SplashRadiusOffColor = D3DRGBA[0,0,0,0]
SplashRadiusOffThickness = -0.1
SplashRadiusOnColor = D3DRGBA[0,0,0,0]
SplashRadiusOnThickness = -0.1
TirEnMouvement = False
TirSurPosition = True
WeaponNumber_ForInterface = 1
),
TMountedWeaponDescriptor
(
Ammunition = ~/Ammo_Breda_47mm_AP
AnimateOnlyOneSoldier = False
DispersionRadiusOffColor = D3DRGBA[0,0,0,0]
DispersionRadiusOffThickness = -0.1
DispersionRadiusOnColor = D3DRGBA[0,0,0,0]
DispersionRadiusOnThickness = -0.1
EffectTag = 'weapon_effet_tag2'
IgnoreFriendlyFireOnMoveAndAttack = False
IgnoreFriendlyFireOnReflexShoot = False
MaxRangeDisplay_Color = D3DRGBA[0,0,0,0]
MaxRangeDisplay_Thickness = -0.1
MinRangeDisplay_Color = D3DRGBA[0,0,0,0]
MinRangeDisplay_Thickness = -0.1
OverwritedTrait_ForInterface = 0
PowerIcon = ""
Power_ForInterface = 0
SalvoStockIndex = 1
SalvoStockIndex_ForInterface = 1
ShowDispersion = False
ShowMaximumRange = False
ShowMaximumRange_HA = False
ShowMaximumRange_Projectile = False
ShowMaximumRange_SuperWeapon = False
ShowMaximumRange_TBA = False
ShowMinimumRange = False
ShowMinimumRange_HA = False
ShowMinimumRange_Projectile = False
ShowMinimumRange_SuperWeapon = False
ShowMinimumRange_TBA = False
ShowSplashRadius = False
SplashRadiusOffColor = D3DRGBA[0,0,0,0]
SplashRadiusOffThickness = -0.1
SplashRadiusOnColor = D3DRGBA[0,0,0,0]
SplashRadiusOnThickness = -0.1
TirEnMouvement = False
TirSurPosition = False
WeaponNumber_ForInterface = 1
)
]
NbFX = 1
Tag = 'tourelle1'
TagIndex = 1
TagIndexForMissileStart = 1
VitesseRotation = 0.17453292519943295
)
]
)


Is it error on my side or error with mod generator?
I would appreciate any help?