How much modding abilities will we have?

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Worldsprayer

Recruit
As it stands, the game is being modded by using harmony which is effectively hacking the game and inserting code into the codebase the game THINKS belongs. This results in a lot of fixes or additions to being tricky to correct, at the very least correct without worrying about compatibility issues.
Is the plan to eventually allow us through some mechanism permission to manually add our classes/methods, or is the plan to have us to jury-rig the game files like we are now?
 
In all honesty, TW has built a lot of their code in ways to make modding easier.

Campaign events where we can trigger certain behaviours is the most obvious, but a lot of their lower level data is done in Model classes, which TW allows us to inherit from and override the default.

However, it seems like in a lot of key areas TW does not follow its own patterns. Things that should be in Model classes are in Helper or Middleware stuff instead which makes us have to use Harmony to patch the logic.

Also, I have found that the GauntletUI engine is FAR less friendly to modding that advertised (unless I am doing something completely wrong).
You can easily create new screens and "push a new state" to create some good transitions, but enhancing or changing existing Prefabs and ViewModels is a pain.

There is this whole mechanic about adding layers to the screen, which in principle is awesome, but how the engine handles inputs makes this a nightmare. My layers, which sit atop the default one, ends up trapping inputs and negatively impacting the lower, default, layer.

Another issue I have had is trying to trigger something in existing layer's ViewModel, like making something disabled or hidden. All of that logic is locked away in the Layer's ViewModel and is not accessible publicly...
 
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