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2) Yes
3) No
4) No
5) No
The exception of 2 comes from the ability to import a part or whole components from existing custom campaigns in steam workshop (or elsewhere like mod.io). You cannot import completely external to the game assets.
Due to legalities, you should not expect features like custom music and such.
For modding, check Nexus. The community expansion has integrated almost every separate mod. It's open source and the developers can be easily reached through Solasta discord channel.
Pretty much all of the active mod authors have moved their contributions into this one mod.
Here is the GitHub repository: https://github.com/SolastaMods/SolastaCommunityExpansion
That's where you should start.
Textures, models, animations and sounds could probably all be done, we just haven't had contributors with those skill sets yet. Look around and see what's been done so far.
Existing assets do not appear to be hidden and can be extracted from the game folders using tools like AssetStudio. In a typical Steam install, these assets are at C:\Program Files (x86)\Steam\steamapps\common\Slasta_COTM\Solasta_Data\StreamingAssets\aa\StandaloneWindows64.
yeah its unity and seems like normal methods would work, I just had a new kid and have not been able to dig around much. I really want to get in there and do like a monster compendium so we can have way more mission versatility. again new kid..really is taking all my time.
I agree with all LJ's answers. You can rename existing monsters and make a few tweaks, but it is not full customization by any means. With the CE mod, we can also unlock some extra monster content.
If you check out the CE mod on Nexus, you can see what modders have been making. You can also see that no one's really done anything graphics-related yet, so we're all hoping people come in and whip stuff up.
Regarding your questions, I can't imagine there'll be a way to make cutscenes. It'd be great if there was a way to eventually add our own music. It sounds like that's the kind of thing the devs resist because of potential copyright issues, so it might be hard to overcome.
T.A. chose early on, not to pursue this route of modding capability. I screamed, repeatedly, begged, for a modding system not unlike Bethesda's Construction Kits for the Elder Scrolls series.
You can use SOME of the in game assets.
You can make minor modifications to some of the creatures. (ie, you can call them something else. I do not believe you can change their HP, damages, damage type, etc)
you can make maps using the provided tile sets, and build a campaign around those. No you can not make maps that will incorporate with and become part of, the base campaign. (Crown or Lost Valley. Nor can you do a mod which combines Crown and LV into 1 huge mega campaign.)
Does TA plan on ever facilitating such?
I highly, highly doubt it. To do so at this stage, would I believe require a total and complete rewrite of the Dungeon Maker tool. Doing so, would most likely render every existing custom "campaign". incompatible with the game. They would almost have to release an entirely new modding tool, while still maintaining the existing DM, to allow for what I, and I think you, wanted.