Solasta: Crown of the Magister

Solasta: Crown of the Magister

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Metis Aug 4, 2022 @ 4:36am
question before purchase
I wanted to know if Importing custom made assets is even possible?
1) Can I create my own monsters/creatures and import them with animations?
2) can I import custom maps and use them to create campaigns from?
3) can I import audio tracks for custom NPCs?
4) can I make cut scene or CGI events in game?
5) can I import custom Music or sound effect tracks?

If it is not available now is it planned in the future or is there a road map I can look at?

And lastly what tools are used for Modding currently?
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Showing 1-8 of 8 comments
LJ-the-brave Aug 4, 2022 @ 7:19am 
1) No
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.
Last edited by LJ-the-brave; Aug 4, 2022 @ 7:22am
LJ-the-brave Aug 4, 2022 @ 7:24am 
If you have the ability to create custom monsters with the preset animation movements, you would be most welcome to the modding community.
Metis Aug 4, 2022 @ 4:15pm 
well looking more into it and this game seems to be developed on unity and they have a mod friendly system, but not seeing anything about the developers releasing any assets makes it a hard to know if they are working with the mod community or if its just modders who are doing it solo...if that is the case it means a very bleak future for mods as there will be only so much people will or can do by themselves.
silvergriffon Aug 4, 2022 @ 7:50pm 
This is THE mod for Solasta: https://www.nexusmods.com/solastacrownofthemagister/mods/212
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.
Metis Aug 5, 2022 @ 7:35pm 
Originally posted by silvergriffon:
This is THE mod for Solasta: https://www.nexusmods.com/solastacrownofthemagister/mods/212
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.
BlackguardRogue Aug 5, 2022 @ 8:03pm 
If you're knowledgeable about Unity and modding, you should head over to the Discord and talk to the people on the modding channel. Zappastuff is the main guy and he can probably tell you what you need to know.

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.
LJ-the-brave Aug 5, 2022 @ 8:47pm 
Congratulations for your new family member. As for the game, like BlackguardRogue said, hit the discord for more details.
Grumpy Old Dude Aug 5, 2022 @ 8:51pm 
a modder after my own heart...

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.
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Date Posted: Aug 4, 2022 @ 4:36am
Posts: 8