Oddworld: New 'n' Tasty

Oddworld: New 'n' Tasty

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Xona Mar 21, 2015 @ 9:47am
Mods for New 'n' Tasty?
So far I dont think there are many mods. I wounder if it will stay that way or if people will start tweaking the grathics to make it look more like Oddysee.
Last edited by Xona; Mar 21, 2015 @ 11:49am
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Showing 1-14 of 14 comments
Crit Mar 21, 2015 @ 10:00am 
Hey if the devs of editor for exoodus and oddyse read this...Make a editor for NNT!
metal_hamster Mar 21, 2015 @ 10:16am 
The game doesn't need much in the way of mods. It's pretty good the way it is.
Xona Mar 21, 2015 @ 10:22am 
Originally posted by The Oddworld Fan!:
Hey if the devs of editor for exoodus and oddyse read this...Make a editor for NNT!
Haha, that would be good.
Xona Mar 21, 2015 @ 10:23am 
Originally posted by metal_hamster:
The game doesn't need much in the way of mods. It's pretty good the way it is.
Yeah I can only think of graphical Mods which would be good.
Fincer Mar 21, 2015 @ 10:47am 
Editing internal game scripts requires modifications to NNT_Data\Managed\Assembly-CSharp.dll file. You can extract IL code of that dll and examine it with Unity Monodevelop tool if you have needed knowledge.

Editing textures/levels/models requires modifications to *.assets files. I don't know any efficient method to do that with third party tools, however.

I doubt level files could only be modified using the original Unity project file or something similar. I'm not sure, though.

Editing sounds requires modifications to bnk files. There are already information about this in forums.

In general, I feel this game doesn't support modding very well. It's not like you could just open a cfg/ini script file in notepad and make your changes into it. If you want change in-game scripts, you need to hack dlls which is the way I don't really like. It feels more or less "dirty/illegal way" and it's still not an user-friendly method at all. To be honest, I don't believe even JAW developers really want their game to be hacked in less than a month from its release date. But the unpleasant truth is, unfortunately, that hacking is the only way this game can truly be modded at the moment.

For example, modding C&C Generals was very different: you had simple INI files you made your changes into, you could add models, sounds and textures easily. In-game scripts were introduced in separate dll/exe files. However, because of the way the game was developed, there was no any need for hacking it.

I agree pretty much with metal_hamster but there are still little bugs that disturb me. Like:

- Paramites do not hiss while Abe's chanting
- Wrong color themes in Zulag terminal areas
- Lack of death from high falls
Xona Mar 21, 2015 @ 11:46am 
Originally posted by fincer89:
Editing internal game scripts requires modifications to NNT_Data\Managed\Assembly-CSharp.dll file. You can extract IL code of that dll and examine it with Unity Monodevelop tool if you have needed knowledge.

Editing textures/levels/models requires modifications to *.assets files. I don't know any efficient method to do that with third party tools, however.

I doubt level files could only be modified using the original Unity project file or something similar. I'm not sure, though.

Editing sounds requires modifications to bnk files. There are already information about this in forums.

In general, I feel this game doesn't support modding very well. It's not like you could just open a cfg/ini script file in notepad and make your changes into it. If you want change in-game scripts, you need to hack dlls which is the way I don't really like. It feels more or less "dirty/illegal way" and it's still not an user-friendly method at all. To be honest, I don't believe even JAW developers really want their game to be hacked in less than a month from its release date. But the unpleasant truth is, unfortunately, that hacking is the only way this game can truly be modded at the moment.

For example, modding C&C Generals was very different: you had simple INI files you made your changes into, you could add models, sounds and textures easily. In-game scripts were introduced in separate dll/exe files. However, because of the way the game was developed, there was no any need for hacking it.

I agree pretty much with metal_hamster but there are still little bugs that disturb me. Like:

- Paramites do not hiss while Abe's chanting
- Wrong color themes in Zulag terminal areas
- Lack of death from high falls
Thanks for the info. Bit of a shame but oh well, the game is still great!
Fincer Mar 21, 2015 @ 12:04pm 
Yup, no probs. :)

All in all, the game is great. However, it has minor bugs and better mod support would always be welcome.

In general, I think modding of Unity-based games is quite limited and it seems that New 'n' Tasty is not an exception among them.
Last edited by Fincer; Mar 21, 2015 @ 12:04pm
Cute Spide Mar 21, 2015 @ 1:52pm 
I think a level creator would be amazing, something that would just let you place objects and set enemy patterns. It would keep the game fresh and I would be really interested in seeing what the community could do with it~
Fincer Mar 21, 2015 @ 5:02pm 
Just found some devs discussion about the map/level editor for New 'n' Tasty:

http://www.oddworld.com/2013/11/new-n-tasty-developer-roundtable-1/

Edit: And if they really plan to release any kind of editor with custom enemy combinations allowed (eg. Paramites & Scrabs & Sligs on the same scene) they need to add more AI functions to the game's codebase because it's not currently described how eg. a paramite should react when facing a scrab. Or a slig. The code has not been developed to handle such scenarios properly.
Last edited by Fincer; Mar 21, 2015 @ 5:36pm
Xona Mar 22, 2015 @ 3:46am 
Originally posted by fincer89:
Just found some devs discussion about the map/level editor for New 'n' Tasty:

http://www.oddworld.com/2013/11/new-n-tasty-developer-roundtable-1/

Edit: And if they really plan to release any kind of editor with custom enemy combinations allowed (eg. Paramites & Scrabs & Sligs on the same scene) they need to add more AI functions to the game's codebase because it's not currently described how eg. a paramite should react when facing a scrab. Or a slig. The code has not been developed to handle such scenarios properly.
To be honest I dont think they will make a level editor. It's not what the devs had in mind.
Fincer Mar 22, 2015 @ 4:21am 
Yeah. Making a level editor should already be considered while they planned the development of a game and implementation of essential features. That was back in 2010-2013.

There are many ways to implement features but if they are more or less hard-coded in the game, it's difficult to make them modifiable afterwards (possible but is it worth it?)

I guess this game was not developed an user-friendly level editor or modding in mind.
Last edited by Fincer; Mar 22, 2015 @ 4:27am
Sniijz Mar 22, 2015 @ 5:50am 
+1 for a level editor.
Fincer Mar 23, 2015 @ 10:30am 
Don't know about Unity's capability or flexibility, but Trine & Trine 2 platformer saga has a good level editor. Take a look on:

http://www.frozenbyte.com/2014/09/frozenbyte-editor-beta-release-for-trine-and-trine-2/

Of course, Trine uses its own engine. However, as idea, similar editor would be good for New 'n' Tasty, too.
Last edited by Fincer; Mar 23, 2015 @ 10:31am
Fincer Mar 25, 2015 @ 5:26am 
What comes to the modding, I just found this:

https://www.youtube.com/watch?v=9jzsRKDN6Wk

https://www.youtube.com/watch?v=962Tl0ezxr4

Seems that someone has already made a trainer for this game.
Last edited by Fincer; Mar 25, 2015 @ 5:28am
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Date Posted: Mar 21, 2015 @ 9:47am
Posts: 14