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Showing results for tags 'mods'.
Bear with me for this is a pain day... I've come up with a concept that would REALLY help the Mod community, but the only tool I have to help is the logic of the system to be created. The concept is to create a rather simple UI to allow the user to Add/Remove specific Mods at will. So many Want to use mods, but aren't sure how they work or how to safely go about adding them. On top of that, what do you do if you change your mind? Most of the mods don't have simple file lists and you end up having to wipe out the data folder to "reset" your mods. Mind you, I'd like to start with the
There might be a hundred reasons why, on the devs' side, we may never see new/renovated costume pieces. These reasons go from legal (remember HC is a public, legal entity) to "tinkering with the game's code is like playing Jenga on fire." All of these reasons are perfectly legitimate. Modders, on the other hand, would be under considerably less scrutiny. Not only that, anyone who had the fortune of enjoying Neverwinter Night's private servers know that client-side mods are considerably less complex that modifying the base code (also they wouldn't raise the minimum machine requireme