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(2 edits)

So I made my own mod with about 25 or so different purposes, but it was all done via overwrite. Now that I have decided I want to post the mods, I need to edit them so they modify the functions instead of replacing them. Also splitting that big mod into a dozen or so smaller ones.

Everything was going well until I reached my Beastkin Mouse & Rat mod...

So what I want to do is append my races to the end of the array, but after some testing, it doesn't seem to work that way. Perhaps I'm doing something wrong, so I thought I'd pop into the Discord and ask for help, but after waiting a few minutes I figured it wouldn't hurt to post here as well.

My mod works fine, and just by adding to the list of races, they show up in the character creation menu, as intended. So everything works fine. (I've also run into some wild halfkin rats, so I'm happy about that as well)

The problem occurs when trying to convert the mod over to be additive instead of replacing the entire variable array.

Has anyone here successfully added a race to the game without replacing the var races array in races.gd?

Side note: I also have custom 'body parts' for the mice and rats, since round ears weren't a thing in vanilla for some reason... And of course, I had to add the tail descriptions lol.

EDIT: Apparently I needed to take a short break. Syntax error stopped me in my tracks. Fixed now, and working as intended... now to figure out how to deal with descriptions.gd which has dozens of changes and additions lol... This is gonna be fun. Special thanks to Ankmairdor for the help on Discord. Sorry I wasted your time lol.

List of all my mods (currently unreleased):

Alchemy For Dummies - Replaces all alchemy recipes with a recipe requiring one Basic Solution (Breaks game balance, I'll make another mod later to fulfill the purpose behind this mod - avoiding the grind of fighting hundreds of monsters with limited stamina [read as: stress] forcing multiple breaks and cutting into valuable gaming time; this mod was just a quick & dirty one intended to make me smile and get me used to the modding environment while also granting me the satisfaction of never having to farm underground monsters again lol. Why are they so far from town?)

Beastkin Mouse & Rat - Adds the named races to the game via a simple method, and adds custom descriptions for them. Because of how the game is coded, this automatically creates the halfkin variants of each (for those of you that don't know - all Beastkin have a halfkin variant and it's handled automatically by the code)

Combat Preview Fix (Not working, need to figure things out for this one; it's intended to show the exact number of enemies [working] and the highest level of all enemies present [not working at all])

Combat Stress Reduction - Reduces stress gained per turn in combat, as it says on the tin.

Gender Equality - Adjusts character creation for gender equality by allowing almost all options regardless of gender. (minor tweaks required before it's release ready)

I'll be working on a few other things here or there, like rebalance patches and such. I'd love to have a look at the quest log and make a backlog of completed quests, and also rewrite a bunch of questlog entries because coming back to an old save and trying to figure out what's needed is kind of annoying. It's far easier to start over, and that means walking away from whatever amount of effort your put in the previous save.

One other thing I'd like to tackle at some point is changing that intro text that pops up during character creation. I want to move the button and reduce the size of the text window... it really doesn't need to be that big... but those are on the editor side, and I can't be bothered to open Godot right now lol.