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<p>Questions for the group.</p><p> </p><p>

Toying with the idea of making a very-light <strong>Match</strong> grades pack that uses the Observer's star rating system (i.e. 5* match)</p><p> </p><p>

1) Useful to anyone? Gauging interest here</p><p>

2) Should I use a Standard Deviation or Linear model?</p><p>

Linear lines up better with the grade system in TEW, but my understanding is the star ratings themselves are supposed to be more based on "order of magnitude" type difference.</p><p> </p><p>

See thresholds below for what it would look like in either model</p><p>

(i.e. in Std Dev 97-99 would be a 4.75 match, in linear 95-99 would be a 4.75 match)</p><p> </p><p>

<img alt="hsmZpw7.png" data-src="https://i.imgur.com/hsmZpw7.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p><p> </p><p>

Also, I mentioned above, but this would intentionally be for <strong>Match</strong> grades only, as I know everywhere else 95+ is an A* rating. For Match ratings it's obviously only 100 is an A*.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jaysin" data-cite="Jaysin" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>The only downfall is you can't have different images for match grades and images for grades everywhere else.<p> </p><p> I love the idea though.</p></div></blockquote><p> </p><p> Hmm, thinking through this more then, if I did it as numbers only, with no mention of grades (the stars would basically replace the grades) it might work.</p><p> </p><p> That way, even if you are looking at something like popularity of skills, you would just see 95 - 4.75*.</p><p> </p><p> I could also add a Match/Other Grades differentiation on A* and A only, but it could get messy that way.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="southside_hitmen" data-cite="southside_hitmen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Hmm, thinking through this more then, if I did it as numbers only, with no mention of grades (the stars would basically replace the grades) it might work.<p> </p><p> That way, even if you are looking at something like popularity of skills, you would just see 95 - 4.75*.</p><p> </p><p> I could also add a Match/Other Grades differentiation on A* and A only, but it could get messy that way.</p></div></blockquote><p> </p><p> Now that's an idea. Ditching the letters would make this much easier to implement. Maybe have the number in the middle with the stars at the top, bottom, or sides. Are you going to have actual stars or a number like 4.5 Stars?</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Jaysin" data-cite="Jaysin" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Now that's an idea. Ditching the letters would make this much easier to implement. Maybe have the number in the middle with the stars at the top, bottom, or sides. Are you going to have actual stars or a number like 4.5 Stars?</div></blockquote><p> </p><p> Not sure yet. I'll probably monkey around with a few options and post here later for feedback.</p>
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<p>Which do you guys prefer for the number grades style?</p><p> </p><p>

<img alt="UxYYROO.jpg" data-src="https://i.imgur.com/UxYYROO.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="JlWWFQa.jpg" data-src="https://i.imgur.com/JlWWFQa.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="47bmDtf.jpg" data-src="https://i.imgur.com/47bmDtf.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="qBBBmdX.jpg" data-src="https://i.imgur.com/qBBBmdX.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="a4Q4DFp.jpg" data-src="https://i.imgur.com/a4Q4DFp.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /><img alt="yD20d20.jpg" data-src="https://i.imgur.com/yD20d20.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="southside_hitmen" data-cite="southside_hitmen" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Or an alternative<p> </p><p> <img alt="W1A1Jg6.jpg" data-src="https://i.imgur.com/W1A1Jg6.jpg" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> If I had to pick a favorite, it'd be this design here.</p>
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<p>I was wondering: when creating an historical mod (or any mod I suppose), is there a way to ensure some nationality will have a lot of regens (or at least that if Country A has 50 people when you start the save, they'll never get much lower than that) ? I know I will never have a shortage of US/Canadian/Mexican/Japanese/Australian wrestlers, since they have a full area for themselves, but I'm not sure if countries like France (who has a region), Germany (who's not alone in its region) or even South Africa (who has wrestlers but where you can't go) will keep having regens or have any chance of "growing" in terms of number of workers. </p><p> </p><p>

I already know I can influence a dojo by the nationality of the trainer, but that only ensure I'll have a couple of them, not that I'll keep having 70 guys (unless I'm mistaken). And as I'm not experienced at all in mods creation, I don't know if there is something I can add somewhere that will let me say "Put that country's worker generation on high, and that one on low".</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ArcheoOutOfNowhere" data-cite="ArcheoOutOfNowhere" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>I was wondering: when creating an historical mod (or any mod I suppose), is there a way to ensure some nationality will have a lot of regens (or at least that if Country A has 50 people when you start the save, they'll never get much lower than that) ? I know I will never have a shortage of US/Canadian/Mexican/Japanese/Australian wrestlers, since they have a full area for themselves, but I'm not sure if countries like France (who has a region), Germany (who's not alone in its region) or even South Africa (who has wrestlers but where you can't go) will keep having regens or have any chance of "growing" in terms of number of workers. <p> </p><p> I already know I can influence a dojo by the nationality of the trainer, but that only ensure I'll have a couple of them, not that I'll keep having 70 guys (unless I'm mistaken). And as I'm not experienced at all in mods creation, I don't know if there is something I can add somewhere that will let me say "Put that country's worker generation on high, and that one on low".</p></div></blockquote><p> </p><p> There's no way to tell the game to create a brand new worker of a specific nationality. However, I'm not sure if you're actually talking about <strong>regeneration</strong> or <strong>new worker (generation)</strong>. The two are completely different, though serve much of the same purpose.</p><p> </p><p> Regeneration is when a worker retires or dies and their basic details (size, nationality, picture) are used to create a new worker.</p><p> </p><p> New worker generation is when the game creates a new worker from scratch, with the possibility of assigning a worker picture through Free Pictures.</p><p> </p><p> As you might have guessed by now, if you are indeed talking about Regeneration, you will have a host of French talent throughout the save.</p><p> </p><p> If you aren't, you'll probably still get French workers created by the game since it has it's own region and language in-game. The chance is much more random though.</p><p> </p><p> There's nothing that stops you from having both Regeneration and New Worker Generation on at the same time.</p>
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<p>My bad, it was indeed generation of new workers rather than regeneration, I just used the term I always had when talking about other games.</p><p> </p><p>

So at this point I'm not sure I would have enough people during that specific era where French wrestling was almost dead (meaning I can't add people myself like I did for the other decades), but if I understand correctly, I can always add the regeneration and rename the workers who would re-appear if there's a lack. Or edit generated workers nationalities. </p><p> </p><p>

Works for me, thanks !</p>

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<p>How offensive can a mod be? Should you pay attention to political corectness in your mod or can you give some black workers a rapper gimmick and the mexicans sombreros? And what about children/teenagers who can fight adults? And what about sexual content and bad language in bios and narratives?</p><p> </p><p>

i know it's a family-friendly board, and i won't post any details, but what would happen if a mod will cross some lines after release?</p><p>

It's not a question of whether this is tolerated, but whether people would play offensive mods.</p>

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<p>I honestly can't answer for everyone, but I feel there's "offensive cliches" and "not acceptable level of offensive": a black guy with a rapper gimmick or a mexican with a sombrero doesn't matter much to me, because 1) it happened in real life (Cryme Tyme, R-Truth, etc) and 2) while it's lacking in originality, it's not "that" bad. Same for children/teenagers fighting adults: Steen did it, there are guys in France who do it, and wasn't there in Japan a match between Kenny Omega and a 9-year old girl ? Not to mention the countless foreign heels of different nationalities the US had in its wrestling history.</p><p> </p><p>

The important thing is to make it clear that you don't agree with it and that you refrain from crossing the line between "Oh look, this black guy is a rapper, how surprising" and "Oh, look, a N-word". Just don't use slurs, naked pictures and the likes and you should be fine, I think.</p><p> </p><p>

With that being said, I also have a question: when you guys add IRL workers you don't know a lot about (or worse, nothing other than name, size and nationality), how do you set their Performance skills ? I don't really want to do 330 workers performance, even less since I don't know what should be the basis for local wrestlers: does 50% mean "He's a decent comedy babyface", or "He's not that great as a babyface but I guess he's not terrible either" ? Should a guy who never left France because he's not talented enough even have a 90% in Heel performance, because he's really good at it but just lacks any in ring talent ? </p><p>

In short, should I just put 50% (or 70%, or whatever other number is the "Basic" stat) for everything, or is there a good method for performance who's not "Just randomly click on a number and boom you're good" ?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ArcheoOutOfNowhere" data-cite="ArcheoOutOfNowhere" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div><p> </p><p> With that being said, I also have a question: when you guys add IRL workers you don't know a lot about (or worse, nothing other than name, size and nationality), how do you set their Performance skills ? I don't really want to do 330 workers performance, even less since I don't know what should be the basis for local wrestlers: does 50% mean "He's a decent comedy babyface", or "He's not that great as a babyface but I guess he's not terrible either" ? Should a guy who never left France because he's not talented enough even have a 90% in Heel performance, because he's really good at it but just lacks any in ring talent ? </p><p> In short, should I just put 50% (or 70%, or whatever other number is the "Basic" stat) for everything, or is there a good method for performance who's not "Just randomly click on a number and boom you're good" ?</p></div></blockquote><p> </p><p> My suggestion would be to put most stats at 50% except where their size or or other information suggests otherwise i.e if your guy is 7ft tall or 500 pounds his stamina is likely to be lower and his power/menace is likely to be higher</p><p> </p><p> then put their potential to either all random or all excellent - even on excellent only some will reach that full potential, and their destiny rolls each game will further tweak it.</p><p> </p><p> I would maybe default star power to 60ish just to give them a chance!</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="ArcheoOutOfNowhere" data-cite="ArcheoOutOfNowhere" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>With that being said, I also have a question: when you guys add IRL workers you don't know a lot about (or worse, nothing other than name, size and nationality), how do you set their Performance skills ? I don't really want to do 330 workers performance, even less since I don't know what should be the basis for local wrestlers: does 50% mean "He's a decent comedy babyface", or "He's not that great as a babyface but I guess he's not terrible either" ? Should a guy who never left France because he's not talented enough even have a 90% in Heel performance, because he's really good at it but just lacks any in ring talent ? <p> In short, should I just put 50% (or 70%, or whatever other number is the "Basic" stat) for everything, or is there a good method for performance who's not "Just randomly click on a number and boom you're good" ?</p></div></blockquote><p> </p><p> Personally, I never add real life workers I don't know and haven't seen. As a base for the average Western worker, 80% - 90% to their better alignment. For the other, anything from 1% - 80%. Only the rare exception would I set as below 80% in both; a bland work horse, a bland Japanese puro worker and a very low level Western youngster who is unlikely to go far and can improve their Babyface/Heel rating with time.</p><p> </p><p> Please note, you can be far more liberal with the Babyface/Heel and gimmick ratings. Common errors include setting both Babyface / Heel to atrocious values or setting a worker to do all gimmicks well (when it should be very rare). 50% isn't Basic, it's actually pretty terrible for an alignment stat and I literally will never turn someone to face/heel if they have lower than in C/C+ alignment performance stats. Also, someone who isn't a good in-ring talent can still have good values in these stats. </p><p> </p><p> In general, it would be best to think about playability (as with literally any thing while modding). Think how the worker is going to be used in-game. Does his babyface stat mean the player will never turn him? Is he too good in everything since the player can switch alignments and gimmicks at will? Does the worker even use gimmicks, or is he simply a puro work horse who needs no gimmick? Is everyone rated so low in the mod it makes entertainment promotions unplayable?</p>
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Thanks for the answers guys !

 

I should give more context: basically, I'm making my own (and probably never published apart from friends who'll use it) "French wrestling scene" mod so I can use the bizzo2k November 1933's one and do a long term save (who hopefully will go until 2018). Therefore it's relatively complicated to have footages or even informations on some of the wrestlers (there are some where I literally have one picture and the name with nothing else really giving much infos), and I'm forced to do some "average" stats because I can't really know if, say, Michel Allary, was actually able to do a decent comedy gimmick since it wasn't common at that time in France and even if it was, I won't be able to find footages of it. In ring skills is easy, but performance is awfully complicated.

 

Now, if it was just me using it, I would just put every gimmick rating at 70 (apart from Brute, comedy, weird and crazy since those are more specific), 90% if I know the person was awesome in that specific thing (so "Le Bourreau de Béthune" would be 90% in heel since he was "the" Heel in the 60's, and his Brute rating would be very high too), but I have at least two persons who will also use it so I want to make it kinda clean and "realistic" looking: I don't want someone to be unable to do any gimmicks other than "Amateur wrestler turned pro", but I don't want to cheat it and have everyone be some sort of acting god either. Even less since my save will be of the "Let's hire every French guy and see what I can do with them" variety, so I don't want to give myself too much of an advantage, but I also don't want to end up with the worst roster ever nor have them all be guys who will never be hired.

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Hi guys, I got a question concerning graphics. I'm doing a lot of cuts for Random workers in photoshop right now. But always, when I try to save the pictures (with transparent background since that's what I'm going for) as a .gif, I get a lot of white strokes around die edges and white artefacts in the picture. I don't have the same problems with .png but as we all know, tew2016 doesn't work with .png pictures.

Is there any workaround or way to get ridd of those white strokes?

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