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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="TheWho87" data-cite="TheWho87" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>If you want present day then most likely <a href="http://www.greydogsoftware.com/forum/showthread.php?t=534865" rel="external nofollow">mine</a></div></blockquote><p> </p><p> Thank you, been using your graphics since around 2010.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Larrikn" data-cite="Larrikn" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>anyone know of any 08-10 mods out or in the works? i need something from the era while i wait for Summer of Punk.</div></blockquote><p> </p><p> Nothing that's been officially released. If you can find a TEW 2013 mod from that era and convert it, won't take that much tweaking to get it pretty workable. </p><p> </p><p> I've been toying with an early version of RWC from 2013 but lots of updating left and its not intended for release. Just personal play.</p>
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<p>Ok so a quite a few questions.</p><p> </p><p>

Worker progression </p><p> </p><p>

I know roughly how the basics work, age, potential, time decline, opponents and working shows. But can any one explain in detail any other things that affect this?</p><p> </p><p>

I'm thinking such as, does the style of worker affect what stats rise quicker than other? Do any personality traits affect progression speed of any stats? I'd really like to know this a lot more in depth. I already know quite a bit based on playing the game, and reading posts. Basically if I had a 10 workers 50 rated at everyskill, what would affect the progression and what attributes were affected?</p><p> </p><p>

Secondly, worker styles. Apart from the penalties/bonuses depending on the company type (I've seen some technical workers lower down the card than entertainers in WWF for example) what other way do they affect the worker? Donthey affect progression? Do they affect match ratings, match types? Etc</p><p> </p><p>

Hall of fame/immortals</p><p> </p><p>

I know the requirements for workers to gain these and anything in those categories that happen in game go towards this. I know you can set progression before game in the editor. But if someone is selected in title lineage, does this count towards progression? Or do they have to be specifically put in the hall of fame/immortals section?</p><p> </p><p>

Thanks</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Peter.1986" data-cite="Peter.1986" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>I'm thinking such as, does the style of worker affect what stats rise quicker than other? Do any personality traits affect progression speed of any stats?</div></blockquote><p> </p><p> Skill progression is primarily down to who they're in the ring with, their age, their Destiny value, and how long the matches are.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Peter.1986" data-cite="Peter.1986" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Secondly, worker styles. Apart from the penalties/bonuses depending on the company type (I've seen some technical workers lower down the card than entertainers in WWF for example) what other way do they affect the worker? Donthey affect progression? Do they affect match ratings, match types? Etc</div></blockquote><p> </p><p> Styles are an organisational tool. They are used almost exclusively for hiring and pushes. They have zero affect on skill progression or match ratings.</p><p> </p><p> </p><blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Peter.1986" data-cite="Peter.1986" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Hall of fame/immortals<p> </p><p> I know the requirements for workers to gain these and anything in those categories that happen in game go towards this. I know you can set progression before game in the editor. But if someone is selected in title lineage, does this count towards progression? Or do they have to be specifically put in the hall of fame/immortals section?</p></div></blockquote><p> </p><p> Only things that happen during gameplay or have been specifically preset in the HOF record count.</p>
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<p>Are there any guides around regarding how to mod? I have an itch to add some small UK companies and workers to my game. All I've found is a thread (by Derek B?) which describes how the facts and figures work in game.</p><p> </p><p>

What I'm after I think is a guide explaining how to create/modify a database from scratch.</p><p> </p><p>

Hope I'm making myself clear.</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="WillyWillyWilly" data-cite="WillyWillyWilly" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Don't know where to ask, so i ask it here.<p> Does anyone know a source where you can get a welding shield, storm trooper helmet or a bone piercing for daz 3d?</p></div></blockquote><p> </p><p> Do you mean a welding face shield like on this guy?</p><p> </p><p> <a href="https://www.daz3d.com/wastelander-for-genesis-3-male-s" rel="external nofollow">https://www.daz3d.com/wastelander-for-genesis-3-male-s</a></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Mattah12" data-cite="Mattah12" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Are there any guides around regarding how to mod? I have an itch to add some small UK companies and workers to my game. All I've found is a thread (by Derek B?) which describes how the facts and figures work in game.<p> </p><p> What I'm after I think is a guide explaining how to create/modify a database from scratch.</p><p> </p><p> Hope I'm making myself clear.</p></div></blockquote><p> Whatever the database your using go to the editor and start messing around with it. Do two or three things to worker or a company. Start a new game and see what you did have a effect to the worker or company. Most modders on here are self taught and started by taking other people mods apart piece by piece. You be amaze at some things you find out. On information there several sites Wrestlingdata, Cagematch, Kayfabe Memories Message Board. There is lot information on Real World wrestling you just have to be willing to shift through it all.</p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="WillyWillyWilly" data-cite="WillyWillyWilly" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Don't know where to ask, so i ask it here.<p> Does anyone know a source where you can get a welding shield, storm trooper helmet or a bone piercing for daz 3d?</p></div></blockquote><p> </p><p> Storm trooper helmet</p><p> </p><p> <a href="https://www.renderosity.com/mod/freestuff/?item_id=63206" rel="external nofollow">https://www.renderosity.com/mod/freestuff/?item_id=63206</a></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="smw88" data-cite="smw88" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Do you mean a welding face shield like on this guy?<p> </p><p> <a href="https://www.daz3d.com/wastelander-for-genesis-3-male-s" rel="external nofollow">https://www.daz3d.com/wastelander-for-genesis-3-male-s</a></p></div></blockquote>That's exactly what i've looking for<p> thanks.</p>
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<p>I've been wanting to post something in this thread for a while now, but I could never figure out how to say what I was needing to say.</p><p> </p><p>

I think I need a bit of helpful advice when it comes to modding. I do all right when it comes to active wrestlers, and the like - I can actually test those, after all, and see what needs fixing. But I seem to have quite the hangup when it comes to older workers - retired wrestlers, deceased wrestlers, and wrestlers who've left the business, folks like that.</p><p> </p><p>

My online buddy told me that with deceased wrestlers, I could probably put any stats in there at all, and it wouldn't matter that much, as they're away from the business, and probably wouldn't be factoring into things, but somehow, I feel the need to be exact anyway. A slight OCD I seem to have.</p><p> </p><p>

Anyone have any helpful words of advice on how I should deal with these legends of yore?</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="dvdWarrior" data-cite="dvdWarrior" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>I've been wanting to post something in this thread for a while now, but I could never figure out how to say what I was needing to say.<p> </p><p> I think I need a bit of helpful advice when it comes to modding. I do all right when it comes to active wrestlers, and the like - I can actually test those, after all, and see what needs fixing. But I seem to have quite the hangup when it comes to older workers - retired wrestlers, deceased wrestlers, and wrestlers who've left the business, folks like that.</p><p> </p><p> My online buddy told me that with deceased wrestlers, I could probably put any stats in there at all, and it wouldn't matter that much, as they're away from the business, and probably wouldn't be factoring into things, but somehow, I feel the need to be exact anyway. A slight OCD I seem to have.</p><p> </p><p> Anyone have any helpful words of advice on how I should deal with these legends of yore?</p></div></blockquote><p> </p><p> It's always difficult to handle guys who used to be in the ring and no longer are. You can literally get away with doing nothing to their stats, as long as they have the stats they need for whatever roles they fill now they will do what needs to be done.</p><p> </p><p> That said... I also prefer to have former wrestler have "accurate" stats so that anyone who wants to edit the data (for example, for a draft) can bring workers back to the ring with stats at the kind of level you would expect. What I tend to do is look at how far into Time Decline they are and how long it's been since they were active, and copy roughly what the game does. If someone is 20 years past their best and retired for 10 of them... they're basically going to be zeroes for all of their top row and probably pretty low in all of their physical skills too. Sex appeal is likely to be non existent, Menace will have fallen lots Star Quality will have declined significantly (though this can be slower for some people) and in general everything will have fallen massively from their peak. If they are past their relevancy age then their entertainment and colour/announcing skills will have started to fall too.</p><p> </p><p> The only skills that don't fall with age are the ones that make people a good trainer for a dojo. Basics, Psychology, Safety (though that's not needed for the role), Reputation (unless they damage it themselves, Hulkster) and Respect. Psychology and Respect can increase even after a worker retires if they aren't in decline by then and are also the main skills for a Road Agent.</p><p> </p><p> If a worker is still just a little into their retirement (say, the first 3 years or so) I tend to leave their stats relatively untouched unless they were in noticeable time decline before retiring. Shawn Michaels may not have been declining when he retired, so I wouldn't knock a lot off his skills... Daniel Bryan and CM Punk would still be close to the same levels as when they left the ring too, and in CM Punk's case he may actually improve in some areas during his time away while getting weaker in others. But for someone like The Undertaker, who has clearly been in decline for several years? In another couple of years I'd be suuuuuper harsh on his stats, to the point where he'd barely be worth hiring for anything except a Road Agent role (which he'd be great at).</p><p> </p><p> Dead workers can have two different approaches... leave their skills as they would be when they died, since that reflects where they were at that point. Or zero them in everything because they are a corpse and they have no skills any more. Their inclusion in the database at this point is mostly for record keeping and Halls of Fame so they don't really need stats at all. I have no preference here myself, since you also can't see dead workers unless you really want to find them and they don't show u pin searches by default.</p><p> </p><p> And.... I think that's all I want to say for now. Hope that helps. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png"></p>
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Derek B" data-cite="Derek B" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>It's always difficult to handle guys who used to be in the ring and no longer are. You can literally get away with doing nothing to their stats, as long as they have the stats they need for whatever roles they fill now they will do what needs to be done.<p> </p><p> That said... I also prefer to have former wrestler have "accurate" stats so that anyone who wants to edit the data (for example, for a draft) can bring workers back to the ring with stats at the kind of level you would expect. What I tend to do is look at how far into Time Decline they are and how long it's been since they were active, and copy roughly what the game does. If someone is 20 years past their best and retired for 10 of them... they're basically going to be zeroes for all of their top row and probably pretty low in all of their physical skills too. Sex appeal is likely to be non existent, Menace will have fallen lots Star Quality will have declined significantly (though this can be slower for some people) and in general everything will have fallen massively from their peak. If they are past their relevancy age then their entertainment and colour/announcing skills will have started to fall too.</p><p> </p><p> The only skills that don't fall with age are the ones that make people a good trainer for a dojo. Basics, Psychology, Safety (though that's not needed for the role), Reputation (unless they damage it themselves, Hulkster) and Respect. Psychology and Respect can increase even after a worker retires if they aren't in decline by then and are also the main skills for a Road Agent.</p><p> </p><p> If a worker is still just a little into their retirement (say, the first 3 years or so) I tend to leave their stats relatively untouched unless they were in noticeable time decline before retiring. Shawn Michaels may not have been declining when he retired, so I wouldn't knock a lot off his skills... Daniel Bryan and CM Punk would still be close to the same levels as when they left the ring too, and in CM Punk's case he may actually improve in some areas during his time away while getting weaker in others. But for someone like The Undertaker, who has clearly been in decline for several years? In another couple of years I'd be suuuuuper harsh on his stats, to the point where he'd barely be worth hiring for anything except a Road Agent role (which he'd be great at).</p><p> </p><p> Dead workers can have two different approaches... leave their skills as they would be when they died, since that reflects where they were at that point. Or zero them in everything because they are a corpse and they have no skills any more. Their inclusion in the database at this point is mostly for record keeping and Halls of Fame so they don't really need stats at all. I have no preference here myself, since you also can't see dead workers unless you really want to find them and they don't show u pin searches by default.</p><p> </p><p> And.... I think that's all I want to say for now. Hope that helps. <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p></div></blockquote><p> </p><p> That helps a LOT actually. Many, many thanks for the information. Guess I'm just one of those people who needs direction. This, believe it or not, took something of a load off my mind.</p>
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  • 3 weeks later...
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="jbutton169" data-cite="jbutton169" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="42115" data-ipsquote-contentclass="forums_Topic"><div>Can someone re-upload the mods from Wrestling Nexus since it's closed down?</div></blockquote><p> </p><p> If you go on the old forum is clearly says they have moved, not closed down.</p><p> </p><p> <a href="https://community.wrestlingnexus.com/" rel="external nofollow">https://community.wrestlingnexus.com/</a></p>
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  • 5 weeks later...
Are there any guides around regarding how to mod? I have an itch to add some small UK companies and workers to my game. All I've found is a thread (by Derek B?) which describes how the facts and figures work in game.

 

What I'm after I think is a guide explaining how to create/modify a database from scratch.

 

Hope I'm making myself clear.

 

Here is Derek B's for TEW 2013 http://www.greydogsoftware.com/forum/showthread.php?t=524746 there are some differences with TEW 2016, but I find it very helpful still. :)

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  • 4 weeks later...

1. In TEW 2013, the game used a "Pass/Fail System" based on number 66.0, meaning certain skills in that game give bad notes unless they're a minimum of 66. Selling and Psychology, for example. I was also told Psychology had to be 78 to be allowed to "call in ring".

 

What skills in TEW 16 have a similar Pass/Fail number? What is that number?

 

2. Do child companies grow over time? If I start one at local size, will it increase in popularity and gain size? What is the maximum size of a developmental company?

 

3. What are the advantages and disadvantages to setting a development company as a Touring promotion? For example, will I be able to staff it with permanent road agents, announcer, referee, etc. or will I have to mess around with rehiring every slot after each tour?

 

4. What numbers for skills are considered "average stock", "meaningfully above average but not great"? I am trying to get a sense of what range I should be statting my guys in. I read Derek B's Mod-Making Tutorial for TEW13, but I don't know how much holds true to 16, especially maluses/bonuses, and point thresholds (like the 66.0 rule for Psychology and Selling).

Thanks for any time taken to answer!

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1. In TEW 2013, the game used a "Pass/Fail System" based on number 66.0, meaning certain skills in that game give bad notes unless they're a minimum of 66. Selling and Psychology, for example. I was also told Psychology had to be 78 to be allowed to "call in ring".

 

What skills in TEW 16 have a similar Pass/Fail number? What is that number?

 

2. Do child companies grow over time? If I start one at local size, will it increase in popularity and gain size? What is the maximum size of a developmental company?

 

3. What are the advantages and disadvantages to setting a development company as a Touring promotion? For example, will I be able to staff it with permanent road agents, announcer, referee, etc. or will I have to mess around with rehiring every slot after each tour?

 

4. What numbers for skills are considered "average stock", "meaningfully above average but not great"? I am trying to get a sense of what range I should be statting my guys in. I read Derek B's Mod-Making Tutorial for TEW13, but I don't know how much holds true to 16, especially maluses/bonuses, and point thresholds (like the 66.0 rule for Psychology and Selling).

Thanks for any time taken to answer!

 

2. Yes Child promotions can grow all the way to Cult size

 

4. 50 is average though it's really up to you as the mod maker what the average you want workers at for each specific skill. Takes lot of trial and error to get a mod they way you want it to work. Plus depending on the time period as well. You want a mod that reflects the times now then psychology is going to be real low on average.

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1. In TEW 2013, the game used a "Pass/Fail System" based on number 66.0, meaning certain skills in that game give bad notes unless they're a minimum of 66. Selling and Psychology, for example. I was also told Psychology had to be 78 to be allowed to "call in ring".

 

This has never been true.

 

The penalty comes into the play during the calculation process based on the score of the match AT THAT POINT in the calculations versus the psychology rating of the competitors.

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