StarCraft II continues the epic saga of the Protoss, Terran, and Zerg. These three distinct and powerful races will clash once again in the fast-paced real-time strategy sequel to the legendary original, StarCraft.

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StarCraft Mod and Plugin Manager
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Raygoza Author
Raygoza May 2 2012, 8:38am says:

About the plugins I don't know what kind of file they are, perhaps .exe, dll, or something else.
Anway plugins are program codes which tell something in the game to work differently like the Zergs to heal under ground or Shields to work like in SC2 (They take damage, after some time without damage they recharge fast)

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ignadtt May 2 2012, 6:34pm says:

awesome, how i can get it?

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ignadtt May 2 2012, 6:54pm says:

im sorry. i didnt see the description :)
i still have a question, can i play a mod in windowed mode?

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Raygoza Author
Raygoza May 3 2012, 9:32am says:

As it is now I don't think so, SC seems to lack that function, remember that computer of those times could hardly run SC. There may be something that allows you to do it but I am not sure and I don't know.

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Raygoza Author
Raygoza May 3 2012, 9:49am says:

A SC modder or someone who knows how SC applies mods to the game you start up understand that this is really possible.

This is because the mods themselves only carry the files they are going to mod and the rest is left untouched, because of this way mods work, this mod manager should work theoretically because a mod or a plugin overriding, replacing or adding new things to the game.
What loads after something/somethings replaces or override changes in of the previous loaded mods.

It's not how you run SC mods right now, because then you only got the changes of that particular mod, this mod manager loads everything in the order you want.

About the Create thing, my idea with that is that you could merge several mods and plugins into one mod
(you will decide the load order in the window that will be opened),
All this means that then you will have your custom mod exe.

This could be paralytically useful for merging all the graphics replacements, like making all the structures look like in SC2, you could merge several ones into one mod. because you can decide which ones to merge, that way you'll be able to keep compatibility with mods like
StarCraft Revolution mod, by not overriding or replacing wrong things.

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Tykous Jul 5 2012, 1:08am says:

@@ it would help us modder a lot if it exist.

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Immortality Jul 10 2012, 4:06pm says:

I just hope someone makes one.

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Raygoza Author
Raygoza Jul 11 2012, 4:56am says:

It would also be awesome if you could craft mods by using content from different mods.
Being able to open a mod with this tool and preview the files and codes, as well as images, start menus and anything else graphical that exists.

An other good thing is if you could tell the program where the other modding programs are and make some edits in the mod you craft which would show up on the right side.

When a crafted mod is runned it would run without all other mods and stuff in the mod and plugin list you see to the left.
Also crafted mods should be possible to convert into a regular mod py dragging them from the right side to the left.

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Immortality Jul 11 2012, 11:44am says:

well, i like the idea.

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HTLButcher Dec 24 2012, 4:03pm says:

I would like this to exist, depending on what pluggins would be availible. But the only reason I would get it is because no one seems to be able to create a mod for broodwar with the exact same units as starcraft 2. I've downloaded several programs, and have made a few attempts to learn a few things about modding, though I really still don't understand the process fully. I've seen many mods where they change most or all of the buildings to look (almost) like the starcraft 2 buildings, but that doesn't work over the terrain and background of broodwar maps, it just doesn't look right, but after all that effort of making the buildings look that way, it ends up being the same starcraft broodwar units, and maybe sometimes like 2 different starcraft 2 units. I figured if someone could take the effort of getting those 2 units right, then they could just as easily skip trying to make the buildings look updated (at least not the one's that are on both games, the ones that are unique to starcraft 2 would be acceptable with their graphics) and finish th job of just using starcraft 2 units for each species. I know If I had the capability, I would do this, I would even go as far as making everything from starcraft 2 have the starcraft broodwar graphics, just so everything would blend seamlessly, And Hell, maybe I would create sub category tabs for the buildings that produce units, so that the ones that got taken away from broodwar would still be available with the other tab. I might would even create a fourth species (a completely unique one, not hybrids or anything), If I could learn to make the images and create the animations.

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HTLButcher Dec 24 2012, 4:17pm says:

the best thing I've seen so far is DatEdit v1.5. IT seems to be the most user friendly.

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This does not exist but I bet that everyone would like one, we need someone to create a program like this, this would allow for customization for each StarCraft Player.

This is just Photo-shopped but it shows my idea and the possibilities
The reason to why only one building graphics would be changed instead of several ones is because that could conflict with the Main mod.
Mods that load afterwards overrides the changes in the previous mod.

The plugins add possibilities like making the Shields to react like in SC2, or a plug in making Zerg heal faster underground.

Everyone could release mini mods which changes 1 or 2 things specifically and would probably be compatible with most mods.
About mods that Change building GRPs they should only change one thing, maybe making the Gateway to look like in SC2, an other mod which changes the GRP of an other building to look different.

The beautie with this is that you would personally not have to edit the mods yourself and apply the changes you want, you would only download the small mods that changes what you want to run with the mod.
Or you could simply only run plugins with vanilla SC making Rally pointing to resources possible.

The possibilities are almost endless, we only need someone to create a program like this.

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May 2nd, 2012
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