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Post by garrusfan1 on Mar 15, 2020 1:05:06 GMT
In fallout 4 they have a thing in the main menu where you can look at mods people made for fallout 4. As a console player I thought this was awesome and hope that bioware would do something similar. I know that the mods are much harder to make for mass effect games and such (not sure why since I am an idiot when it comes to computers) however I know they have mods on computer so why not have some brought to console like bethesda did. I am not saying they WILL do this I just think it would be cool if they did. Anyone agree?
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Post by Hanako Ikezawa on Mar 15, 2020 1:08:43 GMT
I believe the reason it’s harder to make mods is because they use the Frostbite engine, and the people who made the Frostbite engine don’t release the toolset to manipulate it. Makes sense considering how many MP games use it. Bethesda meanwhile is much more open with the toolkit for their engine.
As for the idea, no thanks. I am not a fan of mods, and think the time and resources for this feature could be used for much better and important things.
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Post by garrusfan1 on Mar 15, 2020 1:12:31 GMT
I believe the reason it’s harder to make mods is because they use the Frostbite engine, and the people who made the Frostbite engine don’t release the toolset to manipulate it. Makes sense considering how many MP games use it. Bethesda meanwhile is much more open with the toolkit for their engine. As for the idea, no thanks. I am not a fan of mods, and think the time and resources for this feature could be used for much better and important things. But weren't the mods made by fans?
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Post by Polka Dot on Mar 15, 2020 1:49:29 GMT
Please, no!
It's a massive nuisance in FO4. Every time they add something to - Creator's Club, I think it's called - patches are required just so I can peruse the damned catalog I don't care about, don't want to see, and will not use. I don't get my mods from Bethesda's Creator's Club, I get them primarily from the Nexus.
Most of the FO4 mods I use require F4SE, the script extender which is a widely used modder's resource. Anytime the game is patched, F4SE also has to be re-released, even if no actual changes are needed, because of versioning. Sometimes some of the mods that use F4SE also have to change. And it usually takes a few days for these other resources to be updated and made available. IIRC, there's a trick you can do to avoid the wait that involves downloading the previous version of the game - once the automated patching thinks you're updated, you can then revert... all this just because there's some new stuff in Creator's Club catalog.
TL;DR - Every time new mods are added to Creator's Club, players have to take a timeout from the game waiting for updates to the mods they actually do use and care about. It's nothing but a nuisance, at least for the master race.
ETA: You're not likely to ever see that in a future BioWare game. The last toolset they released was for DAO, and Frostbite does not support modding.
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Post by Sanunes on Mar 15, 2020 5:47:08 GMT
AskAGameDev has a pretty lengthy post about game mods, I would recommend giving it a read to why developers might not want to go down that route anymore. AskAGameDev talks about modsNow with that out of the way my opinions of the subject. Unless a developer or publisher are going to go to the effort of not having third party software in their game engine I cannot see those developers or publishers allows mods in their games. The reason why Bethesda still has mods for their games is their game engine is out of date, I would even say its probably older then many of their players and with each new game they are just slapping more code on top of old code to get the new and old features to work. Frostbite was not designed in any way for mods to be part of the experience from using third party software to using a client server network structure (non-tech speak: you need a centralized computer for all computers to access to make content). Everything I have read it could take years before Frostbite had a true mod set that players could use and then they would have to make sure it works for players and keep it updated for them. Its a lot of work to allow mods and Bethesda can get around it for if I recall correctly their developers pretty much use the same mod tools that they give to players. With all the problems BioWare has had getting games themselves ready for shipping adding mods just adds more work that probably only a portion of their playerbase and then BioWare needs to weigh the pros and cons to see where the development time is best spent. Edit: The other thing is BioWare cannot make a menu system to save their life, its been one of the biggest problems I have with their game is the user experience and its just clumsy and awkward to use. They would need to get a handle of that first.
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Post by revelationeffect on Mar 15, 2020 23:34:16 GMT
Something else worth noting is that these are very different kinds of rpg, despite BioWare flirting with some open world mechanics in recent titles. They’re very story driven and lack that sandbox feeling that is the primary draw of Bethesda games, and thus large-scale mods are liable to feel very out of place and probably aren’t something they’d want to host regardless of feasibility, paring down the kinds of mods that would be hosted to like graphics stuff, weapons and armors, alternate models maybe, making it even less of a likelihood by creating an even more massive gulf between resources needed and payoff.
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Post by garrusfan1 on Mar 16, 2020 0:40:47 GMT
Something else worth noting is that these are very different kinds of rpg, despite BioWare flirting with some open world mechanics in recent titles. They’re very story driven and lack that sandbox feeling that is the primary draw of Bethesda games, and thus large-scale mods are liable to feel very out of place and probably aren’t something they’d want to host regardless of feasibility, paring down the kinds of mods that would be hosted to like graphics stuff, weapons and armors, alternate models maybe, making it even less of a likelihood by creating an even more massive gulf between resources needed and payoff. They have mods that change more then those already. For ME2 you can change every romance to possibly same sex romance. The ending scene in ME3 can be changed and old dialouge can be brought back. I am not saying your wrong about it being harder and not working as well but it is more then alternate looks and such
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Post by Hanako Ikezawa on Mar 16, 2020 1:07:14 GMT
Something else worth noting is that these are very different kinds of rpg, despite BioWare flirting with some open world mechanics in recent titles. They’re very story driven and lack that sandbox feeling that is the primary draw of Bethesda games, and thus large-scale mods are liable to feel very out of place and probably aren’t something they’d want to host regardless of feasibility, paring down the kinds of mods that would be hosted to like graphics stuff, weapons and armors, alternate models maybe, making it even less of a likelihood by creating an even more massive gulf between resources needed and payoff. They have mods that change more then those already. For ME2 you can change every romance to possibly same sex romance. The ending scene in ME3 can be changed and old dialouge can be brought back. I am not saying your wrong about it being harder and not working as well but it is more then alternate looks and such
Those games were on a different engine than the new ones.
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Post by garrusfan1 on Mar 16, 2020 6:16:53 GMT
They have mods that change more then those already. For ME2 you can change every romance to possibly same sex romance. The ending scene in ME3 can be changed and old dialouge can be brought back. I am not saying your wrong about it being harder and not working as well but it is more then alternate looks and such
Those games were on a different engine than the new ones. That's right those were on unreal engine. My bad
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Post by dmc1001 on Mar 23, 2020 15:01:40 GMT
Those games were on a different engine than the new ones. That's right those were on unreal engine. My bad Frostbite seems to be harder to mod. I know it's a bitch to move my Frostbite mods from my Drive E to Drive F once I got a bigger external HD. For the record, I've been playing off of external drives for well over a year with no problems. My new 5TB drive can hold a lot more.
Anyway, I liked how easy it was to mod with Unreal. You download a mod, drop it into a folder and you're done. You can't even use NexusMods to install mods for games that use Frostbite. It's ridiculous.
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Post by Unicephalon 40-D on Mar 23, 2020 15:11:48 GMT
That's right those were on unreal engine. My bad Frostbite seems to be harder to mod. I know it's a bitch to move my Frostbite mods from my Drive E to Drive F once I got a bigger external HD. For the record, I've been playing off of external drives for well over a year with no problems. My new 5TB drive can hold a lot more.
Anyway, I liked how easy it was to mod with Unreal. You download a mod, drop it into a folder and you're done. You can't even use NexusMods to install mods for games that use Frostbite. It's ridiculous.
Well theres FrostyModManager which is super easy to use though.. unpack files, run it, choose mods and run the game. Used it with both DAI and MEA.
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Post by dmc1001 on Mar 23, 2020 15:13:34 GMT
Frostbite seems to be harder to mod. I know it's a bitch to move my Frostbite mods from my Drive E to Drive F once I got a bigger external HD. For the record, I've been playing off of external drives for well over a year with no problems. My new 5TB drive can hold a lot more.
Anyway, I liked how easy it was to mod with Unreal. You download a mod, drop it into a folder and you're done. You can't even use NexusMods to install mods for games that use Frostbite. It's ridiculous.
Well theres FrostyModManager which is super easy to use though.. unpack files, run it, choose mods and run the game. Used it with both DAI and MEA. In theory. I moved MEA and DAI to a different drive and now things are difficult again.
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Post by ergates on Jun 14, 2020 18:55:00 GMT
It's a massive nuisance in FO4. Every time they add something to - Creator's Club, I think it's called - patches are required just so I can peruse the damned catalog I don't care about, don't want to see, and will not use. I don't get my mods from Bethesda's Creator's Club, I get them primarily from the Nexus. I've not updated my version of Fallout 4 since around 2017 for precisely that reason. I disabled all auto updates, and just left the game as it was, using the Script Extender shortcut to launch the game. Every time the game updates it breaks the Script Extender and all the mods that rely upon it, meaning you have to laboriously muck around waiting for, and then installing the newest version of SC, and more often than not updating all your mods too.. and the only purpose of those game updates is to add more stuff to their silly Creation Club - which almost entirely consists of skins, more skins and nothing but skins.
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Post by KaiserShep on Jun 14, 2020 18:57:57 GMT
I would much rather not have a game rely on fans to supplement player options in the game. Let the PC crowd deal with that shit.
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Post by cloud9 on Jun 16, 2020 8:37:59 GMT
Mods. Definitely mods.
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"In uncertainty, find infinite possibility"
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Post by Highwayman667 on Jun 19, 2020 17:16:00 GMT
As for the idea, no thanks. I am not a fan of mods, and think the time and resources for this feature could be used for much better and important things. I don't use mods as well but... surely it's not that difficult to include that feature ? I do understand people like using mods.
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Post by ergates on Jun 20, 2020 8:53:02 GMT
The more mods the better as far as I'm concerned. They massively extend the life of the game, and allow me to tailor the experience precisely according to my needs, while at the same time fixing all kinds of issues and flaws (on Caveat that what may be a 'flaw' for jill is 'gameplay working as intended for Jack').
As far as I'm concerned Dragon Age Origins is, near as damnit, the closest thing to a perfect videogame I've ever experienced on all my years abiding upon Earth. If I was to bend my brain in attempts to nitpick things to criticise about it I'd say:
- The lack of options to respec characters and party members is a problem, given that most of the parrty members' default builds are less than optimal.
- There's still one of two bugs.
- Some of the spell effects can be annoying or distracting (i.e constant 'boom' sound from Warrior's Rally ability, over the top visuals on rock armor etc.)
- Some of the textures are a bit drab in certain areas.
The respec issue has been fixed with mods, such as the aptly-named 'Respec Mod'. The bugs are fixed in the unofficial patches. Annoying spell effects are removed entirely via mods. The game's somewhat dated visuals are brought up to date by a combination of high resolution texture packs, new light maps, ENB presets etc. etc. making the game look surprisingly decent, even now in 2020.
Mod support for video games is such a massive boon, and allowing it opens up a world of possibilities.
Skyrim is another example - a game with absolutely full mod support. With mods I can tailor my entire Skyrim roleplay expoerience to a form of my own choosing; completely discarding the vanilla plot in vavour of an entirely custom experience. If I so choose I can, with the help of mods, have a character who is not a hero, not the Dragonborn, but simply plays as a lowly hunter in the wilderness with no magic or combat skills, save some basic archery, who brings his wares into town to sell on a small fleamarket..... at the other extreme I can become High King of Skyrim.
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Post by SirSourpuss on Jun 20, 2020 13:17:06 GMT
In fallout 4 they have a thing in the main menu where you can look at mods people made for fallout 4. As a console player I thought this was awesome and hope that bioware would do something similar. I know that the mods are much harder to make for mass effect games and such (not sure why since I am an idiot when it comes to computers) however I know they have mods on computer so why not have some brought to console like bethesda did. I am not saying they WILL do this I just think it would be cool if they did. Anyone agree?
I read a long time ago in an interview with ... I forget who, that EA in general discourages modding practices for their games. EA had been crancking up DLCs and cosmetic content for their games and saw the modding community as a competitor that could, perhaps, even outdo the work of established developers, in their games. So they've been making their games, intentionally, mod unfriendly.
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